TEXT: ®
  ®
  
  By Monte Cook
  Requires the Dungeons & Dragons® Player’s Handbook, published by Wizards of the Coast, Inc. 
  This book utilizes updated material from the v.3.5 revision.
  Additional Credits
  Editing and Proofreading:Carrie Bebris
  Production:Sue Weinlein Cook
  Cover Illustration: Sam Wood
  Screen Illustrations: Sam Wood and Mark Zug
  Interior Illustrations:David Hendee, Jennifer Meyer, and Mark Zug
  Cover,Screen,and Interior Page Design: Peter Whitley
  Character Sheets Design: Scott Okumura
  For supplemental material, visit Monte Cook’s Website: <www.montecook.com>
  “d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of
  the d20 System License version 4.0. A copy of this License can be found at < www.wizards.com/d20 >. Dungeons & Dragons®, Dungeon Master®,
  and Wizards of the Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission. All rights
  reserved. Unearthed Arcana™ is a trademark of Wizards of the Coast, and Arcana Unearthed is used with permission; all rights are reserved.
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  trademarks of White Wolf Publishing, Inc. All rights reserved. All other content is ©2003 Monte J. Cook. The mention of or reference to any company
  or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with 3rd Edition and Revised 3rd Edition rules. This edition
  of Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide is produced under version 1.0a, 4.0, and/or draft versions of the Open Game License, the d20 System
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  Player’s Guide are designated as Open Game Content: all the tables on the Player’s Reference Card and DM’s Screen; the spell parameters (range, duration, etc.) and game
  mechanics in Chapter Two (but not original spell names); the character sheets (but not the artwork); and anything else contained herein which is already Open Game
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  of these Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Monte Cook’s Arcana
  Unearthed DM’s Screen and Player’s Guide ©2003 Monte J. Cook.” This material is protected under the copyright laws of the United States of America. Any reproduction,
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  PLAYER’S
  GUIDE
  A d20 System Game Accessory
  MONTE COOK’S ARCANA UNEARTHED
  
  Table of Contents
  Monte Cook’s Arcana Unearthed Player’s Guide
  2
  Introduction: CHOOSE YOUR DESTINY
  Character Sheets................................................3
  DM’s Screen and Player’s Reference Card ........3
  Using This Book...................................................3
  Chapter One: PLAYING ARCANA UNEARTHED PCS
  Playing the Races................................................4
  Humans .................................................................................4
  Faen .......................................................................................4
  Giants....................................................................................5
  Litorians...............................................................................5
  Sidebar: Exceptions...............................................................5
  Mojh ......................................................................................5
  Runechildren......................................................................6
  Sibeccai.................................................................................7
  Verrik....................................................................................8
  Class Archetypes.................................................8
  Akashic .................................................................................8
  Champion..............................................................................8
  Greenbond ...........................................................................8
  Mage Blade...........................................................................9
  Magister...............................................................................9
  Oathsworn...........................................................................9
  Runethane............................................................................9
  Totem Warrior.....................................................................9
  Unfettered.........................................................................10
  Warmain..............................................................................10
  Witch...................................................................................10
  Starting With the Character Concept...........11
  Archer..................................................................................11
  Assassin................................................................................11
  Berserker.............................................................................11
  Bodyguard...........................................................................11
  Diplomat ..............................................................................11
  Dungeon Delver.................................................................11
  Healer ..................................................................................11
  Knight ..................................................................................11
  Minstrel...............................................................................11
  Sailor ...................................................................................11
  Swordfighter......................................................................11
  Thief .....................................................................................11
  Tinkerer ...............................................................................11
  Woodsman ...........................................................................11
  Chapter Two: CONVERSIONS
  Races and Classes..............................................12
  Skills and Feats .................................................12
  Changes to Skills..............................................................12
  New Feats.............................................................................13
  Equipment ...........................................................13
  Weapons...............................................................................13
  Armor...................................................................................13
  Playing the Game ...............................................13
  Damage Reduction.............................................................13
  Death’s Door.......................................................................13
  Hero Points.........................................................................13
  Spells ...................................................................13
  Philosophy ..........................................................................13
  Arcana Unearthed Spells vs. Core D20 Spells .............14
  Adding  Arcana Unearthed Descriptors .......................14
  Designating Spells as Simple, Complex, or Exotic......15
  Components........................................................................15
  Creating Diminished Effects ..........................................15
  Sidebar: Plant and Psionic Spells........................................15
  Creating Heightened Effects.........................................16
  Determining Creation Cost Multipliers ......................16
  Nonhumanoid Targets......................................................17
  Elemental Damage Types ..................................................17
  Spell Examples....................................................................17
  Monsters.............................................................18
  Statistics Conversion.......................................................18
  Elemental Damage ............................................................18
  Feats and Truenames ........................................................18
  magic Items.........................................................18
  CHARACTER SHEETS
  Akashic................................................................19
  Champion ...........................................................20
  Greenbond..........................................................21
  Mage Blade.........................................................22
  Magister..............................................................23
  Oathsworn.........................................................24
  Runethane..........................................................25
  Totem Warrior...................................................26
  Unfettered.........................................................27
  Warmain..............................................................28
  Witch...................................................................29
  Standard Back Page..........................................30
  LEGAL APPENDIX
  Open Game License ............................................31
  
  Introduction 3
  Choose Your Destiny 
  Monte Cook’s Arcana Unearthed provides a whole new way to play the d20 System game you most likely already know.
  To make it even easier,this product provides tools and aids for DMs and players alike.
  T
  his book,the Player’s Guide, offers suggestions for playing the
  new Arcana Unearthed races and guidelines for how they inter-
  act together.You’ll find archetypes that go along with each new
  character class to help define what the class is,what actions characters
  with that class might take,and what backgrounds they might have.
  The Player’s Guide also contains notes and guidelines for convert-
  ing material from 3rd Edition core rules products (original and
  revised) or other Open Game Content sources compatible with the
  core rules (like Malhavoc Press’s Book of Eldritch Might or Book of
  Hallowed Might, for example) for use in an Arcana Unearthed game.
  Using this guide, you can easily incorporate Monte Cook’s Arcana
  Unearthed with the other material.Add favorite spells to your Arcana
  Unearthed game,import some of the new classes from that book into
  a campaign you’ve been running for years, throw it all together at
  once—whatever you want to do, here’s how to make it happen.
  Character Sheets
  Each Arcana Unearthed character class has its own sheet,starting on
  page 19.(Multiclass characters should simply use whatever sheet seems
  to work best for them.) On page 30 you’ll find a single “back page” to
  employ for all characters.You may photocopy any of these sheets for
  your own personal use.They have been designed for you to copy the
  back page onto the reverse of the sheet specific to your character.
  Note that the sheets’ Class Abilities section sometimes presents a
  blank line,such as,“This power is usable ___ times per day.” Fill in
  this value,which is a variable (probably based on the character’s level,
  ability scores,or a combination ofboth).Consult the rules to determine the
  value.Of course,it may change as the character progresses.Check the
  box next to each ability when you reach the level required to gain it.
  The back page lists all the Arcana Unearthed skills. Underline
  your class skills to help remind yourself which ones cost you only 
  1 skill point per rank.
  DM’s Screen and Player’s
  Reference Card
  Two other components in this product are the DM’s Screen and the
  Player’s Reference Card. The screen has two main purposes: to
  shield the DM’s notes and die rolls when necessary, and to provide
  charts the DM needs to reference frequently. The DM might also
  paper clip important reminder notes to the screen. Sticky notes
  work as well for this purpose—just make sure you don’t cover up a
  portion of the screen that you need.
  The Player’s Reference Card on the inside cover is like the screen,
  but it’s meant to be kept out on the table so players can see and
  share it. It contains a number of handy charts and rules they may
  need to reference when using skills or attempting certain actions.
  Using This Book
  This book refers not only to spells, feats, and other rules introduced
  in Monte Cook’s Arcana Unearthed, but also to those from the three
  Core Rulebooks: the Player’s Handbook, DMG, and the MM.
  Bonus source material and ideas to augment the information in
  this Player’s Guide appear on Monte Cook’s website. Find the links
  to these free web enhancements at the book’s product page online
  at <www.montecook.com/mpress_Screen.html>.
  This rulebook is protected content except for items specifically called
  out as Open Game Content on the title page.For full details,turn to
  page 31.Open content is not otherwise marked in the text of this book.
  About the Author
  Monte Cook started working professionally in the game industry in 1988. In
  the employ of Iron Crown Enterprises, he worked on the Rolemaster and
  Champions games as an editor, developer, and designer. In 1994 Monte came
  to TSR as a game designer. As a senior game designer with Wizards of the
  Coast, he codesigned the new edition of Dungeons & Dragons, authored the
  Dungeon Master’s Guide, and designed the Book of Vile Darkness
  and the d20 version of Call of Cthulhu. For WizKids Games,
  he designed the HeroClix system of superhero combat.
  A graduate of the Clarion West writer’s workshop, Monte also has published
  short stories and two novels. In his spare time he runs games, builds vast
  dioramas out of LEGO building bricks, and reads a lot of comics.
  About the Illustrators
  Cover artist Sam Wood, a Seattle-based illustrator, works primarily in the role-
  playing and electronic game industries. While a staff artist at Wizards of the
  Coast, Sam illustrated Dungeons & Dragons, Magic: The Gathering, and
  many other games. In addition to Malhavoc Press, he's worked for 
  a wide range of companies, from Green Ronin to Microsoft. 
  David Hendee is a California artist with a degree in architecture from
  UC Berkeley. He worked as a drafter for a year before branching out as a level
  designer and modeler for video games. In 2000 he began to pursue a career
  as a freelance illustrator. You can find his art in products from such
  publishers as Natural 20 Press, Backara d20, and Gilded Moose Games.
  See more of his work at his website <www.davidhendee.com>.
  Jennifer Meyer, sometimes considered a wanderer, currently resides in
  the mountains of Utah. This is her second product with Malhavoc Press. 
  You can also see her work in books from Green Ronin, Sovereign
  Press, and Goodman Games. Check out her online portfolio
  <http://home.earthlink.net/~tabykat/main.html>. 
  Illustrator Mark Zug discovered early the power of pencil and paper to bring
  to life things not available to the senses—dinosaurs, super heroes, starships,
  and races of ancient astronauts. To date, his work has appeared on the covers
  of numerous magazines, fantasy novels, and game products. He has been
  nominated for a Chesley Award and received the Jack Gaughan Award for Best
  Emerging Artist in 2001. Visit <www.markzug.com> to see more of his work. 
  Malhavoc Press
  Malhavoc Press is Monte’s game imprint devoted to the publication
  of unusual magic, monsters, and evocative game elements that go beyond
  traditional fantasy. Malhavoc Press products exhibit the mastery of the
  3rd Edition rules that only one of its original designers can offer.
  Other Malhavoc Press titles in the Arcana Unearthed line include
  The Diamond Throne, a setting book containing source material, monsters,
  magic items, and more. Most current titles are available to purchase in either
  print or electronic (PDF) format at <www.montecook.com>.
  
  Playing Arcana Unearthed PCs
  Humans,enslaved by draconic dramojh for centuries until emancipated by the giants ...sibeccai,raised up to civilization from their beastly
  origins ...mojh,self-transformed into shells of humanity ...faen,who were old when the world was young:These are the player character
  races of Monte Cook’s Arcana Unearthed.
  P
  layers using Monte Cook’s Arcana Unearthed face some
  new and interesting challenges in the roles that they can
  play. New races, new classes, new feats, new spells—it can be
  a lot to take in. This chapter should help players get an idea of the
  archetypes and roles available to them with these new options.
  Playing the Races 
  The races in Monte Cook’s Arcana Unearthed aren’t just humans in
  various costumes. They possess deep emotional and philosophical
  differences—not so many that the distinctions cause conflict, but
  enough to encourage interesting interactions. Below is a discussion
  of each race and what it is like to play a character of that race.
  Humans
  Humans are probably the easiest race to play,because we all under-
  stand what it’s like to be a human.Humans are you and I,in real life.
  Because we all have the most experience with humans,they also con-
  stitute the broadest and most well-rounded Arcana Unearthed race.
  Humans do face some interesting roleplaying challenges,
  however. Unlike some fantasy milieus, in Monte Cook’s Arcana
  Unearthed, humans are not the dominant race (although they
  might still be the most numerous). Each human must come to
  grips with the presence of giants in their land. Once, humans
  were well on their way to being truly dominant, until they were
  enslaved by the dramojh. Nearly a millennium later, the giants
  liberated them. How does this history affect each individual’s
  outlook on the world? It’s now been hundreds of years since the
  days of slavery (so no human actually remembers the dramojh).
  Most humans still appreciate and respect the giants for what
  they did, and what they continue to do—safeguard the lands
  they control, build fantastic cities and roads, and generally
  improve the quality of life. A minority, however, resents the
  giants and believes that they should either relinquish their posi-
  tion or leave the realm altogether. A small number of these 
  dissidents actually want to drive the giants back to their 
  original homeland by force.
  Humans are no more or less likely than any other race to fill the
  ranks of a particular class.
  Favored Drink: Any; Favored Food: Any; Favored Weapon: Any
  Faen
  Nimble, fleet of foot and quick witted, faen are exactly what you’re
  looking for if you like the idea of the legendary fey, of characters
  who favor quickness over brute force, or of characters who can’t be
  measured by their stature.
  Loresong and quickling faen make up an intertwined society.They
  refer to each other as “cousin,” and biologically they are 100 percent
  compatible.There are no faen halfbreeds;no matter what the parent-
  age, a child is either fully loresong or fully quickling. Genetic throw-
  backs may occur, however—so mixed is the society that it is not
  uncommon for two quicklings to sire a loresong or vice versa.
  Undergoing the metamorphosis into a spryte is something no
  faen does lightly, because it is a permanent change. About one in
  six faen metamorphose at some point in their lives. Becoming a
  spryte doesn’t really change one’s outlook: Sprytes still display the
  personality traits of the faen type they once were, and of the indi-
  viduals they once were as well. Only their form differs. Of course,
  the change itself, and adapting to the new form, its abilities, and its
  limitations, can bring about change in some individuals. More than
  other faen, sprytes often leave their society to discover the world,
  explore nature, or just to be on their own.
  Faen value security and safety. The typical faen wants nothing
  more than to settle somewhere safe and live a pleasant, peaceful life
  with friends and family. Aspects of faen psychology, however, work
  counter to such a life. For one, many faen are extremely curious
  explorers who pursue new discoveries. Loresong faen often seek
  new mystical wonders or magical spells, while quicklings commonly
  seek wealth or riches. Sprytes might aim for either.
  Faen are also somewhat frivolous.While they enjoy security,they
  rarely plan too far ahead.They live more for the moment than for the
  long term,and they value things like laughter,song,and strong posi-
  tive emotions more than humans do.This attitude sometimes leads
  them into “trouble” (by human standards) down the road,forcing
  them to leave the safety of their homes to take care of a problem that
  they perhaps could have foreseen but did not.It should be noted that
  while faen love laughter, they are not practical jokers or tricksters.
  They would rather tell a joke than play a joke on someone. Faen
  would find a practical joker disruptive and annoying, not funny.
  When you play a faen,your actions shouldn’t be considered reck-
  less,but they might be seen as not well thought-out (by non-faen,any-
  way).This doesn’t make faen unwise or foolish,however.Their curios-
  ity has led to amazing discoveries,and the success of their civiliza-
  tion over the millennia is testimony to their bravery and ingenuity.
  Loresong faen are most often mages of some kind: magisters,
  runethanes, greenbonds, witches, or mage blades. (Faen are most
  often wind, winter, or wood witches.) In the eyes of many
  loresongs, a mage blade is a warrior. Still, some loresong faen
  become akashics (or more frequently, multiclass akashic/magisters
  or akashic/mage blades), and even champions, oathsworn, or unfet-
  tered. They are almost never warmains or totem warriors.
  Chapter One
  
