TEXT: Five Ancient Kingdoms 
  	
    
  Rules	
    for	
    Fantastic	
    Adventures	
    
  Of	
    Imagination,	
    Danger,	
    and	
    Romance	
    
  	
    
  BECKER	
    
  	
    
  	
    
  	
    
  MAGIC	
    &	
    MONSTERS	
    
  Volume	
    2	
    of	
    Three	
    Booklets	
    
  	
    
  Published	
    by	
    Running	
    Beagle	
    Games
  
  	
    
  1	
    
  	
    
  	
    
  Five Ancient Kingdoms	
    
  	
    
  Volume	
    2	
    
  Magic & Monsters 
  	
    
  By	
    Jonathan	
    Becker	
    
  	
    
  	
    
  Copyright	
    2013	
    
  Jonathan	
    Becker	
    &	
    Running	
    Beagle	
    Games	
    
  	
    	
    
  ISBN	
    978-­‐0-­‐9845932-­‐3-­‐1
  
  	
    
  2	
    
  TABLE	
    OF	
    CONTENTS	
    
  	
    
  SAINT/SHAMAN	
    SPELL	
    LISTS	
    
  	
    
  	
    
  3	
    
  Saint	
    versus	
    Undead	
    Table	
    
  	
    
  	
    
  3	
    
  MAGICIAN	
    SPELL	
    LISTS	
     	
    
  	
    
  	
    
  4	
    
  MAGICIAN	
    SPELLS	
    
  	
    
  	
    
  	
    
  5	
    
  SPELL	
    RESEARCH	
    
  	
    
  	
    
  	
    
  6	
    
  Memorization	
    
  	
    
  	
    
  	
    
  6	
    
  Magician	
    Scrolls	
    
  	
    
  	
    
  	
    
  7	
    
  Other	
    Magicians	
    
  	
    
  	
    
  	
    
  7	
    
  1st	
    Magnitude	
    Spells	
    
  	
    
  	
    
  8	
    
  2nd	
    Magnitude	
    Spells	
    
  	
    
  	
    
  10	
    
  3rd	
    Magnitude	
    Spells	
    
  	
    
  	
    
  11	
    
  4th	
    Magnitude	
    Spells	
    
  	
    
  	
    
  13	
    
  5th	
    Magnitude	
    Spells	
    
  	
    
  	
    
  15	
    
  6th	
    Magnitude	
    Spells	
    
  	
    
  	
    
  18	
    
  7th	
    Magnitude	
    Spells	
    
  	
    
  	
    
  20	
    
  CRAFTING	
    POTIONS	
    &	
    ARTIFACTS	
    
  	
    
  22	
    
  DIVINE	
    COSMOLOGY	
    (Saints	
    &	
    Shamans)	
    
  	
    
  23	
    
  Saints/Shamans	
    Spell	
    Table	
     	
    
  	
    
  24	
    
  SAINT	
    &	
    SHAMAN	
    MIRACLES	
    	
    
  	
    
  24	
    
  1st	
    Magnitude	
    Miracles	
    
  	
    
  	
    
  24	
    
  2nd	
    Magnitude	
    Miracles	
    
  	
    
  	
    
  25	
    
  3rd	
    Magnitude	
    Miracles	
    
  	
    
  	
    
  27	
    
  4th	
    Magnitude	
    Miracles	
    
  	
    
  	
    
  28	
    
  5th	
    Magnitude	
    Miracles	
    
  	
    
  	
    
  29	
    
  HOLY	
    (&	
    UNHOLY)	
    RELICS	
    
  	
    
  	
    
  31	
    
  MONSTER	
    COSMOLOGY	
    	
    
  	
    
  	
    
  32	
    
  Men	
    
  	
    
  	
    
  	
    
  	
    
  34	
    
  Beasts	
    
  	
    
  	
    
  	
    
  	
    
  35	
    
  Celestials	
    	
    
  	
    
  	
    
  	
    
  39	
    
  Demons	
     	
    
  	
    
  	
    
  	
    
  40	
    
  Abominations	
    
  	
    
  	
    
  	
    
  41	
    
  Giant-­‐Kind	
    
  	
    
  	
    
  	
    
  42	
    
  Jinn	
    
  	
    
  	
    
  	
    
  	
    
  43	
    
  Constructs	
    
  	
    
  	
    
  	
    
  44	
    
  Undead	
     	
    
  	
    
  	
    
  	
    
  45	
    
  MONSTER	
    STAT	
    CHARTS	
    
  	
    
  	
    
  47-­‐48	
    
  
  	
    
  3	
    
  SAINT	
    /	
    SHAMAN	
    SPELLS	
    (DIVINE	
    SUPPLICATIONS)	
    
  	
    
  1st	
    Magnitude	
    Miracles	
    
  Circle	
    of	
    Protection	
    
  Detect	
    Magic	
    
  Omen	
    
  Detect	
    Evil	
    
  Heal	
    Wounds*	
    
  Purify	
    Food	
    &	
    Water*	
    
  	
    
  2nd	
    Magnitude	
    Miracles	
    
  Befriend	
    Animal	
    
  Detect	
    Traps	
    
  Rally	
    Faithful*	
    
  Bless*	
    
  Hold	
    Creature	
    
  Restoration	
    
  	
    
  3rd	
    Magnitude	
    Miracles	
    
  Create	
    Water	
    (&	
    Wine)	
    
  Exorcise*	
    
  Remove	
    Curse*	
    
  Cure	
    Disease*	
    
  Locate	
    Object	
    
  Reveal	
    Deception	
    
  	
    
  4th	
    Magnitude	
    Miracles	
    
  Armor	
    of	
    Righteousness	
    
  Cure	
    Severe	
    Wounds*	
    
  Sanctify*	
    
  Create	
    Food	
    
  Neutralize	
    Poison*	
    
  Smite	
    Unbeliever	
    
  	
    
  5th	
    Magnitude	
    Miracles	
    
  Commune	
    
  Plague	
    
  Raise	
    Dead*	
    
  Banish	
    Evil*	
    
  Quest	
    
  Salvation	
    
  *Indicates	
    the	
    miracle	
    has	
    a	
    reverse	
    application,	
    detailed	
    in	
    its	
    description	
    
  	
    
  SAINT	
    VERSUS	
    UNDEAD	
    MONSTER	
    
  	
    
  	
    
  Saint	
    Level	
    of	
    Experience	
    
  	
    
  1st	
    
  2nd	
    
  3rd	
    
  4	
    to	
    5	
    
  6	
    to	
    7	
    
  8	
    to	
    9	
    
  10	
    to	
    12	
    
  13+	
    
  Skeleton	
    
  7	
    
  T	
    
  T	
    
  D	
    
  D	
    
  D	
    
  D	
    
  D	
    
  Zombie	
    
  9	
    
  7	
    
  T	
    
  T	
    
  D	
    
  D	
    
  D	
    
  D	
    
  Ghoul	
    
  11	
    
  9	
    
  7	
    
  T	
    
  T	
    
  D	
    
  D	
    
  D	
    
  Druj	
    
  -­‐	
    
  11	
    
  9	
    
  7	
    
  T	
    
  T	
    
  D	
    
  D	
    
  Wraith	
    
  -­‐	
    
  -­‐	
    
  11	
    
  9	
    
  7	
    
  T	
    
  T	
    
  D	
    
  Mummy	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  11	
    
  9	
    
  7	
    
  T	
    
  T	
    
  Edimmu	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  11	
    
  9	
    
  7	
    
  T	
    
  Vampire	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  11	
    
  9	
    
  7	
    
  Demon*	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  11	
    
  9	
    
  *Demons,	
    though	
    not	
    undead,	
    may	
    be	
    turned	
    by	
    a	
    saint	
    of	
    high	
    level.	
    
  	
    
  Number	
    indicates	
    the	
    result	
    needed	
    on	
    2D6	
    to	
    turn	
    creature	
    type.	
    
  “T”	
    indicates	
    2D6	
    of	
    creature	
    type	
    automatically	
    turned.	
    
  “D”	
    indicates	
    2D6	
    of	
    creature	
    type	
    automatically	
    destroyed.	
    
  All	
    results	
    assume	
    saint	
    has	
    a	
    holy	
    symbol;	
    saints	
    of	
    at	
    least	
    3rd	
    level	
    may	
    attempt	
    a	
    turning	
    
  without	
    a	
    holy	
    symbol	
    as	
    a	
    saint	
    two	
    levels	
    less	
    than	
    their	
    actual	
    level	
    of	
    experience.	
    
  
  	
    
  4	
    
  MAGICIAN	
    SPELL	
    LIST	
    
  	
    
  1st	
    Magnitude	
    Magic	
    
  Charm	
    
  Familiar	
    Spirit	
    
  Move	
    Object	
    
  Circle	
    of	
    Protection	
    
  Hex*	
    
  Resist	
    Fire	
    
  Decipher	
    Script*	
    
  Hold	
    Portal	
    
  See	
    Invisible	
    
  Divination	
    
  Illumination*	
    
  Sleep	
    
  	
    
  2nd	
    Magnitude	
    Magic	
    
  Beast	
    Speech	
    
  Levitation	
    
  Phantom	
    Image	
    
  Clairvoyance	
    
  Locate	
    Object	
    
  Quicken*	
    
  Gale*	
    
  Mirror	
    Self	
    
  Speak	
    with	
    Dead	
    
  Invisibility	
    
  Open*	
    
  Water	
    Breathing	
    
  	
    
  3rd	
    Magnitude	
    Magic	
    
  Call	
    Beast*	
    
  Flight*	
    
  Read	
    Thoughts	
    *	
    
  Change	
    Shape	
    
  Hold	
    Creature	
    
  Sensory	
    Illusion	
    
  Dismiss	
    Magic	
    
  Mesmerize	
    
  Transform	
    Person	
    
  Fire	
    Breathing	
    
  Missile	
    Immunity	
    
  Unseen	
    Scout	
    
  	
    
  4th	
    Magnitude	
    Magic	
    
  Alchemy	
    
  Mass	
    Confusion	
    
  Telekinesis	
    
  Animal	
    Growth*	
    
  Minor	
    Enchantment	
    
  Vanish	
    
  Befriend	
    Monster	
    
  Permanent	
    Illusion	
    
  Wall	
    of	
    Fire	
    
  Iron	
    Will	
    
  Remove	
    Curse*	
    
  Ward	
    Pact	
    
  	
    
  5th	
    Magnitude	
    Magic	
    
  Cloud	
    of	
    Death	
    
  Magic	
    Jar	
    
  Secret	
    Knowledge	
    
  Conjure	
    Elemental	
    
  Necromancy	
    
  Simpleton	
    
  Domination	
    
  Passwall	
    
  Wall	
    of	
    Iron	
    
  Extend	
    Life*	
    
  Rock	
    to	
    Mud*	
    
  Wall	
    of	
    Stone	
    
  	
    
  6th	
    Magnitude	
    Magic	
    
  Conjure	
    Demon*	
    
  Nightmare	
    
  Raise	
    Well*	
    
  Control	
    Weather	
    
  Part	
    Water	
    
  Reincarnation	
    
  Disintegrate	
    
  Phantasmagoria	
    
  Teleportation	
    
  Move	
    Earth	
    
  Preserve	
    Life	
    
  Transformation	
    
  	
    
  7th	
    Magnitude	
    Magic	
    
  Break	
    Enchantment	
    
  Open	
    Gate*	
    
  Soul	
    Trap*	
    
  Death	
    Curse	
    
  Power	
    Word	
    
  Summon	
    Jinn	
    
  Geas*	
    
  Project	
    Consciousness	
    
  Tempest	
    
  Life	
    After	
    Death	
    
  Shapechange	
    
  Undeath	
    
  *Indicates	
    the	
    spell	
    has	
    a	
    reverse	
    application,	
    detailed	
    in	
    its	
    description	
    
  
  	
    
  5	
    
  MAGICIAN	
    SPELLS	
    
  	
    
  The	
     origin	
     of	
     magic	
     is	
     lost	
     in	
     the	
     sands	
     of	
     time,	
     but	
     its	
     power	
     remains,	
     jealously	
    
  guarded	
    and	
    passed	
    down	
    from	
    master	
    to	
    student	
    over	
    the	
    years.	
    Magical	
    knowledge	
    
  is	
    often	
    stored	
    in	
    writing:	
    books	
    and	
    grimoires,	
    scrolls	
    and	
    tablets.	
    All	
    magicians	
    are	
    
  taught	
    to	
    read	
    magic’s	
    ancient	
    language,	
    and	
    most	
    keep	
    a	
    spell	
    book	
    or	
    collection	
    of	
    
  writings,	
     storing	
     those	
     spells	
     discovered,	
     taught,	
     or	
     stolen.	
     Illiterate	
     magicians	
     are	
    
  limited	
    to	
    spells	
    memorized.	
    
  	
    
  Spells	
    are	
    measured	
    in	
    degrees	
    of	
    magnitude;	
    spells	
    of	
    greater	
    magnitude	
    are	
    longer,	
    
  more	
    complicated,	
    and	
    more	
    powerful	
    in	
    effect.	
    Spell	
    casting	
    is	
    not	
    simply	
    a	
    matter	
    of	
    
  reciting	
    a	
    babble	
    of	
    words:	
    each	
    spell	
    requires	
    a	
    disciplined	
    mind,	
    the	
    proper	
    tonal	
    
  inflections,	
     and	
     a	
     semi-­‐meditative	
     trance	
     not	
     easily	
     achieved	
     outside	
     the	
     quiet	
     of	
    
  one’s	
    private	
    sanctuary.	
    
  	
    
  To	
    cast	
    a	
    spell,	
    roll	
    2D6	
    and	
    add	
    the	
    magician’s	
    level	
    of	
    experience;	
    characters	
    with	
    
  INT	
    of	
    15	
    or	
    greater	
    receive	
    an	
    additional	
    +1	
    bonus	
    to	
    the	
    roll.	
    If	
    the	
    total	
    equals	
    or	
    
  exceeds	
    the	
    spell’s	
    magnitude	
    multiplied	
    by	
    TWO,	
    then	
    it	
    has	
    been	
    successfully	
    cast.	
    
  For	
    example,	
    a	
    magician	
    wanting	
    to	
    cast	
    a	
    spell	
    of	
    the	
    4th	
    magnitude	
    needs	
    a	
    result	
    of	
    
  eight	
    or	
    better	
    on	
    the	
    die	
    roll	
    to	
    succeed.	
    Of	
    course,	
    a	
    zero	
    out	
    always	
    fails.	
    
  	
    
  Spell	
     casting	
     requires	
     freedom	
     of	
     movement.	
     Magicians	
     cannot	
     work	
     magic	
     when	
    
  bound	
    or	
    grappled,	
    and	
    wearing	
    armor	
    penalizes	
    their	
    casting	
    roll:	
    -­‐1	
    when	
    wearing	
    
  light	
    armor,	
    and	
    -­‐2	
    for	
    heavy	
    armor.	
    Spell	
    casting	
    requires	
    chanting	
    in	
    an	
    assertive,	
    
  forceful	
    tone.	
    It	
    takes	
    time	
    to	
    cast	
    a	
    spell,	
    usually	
    ten	
    seconds	
    (one	
    combat	
    round)	
    
  per	
    magnitude	
    of	
    the	
    spell,	
    though	
    some	
    spells	
    require	
    additional	
    preparation	
    prior	
    
  to	
     casting.	
     In	
     combat	
     encounters,	
     spells	
     are	
     resolved	
     after	
     all	
     attack	
     actions	
     and	
    
  movement	
     in	
     the	
     round;	
     magicians	
     interrupted	
     before	
     a	
     spell	
     is	
     finished	
     (by	
     being	
    
  damaged	
    or	
    grappled),	
    must	
    begin	
    the	
    spell	
    again.	
    
  	
    
  Additional	
    adjustments	
    apply	
    to	
    the	
    spell-­‐casting	
    roll	
    based	
    on	
    the	
    circumstances.	
    If	
    a	
    
  magician	
    reads	
    a	
    spell	
    from	
    an	
    actual	
    document	
    (book,	
    tablet,	
    etc.)	
    she	
    receives	
    a	
    +1	
    
  bonus	
    to	
    the	
    roll.	
    Magicians	
    chanting	
    in	
    a	
    quiet	
    whisper	
    suffer	
    a	
    -­‐2	
    penalty	
    for	
    the	
    
  attempt.	
    Magicians	
    and	
    sorcerers	
    (not	
    witches)	
    can	
    “fast-­‐cast”	
    a	
    spell,	
    reducing	
    the	
    
  casting	
    time	
    to	
    ten	
    seconds	
    (one	
    combat	
    round)	
    regardless	
    of	
    magnitude,	
    but	
    suffers	
    
  a	
    -­‐2	
    penalty.	
    Only	
    memorized	
    spells	
    can	
    be	
    fast-­‐cast,	
    not	
    texts	
    that	
    are	
    read.	
    
  	
    
  Each	
    magician	
    begins	
    the	
    game	
    with	
    knowledge	
    of	
    four	
    spells;	
    these	
    can	
    be	
    chosen	
    
  from	
    any	
    of	
    the	
    spells	
    listed	
    for	
    the	
    1st	
    or	
    2nd	
    magnitudes.	
    These	
    spells	
    are	
    considered	
    
  memorized	
    by	
    the	
    magician;	
    if	
    she	
    wants	
    to	
    own	
    a	
    spell	
    book	
    containing	
    the	
    spells	
    she	
    
  can	
    do	
    so.	
    Likewise,	
    she	
    can	
    attempt	
    to	
    transcribe	
    the	
    spells	
    from	
    memory	
    at	
    a	
    later	
    
  time,	
    should	
    she	
    so	
    choose.	
    