  Quickling faen take advantage of their agility and speed to become
  unfettered,totem warriors (usually hawk or wolverine totems),cham-
  pions,or mage blades.Although occasionally members of other class-
  es,they almost never become warmains.Faen champions usually fight
  for freedom,life,faen,or the Harrowdeep forest.
  Most sprytes one encounters are spellcasters of some kind. Their
  stature impedes their effectiveness as warriors but proves an advan-
  tage when it comes to spellcasting, and the fact that they can fly
  above their foes helps keep them safe.
  Favored Drink: Sweet wine, spiced cider; Favored Food: Wild
  game, fruits, and sweets; Favored Weapon: Bows.
  Giants
  There’s just something about playing a character who towers over
  the rest of the group and most nonplayer characters you encounter.
  That great stature, coupled with the giants’ mastery of the land,
  makes them an attractive race to almost any player.
  An ancient race, the giants’ history in the current realm goes
  back only a few hundred years. Still, their influence extends over all
  aspects of society. The fact that standard doorways wherever you go
  are 10 to 15 feet high and hallways are 10 feet wide is just one proof
  of their predominance.
  Giants are warm hearted and genuinely friendly unless given a
  reason not to be. When angered, though, they become terrible to
  behold. They are not frivolous, but they value humor, song, and rit-
  uals as much as they value food and air. Don’t play these characters
  as the bestial giants found in other games. Even a not-so-smart
  giant is no crude beast-man.
  And of course,giants are in charge.As stated in the “Giants in the
  Campaign” sidebar in Monte Cook’s Arcana Unearthed,resist the temp-
  tation to play all giants as authoritarian heavies.Rather than focus on
  the fact that they are in charge,focus instead on why they want to be in
  charge.They are caretakers and stewards—they want to see the land
  and its people preserved.They want only what’s best for everyone.
  In an adventuring group, it’s natural for a giant to assume a
  position of leadership (although it’s not always natural for everyone
  to accept that). However, a giant normally does what’s best for the
  group—whatever that may be. Giants are often more willing than
  members of other races to put themselves at personal risk to help
  someone else, but they don’t take foolish chances. In fact, giants are
  usually quite wise and consider their actions carefully.
  Frequently warmains, giants are well represented in every class
  (except perhaps unfettered, for few giants appreciate their wild,
  abandoned look upon life; totem warriors are also a less common
  choice). They are more likely magisters than witches or runethanes,
  more likely greenbonds than mage blades, more likely champions
  than oathsworn. But all are certainly viable choices for a giant.
  Favored Drink: Strong spirits,ale;Favored Food: Fruits and vegetables
  (meat in small amounts);Favored Weapon: Heavy swords and axes.
  Litorians
  Litorians are impressive in stature and in their honor-bound
  nature. Anyone who calls them cat-people doesn’t understand them
  at all. With due respect to cats, these are not aloof, self-interested
  felines, but proud warriors and hunters who are principled and
  thoughtful in their actions. They ascribe high importance to the
  well-being of their allies, their families, and their people.
  Also,do not dismiss them simply as primitive hunters.The litorians
  have been around as long as the humans or the faen,and know much
  about those two races and the cities they build.The litorians,however,
  have rejected the ways of the other races to embrace their own.
  Litorians are noble and value personal honor very highly. They
  also closely guard their image in society. Litorians teach their chil-
  dren that to be caught in a lie, to be seen as a failure, or to be called
  a coward are all fates as
  bad as death. Some lito-
  rians take this ideal to
  mean almost never
  speak, attempt only
  what one is good at, and
  never turn from a fight,
  no matter what the
  odds. These points of
  view, however, border on the extreme. Most litorians realize that
  intent holds more importance than action. Abandoning a fight is
  not cowardly when one has no chance of winning. There is no
  shame in failing at an impossible task. And a statement is never a
  true lie if you believe it when you say it.
  Other things,however,can shame a litorian as well:associating with
  honorless people,betraying a friend,dishonoring or betraying your par-
  ents,failing to repay a debt—or worse,failing to recognize when you
  are in someone’s debt.One who saves the life of a litorian usually finds
  that litorian swearing to aid him in a great task.Litorians have a strong
  sense of lifedebt and will go to great lengths to repay their saviors.
  When you play a litorian, carefully consider your actions. When
  you make a friend, stick by that friend no matter what. When you
  make an enemy, strive against that enemy with all your might. (And
  thus do neither lightly.)
  Litorians are most often unfettered,totem warriors,oathsworn,or
  greenbonds. They are less frequently champions, akashics, witches,
  and mage blades. Litorians rarely become warmains, magisters, or
  runethanes.Of course,it’s certainly possible—even likely—that there
  exist exceptional litorians who gird themselves in heavy armor,or to
  spend months studying massive tomes on magic and live their lives
  in the crowded cities of the land.Exceptions simply prove the rule.
  Favored Drink: Water or whiskey; Favored Food: Meats; Favored
  Weapon: Clubs and maces (and bolas).
  Mojh
  The word “mojh” is meant to make one think of the dramojh.It’s meant
  to convey power and engender respect—and perhaps a little fear.
  Mojh don’t really look much like the dramojh did. They are
  vaguely draconic humanoids (dramojh were not humanoid at all)
  and seem nothing like the humans they once were. They dwell apart
  from humans and other races most of the time. Their communes
  are isolated and often secret.
  Chapter One: Playing Arcana Unearthed PCs 5
  Exceptions
  Of course, there are exceptions to every rule.
  There are cold-hearted, cruel giants, caring and
  loving mojh, and loresong faen warmains who
  have no patience for magic. These sections
  speak only of generalities and the most
  common members of each race.
  
  Two qualities intrinsic to the mojh race shape their outlook.
  First, each individual mojh chose to be a mojh. (There are mojh
  who were forcefully transformed by other mojh, but these are fairly
  isolated incidents.) The process by which a human transforms into
  a mojh is not easy, and few go into it lightly. One needs to have a
  real disdain for one’s current identity to undergo such a change,
  and one must have a real need to live separate from others who
  were once of his or her kind.
  Second, mojh are genderless. Biological urges to mate or emo-
  tions like love do not drive them. In fact, they are fairly emotionless
  compared to humans. They devote that mental energy and that time
  to other pursuits—usually in developing their minds, their bodies,
  or their magical abilities. Each mojh thinks of itself as a work in
  progress, steadily improving all the time.
  Monte Cook’s Arcana Unearthed has no system of alignment;thus,to
  say that the mojh lean toward “evil” is too simplistic.The game offers
  no actual definition of good or evil.As in the real world,each individ-
  ual must define those terms.That said,any beings who willingly pat-
  tern themselves after the dramojh are easy to label as evil.To be sure,
  many members of the other races do just that. They see the mojh’s
  fascination with the dramojh and even with dragons as abominable.
  Mojh do not trust others easily—even other mojh. They often
  assume that others will dislike them, and their naturally devious
  minds take for granted that most other people are just as devious as
  they. Even a mojh who would not betray another sees betrayal in
  others quite easily.
  Mojh characters challenge their players,as they are not the most
  likeable creatures by most standards.Those mojh who do associate
  with others,however,learn to adapt and fit into standard society.
  (They also often use hooded cloaks or other simple disguises to avoid
  drawing attention.) You’re not likely to see,in most communities,a
  mojh in a social position—a shopkeeper,an entertainer,or a leader.
  Mojh are very often mages—runethanes, magisters, mage
  blades, and witches (usually iron or mind witches). They seldom
  appear as akashics or greenbonds, and even more seldom as unfet-
  tered, oathsworn, or totem warriors (usually serpent or shark totem
  warriors). They almost never become champions or warmains; the
  rare mojh champion usually champions its own race.
  Favored Drink: Tea; Favored Food: Meat (cooked well done);
  Favored Weapon: Rapier or short sword.
  Runechildren
  Runechildren are chosen, almost messiahlike figures. Only some
  see themselves that way, however. Others see the gift of the rune as
  a responsibility or even a burden.
  Because runechildren can be members of any race, it is difficult
  to pin down too many defining characteristics. They normally feel
  obligated to help those in need when they come upon them, cham-
  Monte Cook’s Arcana Unearthed Player’s Guide
  6
  Humans
  Quickling Faen
  Loresong Faen
  Giants
  Sprytes
  
  pioning the oppressed and the downtrodden. They never exploit
  their powers for their own gain. They do not take advantage of oth-
  ers, nor treat others with cruelty or dispassion, and never inflict
  pain or death unless required to do so. They preserve rather than
  destroy. They save life rather than take it.
  Passion and duty fuels the existence of runechildren.They seem
  to feel emotions,from rage to love to regret,more strongly than do
  the unmarked.They are tireless in their pursuit of justice,peace,and
  altruism.Some enjoy the praise and adulation they get because of
  their works,while others slip away before anyone can notice them.
  Favored Drink, Favored Food, and Favored Weapon: See base race.
  Sibeccai
  Former beasts who try to deny that nature (and sometimes fail),
  sibeccai are as interesting as they are dangerous.
  Sibeccai fall into two informal groups: those who still try to
  define themselves by what the giants tell them to do, and those who
  have shed those bonds to define themselves. Both prefer the com-
  pany of fellow sibeccai to any other race. If forced to work alongside
  others, sibeccai are normally snide and arrogant, except to giants
  and other sibeccai. Though they can demonstrate kindness and
  generosity toward those of other races with whom they become
  familiar and friendly, sibeccai do not make friends easily.
  Their inability to develop close relationships with non-sibeccai
  and non-giants stems not from mojhlike distrust, but rather an
  inherent inferiority complex. They used to be beasts—they haven’t
  been an intelligent race for long (compared to other races). This
  insecurity manifests as overcompensation: They try very hard to
  demonstrate their superiority just to prove they are not inferior.
  When trying to get a handle on the sibeccai outlook, keep in mind
  this underlying insecurity.
  Sibeccai value health and appearance. It is almost unheard of to
  see an overweight or sickly sibeccai. They also value their reputation
  and status. An insulted sibeccai who gets into a fight is more likely
  defending his reputation than his honor—a subtle difference, but
  one that divides sibeccai from litorians.
  Some sibeccai act submissive—even fawning—toward giants,
  even when the giants discourage such behavior. Rarely, an
  unscrupulous giant takes advantage of this sycophancy; others find
  it so embarrassing that they avoid contact with any sibeccai. Most
  giants, however, understand sibeccai enough to smile and nod with
  tolerance and appreciation of the gesture.
  Sibeccai like professions and devotions that appear sophisticat-
  ed and prestigious. Even those who are not warriors by trade exag-
  gerate their combat prowess. Warmains, oathsworn, champions,
  and mage blades are all common in sibeccai society. Magisters,
  runethanes, akashics, unfettered, and witches are less common;
  greenbonds and totem warriors are very rare.
  Favored Drink: Beer; Favored Food: Meat (cooked very rare);
  Favored Weapon: Swords (especially kopeshes).
  Chapter One: Playing Arcana Unearthed PCs 7
  Litorians
  Mojh
  Sibeccai
  Verrik
  