  
  	
    
  6	
    
  During	
    the	
    early	
    stages	
    of	
    her	
    career,	
    the	
    magician	
    is	
    considered	
    an	
    apprentice,	
    and	
    
  must	
    return	
    to	
    her	
    master	
    upon	
    acquiring	
    a	
    new	
    level.	
    Each	
    time	
    she	
    does	
    so,	
    she	
    will	
    
  be	
    taught	
    one	
    new	
    spell	
    of	
    either	
    1st	
    or	
    2nd	
    magnitude.	
    A	
    magician	
    can	
    request	
    testing	
    
  to	
     become	
     a	
     full	
     magus,	
     ending	
     her	
     apprenticeship,	
     any	
     time	
     she	
     earns	
     a	
     level	
     of	
    
  experience.	
     Regardless,	
     an	
     apprentice	
     automatically	
     achieves	
     magus	
     status	
     upon	
    
  reaching	
     5th	
     level.	
     The	
     master	
     gifts	
     the	
     student	
     with	
     a	
     parting	
     spell	
     (of	
     the	
     3rd	
    
  magnitude,	
    by	
    tradition)	
    and	
    she	
    is	
    ever	
    after	
    an	
    independent	
    mage.	
    
  	
    
  When	
    a	
    spell	
    is	
    marked	
    with	
    an	
    “*”	
    it	
    has	
    a	
    reversed	
    version,	
    generally	
    opposite	
    in	
    its	
    
  effect.	
    Knowledge	
    of	
    a	
    spell	
    does	
    not	
    automatically	
    grant	
    knowledge	
    of	
    its	
    reverse,	
    
  but	
    will	
    aid	
    in	
    the	
    magician’s	
    spell	
    research.	
    
  	
    
  SPELL	
    RESEARCH	
    
  	
    
  After	
     passing	
     apprenticeship,	
     magi	
     are	
     left	
     to	
     their	
     own	
     devices	
     with	
     regard	
     to	
    
  learning	
    spells.	
    Magical	
    texts	
    discovered,	
    stolen,	
    or	
    (rarely)	
    purchased	
    can	
    be	
    added	
    to	
    
  a	
     magician’s	
     collection,	
     but	
     such	
     writings	
     are	
     difficult	
     to	
     come	
     by.	
     Most	
     magicians	
    
  instead	
    engage	
    in	
    magical	
    research,	
    in	
    order	
    to	
    create	
    or	
    reinvent	
    spells.	
    
  	
    
  It	
    takes	
    time	
    and	
    money	
    to	
    research	
    a	
    spell.	
    If	
    a	
    spell	
    is	
    listed	
    in	
    these	
    pages	
    it	
    requires	
    
  a	
     number	
     of	
     weeks	
     equal	
     to	
     the	
     magnitude	
     squared	
     for	
     a	
     research	
     attempt.	
     For	
    
  example,	
     a	
     magician	
     wishing	
     to	
     reengineer	
     the	
     4th	
     magnitude	
     spell	
     remove	
     curse	
    
  requires	
     16	
     weeks	
     (4	
     x	
     4).	
     Each	
     week,	
     1000	
     gold	
     coins	
     must	
     be	
     spent	
     in	
     research	
    
  material	
     (16,000gd	
     for	
     that	
     remove	
     curse	
     spell	
     in	
     the	
     example).	
     At	
     the	
     end	
     of	
     the	
    
  research	
     period,	
     the	
     magician	
     makes	
     a	
     research	
     roll:	
     Roll	
     D6,	
     adding	
     +1	
     if	
     the	
    
  character’s	
     INT	
     is	
     15	
     or	
     greater.	
     If	
     the	
     result	
     is	
     equal	
     to	
     or	
     greater	
     than	
     the	
    
  magnitude	
    of	
    the	
    spell	
    researched,	
    then	
    the	
    formula	
    is	
    successfully	
    discovered	
    and	
    
  recorded.	
    The	
    roll	
    receives	
    a	
    +1	
    bonus	
    if	
    the	
    magician	
    knows	
    the	
    reverse	
    version	
    of	
    
  the	
     spell,	
     and	
     an	
     additional	
     +1	
     if	
     the	
     researcher	
     has	
     previously	
     observed	
     the	
     spell	
    
  being	
    cast	
    (successfully)	
    by	
    another.	
    
  	
    	
    
  Players	
     wishing	
     to	
     create	
     a	
     spell	
     NOT	
     present	
     in	
     this	
     book	
     must	
     first	
     get	
     the	
     DM’s	
    
  approval.	
    The	
    DM	
    assigns	
    an	
    appropriate	
    magnitude	
    based	
    on	
    the	
    spell’s	
    effect.	
    All	
    
  time	
    and	
    gold	
    costs	
    are	
    doubled	
    for	
    the	
    spell.	
    
  	
    
  Memorization:	
     Magicians	
     have	
     a	
     limited	
     capacity	
     for	
     memorizing	
     spells;	
     the	
    
  maximum	
     number	
     of	
     spells	
     a	
     magician	
     can	
     memorize	
     is	
     equal	
     to	
     one	
     PLUS	
     the	
    
  magician’s	
     hit	
     dice	
     multiplied	
     by	
     three.	
     For	
     example,	
     a	
     5th	
     level	
     magician	
     can	
    
  memorize	
    a	
    maximum	
    of	
    16	
    spells	
    (1	
    +	
    5x3).	
    Characters	
    can	
    choose	
    to	
    “forget”	
    spells,	
    
  freeing	
    space	
    to	
    commit	
    new	
    spells	
    to	
    memory,	
    but	
    only	
    upon	
    achieving	
    a	
    new	
    level	
    
  of	
    experience,	
    and	
    only	
    one	
    spell	
    per	
    level	
    earned.	
    
  	
    
  
  	
    
  7	
    
  Magician	
     Scrolls:	
     There	
     is	
     nothing	
     inherently	
     magical	
     in	
     the	
     texts	
     of	
     magicians;	
    
  magician	
     scrolls	
     are	
     simply	
     the	
     scribed	
     formulae	
     of	
     magic,	
     requiring	
     training	
     in	
     the	
    
  proper	
    intonation	
    and	
    meditation	
    to	
    make	
    the	
    magic	
    work.	
    Any	
    literate	
    character	
    with	
    
  magical	
    training	
    can	
    read	
    arcane	
    writing,	
    knowing	
    what	
    spell(s)	
    it	
    contains;	
    a	
    dice	
    roll	
    
  is	
    only	
    required	
    to	
    read	
    the	
    text	
    with	
    the	
    intention	
    of	
    casting	
    its	
    spell.	
    Remember:	
    
  spells	
     read	
     from	
     a	
     text	
     can	
     never	
     be	
     “fast-­‐cast;”	
     spells	
     of	
     greater	
     magnitude	
     are	
    
  complex	
    and	
    wordy	
    and	
    require	
    more	
    time	
    to	
    pronounce.	
    
  	
    
  	
    
  	
    
  Magicians	
     jealously	
     guard	
     scrolls	
     and	
     texts	
     as	
     the	
     source	
     of	
     their	
     power.	
     They	
     are	
    
  loathe	
    to	
    copy	
    spells,	
    as	
    more	
    copies	
    increase	
    the	
    likelihood	
    of	
    being	
    stolen,	
    and	
    there	
    
  is	
    always	
    the	
    chance	
    of	
    copying	
    errors,	
    not	
    to	
    mention	
    the	
    time	
    and	
    money	
    involved.	
    
  However,	
     texts	
     fade	
     over	
     time	
     and	
     a	
     magician'	
     memory	
     is	
     limited,	
     so	
     copying	
    
  becomes	
    necessary	
    for	
    those	
    that	
    wish	
    to	
    preserve	
    their	
    knowledge.	
    Copying	
    a	
    spell	
    
  requires	
    one	
    day	
    and	
    ten	
    gold	
    coins	
    worth	
    of	
    materials	
    per	
    degree	
    of	
    magnitude;	
    the	
    
  copier	
    rolls	
    D6,	
    adding	
    +1	
    for	
    an	
    INT	
    of	
    15	
    or	
    better	
    and	
    adding	
    +1	
    for	
    a	
    DEX	
    of	
    15	
    or	
    
  better.	
    If	
    the	
    result	
    is	
    equals	
    or	
    exceeds	
    the	
    spell	
    magnitude,	
    it	
    is	
    copied	
    accurately.	
    
  	
    
  Other	
    Magicians	
    
  	
    
  JINN	
    all	
    have	
    some	
    magical	
    ability;	
    when	
    casting	
    spells	
    they	
    are	
    considered	
    to	
    have	
    a	
    
  level	
    of	
    ability	
    equal	
    to	
    their	
    hit	
    dice.	
    Most	
    jinn	
    know	
    two	
    spells	
    for	
    every	
    level	
    of	
    
  magical	
     ability,	
     and	
     all	
     spells	
     are	
     considered	
     memorized.	
     They	
     are	
     not	
     necessarily	
    
  restrained	
    by	
    mortal	
    limitations	
    (for	
    example,	
    with	
    regard	
    to	
    alchemy).	
    
  	
    
  
  	
    
  8	
    
  MOUNTEBANKS	
    are	
    failed	
    apprentices	
    that	
    still	
    retain	
    some	
    magical	
    knowledge	
    useful	
    
  in	
     their	
     adventuring	
     career.	
     Roll	
     D3	
     and	
     add	
     the	
     result	
     to	
     one	
     to	
     determine	
     how	
    
  many	
     spells	
     the	
     mountebank	
     has	
     committed	
     to	
     memory;	
     all	
     spells	
     are	
     of	
     1st	
     or	
     2nd	
    
  magnitude.	
    Mountebanks	
    cannot	
    perform	
    spell	
    research	
    but	
    have	
    the	
    ability	
    to	
    read	
    
  arcane	
    writings	
    and	
    copy	
    texts	
    like	
    a	
    magician.	
    When	
    casting	
    spells,	
    mountebanks	
    are	
    
  always	
    treated	
    as	
    1st	
    level	
    characters,	
    regardless	
    of	
    their	
    actual	
    level	
    of	
    experience.	
    
  	
    
  SORCERERS	
     take	
     the	
     easy	
     road	
     to	
     power	
     by	
     making	
     infernal	
     pacts	
     with	
     demonic	
    
  entities	
     in	
     exchange	
     for	
     knowledge.	
     In	
     most	
     ways	
     they	
     are	
     treated	
     as	
     normal	
    
  magicians,	
    except	
    that	
    their	
    spells	
    and	
    enchantments	
    are	
    tainted	
    by	
    evil	
    and	
    can	
    be	
    
  detected	
    as	
    such.	
    Every	
    time	
    a	
    sorcerer	
    earns	
    a	
    level	
    of	
    experience	
    her	
    infernal	
    master	
    
  teaches	
     her	
     two	
     spells,	
     with	
     no	
     spell	
     research	
     being	
     necessary.	
     The	
     magnitude	
     of	
    
  spells	
    granted	
    cannot	
    exceed	
    the	
    character’s	
    new	
    level.	
    	
    Sorcerers	
    never	
    learn	
    to	
    brew	
    
  potions	
    or	
    create	
    magic	
    artifacts,	
    and	
    due	
    to	
    their	
    pact	
    they	
    cannot	
    be	
    raised	
    from	
    the	
    
  dead	
    (if	
    killed,	
    the	
    character’s	
    soul	
    is	
    immediately	
    claimed	
    by	
    her	
    patron	
    demon).	
    
  	
    
  WITCHES	
    cannot	
    learn	
    or	
    cast	
    spells	
    of	
    6th	
    or	
    7th	
    magnitude;	
    however,	
    witches	
    can	
    
  learn	
     spells	
     from	
     the	
     saint	
     spell	
     list	
     as	
     if	
     they	
     were	
     magician	
     spells.	
     A	
     witch’s	
    
  apprenticeship	
    is	
    similar	
    in	
    all	
    ways	
    to	
    that	
    of	
    a	
    magician,	
    but	
    they	
    usually	
    maintain	
    
  closer	
     relationships	
     with	
     their	
     master	
     and	
     fellow	
     students	
     (called	
     their	
     circle	
     or	
    
  coven).	
    Witches	
    have	
    a	
    natural	
    rivalry	
    with	
    other	
    magicians	
    and	
    only	
    trade	
    spells	
    with	
    
  other	
    witches,	
    and	
    usually	
    only	
    with	
    members	
    of	
    their	
    own	
    coven.	
    Due	
    to	
    their	
    use	
    of	
    
  spell	
    components	
    (see	
    below)	
    witches	
    cannot	
    fast-­‐cast	
    spells.	
    
  	
    
  Witches	
    use	
    special	
    ingredients	
    (bat	
    wings,	
    eyes	
    of	
    newt,	
    crushed	
    gemstones,	
    roots	
    
  and	
    herbs,	
    etc.)	
    in	
    their	
    spell	
    casting;	
    it	
    is	
    presumed	
    that	
    these	
    materials	
    are	
    gathered	
    
  between	
     adventures	
     in	
     amounts	
     great	
     enough	
     to	
     cast	
     each	
     spell	
     known	
     one	
     time	
    
  during	
    an	
    adventure	
    (i.e.	
    game	
    session).	
    A	
    witch	
    can	
    “harvest”	
    spell	
    components	
    from	
    
  magical	
    beasts	
    and	
    monsters,	
    replenishing	
    her	
    supplies.	
    A	
    single	
    monster	
    may	
    yield	
    
  enough	
    components	
    to	
    cast	
    a	
    spell	
    of	
    magnitude	
    equal	
    to	
    or	
    less	
    than	
    the	
    creature’s	
    
  hit	
    dice,	
    though	
    this	
    is	
    only	
    a	
    guideline	
    and	
    best	
    adjudicated	
    by	
    the	
    DM.	
    For	
    example,	
    
  a	
    powdered	
    unicorn	
    horn	
    might	
    be	
    enough	
    material	
    for	
    three	
    heal	
    wounds	
    spells,	
    but	
    
  while	
    ogre	
    heart	
    is	
    good	
    for	
    iron	
    will,	
    it	
    is	
    useless	
    for	
    a	
    wall	
    of	
    fire	
    enchantment.	
    
  	
    	
    
  First	
    Magnitude	
    Magician	
    Spells	
    
  	
    
  Charm:	
     instills	
     a	
     feeling	
     of	
     deep	
     affection	
     for	
     the	
     caster	
     in	
     a	
     single	
     intelligent	
    
  humanoid	
    if	
    a	
    saving	
    throw	
    is	
    failed.	
    Charm	
    lasts	
    until	
    the	
    caster	
    does	
    something	
    
  that	
    betrays	
    or	
    harms	
    the	
    charmed,	
    though	
    the	
    enchanted	
    creature	
    may	
    attempt	
    a	
    
  new	
    saving	
    throw	
    every	
    month	
    (or	
    weekly	
    if	
    highly	
    intelligent).	
    Caster	
    must	
    look	
    
  into	
    the	
    target’s	
    eyes	
    (melee	
    range).	
    
  	
    
  Circle	
    of	
    Protection:	
    as	
    the	
    1st	
    magnitude	
    saint	
    miracle.	
    
  
  	
    
  9	
    
  Decipher	
    Script*:	
    immediately	
    makes	
    clear	
    any	
    written	
    language	
    or	
    code	
    within	
    view	
    
  of	
     the	
     caster.	
     The	
     reverse,	
     confuse	
     script,	
     renders	
     any	
     single	
     text	
     as	
     an	
    
  indecipherable	
    code	
    to	
    all	
    but	
    whom	
    the	
    caster	
    designates,	
    requiring	
    the	
    casting	
    of	
    
  decipher	
    script	
    for	
    translation	
    otherwise.	
    
  	
    
  Divination:	
     through	
     the	
     casting	
     of	
     lots	
     or	
     cards,	
     or	
     the	
     reading	
     of	
     entrails	
     or	
     tea	
    
  leaves,	
    the	
    caster	
    can	
    foretell	
    the	
    degree	
    of	
    danger	
    posed	
    by	
    a	
    particular	
    course	
    of	
    
  action:	
     minimal,	
     moderate,	
     or	
     perilous	
     (the	
     DM	
     provides	
     the	
     answer).	
     The	
    
  foretelling	
    can	
    be	
    for	
    the	
    magician	
    herself,	
    an	
    individual,	
    or	
    a	
    group	
    of	
    people.	
    
  	
    
  Familiar	
    Spirit:	
    caster	
    summons	
    a	
    magical	
    spirit	
    in	
    the	
    form	
    a	
    small	
    animal	
    (cat,	
    toad,	
    
  dog,	
     bird,	
     etc.)	
     that	
     acts	
     as	
     a	
     helpmate	
     to	
     the	
     magician.	
     The	
     spirit	
     starts	
     each	
    
  session	
    with	
    D6	
    HPs	
    (as	
    a	
    1st	
    level	
    character)	
    and	
    the	
    magician	
    receives	
    an	
    equal	
    
  number	
    of	
    bonus	
    HPs,	
    as	
    well	
    as	
    a	
    +1	
    to	
    all	
    saves,	
    while	
    the	
    familiar	
    is	
    present.	
    If	
    the	
    
  familiar	
     is	
     killed	
     or	
     banished	
     (via	
     banish	
     evil;	
     familiar	
     saves	
     as	
     its	
     master),	
     the	
    
  magician	
     suffers	
     two	
     hits	
     (2D6	
     HPs)	
     of	
     damage	
     from	
     the	
     shock.	
     A	
     magician	
     may	
    
  never	
    have	
    more	
    than	
    one	
    familiar	
    at	
    a	
    time;	
    the	
    familiar	
    and	
    magician	
    understand	
    
  and	
    can	
    communicate	
    with	
    one	
    another.	
    