  Verrik
  Verrik offer the perfect choice for players who like enigmatic characters.
  Each and every verrik possesses some level of psychic talent,as wit-
  nessed by the interesting powers innate to every member of the race.
  Just because they look like humans,do not assume that you
  should play verrik like humans.In fact,in many ways,verrik are the
  most unlike humans of all the races.They do not think like humans;
  they see the world in a larger context beyond just themselves.A ver-
  rik considers not only how a given course of action will affect her,
  but also how it will affect others (and thus,how that effect will affect
  her later).They look ahead not just to tomorrow,but to next year,to
  ten years beyond that,and to their children’s time as well.Thus,ver-
  rik often see others as short-sighted and frivolous.
  Verrik are inventive. They build, they innovate, and they explore.
  They think beyond the bounds of what others believe. In compari-
  son to members of other races, they are never quick to dismiss, and
  are very open-minded. Verrik do not make assumptions, and do not
  rely solely on empirical evidence or the assurances of others. They
  try things for themselves, each time hoping to learn something
  new. But they are not reckless or foolhardy.
  Verrik do not compose poetry or delight in song.Their cere-
  monies are the simplest of any race.They eschew showy displays and
  put little stock in appearance,because they know that appearances
  can be deceiving.Still,their unusual emphasis on function can lead
  to the creation of interesting forms.For example,a verrik castle
  might appear very strange,with free-standing,winding staircases up
  to spiraled towers and glass minarets.Others might see the struc-
  ture as showy or even artistic,when in fact its builder had practical
  motives—perhaps the sun’s heat comes through the glass minarets
  and is channeled down the spiral tower to heat the rest of the castle.
  Verrik can seem arrogant and aloof. Some of them are. Those
  with great mental powers can find themselves feeling quite superior
  to others. Most members of the race, however, are simply introspec-
  tive or contemplative. That smug expression on the verrik’s face
  really stems from his thoughts about the implications years from
  now of an event that just happened.
  The akashic and witch classes often appeal to verrik. Warriors
  are evenly split among oathsworn, unfettered and warmains—
  verrik almost never become totem warriors. Verrik magisters,
  mage blades, champions, and runethanes are not uncommon.
  Despite their affinity for magic and wisdom, verrik find the
  nature of the greenbond class to be against their own basic char-
  acter. They simply do not believe that the land, or life, or the
  Green need shepherds or protectors.
  Favored Drink: Dry wine; Favored Food: Strictly vegetarian fare;
  Favored Weapon: Crossbows.
  Class Archetypes
  All character classes are really just archetypes.However,most actual-
  ly comprise a general collection of more specific archetypes.Since
  Monte Cook’s Arcana Unearthed offers brand new classes,the follow-
  ing section defines and describes a few basic archetypes for each
  class—roles to play within each character choice.When creating a
  character,you can base your concept upon these choices,or use them
  as standards to which your character is an exception.DMs might
  use this section to inspire ideas for types of NPCs within each class.
  Some archetypes are specific to the Diamond Throne setting,
  but most are fairly general. A few have flaws that the character per-
  haps can overcome in time.
  Akashic
  Jack of All Trades: You know a bit about everything, and your mys-
  tic connection to the akashic memory allows you to fill in the gaps
  when necessity arises. In any situation, you’ve got something to
  contribute. You may not excel at any one thing, but you’re also not
  terrible at anything.
  Loremaster: You’ve lived long with the local akashic guild, not
  only honing your akashic abilities, but also studying all the lore you
  could—history, magic, science, cosmology, geography, and more.
  Loremasters and sages can earn a respectable wage as sources of infor-
  mation and teachers for the young.However,you might want to actu-
  ally use what you’ve learned and go out into the world to make your
  own fortune,so that someday,loremasters will be reading about you.
  Spy: You use your memory-based abilities to tap into the knowl-
  edge of others. This allows you to not only gather information on
  them, but also to impersonate them. You are slick and savvy—you
  think quickly on your feet and excel at getting yourself out of tight
  situations.
  Champion
  Holy Warrior: You champion your cause because you saw the need
  in a holy vision. Your god wants you to defend and uphold the
  cause. It’s the right thing to do, and with a god behind you, how
  can you fail? Others might call you arrogant, but you tolerate them
  with great understanding and a little pity. After all, not everyone is
  chosen by the gods.
  The King’s Man (or Woman): Your loyalty to a local noble
  knows no bounds. When he or she needs someone trustworthy
  beyond doubt, you are summoned. You get jobs done quickly,
  efficiently, and discreetly.
  Rebel: The establishment wants nothing more than to keep the
  people down. But the people have a champion—you! You defend
  the weak and befriend the friendless. You would not hesitate to
  stand against the king himself to uphold the cause.
  Greenbond
  The Land’s Redeemer: The land is life, and nothing holds more
  importance. Those who abuse the land are your enemies, and you
  show them no mercy.Those who are a part of the land—who care for
  it and gain sustenance from it in a wonderful,natural symbiosis—are
  your friends, and you protect them as though they are a part of the
  land. Yours is a heavy burden, but your duty vital.
  Mysterious Wise One:You know much more about the world
  than do most people.You comprehend that spirits dwell in each and
  every object and force in nature. The world is alive with spirits, but
  most people don’t realize that. Others, even your own comrades,
  Monte Cook’s Arcana Unearthed Player’s Guide
  8
  
  sometimes don’t understand you and the things you say.They claim
  you speak in cryptic riddles.That is not your problem.They will
  understand when they need to understand.
  Preserver of Life:Life is more important than anything else. The
  Green gives life, and it nurtures all living things. You represent the
  Green in the world. In you resides the power to preserve life, and
  therefore you must. Plants, animals, people—the Green blesses all
  of these things. But life is absolute. Once it is gone, who has the
  right to restore it? Raising the dead is a questionable practice at
  best. The undead? No question—they are abomination that must
  be destroyed at all costs.
  Mage Blade
  Dilettante: You’ve never been happy pinning yourself down. You
  never wanted to focus on any one thing. Can you help it if you’re
  good at virtually anything? Magic, swordfighting—it’s all part of
  your repertoire. There’s nothing you can’t handle.
  Spellcasting Warrior:Your parents wanted you to become a
  honorable warrior, and you trained with the best in the local war-
  guild to learn the skills you would need. In secret, however, you
  studied the art of spellcraft and learned to use magic. What’s
  more, you discovered you have a real knack for it. Today, you’re on
  your own and although you appear to be a warrior, you know
  you’ve got your mystical skills and knowledge to fall back on when
  you need them.
  War-Mage: Brought up and trained to be a mage, you possess
  skill with weapons and prowess with battle-related magic that can-
  not be ignored. You took the age-old path of the war-mage and
  specialized in martial magic. The rich and powerful seek war-mages
  as military commanders, bodyguards, and agents, but many war-
  mages become self-made characters with epic destinies.
  Magister
  Doomspeaker: You specialize in curses and divinations, gaining a
  reputation as a mysterious and dangerous figure. Your command of
  magic, particularly magic that grants you knowledge or allows you
  to strike down enemies, earns you respect—and fear. You do not
  have a lot of friends, but many know of you. You are a bit of a loner,
  although if you could find some worthy allies, you’d certainly be
  loyal to them.
  Priest: A faithful adherent of your chosen deity or religion,
  you are recognized by others as one ordained in ceremony to
  represent that god. Your love of lore has enabled you to learn
  much of the world, of history, and of philosophy. Others see
  your spells as an extension of your faith—your magic is a gift
  from your god.
  Teacher:Magic is the way the world works. Magic is science. It is
  lore. There could be no better teacher than you, whether a teacher
  of the young or the master of a single apprentice. People can learn
  much from you; in turn, you recognize that you must not only gath-
  er more knowledge, but also communicate well so that others can
  understand. A teacher is nothing if not a diplomat of wisdom to
  the ignorant.
  Oathsworn
  Avenger: You have sworn an oath to right a wrong. Someone you
  know—a family member,friend,mentor—was murdered,kidnapped,
  or mistreated. Now, you seek to avenge that crime and will stop at
  nothing to see justice done. If others happen to think as you do,
  or are headed in a similar direction, you will not refuse their com-
  pany, but you’ll not tolerate events that might delay you in fulfill-
  ing your oath.
  The Chosen One: You’ve sworn an oath to fulfill an ancient
  prophecy. You are the chosen one, and thus nothing can stop you.
  People have waited generations for your appearance, and all signs
  and portents point to your being the one who will fulfill the
  prophecy. Inwardly, you harbor some doubt, and conquering that
  doubt is as important a step to fulfilling your oath as defeating any
  foe or overcoming any obstacle.
  Guardian: Questing holds less appeal for you than staying back
  to defend a place you hold dear. Of course, often the greatest
  defense is a strong offense. You know that to fulfill your oath,
  sometimes you must travel to those who mean it harm—and
  defeat them.
  Questing Knight: Although not a knight in the traditional sense
  (you wear no armor, wield no sword, and would never ride a gallop-
  ing charger), you are a knight on a quest. The mission you’ve
  undertaken is a difficult one, however, and you realize that until
  you gain power and experience, you’ll never manage to complete it.
  Thus, if you become sidetracked now and again on the way, taking
  and fulfilling smaller oaths, that’s acceptable—it all leads up to the
  completion of your real quest.
  Runethane
  Castle Defender: You work as a defense specialist, building traps
  and locks, and placing runes to destroy and bedevil intruders. You
  also use your spells and runes to make yourself a potent defender in
  your own right—no one wants to fight you on your home ground.
  You tend toward cockiness in the castle, but when your duties take
  you elsewhere, you become nervous and edgy.
  Spellsword: You use your magical spells and runes to enhance
  your fighting ability. Combat is your real love; while you have a tal-
  ent with magic, it’s not your preferred focus. You see yourself clad
  in enruned armor and wielding a rune-covered weapon, your spells
  all cast beforehand to prepare yourself for battle. It’s the look as
  much as the power that entices you.
  Trap Master: You are extremely knowledgeable in the field of
  traps, locks, and devices of all kinds. You can create your own traps
  using magical or mundane means, and especially enjoy doing this
  “in the field”—creating traps and then luring your foes into them,
  rather than attacking them head-on. With this as your modus
  operandi, it’s hard not to have a healthy sense of humor.
  Totem Warrior
  Beastmaster: You prefer the company of animals to that of people.
  You love the wilderness and hate the city; you’ll seize upon any
  excuse to leave the confines of civilization and travel the wildlands.
  Chapter One: Playing Arcana Unearthed PCs 9
  
  You have a way with animals and a keen knowledge of their ways—
  you know the smell of a lion stalking its prey and where the badger
  finds water when there seems to be none—and you survive using
  your knowledge of the beasts. When you are with people in the
  wilderness, you often wish they would just silence their inane prat-
  tling so that you could hear the buzzing of the insects, the call of
  the falcon, and the slithering of the snake ... for all of these sounds
  carry meaning for you that the babble of speech does not.
  Spirit Follower:You never liked to train, never liked to work to
  reach your goals. When you found your totem (or when it found
  you), you realized that you could just let it take control. You didn’t
  need to be good with your weapon or know anything about the
  wilderness—your spirit totem would make up for that.
  Wise Warrior: You are no mere thug with a sword, but a trained
  warrior with instincts and knowledge given you from beyond the
  ken of normal folk. You are one with the wilderness—it reveals of
  all its secrets to you. In conversations with others, while making
  plans and formulating strategies, you speak with cool, calm assur-
  ance. You know what you are talking about.
  Unfettered
  Bored Noble: You grew up with wealthy parents and a noble name.
  Bored with this lot in life, you spent your many spare hours study-
  ing swordplay and combat. Now you travel the land incognito,
  using a false name, relying on your weapon skills and your wit
  rather than the wealth and nobility you never earned. Of course,
  you’ve always got your rich family and noble status to fall back on
  if anything ever goes wrong, so what’s to worry about? You could
  probably even get away with a little thievery—just for fun—now
  and again. The challenge is entertaining and no one would ever
  throw a fair-faced young noble in prison ... right?
  Pirate: You have spent much of your life on the seas or at least
  on the docks. The sea has taught you certain codes to live by: Don’t
  disrespect the forces of nature, don’t disobey a superior unless
  you’re ready to fight him to the death, and anyone’s wealth is fair
  game if you’re talented enough to take it. These aren’t necessarily
  the codes that rule landbound folk. So be it.
  Roguish Hero:You’ve always lived by your charm and wits. You
  do what it takes to get by, and nothing more. Your natural talent
  with a sword (or whatever weapon you choose), skill at fast talking,
  and quicker-than-the-eye movements enable you to go through life
  without many worries. You wouldn’t willingly cause anyone else real
  harm, and in fact you might jump to the side of the underdog in a
  fight—assuming it’s a fight you know you can win. You might
  unburden a wealthy noble of extra coins now and again, but that’s
  no great wrong, is it? Someday, however, your fast dealings and
  less-than-honest past might catch up to you. Worse, you might find
  yourself in a situation that your skills can’t get you out of easily.
  Until then, though, your winning smile and kind face will get you
  where you need to go.
  Street Lurker:You grew up an orphan on the streets. You lived
  by your wits and learned to fight because it was the only way to stay
  alive. You stole, you lied, and maybe even worse. You’re not proud of
  it, but it was what you had to do. Now you’re older, with excellent
  survival skills and a knowledge of how the world works that you
  gained the hard way. What are you going to do with them? Stay on
  the streets, or strive for something more?
  Warmain
  Grizzled Veteran: You’ve seen war. You know it’s not pretty.
  Others might think they know about the heroism and romance of
  battle, but you know better. Combat is a dirty job—but it’s the job
  you know best. Everyone has her calling, and yours happens to be
  fighting. So you’re the best warrior you can be. If others go into
  battle with you, you feel you should tell them what they need to
  know. You need to share your vast experience with them. After all,
  if a person doesn’t know what she’s doing in this business, she’ll
  end up dead.
  Knight of the Silver Sword: You are a noble or highborn indi-
  vidual who joined the ranks of an elite order. The Knights of the
  Silver Sword have a strong code of behavior: Chivalry, justice, and
  honor all must be upheld. You are the traditional knight—you love
  to joust, appreciate the finer points of heraldry, care for your horse
  like it’s a member of the family, and take pride in honoring your
  liege. You expect the respect of others for your position.
  Military Leader: You devote yourself to knowledge of history
  and tactics, eager to lead others into battle. You aren’t concerned
  about the cause you fight for, just that you succeed.
  Warguild Member: You revel in the camaraderie of other war-
  riors. People who don’t understand the value of a well-crafted
  weapon in one’s hand just cannot understand you. And you don’t
  understand them. You are tough as nails, and usually fairly serious.
  Witch
  Dreamer:You often experience strange dreams. You don’t know if
  they foretell the future, provide guidance from beyond, or reveal
  information about the past, but you’re sure they’re no ordinary
  dreams. Many dismiss your dreams as meaningless, but those who
  know you believe that the visions hold significance. Sometimes
  your dreams come true; sometimes you simply wish they would.
  Tribal Shaman: You spend (or have spent) your life watching
  over a nomadic tribe of your race. Your people respect you, but they
  fear you as well—your magical abilities reach far beyond their ken.
  Your ways are not the ways of the “civilized” people; you are a bar-
  barian in their eyes. In their ignorant belief system, your powers
  seem unsavory or even false. You’ve never found anyone who under-
  stands or just simply accepts you. When you do, such people will
  truly earn your loyalty.
  Unwilling Mage: You were born with strange powers—you 
  didn’t ask for them. So you must deal with them as best you can
  and put them to some sort of use. You don’t really have an affinity
  for anything else; you may long to be an archer, a poet, or an engi-
  neer, but your talents took you elsewhere. Sometimes you curse
  your ancestors, who must be somehow responsible for your unusual
  nature, but you have learned to live with it. Most days.
  Monte Cook’s Arcana Unearthed Player’s Guide
  10
  