  	
    
  Hex*:	
    one	
    target	
    within	
    sight	
    of	
    the	
    caster	
    suffers	
    a	
    penalty	
    of	
    -­‐1	
    to	
    attack	
    rolls,	
    saving	
    
  throws,	
     and	
     mettle	
     checks	
     for	
     the	
     rest	
     of	
     the	
     day	
     (until	
     sunrise	
     or	
     sunset).	
     The	
    
  target	
    is	
    allowed	
    a	
    save	
    versus	
    magic	
    to	
    resist.	
    The	
    reverse,	
    unhex,	
    removes	
    a	
    hex.	
    
  	
    
  Hold	
    Portal:	
    magically	
    seals	
    a	
    door	
    or	
    gate	
    for	
    2D6	
    turns.	
    Creatures	
    with	
    five	
    or	
    more	
    
  hit	
    dice	
    can	
    break	
    down	
    the	
    portal	
    in	
    D6	
    rounds,	
    though	
    it	
    can	
    also	
    be	
    opened	
    with	
    
  the	
    spells	
    open	
    and	
    dismiss	
    magic.	
    
  	
    
  Illumination*:	
    creates	
    a	
    magic	
    light	
    in	
    the	
    character’s	
    open	
    hand	
    (or	
    at	
    the	
    end	
    of	
    a	
    
  staff	
    or	
    wand)	
    with	
    radiance	
    equivalent	
    of	
    a	
    torch	
    or	
    lamp.	
    The	
    light	
    lasts	
    until	
    the	
    
  character	
    dismisses	
    the	
    spell,	
    picks	
    up	
    something	
    (with	
    the	
    hand)	
    or	
    puts	
    down	
    the	
    
  instrument	
    (staff	
    or	
    wand).	
    The	
    reverse,	
    extinguish,	
    snuffs	
    out	
    all	
    lights	
    within	
    sight	
    
  of	
    the	
    magician	
    (though	
    no	
    more	
    than	
    60’).	
    
  	
    
  Move	
    Object:	
    character	
    can	
    manipulate	
    a	
    single,	
    small	
    object	
    (1	
    pound	
    per	
    level)	
    with	
    
  his	
    mind	
    alone.	
    Control	
    lasts	
    as	
    long	
    as	
    caster	
    concentrates	
    (taking	
    no	
    other	
    action	
    
  or	
    movement).	
    Object	
    must	
    be	
    visible	
    to	
    caster.	
    
  	
    
  Resist	
    Fire:	
    for	
    one	
    hour,	
    the	
    target	
    becomes	
    immune	
    to	
    normal	
    heat	
    and	
    fire,	
    takes	
    
  only	
    half	
    damage	
    from	
    magical	
    forms	
    of	
    fire	
    (including	
    dragon	
    breath	
    or	
    demons),	
    
  and	
    receives	
    a	
    +2	
    bonus	
    to	
    saving	
    throws	
    against	
    the	
    same.	
    
  	
    
  
  	
    
  10
  See	
    Invisible:	
    the	
    caster	
    becomes	
    aware	
    of	
    all	
    things	
    hidden	
    and	
    invisible	
    objects	
    in	
    
  her	
     vicinity,	
     including	
     secret	
     doors	
     and	
     hidden	
     opponents.	
     Once	
     revealed,	
     the	
    
  caster	
    cannot	
    “un-­‐see”	
    hidden	
    objects.	
    Traps	
    are	
    not	
    revealed.	
    
  	
    	
    
  Sleep:	
    puts	
    to	
    sleep	
    2D6	
    levels/HD	
    of	
    creatures	
    or	
    a	
    single	
    creature	
    of	
    4	
    levels/HD	
    in	
    
  the	
    magician’s	
    vicinity;	
    lower	
    HD	
    creatures	
    are	
    affected	
    before	
    high	
    HD	
    creatures.	
    
  Spell	
     only	
     works	
     against	
     passive/non-­‐hostile	
     targets,	
     friendly	
     creatures	
     are	
     only	
    
  affected	
    at	
    the	
    magician’s	
    discretion.	
    Rough	
    treatment	
    or	
    loud	
    noise	
    (e.g.	
    combat)	
    
  will	
    awaken	
    sleepers.	
    
  	
    
  Second	
    Magnitude	
    Magician	
    Spells	
    
  	
    
  Beast	
    Speech:	
    for	
    the	
    duration	
    of	
    the	
    spell,	
    the	
    caster	
    gains	
    the	
    ability	
    to	
    speak	
    with	
    a	
    
  particular	
    species	
    of	
    beast	
    or	
    bird	
    in	
    its	
    own	
    language.	
    The	
    spell	
    lasts	
    one	
    day	
    (till	
    
  sunrise	
    or	
    sunset).	
    
  	
    
  Clairvoyance:	
     caster	
     can	
     remotely	
     view	
     one	
     object,	
     place,	
     or	
     person	
     that	
     is	
     well-­‐
  known	
    to	
    the	
    magician.	
    The	
    scene	
    can	
    be	
    viewed	
    as	
    long	
    as	
    the	
    caster	
    concentrates	
    
  (i.e.	
    so	
    long	
    as	
    the	
    caster	
    takes	
    no	
    other	
    action	
    or	
    movement	
    and	
    is	
    not	
    distracted).	
    
  	
    
  Gale*:	
    the	
    caster	
    conjures	
    a	
    strong	
    gust	
    of	
    wind	
    that	
    will	
    knock	
    down	
    opponents	
    that	
    
  fail	
    their	
    saving	
    throw	
    (D6	
    individuals	
    of	
    hit	
    dice	
    less	
    than	
    the	
    magician),	
    losing	
    their	
    
  action	
     for	
     the	
     next	
     combat	
     round.	
     Torches	
     and	
     open	
     flames	
     in	
     the	
     vicinity	
     are	
    
  extinguished	
    unless	
    they	
    are	
    magical.	
    This	
    spell	
    can	
    be	
    used	
    to	
    fill	
    a	
    ship’s	
    sails	
    with	
    
  wind	
    for	
    the	
    duration	
    of	
    a	
    single	
    day;	
    the	
    reverse	
    spell,	
    becalm,	
    removes	
    the	
    wind	
    
  from	
    a	
    sighted	
    ship’s	
    sails	
    for	
    a	
    single	
    day.	
    
  	
    
  Invisibility:	
    the	
    caster	
    becomes	
    invisible	
    and	
    remains	
    so	
    unless	
    and	
    until	
    it	
    attacks	
    or	
    
  casts	
    a	
    spell,	
    or	
    unless	
    the	
    spell	
    is	
    broken	
    with	
    a	
    dismiss	
    magic	
    spell.	
    The	
    spell	
    can	
    
  be	
    cast	
    upon	
    an	
    inanimate	
    object,	
    but	
    ends	
    if	
    the	
    object	
    is	
    moved	
    or	
    handled.	
    
  	
    
  Levitation:	
    caster	
    can	
    float	
    up	
    and	
    down	
    vertically	
    or	
    hang	
    suspended	
    in	
    mid-­‐air.	
    The	
    
  spell	
    lasts	
    as	
    long	
    as	
    the	
    character	
    concentrates	
    and	
    is	
    not	
    disturbed	
    (such	
    as	
    by	
    
  attack).	
    
  	
    
  Locate	
    Object*:	
    as	
    the	
    3rd	
    magnitude	
    saint	
    miracle.	
    
  	
    
  Mirror	
    Self:	
    the	
    magician	
    creates	
    a	
    number	
    of	
    duplicate	
    images	
    of	
    herself,	
    the	
    number	
    
  being	
    equal	
    to	
    one	
    plus	
    the	
    result	
    of	
    a	
    D3	
    roll.	
    Each	
    image	
    looks	
    exactly	
    like	
    the	
    
  caster	
    and	
    appears	
    to	
    perform	
    the	
    same	
    actions.	
    Any	
    attack	
    on	
    the	
    magician	
    strikes	
    
  an	
     image	
     instead	
     of	
     the	
     caster;	
     attacks	
     against	
     a	
     mirror	
     self	
     image	
     always	
     hit,	
    
  regardless	
     of	
     the	
     attack	
     roll,	
     destroying	
     the	
     duplicate	
     image	
     but	
     leaving	
     the	
    
  
  	
    
  11
  magician	
    unscathed.	
    The	
    mirror	
    selves	
    last	
    for	
    an	
    hour	
    if	
    not	
    destroyed	
    preventing	
    
  attacks;	
    a	
    magician	
    can	
    only	
    have	
    one	
    such	
    spell	
    operating	
    at	
    a	
    time.	
    
  	
    
  Open*:	
    opens	
    any	
    locked,	
    closed,	
    or	
    stuck	
    item…even	
    those	
    locked	
    with	
    wizard	
    lock	
    
  or	
    hold	
    portal	
    spells.	
    The	
    reverse,	
    wizard	
    lock,	
    functions	
    as	
    hold	
    portal	
    but	
    can	
    be	
    
  used	
    to	
    lock	
    other	
    objects	
    besides	
    doors:	
    books,	
    chests,	
    coffins,	
    etc.	
    A	
    wizard	
    lock	
    is	
    
  permanent	
    unless	
    opened	
    with	
    a	
    knock	
    or	
    dismiss	
    magic	
    spell,	
    though	
    the	
    caster	
    
  (or	
    a	
    magician	
    3+	
    levels	
    greater	
    than	
    the	
    caster)	
    may	
    bypass	
    the	
    wizard	
    lock	
    at	
    will	
    
  without	
    breaking	
    the	
    spell.	
    
  	
    
  Phantom	
    Image:	
    caster	
    creates	
    a	
    permanent	
    illusion.	
    The	
    illusion	
    is	
    static,	
    and	
    visual	
    
  only	
     (no	
     other	
     senses	
     are	
     affected).	
     Any	
     player	
     character	
     or	
     highly	
     intelligent	
    
  creature	
    that	
    sees	
    the	
    illusion	
    receives	
    a	
    save	
    versus	
    magic;	
    success	
    indicates	
    they	
    
  can	
    pierce	
    the	
    illusion	
    and	
    see	
    the	
    true	
    image	
    beneath.	
    Touching	
    the	
    illusion	
    dispels	
    
  the	
    image.	
    
  	
    
  Quicken*:	
    creature	
    within	
    30’	
    of	
    the	
    caster	
    has	
    all	
    actions	
    quickened;	
    it	
    moves	
    twice	
    
  as	
    fast,	
    it	
    doubles	
    the	
    number	
    of	
    attack	
    rolls	
    (melee	
    or	
    missile)	
    it	
    can	
    make	
    in	
    a	
    
  round,	
     and	
     its	
     attacks	
     are	
     resolved	
     before	
     any	
     non-­‐quickened	
     opponents.	
     The	
    
  reverse,	
    hobble,	
    slows	
    a	
    creature	
    so	
    that	
    it	
    moves	
    at	
    half	
    speed,	
    attacks	
    only	
    once	
    
  every	
     other	
     round,	
     and	
     resolves	
     its	
     attacks	
     after	
     non-­‐hobbled	
     opponents.	
     Either	
    
  spell	
    lasts	
    ten	
    minutes;	
    quickened	
    creatures	
    are	
    fatigued	
    (see	
    Book	
    3,	
    page	
    11)	
    until	
    
  they’ve	
    rested	
    for	
    one	
    hour	
    (a	
    fatigued	
    character	
    cannot	
    be	
    quickened).	
    
  	
    
  Speak	
    with	
    Dead:	
    the	
    caster	
    can	
    ask	
    questions	
    of	
    a	
    dead	
    corpse	
    and	
    the	
    remains	
    will	
    
  respond.	
    The	
    knowledge	
    of	
    the	
    dead	
    is	
    limited	
    to	
    what	
    it	
    knew	
    in	
    life	
    (including	
    the	
    
  language	
    it	
    speaks).	
    Dead	
    creatures	
    are	
    under	
    no	
    compulsion	
    to	
    tell	
    the	
    truth,	
    and	
    
  their	
    answers	
    are	
    based	
    on	
    both	
    their	
    original	
    alignment	
    and	
    the	
    motivations	
    of	
    the	
    
  caster.	
    Reaction	
    rolls	
    might	
    be	
    appropriate.	
    
  	
    
  Water	
     Breathing:	
     allows	
     the	
     caster	
     or	
     target	
     touched	
     to	
     breathe	
     underwater	
     for	
     a	
    
  single	
    hour.	
    Spells	
    cannot	
    be	
    cast	
    while	
    underwater.	
    
  	
    
  Third	
    Magnitude	
    Magician	
    Spells	
    
  	
    
  Call	
    Beast*:	
    calls	
    a	
    number	
    of	
    animals	
    that	
    will	
    understand	
    and	
    obey	
    the	
    caster	
    to	
    the	
    
  best	
    of	
    their	
    ability,	
    including	
    fighting,	
    guarding,	
    carrying	
    messages,	
    acting	
    as	
    pack	
    
  animals,	
    etc.	
    	
    Absolutely	
    fearless,	
    they	
    fight	
    until	
    killed	
    or	
    dismissed.	
    The	
    caster	
    can	
    
  call	
    one	
    large	
    animal,	
    up	
    to	
    two	
    medium	
    animals	
    (no	
    bigger	
    than	
    a	
    bear),	
    or	
    up	
    to	
    
  three	
    small	
    animals	
    (wolf-­‐size	
    or	
    smaller).	
    The	
    reverse,	
    dismiss	
    beast,	
    causes	
    a	
    like	
    
  number	
     of	
     animals	
     to	
     immediately	
     leave	
     the	
     caster’s	
     vicinity	
     (and	
     they	
     will	
     not	
    
  return).	
    Neither	
    spell	
    affects	
    giant	
    or	
    magical	
    beasts.	
    
  
  	
    
  12
  	
    
  Change	
    Shape:	
    magician	
    can	
    change	
    form	
    into	
    that	
    of	
    any	
    creature	
    desired,	
    including	
    
  monsters;	
     however,	
     the	
     caster	
     gains	
     only	
     the	
     form	
     of	
     the	
     creature,	
     not	
     natural	
    
  abilities	
    different	
    from	
    the	
    caster	
    (for	
    example,	
    a	
    bird	
    could	
    not	
    fly	
    nor	
    a	
    dragon	
    
  breathe	
     fire).	
     The	
     caster	
     retains	
     his	
     normal	
     hit	
     points,	
     attack	
     ability,	
     and	
     saving	
    
  throws	
    in	
    the	
    new	
    form,	
    which	
    lasts	
    until	
    the	
    caster	
    decides	
    to	
    regain	
    his	
    old	
    form.	
    
  	
    
  Dismiss	
    Magic:	
    this	
    spell	
    removes	
    the	
    effects	
    of	
    any	
    cast	
    spell	
    with	
    some	
    limitations:	
    it	
    
  has	
     no	
     effect	
     on	
     spells	
     cast	
     upon	
     items,	
     nor	
     creatures	
     created	
     or	
     summoned	
     by	
    
  magic,	
    nor	
    permanent	
    magical	
    enchantments	
    (including	
    curses	
    and	
    magic	
    items);	
    
  neither	
     does	
     it	
     affect	
     spells	
     that	
     have	
     immediate	
     or	
     permanent	
     effect	
     (like	
     the	
    
  damage	
    inflicted	
    by	
    a	
    cast	
    spell).	
    Finally,	
    dismiss	
    magic	
    has	
    no	
    effect	
    on	
    the	
    divine	
    
  magic	
    of	
    saints	
    and	
    shamans,	
    nor	
    on	
    spells	
    of	
    greater	
    than	
    5th	
    magnitude.	
    Because	
    
  dismiss	
    magic	
    is	
    used	
    to	
    counter	
    another’s	
    spell,	
    the	
    spell-­‐casting	
    roll	
    is	
    penalized	
    if	
    
  attempted	
    against	
    a	
    greater	
    magician:	
    subtract	
    1	
    per	
    level	
    of	
    difference	
    between	
    
  the	
    caster	
    and	
    her	
    target.	
    For	
    example:	
    a	
    5th	
    level	
    magician	
    trying	
    to	
    dismiss	
    a	
    9th	
    
  level	
    magician’s	
    spell	
    must	
    subtract	
    four	
    from	
    her	
    spell-­‐casting	
    roll.	
    
  	
    
  Fire	
    Breathing:	
    the	
    caster	
    gains	
    the	
    ability	
    to	
    spew	
    jets	
    of	
    flame	
    from	
    her	
    mouth.	
    For	
    
  the	
    duration	
    of	
    the	
    spell,	
    the	
    magician	
    can	
    launch	
    fiery	
    missile	
    attacks	
    at	
    a	
    range	
    of	
    
  15	
    feet	
    that	
    do	
    two	
    hits	
    of	
    fire	
    damage;	
    no	
    attack	
    roll	
    is	
    needed	
    but	
    targets	
    are	
    
  allowed	
    a	
    saving	
    throw	
    versus	
    magic	
    to	
    take	
    half	
    damage.	
    The	
    mage	
    can	
    breathe	
    
  fire	
     once	
     per	
     round,	
     and	
     each	
     attack	
     inflicts	
     D3	
     HPs	
     of	
     damage	
     on	
     the	
     magician	
    
  herself	
    (unless	
    the	
    spell-­‐caster	
    is	
    a	
    Jinni);	
    the	
    spell	
    lasts	
    ten	
    minutes.	
    	