  Starting With the
  Character Concept
  Sometimes when you generate a character, you already have an idea
  in mind of what sort of figure you’d like to play. Here are some com-
  mon character concepts, along with suggested classes (and in some
  cases, skills and feats) to help you build the role.
  Archer
  The hawk totem warrior,with its free Point Blank Shot feat,is your best
  bet for creating an effective archer.Take the Natural Archer talent at
  1st level and Rapid Shot as your ceremonial feat.For your 2nd-
  level bonus feat,take Weapon Focus with your bow.
  Assassin
  An akashic makes the ideal assassin, able
  to excel at various subterfuge skills
  while possessing some combat abili-
  ties as well. (Choosing the sneak
  attack option as often as possible
  helps.) The combat ability and sneak
  attack of the unfettered also makes
  that class a good choice for an assassin.
  Berserker
  The wolverine totem warrior,with its ferocity-
  based special abilities,fits the berserker archetype well.
  You also may want to multiclass and take levels of unfettered to
  gain additional abilities that enhance your capacity to fight unarmored.
  Bodyguard
  Without a doubt, the champion makes an excellent bodyguard. In
  particular, a champion of 10th level or higher, sworn to defend a
  single charge, can serve as a personal guard without equal. An
  oathsworn pledged to ensure the safety of another would also make
  a good bodyguard, as could a runethane who places touch-trigger
  runes around the domicile of his client.
  Diplomat
  The best diplomat is the akashic. As an alternative, the unfettered
  class (despite its name) offers an interesting option for diplomats—
  that of the dashing rogue full of natural charm.
  Dungeon Delver
  Virtually any class can make a good dungeon delver, but a few excel
  in certain areas. Runethanes and iron witches possess aptitude
  with traps and locks; the runethane, in particular, can use his runes
  to set traps for other dungeon inhabitants.
  Healer
  The greenbond, given his infuse with life ability and access to all
  positive energy spells, makes the best healer in the game. Magisters
  also serve as excellent healers.
  Knight
  The warmain makes a superb knight in shining armor—the classic
  militaristic figure and a terror on the battlefield. The champion is
  obviously well suited to following a code and defending a cause.
  The mage blade fills the role of the magical knight, and a mage
  blade who believes his powers come from a divine source could
  even be a holy knight.
  Minstrel
  An unfettered with plenty of ranks in Perform can fill the role of
  the roguish rapscallion of a minstrel. Of course, if you want to
  stress the musical talents of the minstrel, you can’t go wrong
  with an akashic taking ranks in multiple Perform
  categories as well as useful skills like
  Diplomacy, Sleight of Hand, and Bluff.
  Sailor
  Both the akashic and the sea witch
  offer compelling and smart choices for
  a sailor, each very distinct. In particu-
  lar, a sea witch would make an inter-
  esting captain of a boat, using his spe-
  cial powers to aid in maritime adven-
  tures. Both should take ranks in Swim
  and Knowledge (sailing and navigation). An
  unfettered would make an excellent shipboard
  warrior but might not prove very useful when it
  comes to actually handling the craft.
  Swordfighter
  Both the warmain and the unfettered make excellent swordfighters.
  The unfettered is the classic fencer/duelist-style fighter, while the
  warmain more likely uses a big, heavy sword or even a greatsword.
  For a very different kind of swordfighter, a mage blade offers inter-
  esting options. Take Natural Swordsman as a talent and either
  Bonded Item or Weapon Focus with your sword at 1st level.
  Thief
  The unfettered make good burglars,although the class offers no spe-
  cial ability with locks or traps.A runethane can crack safes with ease
  but isn’t very sneaky.The best thief is the akashic,who can focus on
  all the necessarily skills involved with breaking and entering.
  Tinkerer
  Both the runethane and iron witch are good with devices and
  chemicals. They make excellent crafters of strange and unique
  devices as well as more mundane items.
  Woodsman
  A bear, wolf, or wolverine totem warrior offers a skilled outdoorsy
  type character. For a different but still valid interpretation of the
  ideal, a player might try a greenbond or a wood witch, perhaps mul-
  ticlassed with a few levels of unfettered.
  Chapter One: Playing Arcana Unearthed PCs 11
  
  Conversions
  Converting 3rd Edition or revised core material to Monte Cook’s Arcana Unearthed,or vice versa,is not a difficult task.Essentially,
  any information found in the core rulebooks,or meant to be compatible with the core rulebooks,works fine with Arcana Unearthed
  material.This chapter deals only with minor differences in details and offers guidelines on adapting.
  W
  ant an at-a-glance rundown of how Arcana Unearthed is
  different from the d20 System core rules? Need advice
  on creating racial levels for other races, or for adding
  heightened and diminished effects to standard d20 spells? If so,
  this chapter has what you’re looking for.
  Races and Classes
  The races and classes in Monte Cook’s Arcana Unearthed are meant
  to balance with the core classes. You should encounter no problems
  having a standard fighter adventure alongside an unfettered or a
  magister. There are, however, a few things to keep in mind:
  •
  Arcana Unearthed classes balance based on the fact that they
  start out with one more feat than standard classes.
  •
  Arcana Unearthed spellcasters balance assuming that they
  use the Arcana Unearthed magic system and spells. If you
  give them other spells from the core books or elsewhere,
  beware making the spellcasters more powerful than they
  were intended to be. Flexibility (a larger spell selection)
  does make a class more powerful. And note that some
  spells, like haste and invisibility, do not appear on the spell
  list or have been altered to increase overall balance. See the
  “Spells” section on the next page for more information.
  •
  Arcana Unearthed races do not have favored classes because
  Arcana Unearthed does not impose experience point penal-
  ties for multiclassing.
  •
  Some Arcana Unearthed races have the ability to take racial
  levels rather than class levels. New races you import from
  the core rules or other sources do not require racial levels in
  order to maintain balance, but can be adapted to include
  them. In general, use the following guidelines.
  HD: Humanoids use 1d8; giants 1d10; fey 1d6.
  Skill Points: Most races should get 2 skill points per level
  (four times that amount at 1st level if it is the first character
  level). A skillful race with special abilities that fall short in
  comparison to those of other classes could get 4 skill points
  per level.
  Class Skills:Assign these as seems appropriate. If a race
  enjoys a racial bonus in a skill, that skill should be a class
  skill for the racial levels.
  Attack Progression: Unless the race is particularly war-
  like, it should get a +3/4 progression, the same as a mage
  blade, starting at +0.
  Saving Throws: Monte Cook’s Arcana Unearthed has three
  saving throw progressions: one that starts at +0 at 1st level
  and progresses to +6 at 20th (a poor save), one that starts
  at +2 and progresses to +12 (a good save), and one that
  starts at +0 and goes up to +9 at 20th level (a medium
  save). For example, the greenbond has a good Will save, a
  medium Fortitude save and a poor Reflex save. A racial class
  should have no more than one good save progression in
  one of the three categories, and either one medium and one
  poor, or two poor.
  Special Abilities:A racial class should get a special ability
  each level and should probably have only three levels.
  Special abilities can include bonuses to ability scores,
  although only very rarely should a race accumulate a bonus
  to a score that totals more than +2 over the three levels.
  Other special abilities might include free feats, racial skill
  bonuses, or innate spell-like abilities. The spell-like abilities
  at the first racial level should mimic the effects of 0- to 1st-
  level spells; the second racial level, 1st- to 3rd-level spells;
  the third racial level, 2nd- to 4th-level spells. The more like-
  ly a race is to have many spellcasting characters, the higher
  level and more numerous the spell-like abilities should be
  to balance out the loss of spellcasting power.
  Special: Races likely to have spellcasters should allow
  racial levels to stack with class levels to determine caster
  level.
  Skills and Feats
  There are only a few changes to skills and feats in Monte Cook’s
  Arcana Unearthed.
  Changes to Skills
  No Arcana Unearthed classes have exclusive skills, and some skills
  exclusive to core classes are open to all Arcana Unearthed classes.
  For example, the Arcana Unearthed description of the Search skill
  does not grant one class sole use of it to find traps, the way the core
  description reserves this skill for rogues. If you use rogues in your
  game, it is best to use the core version of this skill so that finding
  traps is exclusive to rogues.
  Other skills that have been modified:
  •
  Sneak essentially combines Move Silently and Hide
  (because a character would rarely use one without the
  other). Core character classes with either of these skills as
  a class skill should have Sneak as a class skill. If an exist-
  ing character already has ranks in both Move Silently and
  Hide, put the ranks in Sneak up to the character’s maxi-
  mum ranks and apply the leftover ranks, if any, toward 
  different skills.
  Chapter Two
  
  •
  The DC for Concentration checks when the character casts
  defensively is based on the skill of the opponent. This
  change can make Arcana Unearthed Concentration checks
  both easier and harder than they would be under the core
  rules. Also note that the rules change makes it easier to suc-
  ceed at defensive casting checks against spell-like abilities.
  •
  Tumble is an opposed check when used by a character to
  avoid attacks of opportunity. This is slightly different from
  the change to Concentration, because the tumbler’s check is
  opposed by an opponent’s attack roll, not his attack bonus.
  This adjustment makes tumbling more challenging and
  requires a dedicated tumbler to really focus on the skill in
  order to get past powerful opponents.
  •
  Intimidate has been further defined and its game effects
  explained.
  •
  The revised version of the core rules eliminates the skills
  Alchemy and Intuit Direction. Monte Cook’s Arcana
  Unearthed retains these flavorful, interesting skills. If
  converting a character to Arcana Unearthed, you may 
  wish to convert a few ranks of other skills to these skills
  if appropriate.
  New Feats
  Granting all classes (Arcana Unearthed or otherwise) access to tal-
  ents at 1st level poses no balance problems. Likewise, ceremony
  feats suit any class, although the restrictions on obtaining them—
  requiring a truename, finding others to participate in the ceremony,
  and paying a small amount for materials—should be retained for
  balance reasons. Basically, ceremony feats simply offer an interest-
  ing way to give a character a supernatural ability that requires more
  explanation than mere mundane training.
  Equipment
  Monte Cook’s Arcana Unearthed offers new types of weapons, armor,
  and other equipment, including alchemical items. Introducing
  equipment compatible with the core rules to an Arcana Unearthed
  game should present no problems.
  Weapons
  While many of the weapons from the core books appear in Monte
  Cook’s Arcana Unearthed, not all do. Adding new weapons should
  offer no difficulties. Classify exotic melee weapons as agile or heavy.
  Armor
  The armor in Monte Cook’s Arcana Unearthed has been carefully bal-
  anced. Incorporating armor from the core rules or other sources can
  cause repercussions. If a desired armor type seems better than the
  standard Arcana Unearthed choices, make it an exotic armor.
  Playing the Game
  The “Playing the Game” chapter of Monte Cook’s Arcana Unearthed
  offers rules for movement, encounters, combat, actions, and hero
  points. Most of the details echo the core rules, with the following
  exceptions.
  Damage Reduction
  Though not discussed in Monte Cook’s Arcana Unearthed, damage
  reduction as described in the 3rd Edition core rules is completely
  compatible with this variant player’s handbook. For those using the
  revised rules, convert all magic weapon vulnerabilities to /magic
  instead of /+1, /+2 and so on. Don’t make any other changes.
  Death’s Door
  Remember to use the Arcana Unearthed ranges to determine dis-
  abled and dying status for injured characters. Unlike the core rules,
  these are not just 0 and –1 to –10.
  Hero points
  Don’t forget to add hero points to characters and even monsters
  created under the core rules.
  Spells
  Spells present some of the few real challenges in converting core
  material for Monte Cook’s Arcana Unearthed. The following guide-
  lines cover all the issues.
  Philosophy
  While spells and magic constitute a huge part of Monte Cook’s
  Arcana Unearthed, the collection of spells in the book is slightly
  weaker overall than core spells. This intentional power reduction
  enhances play by ensuring that whether characters are 1st level or
  18th level, the classes remain balanced.
  In some ways, this balance is achieved by what’s not there. The
  spell list includes no magic missile spell, for example. It’s just a little
  too good. There is no lesser restoration spell, because it’s so low-level
  that dealing with things like ability score damage becomes trivial
  (especially since Arcana Unearthed casters do not prepare spells
  ahead of time). Incorporating lesser restoration into your own game
  thus changes things, as would including comprehend languages.
  When you add a new spell to the game, think about the implica-
  tions of that change. Just another attack or defense spell might not
  change anything; there are plenty in the game. Likewise, more illu-
  sions, conjurations, and so forth will probably create nary a ripple.
  Other spells, however, like haste, might change things quite a bit.
  Adjusting spell levels also helped create balance. In the core
  rules, invisibility is a 2nd-level spell. In Monte Cook’s Arcana
  Unearthed, it is a 3rd-level spell (although in its diminished form it
  has a 2nd-level invisibility effect). Introducing invisibility from the
  core rules at 2nd level would certainly disrupt the balance and is
  not recommended.
  Lastly, balance was reached by changing the spells themselves.
  For example, the core rules spell fly allows a creature to fly and
  move at speed 90 (speed 60 in the revised rules). The Arcana
  Unearthed spell flight, at the same level, allows a creature to fly at its
  normal speed or 30, whichever is less. Before adding a spell from
  another source, make sure Monte Cook’s Arcana Unearthed doesn’t
  already contain a modified version of that spell. Some modified ver-
  sions have the same name, but more often they bear a different one
  for flavor.
  Chapter Two: Conversions 13
  
  Arcana Unearthed Spells vs.
  Core D20 Spells
  Some Arcana Unearthed spells are very similar (or almost identical)
  to core spells: gusting wind versus gust of wind, read minds versus
  detect thoughts, or lesser sealed door versus arcane lock, for example.
  Other Arcana Unearthed spells accomplish fairly similar things to
  core spells, but are in fact quite different: lesser raise the dead versus
  raise dead or resurrection, lesser animate the dead versus animate dead,
  or lesser ability boost versus bull’s strength, for example. In general, if
  an Arcana Unearthed spell creates very similar effects to those of a
  spell found in the core rules or some other compatible source, use
  the Arcana Unearthed spell to ensure play balance.
  Mostly, however, you just need to decide which you prefer. Monte
  Cook’s Arcana Unearthed and the core rules offer different takes on a
  number of spells (teleport, for example). In some cases, you can use
  both the core and Arcana Unearthed versions (both the summon
  monster spells and the conjure energy creature spells, for example). In
  other cases, one version renders the other redundant and impotent
  (true resurrection versus greater raise the dead, for example, or finger of
  death versus finger of destruction).
  Of course, you can use these differences to show distinctions
  between cultures,or to help play balance.A class might need the more
  powerful spells to keep from losing too much power—recognizing
  this can come only through playing and seeing which combinations
  work. Limiting Arcana Unearthed classes to Arcana Unearthed spells
  and core classes to core spells should work all right, because Arcana
  Unearthed casters have an extra feat, better Hit Dice, and special
  abilities to keep them on par with the other spellcasters.
  Adding Arcana Unearthed
  Descriptors
  Monte Cook’s Arcana Unearthed adds to and changes spell descrip-
  tors on the list found in the core books, and also makes even
  greater use of them. You’ll need to understand and deal with these
  changes when adding spells to your Arcana Unearthed game.
  Bear in mind that adding the truename descriptor makes a spell
  less powerful—but taking a potent, one-target spell and requiring
  the caster to know the subject’s truename is more in keeping with
  the feeling of Monte Cook’s Arcana Unearthed. On the other hand,
  giving a spell the curse descriptor makes it more potent, because it
  can be lifted only with remove curse.
  Add the descriptors below to the following 3rd Edition core spells.
  Air: Acid fog, air walk, cloudkill, control winds, fly, fog cloud, gaseous
  form, gust of wind, mass fly, mind fog, solid fog, wind wall.
  Curse:Bestow curse, feeblemind, geas/quest, insanity, mark of justice.
  Earth:Earthquake, flesh to stone, iron body, magic stone, meld into
  stone, move earth, repel metal or stone, soften earth and stone, spike
  stones, statue, stoneskin, stone shape, stone to flesh, transmute rock to
  mud, transmute mud to rock.
  Negative Energy:Animate dead, circle of doom, create greater
  undead, create undead, energy drain, enervation, ghoul touch, harm,
  inflict critical wounds, inflict light wounds, inflict moderate wounds,
  inflict serious wounds, vampiric touch. Plus, all death and evil descrip-
  tors become negative energy descriptors.
  Plant:Antiplant shell, barkskin, changestaff, command plants, control
  plants, detect animals or plants, diminish plants, entangle, fireseeds, good-
  berry, ironwood, liveoak, plant growth, repel wood, shambler, shillelagh,
  speak with plants, spellstaff, spike growth, transmute metal to wood,
  transport via plants, tree shape, tree stride, wall of thorns, warp wood,
  wood shape.
  Positive Energy:Cure critical wounds, cure light wounds, cure mod-
  erate wounds, cure serious wounds, death ward, heal, healing circle,
  greater restoration, lesser restoration, mass heal, raise dead, resurrection,
  true resurrection. All good descriptors become positive energy
  descriptors.
  Psionic: Astral projection, antipathy, charm person, charm monster,
  comprehend languages, confusion, daze, detect thoughts, enthrall, fore-
  sight, hypnotism, mind blank, mind fog, nightmare, sympathy.
  Truename: Banishment, binding, discern location, dream, finger of death,
  imprisonment, phantasmal killer, refuge, sequester, slay living, soul bind.
  Water: Bless water, control water, create water, create food and
  water, horrid wilting, purify food and drink, water walk.
  Add the descriptors below to the following 3rd Edition
  revised spells. Spells include any “mass” versions as well.
  Air: Acid fog, air walk, cloudkill, control winds, fly, fog cloud, gaseous
  form, gust of wind, mind fog, overland flight, solid fog, wind wall.
  Curse:Baleful polymorph, bestow curse, feeblemind, geas/quest,
  insanity, mark of justice.
  Earth:Earthquake, flesh to stone, iron body, magic stone, meld into
  stone, move earth, repel metal or stone, soften earth and stone, spike
  stones, statue, stoneskin, stone shape, stone to flesh, transmute rock to
  mud, transmute mud to rock.
  Negative Energy:Animate dead, create greater undead, create
  undead, energy drain, enervation, ghoul touch, harm, inflict critical
  wounds, inflict light wounds, inflict moderate wounds, inflict serious
  wounds, vampiric touch. Plus, all death and evil descriptors become
  negative energy descriptors.
  Plant:Animate plants, antiplant shell, barkskin, changestaff, com-
  mand plants, control plants, detect animals or plants, diminish plants,
  entangle, fireseeds, goodberry, ironwood, liveoak, plant growth, repel
  wood, shambler, shillelagh, speak with plants, spellstaff, spike growth,
  transmute metal to wood, transport via plants, tree shape, tree stride, wall
  of thorns, warp wood, wood shape.
  Positive Energy:Cure critical wounds, cure light wounds, cure mod-
  erate wounds, cure serious wounds, death ward, heal, greater restoration,
  lesser restoration, raise dead, resurrection, true resurrection. All good
  descriptors become positive energy descriptors.
  Psionic: Astral projection, antipathy, charm person, charm monster,
  comprehend languages, confusion, crushing despair, daze, daze monster,
  detect thoughts, enthrall, foresight, hypnotism, mind blank, mind fog,
  moment of prescience, nightmare, sympathy, touch of idiocy.
  Truename: Banishment, binding, discern location, dream, finger of death,
  imprisonment, phantasmal killer, refuge, sequester, slay living, soul bind.
  Water: Bless water, control water, create water, create food and
  water, horrid wilting, purify food and drink, water walk.
  Monte Cook’s Arcana Unearthed Player’s Guide
  14
  
  Designating Spells as Simple,
  Complex, or Exotic
  You can disregard class designations of core spells—Arcana
  Unearthed spells do not need them. Instead, they fall into one of
  three categories: simple, complex, or exotic. Each category indicates
  the difficulty of learning and casting the spell, and how common
  the spell is among all spellcasters.
  Simple spells are the easiest and most common. They require
  the least amount of understanding of the true nature of magic and
  the simplest words and gestures (if components are required).
  These are the spells that teachers and masters most often teach
  their students or apprentices—very basic incantations that add to
  an attack roll, ability score, or Armor Class. They attack a single tar-
  get with some fairly straightforward detrimental or damaging
  effect, or alter the subject’s mind slightly and temporarily. (Most
  enchantments are simple spells.) Simple spells create area effects
  based on one uncomplicated change (such as lighting an area, not
  changing all the plants in the area to monsters). They create things
  that are solid matter and are usually of a single, common material
  (as opposed to energy, or a complicated or refined substance). In
  general, simple spells are slightly less powerful than complex spells
  but not a whole level’s worth of difference.
  Examples of simple core spells include blur, daylight, keen edge,
  meld into stone, and resist elements.
  Complex spells require a real understanding of the fundamental
  underpinnings of magic.They demand a more focused state of mind
  and more complex words and gestures.Designate spells as complex
  when they modify other spells.Energy-based spells (as opposed to
  elemental spells) and force spells are generally complex.Telepor-
  tation effects,all but the most simple divinations,most illusions and
  conjurations,and spells that physically transmute something into
  something else (as opposed to just enhancing something’s nature,
  like adding to its Armor Class) are complex spells.Spells that heal
  damage directly,particularly in large quantities,are complex.
  Examples of complex core spells include acid fog, animate objects,
  cure light wounds, gaseous form, mirror image, and refuge.
  Exotic spells are the most complicated and rarest spells of all.
  Frequently,these are new spells recently conceived by an individual,
  and the knowledge hasn’t yet had time to spread.Exotic spells are
  often very personal—only rarely do two spellcasters know the same
  exotic spells.Thus,many of them become “signature” spells for which
  a particular caster is known.Any spell that a caster creates herself
  through research is automatically an exotic spell.If you are playing a
  mainly Arcana Unearthed game,you may want to hesitate before
  importing a lot of spells from other sources—even the core books—
  particularly if such spells have effects not found in Monte Cook’s
  Arcana Unearthed. Instead,use them as a source for exotic spells.
  Usually, exotic spells are more powerful than complex spells but
  not a whole level’s worth of difference. They sometimes have very
  specific, powerful effects rather than general applications, or are
  just simply “weirder” than other spells.
  Examples of exotic core spells include delayed blast fireball, Leo’s
  secret chest, Mord’s faithful hound, phantasmal killer, rope trick, and
  Ten’s floating disk.
  Components
  The caster, not the spell, determines the components of each Arcana
  Unearthed spell. However, when converting an existing spell with a
  very expensive material component (clearly there to balance the
  spell’s potency), keep it.
  Creating Diminished Effects
  Every Arcana Unearthed spell of 1st level or higher (with very few
  exceptions), has a diminished effect that allows it to be cast as a
  spell one level lower
  with less powerful
  results. This feature
  increases a character’s
  options, since spell-
  casters can prepare only
  a limited number of
  spells each day.
  Therefore, when adding
  spells to your Arcana
  Unearthed game from
  other sources, create a
  diminished effect for each of them.
  The most interesting kind of diminished effects cause the spell
  to do something similar to but distinct from (and, of course, less
  powerful than) the base version. For example, the diminished effect
  of Leo’s secure shelter could create a much smaller, cruder shelter—
  Chapter Two: Conversions 15
  Plant and Psionic Spells
  To benefit the greenbond class and the verrik
  race, who get special access to spells of the
  plant and psionic descriptors respectively, make
  most plant and psionic spells complex. Thus
  only magisters or people with special access
  get free use of them. To a slightly more limited
  extent, the same is true of positive energy
  spells (which greenbonds also have improved
  access to), and spells dealing with elements
  and energy types (which have feats tied
  to them allowing access).
  
  just a hemisphere of force to keep the rain off. In fact, this effect is
  already detailed for you: Leo’s tiny hut. (That’s a great conversion
  trick for two spells of similar effect just one level apart: Simply
  make the lesser spell a diminished effect. This works wonderfully
  for spells like cure light wounds and cure moderate wounds.)
  Above all, when creating diminished effects, remember that they
  are, in every way, a spell one level lower than the base spell. They
  should be balanced for that reduced level (or, in some cases, even
  slightly lower in power). So, the diminished effect for a 7th-level
  spell should balance with other 6th-level spells.
  Sometimes, however, a different but lesser effect isn’t easily
  determined. In such cases, use one of these methods for creating a
  diminished effect:
  Decrease Damage: For damage-dealing spells, decrease the
  amount of damage—the number of points, the number of dice, or
  the type of dice. If applicable, also decrease the maximum amount
  of damage. A diminished fireball, for example, might inflict 1d4
  (rather than 1d6) points of damage per level, with a maximum
  damage of 5d4 (instead of 10d6). The DMG offers parameters 
  for maximum damage per spell level for both single-target and
  multiple-target spells.
  Decrease Range and Targets: Decrease the range from long to
  medium or medium to close (or make it a touch spell). For spells
  that can affect multiple targets or an area, make the diminished
  effects single-target spells.
  Partial Effect: If a spell blasts a target for damage and then has a
  secondary effect like blinding (such as holy smite), the diminished
  effect drops the secondary effect (and might slightly decrease the
  damage).
  Personal Spell Only: A beneficial spell that can affect a single
  creature, like divine favor, affects only the caster in the diminished
  effect. This limit creates the interesting situation of making a spell
  easier and less costly to cast on oneself than on someone else
  (which makes sense).
  Creating Heightened Effects
  Every Arcana Unearthed spell of 8th level or lower (with very few
  exceptions),has a heightened effect that allows it to be cast as a spell
  one level higher with more powerful results.A different effect,rather
  than a mere increase in something like damage or range,is often
  desirable.For example,a heightened speak with dead might allow a
  caster to walk into a graveyard and speak with multiple dead spirits.
  Remember to balance the heightened effect so that its power
  doesn’t surpass that of any spell one level higher than the base spell.
  Some other options for creating heightened effects:
  Extra Effect:The heightened spell does something additional. A
  heightened Mel’s acid arrow could also inflict one point of tempo-
  rary Strength damage. A heightened spider climb might allow the
  recipient to run while clinging to walls and even navigate webs
  (including magical ones) freely.
  Increase Damage:For damage-dealing spells, increase the
  amount of damage—the number of points, the number of dice, or
  the type of dice. If applicable, also increase the maximum amount
  of damage. A heightened fireball might inflict 1d8 points of dam-
  age per level, to a maximum of 10d8 points. The DMG offers
  guidelines for maximum damage per spell level for both single-
  target and multiple-target spells.
  Increase Range and Targets: Increase the range from close to
  medium or medium to long, or give a touch spell a (very short)
  range. Allow a spell that affects one target to affect two, one per two
  caster levels, or even a small area.
  Personal Spell Becomes Target Spell: A spell normally able to
  affect only the caster can affect someone else. Righteous might could
  become a touch spell if heightened, for example. (Be careful about
  this one—allowing certain very powerful effects to affect nonspell-
  casters can unbalance the game.)
  Determining Item Creation 
  Cost Multipliers
  Many Arcana Unearthed spells include cost modifiers for basing a
  magic item on that spell’s effect.There are four types of items:single-
  use, spell-completion, charged, and constant. The guidelines below
  offer direction for developing the item creation cost modifiers of
  other spells. These are, of course, guidelines; a handful of Arcana
  Unearthed spells violate these suggestions, but the vast majority
  adhere to them.
  When in doubt, do the math and determine whether the spell,
  using the normal formulas found in the Arcana Unearthed item 
  creation feats, would make a balanced magic item.
  Some standard instructions:
  •
  If you want to create a constant item that grants an Armor
  Class bonus, an attack bonus, or a saving throw bonus, you
  cannot create it using Arcana Unearthed spells and cost for-
  mulas, because formulas already exist in the DMG for
  determining the cost of items with such bonuses. Arcana
  Unearthed spells that provide these bonuses can, however,
  be used as prerequisites.
  •
  All exotic spells have a cost multiplier of at least 1.5 for con-
  stant and single-use items.
  •
  A single-use item has a cost modifier of 2 if the spell from
  which it’s made has a range of personal, a duration that
  exceeds 24 hours (including permanent, but not instanta-
  neous, durations), or a casting time of 10 minutes or more.
  Two of those factors on a single-use item increase the modi-
  fier to 3, and all three result in a modifier of 4.
  •
  Spells of 8th or 9th level have at least a 1.5 modifier for 
  single-use and spell-completion items.
  •
  Spells that bring back the dead have at least a 2 modifier
  in all categories.
  The more ephemeral guidelines:
  •
  Spells with very short (1 round/level or less) durations often
  have a constant modifier of 2.
  •
  Spells that someone really shouldn’t need to cast more
  than once or twice in a normal campaign (like immortality)
  have at least a 2 multiplier for single-use and spell-
  completion items.
  Monte Cook’s Arcana Unearthed Player’s Guide
  16
  