    
  	
    
  Flight*:	
    the	
    caster	
    gains	
    the	
    ability	
    to	
    fly	
    (movement	
    in	
    inches	
    is	
    double	
    normal).	
    The	
    
  flight	
     lasts	
     only	
     for	
     as	
     long	
     as	
     the	
     caster	
     concentrates,	
     doing	
     nothing	
     but	
     flying	
    
  (though	
    the	
    magician	
    will	
    become	
    fatigued	
    after	
    five	
    turns	
    and	
    be	
    forced	
    to	
    rest).	
    
  The	
    reverse,	
    ground,	
    forces	
    a	
    flying	
    creature	
    to	
    land	
    unless	
    it	
    makes	
    a	
    successful	
    
  save	
    versus	
    magic.	
    A	
    grounded	
    creature	
    regains	
    its	
    ability	
    to	
    fly	
    after	
    ten	
    minutes.	
    
  	
    
  Hold	
    Creature:	
    as	
    the	
    2nd	
    magnitude	
    saint	
    miracle,	
    except	
    all	
    targets	
    receive	
    a	
    save.	
    
  	
    
  Mesmerize:	
    similar	
    to	
    charm,	
    the	
    caster	
    takes	
    control	
    of	
    her	
    target’s	
    mind	
    and	
    can	
    
  command	
    the	
    person	
    as	
    if	
    under	
    deep	
    hypnosis.	
    The	
    magician	
    must	
    be	
    able	
    to	
    look	
    
  into	
    the	
    subject’s	
    eyes	
    (melee	
    range),	
    and	
    unlike	
    other	
    3rd	
    magnitude	
    spells,	
    once	
    
  the	
    mesmerizing	
    begins,	
    the	
    subject	
    is	
    unable	
    to	
    take	
    any	
    action	
    until	
    the	
    spell	
    is	
    
  complete	
     (i.e.	
     the	
     spell	
     still	
     takes	
     three	
     rounds	
     to	
     cast,	
     unless	
     fast-­‐cast,	
     but	
     the	
    
  subject	
    is	
    held	
    rigid	
    and	
    enthralled	
    for	
    the	
    duration	
    of	
    the	
    casting).	
    At	
    the	
    end	
    of	
    
  the	
    casting	
    time	
    the	
    subject	
    is	
    allowed	
    a	
    save	
    versus	
    magic	
    (at	
    a	
    -­‐2	
    penalty)	
    to	
    resist	
    
  the	
    caster’s	
    control;	
    if	
    failed,	
    the	
    target	
    becomes	
    a	
    virtual	
    slave	
    to	
    the	
    magician’s	
    
  commands.	
     Any	
     command	
     that	
     would	
     cause	
     the	
     mesmerized	
     creature	
     to	
     pur-­‐
  
  	
    
  13
  posefully	
    harm	
    itself	
    or	
    its	
    loved	
    ones	
    (spouse,	
    parents,	
    or	
    children)	
    automatically	
    
  breaks	
     the	
     spell,	
     and	
     commands	
     against	
     the	
     subject’s	
     nature	
     (DM’s	
     discretion)	
    
  allow	
    the	
    victim	
    an	
    additional	
    save.	
    Otherwise	
    the	
    effects	
    last	
    as	
    per	
    charm.	
    
  	
    
  Missile	
     Immunity:	
     the	
     spell-­‐caster	
     becomes	
     immune	
     to	
     normal	
     missiles	
     (arrows,	
    
  spears,	
     thrown	
     stones,	
     etc.)	
     for	
     ten	
     minutes.	
     Magical	
     missiles	
     including	
     spells,	
    
  enchanted	
    weapons,	
    and	
    dragon	
    fire	
    are	
    completely	
    unaffected.	
    
  	
    
  Read	
     Thoughts*:	
     the	
     magician	
     knows	
     what	
     a	
     target	
     individual	
     is	
     thinking,	
     just	
     by	
    
  looking	
    at	
    him.	
    The	
    subject	
    is	
    automatically	
    allowed	
    a	
    saving	
    throw	
    versus	
    magic	
    to	
    
  resist;	
    otherwise,	
    the	
    magician	
    may	
    plumb	
    the	
    target’s	
    mind	
    like	
    an	
    open	
    book.	
    The	
    
  spell	
    lasts	
    as	
    long	
    as	
    the	
    magician	
    concentrates,	
    and	
    the	
    subject	
    remains	
    in	
    sight.	
    
  The	
    reverse	
    spell,	
    close	
    mind,	
    hides	
    a	
    target’s	
    thoughts	
    from	
    mind	
    reading	
    magic.	
    
  	
    
  Sensory	
     Illusion:	
     the	
     magician	
     creates	
     an	
     illusion	
     like	
     phantom	
     image	
     that	
    
  incorporates	
     one	
     or	
     more	
     of	
     the	
     other	
     senses:	
     smell,	
     sound,	
     touch,	
     or	
     taste.	
     In	
    
  addition,	
     the	
     illusion	
     can	
     have	
     some	
     minor	
     (if	
     repetitive)	
     movement.	
     Unlike	
    
  phantom	
     image,	
     the	
     sensory	
     illusion	
     only	
     lasts	
     as	
     long	
     as	
     the	
     magician	
    
  concentrates.	
     Player	
     characters	
     and	
     intelligent	
     NPCs	
     receive	
     a	
     saving	
     throw	
     to	
    
  pierce	
    the	
    illusion.	
    
  	
    	
    
  Transform	
    Person:	
    the	
    spell	
    transforms	
    one	
    target	
    creature	
    within	
    60’	
    into	
    another	
    
  creature	
     of	
     the	
     caster’s	
     choice.	
     Similar	
     to	
     the	
     spell	
     change	
     shape,	
     the	
     spell	
     only	
    
  gives	
    the	
    target	
    the	
    form	
    of	
    the	
    creature:	
    intelligence,	
    hits	
    (or	
    HPs),	
    and	
    personality	
    
  all	
    remain	
    the	
    same	
    (a	
    troll	
    transformed	
    into	
    a	
    house	
    cat	
    would	
    be	
    one	
    mean	
    house	
    
  cat!).	
    Transform	
    person	
    only	
    works	
    on	
    living	
    humans	
    or	
    humanoids	
    of	
    roughly	
    man-­‐
  size	
     (monsters	
     must	
     have	
     less	
     than	
     four	
     hit	
     dice),	
     and	
     the	
     target	
     may	
     choose	
     to	
    
  make	
    a	
    saving	
    throw.	
    The	
    effect	
    lasts	
    six	
    hours.	
    
  	
    
  Unseen	
     Scout:	
     summons	
     an	
     invisible,	
     mainly	
     insubstantial	
     servant	
     to	
     act	
     as	
    
  reconnaissance	
    for	
    the	
    caster.	
    The	
    unseen	
    scout	
    has	
    the	
    same	
    senses	
    as	
    a	
    human,	
    a	
    
  perfect	
    memory,	
    swift	
    movement	
    (24”),	
    and	
    never	
    becomes	
    lost.	
    The	
    scout	
    cannot	
    
  be	
    attacked	
    or	
    killed,	
    and	
    though	
    it	
    cannot	
    pass	
    through	
    walls	
    or	
    locked	
    doors,	
    its	
    
  range	
    is	
    mainly	
    limited	
    by	
    the	
    duration	
    of	
    the	
    spell	
    (20	
    minutes).	
    The	
    scout	
    returns	
    
  by	
    the	
    end	
    of	
    the	
    spell	
    and	
    whispers	
    its	
    information	
    in	
    the	
    magician’s	
    ear.	
    
  	
    
  Fourth	
    Magnitude	
    Magician	
    Spells	
    
  	
    
  Alchemy:	
     with	
     this	
     spell	
     the	
     magician	
     can	
     transmute	
     one	
     metal	
     into	
     another,	
    
  generally	
    a	
    base	
    metal	
    (like	
    lead	
    or	
    iron)	
    to	
    a	
    precious	
    one	
    (copper,	
    silver,	
    or	
    gold).	
    