  •
  Spells that if made constant could seriously change the
  campaign world (or part of it), such as null magic zone, have
  a 3 to 5 constant modifier.
  •
  Spells that are self-limiting because of the number of times
  you can use them, like object loresight or creature loresight,
  have at least a 2 multiplier for constant and charged items.
  •
  Low-level spells (like precise vision) that provide brief, useful
  abilities, and that would result in magic items with unbal-
  ancingly low prices if the formulas were followed, should
  have a constant modifier of at least 2.
  Nonhumanoid Targets
  Faen and giants are standard nonhumanoid Arcana Unearthed
  races, and Arcana Unearthed spells take them into account.
  However, the core rules spells assume that player characters are all
  humanoid. Importing a lot of spells like hold person or daze into the
  game makes faen and giants too powerful. Change such spells so
  that they also affect any Arcana Unearthed race, or—if you want to
  be more formal—base the target limitations on the level and size of
  the caster rather than the type of the target. For example, hold per-
  son becomes lesser hold, and it affects any creature with no more Hit
  Dice and of no more than one size category larger than the caster.
  Thus, hold monster becomes greater hold, and it affects any creature
  with no more than twice the Hit Dice of the caster and of any size.
  Another solution (one that makes it more difficult to balance the
  spell, but viable nonetheless) is to designate the target of such a
  spell “one creature of the caster’s type.” 
  Elemental Damage Types
  Monte Cook’s Arcana Unearthed divorces the concept of elements (air,
  earth,fire,and water) from the concept of energy types (acid,cold,
  electricity,fire,and sonic).Thus,it is possible for a spell to inflict
  earth damage or air damage,whereas in the core rules,it is not.
  Spell Examples
  Here are two samples of d20 System standard spells converted for
  Arcana Unearthed use. See Monte Cook’s Arcana Unearthed for
  even more examples.
  Displacement
  Illusion (Glamer)
  Level: 3 (Complex)
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Emulating the natural ability of the displacer beast,the subject
  appears to be about 2 feet away from his true location.He benefits
  from a 50 percent miss chance as if he had full concealment.However,
  unlike actual full concealment,displacement does not prevent enemies
  from targeting him normally.True seeing reveals his true location.
  Diminished Effects: The displacement effect is imperfect and
  offers only a 20 percent miss chance. Further, the spell’s range is
  Personal and the target is You.
  Heightened Effects: The duration becomes one minute per level.
  Magic Item Creation Modifier: Constant ×2
  Conversion Notes: The base spell remains unchanged from its
  3rd Edition rules description. It is complex because it produces a
  fairly intricate effect and a “creation” of energy.
  The diminished effect simply decreases the effectiveness of the
  spell while also making the caster the only possible target. The
  heightened effect increases the duration. The magic item creation
  modifier comes from the high potency of the spell and its very short
  duration.
  Spectral Hand
  Necromancy [Negative Energy]
  Level: 2 (Complex)
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: One spectral hand
  Duration: 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  A ghostly, glowing hand shaped from your life force materializes
  and moves as you desire, allowing you to deliver low-level, touch-
  range spells at a distance. On casting the spell, you lose 1d4 hit
  points that return when the spell ends (even if it is dispelled), but
  not if the hand is destroyed. (The hit points can be
  healed as normal.) For as long as the spell
  lasts, any touch-range 
  Chapter Two: Conversions 17
  
  spell that you cast of 4th level or lower can be delivered by the spec-
  tral hand. The spell gives you a +2 bonus to your melee touch attack
  roll, and attacking with the hand counts normally as an attack. The
  hand always strikes from your direction. The hand cannot flank tar-
  gets like a creature can. After it delivers a spell, or if the hand goes
  beyond the spell range, goes out of your sight, or if you are not
  directing it, the hand returns to you and hovers.
  The hand is incorporeal and thus normal weapons cannot harm
  it. It has improved evasion (one-half damage on a failed save
  against an area spell and no damage on a successful save), your save
  bonuses, and an Armor Class of at least 22. Your Intelligence modi-
  fier applies to the hand’s Armor Class as if it were the hand’s
  Dexterity modifier. The hand has 1 to 4 hit points, the same num-
  ber that you lost in creating it.
  Diminished Effects: The duration becomes 1 round per level,
  and the hand offers no special bonus. The hit points are lost no
  matter what happens.
  Heightened Effects: No hit points are risked, but the hand still
  has 1d4 hit points. It adds a +4 bonus to your melee touch attack
  roll and the range becomes long (400 feet + 40 feet per level).
  Magic Item Creation Modifier: Constant ×2
  Conversion Notes: The base spell remains unchanged from its
  3rd Edition rules description. It is complex because it mostly modi-
  fies other spells, and creates an object of energy.
  The diminished effects decrease the duration by a factor and
  decrease the bonus. The heightened effects increase the range and
  increase the bonus (both also modify the interesting hit point
  devotion bit). The magic item creation modifier comes from a judg-
  ment call based on the idea that having a permanent means to
  deliver touch attacks at range is very potent.
  Monsters
  Monsters are a staple of fantasy gaming no matter what rules you
  use. The upcoming Diamond Throne sourcebook includes details of
  how to handle monsters using Monte Cook’s Arcana Unearthed.
  Statistics Conversion
  All basic information,such as Hit Dice,Armor Class,attacks,special
  attacks and qualities,ability scores,and so forth remain unchanged.
  Use the above conversion notes to adjust core rules feats and skills
  for monsters. Determine a monster’s disabled range and dying
  range using the rules from Chapter Seven: Playing the Game in
  Monte Cook’s Arcana Unearthed.
  Elemental Damage
  The addition of both elemental and energy types of damage
  requires two small changes. Consult the MM to see which monsters
  have an elemental type—air, earth, fire, or water. Creatures with an
  elemental type inflict that element’s type of damage, unless obvi-
  ously different. An air elemental inflicts air damage. A cloud giant
  does not inflict air damage when he strikes with his sword.
  All creatures of an elemental type are immune to that element’s
  type of damage. For example, a xorn is immune to earth damage.
  The monster descriptions already deal with fire damage in this
  fashion, so you only need to alter creatures of air, earth, and water.
  Feats and Truenames
  All intelligent creatures either possess truenames or are Unbound.
  Either way, as the “Feats” chapter of Monte Cook’s Arcana Unearthed
  indicates,they get a bonus ceremonial feat or talent at 1st level.Choose
  an appropriate feat and add it to the creature’s normal list of feats.
  Magic Items
  Generally speaking, magic items work the same under both the d20
  System rules and Monte Cook’s Arcana Unearthed. Item use, pricing,
  and most other issues remain unchanged. However, the item cre-
  ation feats offered in Arcana Unearthed differ somewhat from the
  core rules. Item categories are defined not by the form of the item
  (wand, rod, ring, etc.) but the frequency of its use (single-use,
  constant, etc.) Thus, keep a few considerations in mind.
  Potions are not the only kind of single-use item; wands are not
  the only kind of charged item. Potions and wands do not have arti-
  ficial level caps. Staves, rings, and rods are not special kinds of
  magic items, nor do they have special rules governing them. In
  Monte Cook’s Arcana Unearthed, they are usually all constant items.
  When using an item from the DMG in an Arcana Unearthed
  game, magic weapons and armor remain completely unchanged;
  potions are all single-use items; wands and staves are all charged
  items; rods, rings, and wondrous items are (usually) constant
  items; scrolls are, of course, spell-completion items. The Diamond
  Throne has more information about which items from the DMG are
  appropriate for an Arcana Unearthed game.
  In general, however, most magic items suitable with the core
  rules work just fine in an Arcana Unearthed campaign. Bracers of
  armor, belts of giant strength, +2 keen longswords, bags of holding, rings
  of water walking, crystal balls, and more all appear just as commonly
  as they do in a standard d20 System setting.
  Monte Cook’s Arcana Unearthed Player’s Guide
  18
  
  AKASHIC
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  ABILITY SCORES
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  ARMOR CLASS & HIT POINTS
  Armor Type / Bonus:
  Armor Check Penalty:
  Shield Type / Bonus:
  Armor Weight:
  Initiative:
  Speed:
  Conditional AC Modifiers:
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  Hit Points
  Current Hit Points
  Subdual Damage
  Dying
  Dead
  Range
  Weapon
  Attack
  Damage
  Critical Increment Weight
  Size
  Type
  CLASS ABILITIES
  Skill Memory (Su): Add +2 to one skill check
  ×/day. Becomes +4 at
  9th level and +6 at 17th level
  Perfect Recall (Ex): Add Intelligence bonus again to Knowledge checks,
  doubled for checks to remember things.
  Delve Into Collective Memory (Su): Add +
  to knowledge roll
  on table below. 1/day/level. Takes 10 minutes. 
  DC
  Type of Knowledge
  10
  Common, known by at least a substantial minority of people.
  20
  Uncommon but available, known by a few people in the area.
  25
  Obscure, known by few, hard to come by.
  30
  Extremely obscure, known by very few, may be forgotten by most 
  who once knew it, possibly known only by those who don’t understand 
  its significance.
  Minor Akashic Abilities:
  Lesser Akashic Abilities:
  Feat Memory (Su): After full round, you can use a feat as though you
  possessed it for 1 round/level. 1/day
  Greater Akashic Abilities:
  Spell Memory (Su): You can cast one simple spell of 7th level or lower 
  once. 1/day
  NOTES
  ©2003 Monte J. Cook. Permission granted to photocopy this page for personal use only.
  ATTACKS & WEAPONS
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  +
  Modifier
  +
  Modifier
  + Modifiers
  =
  10
  +
  +
  +
  +
  +
  
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Range
  Weapon
  Attack
  Damage
  Critical Increment Weight
  Size
  Type
  ATTACKS & WEAPONS
  CLASS ABILITIES
  Special Champion Ability:
  1st-Level Champion Ability:
  Call Shield (Sp): Summon a +
  shield of the champion’s size. Lasts for
  minutes. 1/day. Negates 50% of criticals at 11th level.
  Negates criticals of allies within 10 feet at 18th level.
  Call Upon Power (Su): Adds a +2 enhancement bonus to Strength and Constitution for up to 1 round/level. 
  ×/day. Free action.
  5th-Level Champion Ability:
  Call Weapon (Sp): Summon a +
  weapon. Lasts for
  minutes. 1/day. At 13th level, weapon has the defending weapon 
  special ability.
  Heartening Cry (Su): All allies within 30 feet gain a +1 morale bonus to attack rolls, saving throws, and checks for
  rounds.
  Allies under the effects of an unwanted enchantment can make another saving throw against the effect (at the original DC) to throw it off.
  1/day. Free action.
  10th-Level Champion Ability:
  Take on the Mantle (Su): Adds a +4 enhancement bonus to Strength, Constitution, and Charisma, and you gain DR 10/+1 and 
  SR 11 + 
  (your level), for
  rounds. 1/day. Free action. At 19th level, bonus is +8, DR is 20/+3. (Avatar)
  15th-Level Champion Ability:
  Unassailable Soul (Su): SR
  20th-Level Champion Ability:
  ©2003 Monte J. Cook. Permission granted to photocopy this page for personal use only.
  CHAMPION
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  Cause:
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  ABILITY SCORES
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  ARMOR CLASS & HIT POINTS
  Armor Type / Bonus:
  Armor Check Penalty:
  Shield Type / Bonus:
  Armor Weight:
  Initiative:
  Speed:
  Conditional AC Modifiers:
  Hit Points
  Current Hit Points
  Subdual Damage
  Dying
  Dead
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  +
  Modifier
  +
  Modifier
  + Modifiers
  =
  10
  +
  +
  +
  +
  +
  NOTES
  
  ©2003 Monte J. Cook. Permission granted to photocopy this page for personal use only.
  ABILITY SCORES
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CLASS ABILITIES
  Nature Sense (Ex): Can identify plants and
  animals and determine whether water is safe to drink. 
  Infuse With Life (Sp): You can heal
  hp
  ×/day.
  Nature’s Gift (Su): Can add a +
  bonus 
  to any d20 roll made in the following round. Can impart
  this gift to allies by touch. Starting at 12th level, the gift’s
  divine bonus lasts
  rounds. 
  Trackless Step (Ex): You leave no trail in 
  natural surroundings and cannot be tracked. 
  Bond With the Green (Su): You gain an 
  intuitive sense of the land’s condition—a literal bond
  with the Green. At 15th level, you become a plant. 
  Percipience (Su): Can see and hear nature spirits. 
  Speak With Spirits (Su): 1/day can ask a
  spirit a question with a one-word answer. Must make a
  Diplomacy check first (unless 20th level). At 14th level,
  can ask a question that requires an answer of up
  to
  words, or a series of
  yes/no questions.
  Spiritform (Sp): Can become incorporeal
  for
  minutes.
  ARMOR CLASS & HIT POINTS
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  + Modifier + Modifier + Modifiers
  =
  10
  +
  +
  +
  +
  +
  Armor Type / Bonus:
  Armor Check Penalty:
  Shield Type / Bonus:
  Armor Weight:
  Initiative:
  Speed:
  Conditional AC Modifiers:
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Hit Points
  Current Hit Points
  Subdual Damage
  Dying
  Dead
  Range
  Weapon
  Attack
  Damage
  Critical Increment Weight
  Size
  Type
  ATTACKS & WEAPONS
  Save
  Spell
  Slots
  Level
  DC
  Slots/Day Used
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  Spell Save DC Modifier:
  Spells Readied
  (pg.)
  0 Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  1st Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  2nd Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (pg.)
  3rd Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  4th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  5th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  6th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  7th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  8th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  9th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  SPELLS
  GREENBOND
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  
  ABILITY SCORES
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CLASS ABILITIES
  Athame (Su): Bladed weapon has +
  enhancement bonus. You always know where it is
  (distance and direction). At 6th level, it strikes at anyone other than the mage blade who picks it up or
  attempts to use it. Can summon it to hand as a standard action at 9th level, and as a free action at 14th level.
  Shimmering Shield (Sp): Shimmering aura provides a +
  deflection bonus to AC
  1/day for 
  rounds.
  Sprightly Step (Ex): Gain proficiency with Medium armor but retain normal movement rate
  while wearing it.
  Slice Through Wardings (Su): Ignore all magic-based protections on a foe in a single
  attack made with athame. 
  ×/day. Must declare before making the attack.
  Familiarity With Magic (Ex): Adds a +2 competence bonus to all saving throws against
  spells and spell-like and supernatural abilities (including magic items) and a +2 competence bonus to
  AC against spells requiring attack rolls. 
  Spell Parry (Su): Make an attack roll opposed by the caster’s caster power check. If your
  roll is higher, the spell fails to affect you. 1/round.
  Slice Through Spells (Su): Can strike a non-instantaneous spell effect or creation with
  athame and dispel it as with dispel magic. 1/day. 
  ARMOR CLASS & HIT POINTS
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  + Modifier + Modifier + Modifiers
  =
  10
  +
  +
  +
  +
  +
  Armor Type / Bonus:
  Armor Check Penalty:
  Shield Type / Bonus:
  Armor Weight:
  Initiative:
  Speed:
  Conditional AC Modifiers:
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Hit Points
  Current Hit Points
  Subdual Damage
  Dying
  Dead
  Range
  Weapon
  Attack
  Damage
  Critical Increment Weight
  Size
  Type
  ATTACKS & WEAPONS
  Save
  Spell
  Slots
  Level
  DC
  Slots/Day Used
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  SPELLS
  Spell Save DC Modifier:
  Spell Failure Chance:
  Spells Readied
  (pg.)
  0 Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  1st Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  2nd Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  3rd Level:
  (   )
  (   )
  (   )
  (   )
  (pg.)
  (   )
  (   )
  (   )
  (   )
  (   )
  4th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  5th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  6th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  7th Level:
  (   )
  (   )
  (   )
  (   )
  ©2003 Monte J. Cook. Permission granted to photocopy this page for personal use only.
  MAGE BLADE
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  
  ©2003 Monte J. Cook. Permission granted to photocopy this page for personal use only.
  ABILITY SCORES
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CLASS ABILITIES
  The Magister’s Staff: Hardness
  ,
  hp, break DC 
  . 
  Familiarity With Magic (Ex): Adds
  a +2 competence bonus to all saving throws against
  spells and spell-like and supernatural abilities
  (including magic items) and a +2 competence
  bonus to AC against spells requiring attack rolls. 
  Lesser Aspect of Power (Su):
  Mind Over Matter (Ex): In situations
  requiring a Strength check, make an Intelligence
  check instead. 
  Greater Aspect of Power (Su):
  ARMOR CLASS & HIT POINTS
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  + Modifier + Modifier + Modifiers
  =
  10
  +
  +
  +
  +
  +
  Hit Points:
  Dying:
  Initiative:
  Current Hit Points:
  Dead:
  Speed:
  Subdual Damage:
  Conditional AC Modifiers:
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Range
  Weapon
  Attack
  Damage
  Critical Increment Weight
  Size
  Type
  Staff
  ATTACKS & WEAPONS
  Save
  Spell
  Slots
  Level
  DC
  Slots/Day Used
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  SPELLS
  Spell Save DC Modifier:
  Spell Failure Chance:
  Spells Readied
  (pg.)
  0 Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  1st Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  2nd Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (pg.)
  3rd Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  4th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  5th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  6th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (pg.)
  7th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  8th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  9th Level:
  (   )
  (   )
  (   )
  (   )
  MAGISTER
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  
  ABILITY SCORES
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  ARMOR CLASS & HIT POINTS
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  + Modifier + Modifier + Modifiers
  =
  10
  +
  +
  +
  +
  +
  Initiative:
  Speed:
  Conditional AC Modifiers:
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Hit Points
  Current Hit Points
  Subdual Damage
  Dying
  Dead
  Weapon
  Attack
  Damage
  Critical
  Type
  Unarmed
  B
  CLASS ABILITIES
  Unarmed Strike: You do not provoke attacks of opportunity when fighting unarmed. 
  Flurry of Blows: Make one extra attack in a round at your highest base attack, but this attack and every other attack made
  that round suffers a –2 penalty. 
  Eschew Food (Ex): You no longer need to eat.
  Shattering Blow (Su): Ignore
  points of a creature’s DR or object hardness. Requires a full attack action.
  Evasion (Ex): No damage on a successful Reflex saving throw against an attack that normally deals half damage on a successful save. 
  Fast Movement (Ex/Su): Speed is now 
  feet. (This ability does not apply when you wear armor.) Supernatural at 10th level.
  Throw Object (Ex): Can use any object you can lift above head as a ranged (thrown) weapon with a range increment of 10 feet. 
  Lesser Adaptation (Ex): Ignore ongoing damaging environmental effects of up to 1 point of damage/round. 
  Refuse Fatigue (Ex): Never feel the effects of fatigue. 
  Refuse Fear (Ex): Immune to fear and fear effects.
  Objects as Weapons (Ex): You can use any object you can lift above your head as a melee weapon. 
  Shattering Strike (Lesser/Greater) (Su): Unarmed strikes ignore
  points of a creature’s DR or object hardness. 
  Eschew Water (Ex): No longer need water to survive. 
  Refuse Wounds (Su): Can cure up to
  hp/day. 
  Oathpower (Su): +2 competency bonus on all Balance, Climb, Concentration, Escape Artist, Jump, Sneak, Swim, and Tumble checks.
  Refuse Poison or Disease (Su): Immune to poison and diseases of all kinds. 
  Eschew Air (Ex): You no longer need to breathe. 
  Greater Adaptation (Ex): Can ignore any circumstance penalties placed on attack and damage rolls, checks, or saves due to
  the environmental conditions of an area and ignore ongoing damaging effects of up to 10 points of damage/round. 10 rounds. 
  Eschew Sleep (Ex): You no longer need to sleep.
  Refuse Hindrances (Su): Immune to blinding attacks, deafening attacks, paralysis, stunning, nausea, and daze effects.  
  Refuse Spells (Su): SR 
  Eschew Aging (Ex): You no longer suffer ability penalties for aging and cannot be magically aged. 
  Refuse Debilitation (Ex): Not subject to ability score damage or energy drain.
  Oathstrike (Su): Can make an unarmed blow that acts as a coup de grace against an opponent, even one who is not helpless.
  This is a full-round action. 1/week
  True Adaptation (Ex): Reduces by 4 all circumstance penalties to attack and damage rolls, checks, and saves; ignores 
  ongoing damaging effects of up to 10 points of damage/round.
  Refuse Mortality (Su): You become an outsider and gain damage reduction 20/+1.
  ©2003 Monte J. Cook. Permission granted to photocopy this page for personal use only.
  ATTACKS & WEAPONS
  OATH:
  OATHSWORN
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  NOTES
  
  ABILITY SCORES
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  CLASS ABILITIES
  Runes (Sp): Can create a rune as a full-round
  action. No rune can be used more than once per hour.
  Total value of runes in existence (capacity) at any given
  time:
  . (Lesser runes each have a value of 1,
  advanced runes have a value of 2, greater runes a value
  of 3, and runes of power a value of 4.)
  Erase Rune (Sp): Make a caster power check
  (DC 10 + creator’s level) to erase. Advanced rune adds +4 to
  the DC, greater rune adds +6, rune of power adds +8, and
  ultimate rune adds +10. Takes a full minute. If it is your own
  rune, success is automatic and takes a standard action.
  Sense Rune (Su): Make a caster power check
  (DC 11 + creator’s level) to sense a hidden rune within 10 feet. 
  Invested Rune (Su): Can create a rune that
  doubles the duration, damage, or healing of a rune
  already known. Counts double toward capacity.
  Password (Su): You create a way to touch a
  touch-trigger rune without triggering it. 
  Familiarity With Magic (Ex): Adds a +2
  competence bonus to all saving throws against spells
  and spell-like and supernatural abilities (including magic
  items) and a +2 competence bonus to Armor Class
  against spells requiring attack rolls. 
  Inscribe Rune (Su): Make a rune permanent.
  Ultimate Rune: Replicate the effects of any
  spell of 7th level or below. Takes 10 minutes to create.
  ARMOR CLASS & HIT POINTS
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  + Modifier + Modifier + Modifiers
  =
  10
  +
  +
  +
  +
  +
  Armor Type / Bonus:
  Armor Check Penalty:
  Shield Type / Bonus:
  Armor Weight:
  Initiative:
  Speed:
  Conditional AC Modifiers:
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Hit Points
  Current Hit Points
  Subdual Damage
  Dying
  Dead
  Range
  Weapon
  Attack
  Damage
  Critical Increment Weight
  Size
  Type
  ATTACKS & WEAPONS
  Save
  Spell
  Slots
  Level
  DC
  Slots/Day Used
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  SPELLS
  Spell Save DC Modifier:
  Spell Failure Chance:
  Spells Readied
  (pg.)
  0 Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  1st Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  2nd Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  3rd Level:
  (   )
  (   )
  (   )
  (   )
  Lesser Runes Known:
  Advanced Runes Known:
  Greater Runes Known:
  Runes of Power Known:
  (pg.)
  (   )
  (   )
  (   )
  (   )
  (   )
  4th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  5th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  6th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  7th Level:
  (   )
  (   )
  (   )
  (   )
  ©2003 Monte J. Cook. Permission granted to photocopy
  this page for personal use only.
  RUNETHANE
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Range
  Weapon
  Attack
  Damage
  Critical Increment Weight
  Size
  Type
  ATTACKS & WEAPONS
  CLASS ABILITIES
  Special Totem Ability:
  1st-Level Totem Ability:
  4th-Level Totem Ability:
  Totem Animal Bond (Su): You have an empathic bond with your totem animal companion as long as you are within one mile of
  each other. You know the animal’s general condition and well-being and can understand basic emotional messages from it. You can send sim-
  ilar mental messages or information to the animal. You can stop animals of the creature’s general type from attacking or get information from
  them with a Handle Animal check (DC = 10 + animal’s HD + animal’s Charisma modifier).
  8th-Level Totem Ability:
  Totem Spirit Companion (Su): Can speak directly with the spirit of your totem 1/day, asking a yes/no question. It has a
  %
  chance to know the answer to a question about the past.
  Totem Animal Speech (Su): Can speak to and understand (as if it could speak) your totem animal companion and all animals of
  its general type. 
  12th-Level Totem Ability:
  16th-Level Totem Ability:
  20th-Level Totem Ability:
  Totem Animal Companion Statistics:
  ©2003 Monte J. Cook. Permission granted to photocopy this page for personal use only.
  NOTES
  TOTEM WARRIOR
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  Totem:
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  ABILITY SCORES
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  ARMOR CLASS & HIT POINTS
  Armor Type / Bonus:
  Armor Check Penalty:
  Shield Type / Bonus:
  Armor Weight:
  Initiative:
  Speed:
  Conditional AC Modifiers:
  Hit Points
  Current Hit Points
  Subdual Damage
  Dying
  Dead
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  +
  Modifier
  +
  Modifier
  + Modifiers
  =
  10
  +
  +
  +
  +
  +
  
  ABILITY SCORES
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  ARMOR CLASS & HIT POINTS
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  + Modifier + Modifier + Modifiers
  =
  10
  +
  +
  +
  +
  +
  Armor Type / Bonus:
  Armor Check Penalty:
  Shield Type / Bonus:
  Armor Weight:
  Parry Modifier:
  Initiative:
  Speed:
  Conditional AC Modifiers:
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Hit Points
  Current Hit Points
  Subdual Damage
  Dying
  Dead
  Range
  Weapon
  Attack
  Damage
  Critical Increment Weight
  Size
  Type
  CLASS ABILITIES
  Sneak Attack (Ex): Add +
  damage to attacks against foes
  denied their Dexterity bonus or those you flank. You can make sneak
  attacks with ranged weapons, up to a range of 30 feet.
  Evasion (Ex): No damage on a successful Reflex saving throw
  against an attack that normally deals half damage on a successful save. 
  Parry Magic (Ex): Make an attack roll opposed by the caster’s
  caster power check. If your roll is higher, add a +4 competence bonus to
  your save against the spell. 1/round.
  ©2003 Monte J. Cook. Permission granted to photocopy this page for personal use only.
  ATTACKS & WEAPONS
  UNFETTERED
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  NOTES
  
  ABILITY SCORES
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  ARMOR CLASS & HIT POINTS
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  + Modifier + Modifier + Modifiers
  =
  10
  +
  +
  +
  +
  +
  Armor Type / Bonus:
  Armor Check Penalty:
  Shield Type / Bonus:
  Armor Weight:
  Initiative:
  Speed:
  Conditional AC Modifiers:
  Hit Points
  Current Hit Points
  Subdual Damage
  Dying
  Dead
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Range
  Weapon
  Attack
  Damage
  Critical Increment Weight
  Size
  Type
  CLASS ABILITIES
  Sturdy: Gain the Sturdy feat for free. 
  Weapon Specialization (Ex): Gain
  Weapon Specialization (a +2 damage bonus) with a
  melee weapon of your choice. You must have Weapon
  Focus with that weapon to gain this ability.
  Crushing Blow (Ex): Inflict damage as if
  weapon inflicted a critical hit, even if striking a foe nor-
  mally immune to critical hits, 1/day. If crushing blow
  attack inflicts an actual critical hit, increase the critical
  multiplier by +1. At 15th level, 2/day. 
  Armor Specialization (Ex): Armor bonus
  of any armor you use increases by +1 for Light and
  Medium armor and +2 for Heavy armor. (Armor’s
  enhancement bonus not affected.)
  Weapon Size Increase (Ex): Can use
  weapons one size category larger than you as one-
  handed weapons, and two size categories larger than
  you as two-handed weapons. 
  Weapon Mastery (Ex): As weapon special-
  ization, except damage bonus is +4.
  ©2003 Monte J. Cook. Permission granted to photocopy this page for personal use only.
  ATTACKS & WEAPONS
  WARMAIN
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  NOTES
  
  Ability
  Score
  Modifier
  Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  ARMOR CLASS & HIT POINTS
  Armor
  Shield
  Dex
  Size
  Misc.
  AC
  =
  10
  +
  Bonus
  +
  Bonus
  + Modifier + Modifier + Modifiers
  =
  10
  +
  +
  +
  +
  +
  Hit Points:
  Dying:
  Initiative:
  Current Hit Points:
  Dead:
  Speed:
  Subdual Damage:
  Conditional AC Modifiers:
  CLASS ABILITIES
  The Sight (Su): Can determine the class and
  level (if any) of a creature observed for at least one
  minute. Creatures can make a Will saving throw (DC
  )
  to negate the effect.
  Familiarity With Magic (Ex): Adds a +2 
  competence bonus to all saving throws against spells
  and spell-like and supernatural abilities (including magic
  items) and a +2 competence bonus to AC against spells
  requiring attack rolls. 
  Witchery Spellcasting (Su):
  Witchery Lord Power:
  Witchery Lord Power Doubled:
  Witchery Mastery:
  Witchery Mastery Power Doubled:
  Melee
  Base
  Str
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Ranged
  Base
  Dex
  Size
  Attack
  =
  Attack
  + Modifier + Modifier
  =
  +
  +
  Range
  Weapon
  Attack
  Damage
  Critical Increment Weight
  Size
  Type
  ATTACKS & WEAPONS
  Save
  Spell
  Slots
  Level
  DC
  Slots/Day Used
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  SPELLS
  Spell Save DC Modifier:
  Spells Readied
  (pg.)
  0 Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  1st Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  2nd Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  3rd Level:
  (   )
  (   )
  (   )
  (   )
  Witchery Manifestation:
  Power:
  Witchery Manifestation:
  Power:
  Witchery Manifestation:
  Power:
  Witchery Manifestation:
  Power:
  (pg.)
  (   )
  (   )
  (   )
  (   )
  (   )
  4th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  5th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  6th Level:
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  (   )
  7th Level:
  (   )
  (   )
  (   )
  (   )
  ©2003 Monte J. Cook. Permission granted to photocopy
  this page for personal use only.
  ABILITY SCORES
  NOTES
  WITCH
  Character Name:
  Player Name:
  Race:
  Size:
  Gender:
  Level:
  Hero Points:
  SAVING THROWS
  Base
  Ability
  Misc.
  Type
  Total
  =
  Save
  + Modifier + Modifiers
  Reflex (Dex)
  =
  +
  +
  Fortitude (Con)
  =
  +
  +
  Will (Wis)
  =
  +
  +
  
  CHARACTER SHEET
  Character Name:
  Player Name:
  Height:
  Weight:
  Eyes:
  Description:
  Background:
  Goals:
  RACIAL ABILITIES & LANGUAGES
  MONEY
  FEATS
  EQUIPMENT
  SKILLS
  Skill
  Skill
  Ability
  Misc.
  Skill*
  Modifier =
  Ranks
  + Modifier + Modifiers
  Alchemy (Int)
  =
  +
  +
  Appraise (Int)
  =
  +
  +
  Balance (Dex)
  =
  +
  +
  Bluff (Cha)
  =
  +
  +
  Climb (Str)
  =
  +
  +
  Concentration (Con)
  =
  +
  +
  Craft (Int)
  =
  +
  +
  Decipher Script (Int)
  =
  +
  +
  Diplomacy (Cha)
  =
  +
  +
  Disable Device (Int)
  =
  +
  +
  Disguise (Cha)
  =
  +
  +
  Escape Artist (Dex)
  =
  +
  +
  Forgery (Int)
  =
  +
  +
  Gather Information (Cha)
  =
  +
  +
  Handle Animal (Cha)
  =
  +
  +
  Heal (Wis)
  =
  +
  +
  Innuendo (Wis)
  =
  +
  +
  Intimidate (Cha)
  =
  +
  +
  Intuit Direction (Wis)
  =
  +
  +
  Jump (Str)
  =
  +
  +
  Knowledge (Architecture) (Int)
  =
  +
  +
  Knowledge (Ceremony) (Int)
  =
  +
  +
  Knowledge (Cosmology) (Int)
  =
  +
  +
  Knowledge (Dangerous Beasts) (Int)
  =
  +
  +
  Knowledge (Engineering) (Int)
  =
  +
  +
  Knowledge (Geography) (Int)
  =
  +
  +
  Knowledge (History) (Int)
  =
  +
  +
  Knowledge (Magic) (Int)
  =
  +
  +
  Knowledge (Nature) (Int)
  =
  +
  +
  Knowledge (Nobility/Courtesy) (Int)
  =
  +
  +
  Knowledge (Religion) (Int)
  =
  +
  +
  Knowledge (Runes) (Int)
  =
  +
  +
  Knowledge (Sailing/Navigation) (Int)
  =
  +
  +
  Knowledge (Science) (Int)
  =
  +
  +
  Listen (Wis)
  =
  +
  +
  Open Lock (Dex)
  =
  +
  +
  Perform (Cha)
  =
  +
  +
  Ride (Dex)
  =
  +
  +
  Search (Int)
  =
  +
  +
  Sense Motive (Wis)
  =
  +
  +
  Sleight of Hand (Dex)
  =
  +
  +
  Sneak (Dex)
  =
  +
  +
  Speak Language (None)
  =
  +
  +
  Spellcraft (Int)
  =
  +
  +
  Spot (Wis)
  =
  +
  +
  Swim (Str)
  =
  +
  +
  Tumble (Dex)
  =
  +
  +
  Use Magic Device (Cha)
  =
  +
  +
  Use Rope (Dex)
  =
  +
  +
  Wilderness Survival (Wis)
  =
  +
  +
  * Underline all class skills.
  Item
  Weight
  Location
  PP:
  GP:
  SP:
  CP:
  Other:
  Total Equipment Weight:
  Light Load Limit:
  Medium Load Limit:
  Heavy Load Limit:
  Lift Over Head Limit:
  Lift Off Ground Limit:
  Push or Drag Limit:
  ©2003 Monte J. Cook. Permission granted to photocopy this page for personal use only.
  
  Legal Appendix 31
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast,Inc.,and is Copyright
  2000 Wizards of the Coast,Inc.(“Wizards").All Rights Reserved.
  1. DEFINITIONS: (a)“Contributors" means the copyright and/or trademark own-
  ers who have contributed Open Game Content;(b)“Derivative Material" means
  copyrighted material including derivative works and translations (including into
  other computer languages),potation,modification,correction,addition,extension,
  upgrade,improvement,compilation,abridgment or other form in which an existing
  work may be recast,transformed or adapted;(c) “Distribute" means to reproduce,
  license,rent,lease,sell,broadcast,publicly display,transmit or otherwise distribute;
  (d) “Open Game Content" means the game mechanic and includes the methods,
  procedures,processes and routines to the extent such content does not embody the
  Product Identity and is an enhancement over the prior art and any additional con-
  tent clearly identified as Open Game Content by the Contributor,and means any
  work covered by this License,including translations and derivative works under
  copyright law,but specifically excludes Product Identity;(e) “Product Identity"
  means product and product line names,logos and identifying marks including
  trade dress;artifacts,creatures,characters,stories,storylines,plots,thematic ele-
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  logos,symbols,or graphic designs;and any other trademark or registered trade-
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  copy,edit,format,modify,translate,and otherwise create Derivative Material of
  Open Game Content;(h) “You" or “Your" means the licensee in terms of this
  agreement.
  2. THE LICENSE: This License applies to any Open Game Content that contains a
  notice indicating that the Open Game Content may only be Used under and in
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  you Use.No terms may be added to or subtracted from this License except as
  described by the License itself.No other terms or conditions may be applied to any
  Open Game Content distributed using this License.
  3. OFFER AND ACCEPTANCE: By Using the Open Game Content You indicate
  Your acceptance of the terms of this License.
  4. GRANT AND CONSIDERATION: In consideration for agreeing to use this License,
  the Contributors grant You a perpetual,worldwide,royalty-free,non-exclusive
  license with the exact terms of this License to Use the Open Game Content.
  5. REPRESENTATION OF AUTHORITY TO CONTRIBUTE: If You are contributing
  original material as Open Game Content,You represent that Your Contributions
  are Your original creation and/or You have sufficient rights to grant the rights con-
  veyed by this License.
  6. NOTICE OF LICENSE COPYRIGHT: You must update the COPYRIGHT
  NOTICE portion of this License to include the exact text of the COPYRIGHT
  NOTICE of any Open Game Content You are copying,modifying or distributing,
  and You must add the title,the copyright date,and the copyright holder's name to
  the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. USE OF PRODUCT IDENTITY:You agree not to Use any Product Identity,
  including as an indication as to compatibility,except as expressly licensed in
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  9. UPDATING THE LICENSE: Wizards or its designated Agents may publish updat-
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  any version of this License.
  10. COPY OF THIS LICENSE: You MUST include a copy of this License with every
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  12. INABILITY TO COMPLY: If it is impossible for You to comply with any of the
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  13. TERMINATION: This License will terminate automatically if You fail to comply
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  such provision shall be reformed only to the extent necessary to make it enforce-
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000–2003,Wizards of the Coast,Inc.
  d20 System Reference Document Copyright 2000-2003,Wizards of the Coast,
  Inc.;authors Jonathan Tweet,Monte Cook,Skip Williams,and Bruce R.Cordell,
  based on original material by E. Gary Gygax and Dave Arneson.
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide
  Copyright 2003 Monte J.Cook. All rights reserved.
  Monte Cook’s Arcana Unearthed Copyright 2003 Monte J.Cook.
  All rights reserved.
  NOTICE TO PUBLISHERS
  Malhavoc Press invites you to inquire about our free limited license to use Product
  Identity material from Monte Cook’s Arcana Unearthed in your products.
  To find out more about the terms of this free limited license,please contact us at
  arcanaunearthed @montecook.com.
  
  UNEARTH
  A NEW
  LAND
  WHERE
  HONOR
  AND
  OATHS
  CAN MEAN 
  MORE
  THAN
  GOLD
  OR
  JEWELS
  THE DIAMOND THRONE™
  Monte Cook’s Arcana Unearthed Setting Book
  This sourcebook offers key support for Malhavoc Press’ variant player’s handbook, including
  new prestige classes, monsters, and magic items, plus a gazetteer covering the wondrous lands
  of the Diamond Throne. Use it with Monte Cook’s Arcana Unearthed or in any d20 campaign.
  Rekindle the magic in your game.
  More dungeon mastery from the guy who wrote the book.
  On sale November 2003 • 96 pages • $18.95 (US) • WW16141 • ISBN 1-58846-057-6
  ©2003 Monte J. Cook. Malhavoc Press is a registered trademark owned by Monte J. Cook. All rights reserved. 
  Dungeon Master is a registered trademark and Unearthed Arcana is a trademark of Wizards of the Coast, Inc., 
  a subsidiary of Hasbro, Inc. Arcana Unearthed is used with Wizards’ permission, and all rights are reserved. 
  The Sword & Sorcery logo is a trademark of White Wolf Publishing, Inc.
  ®
  ®
  Free previews at www.montecook.com
  UNEARTH
  A NEW
  LAND
  WHERE
  HONOR
  AND
  OATHS
  CAN MEAN 
  MORE
  THAN
  GOLD
  OR
  JEWELS
  
  The perfect companion to Monte Cook's Arcana Unearthed rulebook for 
  players and DMs! This is more than just a game aid featuring cool artwork 
  and lots of charts—the 32-page supplement inside offers character sheets 
  and conversion information to help you use Arcana Unearthed with 
  standard d20 System products.
  This accessory contains a three-paneled horizontal screen with stunning 
  artwork plus all the charts a DM needs to run the game. A separate 
  double-sized reference card features player charts.
  The enclosed 32-page book offers:
  •11 illustrated character sheets—one for each new class in 
  Arcana Unearthed;
  •Conversion guidelines for importing 3rd Edition and Revised 3rd Edition 
  (version 3.5) classes, spells, and other rules into this compatible system;
  •And lots of character concepts and archetypes to get you started creating 
  PCs and NPCs!
  Monte Cook, codesigner of 3rd Edition Dungeons & Dragons®, started Malhavoc Press as his own d20 System imprint
  to publish unusual magic, monsters, and evocative elements that go beyond traditional fantasy. Malhavoc Press
  products exhibit the mastery of the d20 System rules that only one of the game’s original designers can offer.
  Requires Monte Cook’s Arcana Unearthed, published by Malhavoc
  Press, as well as the Dungeons & Dragons® Player’s Handbook,
  Third Edition, published by Wizards of the Coast.
  Free bonus material at www.montecook.com
  ©2003 Monte J. Cook
  Dungeons & Dragons is a registered trademark and the d20 System logo,
  d20 System, and Unearthed Arcana are trademarks of Wizards of the Coast
  Inc., a subsidiary of Hasbro, Inc. Arcana Unearthed is used with permis-
  sion from Wizards, and all rights are reserved. Malhavoc is a registered
  trademark owned by Monte J. Cook. The Sword & Sorcery logo is a
  registered trademark of White Wolf Publishing, Inc. All rights reserved.
  ®
  ®
  PDF Version 1.0
  August 7, 2003
  $8 U.S.
  
SOURCE: textdata/thevault/Sword & Sorcery/WW16142 Arcana Unearthed - DM's Screen and Player's Guide.pdf