  While	
     the	
     magic	
     itself	
     takes	
     the	
     normal	
     amount	
     of	
     casting	
     time	
     to	
     function,	
    
  alchemy	
    requires	
    a	
    gathering	
    of	
    rare	
    components	
    and	
    special	
    chemicals	
    to	
    use	
    such	
    
  
  	
    
  14
  that	
     a	
     magician	
     may	
     not	
     transform	
     more	
     than	
     one	
     pound	
     of	
     metal	
     per	
     level	
     of	
    
  experience	
    per	
    year	
    (for	
    example,	
    a	
    6th	
    level	
    magician	
    could	
    transform	
    a	
    maximum	
    
  of	
    six	
    pounds	
    of	
    metal	
    over	
    the	
    course	
    of	
    the	
    year),	
    and	
    generally	
    only	
    in	
    a	
    given	
    
  month	
    when	
    the	
    “stars	
    are	
    right.”	
    However,	
    the	
    metal	
    so	
    transformed	
    is	
     of	
    rare	
    
  purity:	
    one	
    pound	
    of	
    gold	
    so	
    created	
    is	
    worth	
    1000gd,	
    one	
    pound	
    of	
    silver	
    is	
    worth	
    
  200gd,	
    and	
    one	
    pound	
    of	
    copper	
    is	
    worth	
    10gd.	
    Note	
    that	
    only	
    basic	
    metals	
    can	
    be	
    
  transformed,	
    not	
    alloys	
    like	
    bronze	
    or	
    steel,	
    and	
    the	
    spell	
    can	
    be	
    dismissed	
    like	
    any	
    
  enchantment.	
    
  	
    
  Animal	
    Growth*:	
    this	
    spell	
    causes	
    one	
    or	
    multiple	
    normal	
    sized	
    animals	
    to	
    grow	
    to	
    
  gigantic	
     proportions,	
     with	
     a	
     corresponding	
     increase	
     in	
     strength	
     and	
     attack	
    
  capability.	
    Size	
    growth	
    is	
    relative	
    to	
    the	
    creature’s	
    natural	
    size:	
    an	
    elephant	
    might	
    
  grow	
    to	
    twice	
    its	
    normal	
    size	
    while	
    a	
    rat	
    might	
    grow	
    to	
    the	
    size	
    of	
    a	
    large	
    dog	
    (60-­‐80	
    
  times	
    its	
    natural	
    size).	
    If	
    the	
    magician	
    attempts	
    to	
    affect	
    multiple	
    animals,	
    roll	
    D6	
    to	
    
  determine	
     the	
     number	
     affected	
     (and	
     the	
     overall	
     growth	
     should	
     be	
     more	
     limited	
    
  than	
    for	
    a	
    single	
    animal).	
    The	
    reverse	
    spell,	
    shrink	
    beast,	
    reduces	
    an	
    animal	
    to	
    a	
    
  miniature,	
    mostly	
    harmless,	
    size.	
    The	
    reverse	
    can	
    similarly	
    be	
    used	
    on	
    multiple	
    (D6)	
    
  creatures,	
    and	
    will	
    also	
    reduce	
    a	
    giant	
    animal	
    to	
    the	
    stature	
    of	
    a	
    normal	
    sized	
    beast.	
    
  Either	
    spell	
    lasts	
    two	
    hours.	
    
  	
    
  Befriend	
     Monster:	
     this	
     spell	
     functions	
     like	
     charm,	
     but	
     is	
     not	
     limited	
     to	
     intelligent	
    
  humanoids	
     (though	
     constructions	
     and	
     undead	
     are	
     unaffected).	
     The	
     save	
     versus	
    
  magic	
     is	
     made	
     at	
     a	
     -­‐2	
     penalty,	
     and	
     successful	
     control	
     does	
     not	
     guarantee	
     the	
    
  creature	
    will	
    follow	
    the	
    character’s	
    commands	
    (unless	
    the	
    caster	
    can	
    communicate	
    
  with	
    the	
    creature).	
    
  	
    
  Iron	
    Will:	
    the	
    magician	
    or	
    creature	
    touched	
    can	
    ignore	
    the	
    effects	
    of	
    a	
    major	
    wound	
    
  (see	
     Book	
     1)	
     or	
     other	
     affliction	
     that	
     hinders	
     the	
     subject.	
     Only	
     wounds	
     from	
     the	
    
  categories	
     34-­‐66	
     may	
     be	
     ignored;	
     damage	
     to	
     senses	
     and	
     brain	
     damage/comas	
    
  cannot.	
    The	
    spell	
    lasts	
    for	
    a	
    single	
    hour.	
    
  	
    	
    
  Mass	
     Confusion:	
     3D6	
     creatures	
     within	
     12”	
     of	
     and	
     chosen	
     by	
     the	
     caster	
     become	
    
  befuddled,	
    rendering	
    them	
    less	
    effective.	
    Only	
    targets	
    with	
    four	
    or	
    more	
    hit	
    dice	
    
  are	
    allowed	
    a	
    save.	
    Assuming	
    the	
    targets	
    were	
    hostile	
    prior	
    to	
    the	
    spell,	
    check	
    the	
    
  creatures’	
    reactions	
    at	
    the	
    beginning	
    of	
    each	
    combat	
    round	
    (roll	
    D6	
    for	
    the	
    whole	
    
  confused	
    group;	
    all	
    take	
    the	
    same	
    action):	
    0	
    –	
    attack	
    the	
    spell-­‐caster	
    and/or	
    her	
    
  companions,	
    2-­‐4	
    –	
    stand	
    around	
    doing	
    nothing,	
    5-­‐6	
    –	
    attack	
    each	
    other.	
    The	
    spell	
    
  lasts	
    ten	
    minutes.	
    
  	
    
  Minor	
     Enchantment:	
     imbues	
     an	
     item	
     with	
     a	
     magician	
     spell	
     of	
     no	
     greater	
     than	
     3rd	
    
  magnitude;	
     the	
     imbued	
     spell	
     can	
     be	
     used	
     once	
     before	
     the	
     magic	
     fades.	
    
  Alternatively	
    a	
    weapon	
    can	
    be	
    enchanted	
    to	
    harm	
    creatures	
    immune	
    to	
    mundane	
    
  
  	
    
  15
  weapons;	
    the	
    weapon’s	
    enchantment	
    lasts	
    for	
    the	
    duration	
    of	
    a	
    single	
    combat	
    with	
    
  such	
    a	
    creature	
    before	
    the	
    magic	
    fades.	
    A	
    minor	
    enchantment	
    can	
    be	
    removed	
    with	
    
  the	
    spell	
    dismiss	
    magic	
    unlike	
    a	
    permanently	
    enchanted	
    artifact.	
    
  	
    
  Permanent	
     Illusion:	
     this	
     spell	
     is	
     like	
     sensory	
     illusion,	
     except	
     that	
     it	
     can	
     have	
     more	
    
  movement	
    and	
    the	
    spell	
    continues	
    even	
    after	
    the	
    caster	
    ceases	
    to	
    concentrate.	
    A	
    
  successful	
     save	
     allows	
     the	
     viewer	
     to	
     pierce	
     the	
     illusion	
     but	
     does	
     not	
     dispel	
     the	
    
  illusion.	
    	
    The	
    illusion	
    vanishes	
    if	
    dismissed	
    or	
    upon	
    the	
    caster’s	
    death.	
    
  	
    
  Remove	
    Curse*:	
    as	
    the	
    3rd	
    magnitude	
    saint	
    miracle;	
    however	
    the	
    target	
    is	
    allowed	
    a	
    
  save	
    versus	
    magic	
    to	
    resist.	
    
  	
    
  Telekinesis:	
     as	
     the	
     1st	
     magnitude	
     spell	
     move	
     object,	
     but	
     the	
     magician	
     can	
     move	
     a	
    
  maximum	
    of	
    50	
    pounds	
    of	
    weight	
    per	
    level	
    of	
    experience.	
    Movement	
    is	
    slow	
    (about	
    
  20’	
     per	
     combat	
     round)	
     and	
     unwilling	
     targets	
     are	
     allowed	
     a	
     save	
     versus	
     magic	
     to	
    
  resist.	
     If	
     used	
     to	
     crush	
     or	
     inflict	
     damage,	
     telekinesis	
     does	
     one	
     hit	
     for	
     every	
     four	
    
  levels	
    (or	
    fraction	
    of	
    four)	
    the	
    magician	
    has,	
    though	
    a	
    save	
    prevents	
    this	
    damage.	
    
  Telekinesis	
     lasts	
     as	
     long	
     as	
     the	
     magician	
     concentrates	
     (takes	
     no	
     other	
     action)	
     or	
    
  until	
    used	
    to	
    inflict	
    damage.	
    
  	
    
  Vanish:	
    the	
    magician	
    or	
    target	
    creature	
    or	
    object	
    within	
    10’	
    of	
    the	
    caster	
    vanishes	
    
  into	
     thin	
     air,	
     to	
     reappear	
     instantaneously	
     anywhere	
     within	
     300’	
     of	
     its	
     original	
    
  location.	
     An	
     unwilling	
     creature	
     is	
     allowed	
     a	
     save	
     versus	
     magic	
     to	
     resist.	
     The	
    
  vanished	
     object	
     must	
     reappear	
     in	
     an	
     area	
     known	
     to	
     the	
     magician,	
     and	
     always	
    
  arrives	
    safely.	
    
  	
    
  Wall	
    of	
    Fire:	
    conjures	
    a	
    magical	
    curtain	
    of	
    flame	
    with	
    dimensions	
    not	
    exceeding	
    1200	
    
  square	
    feet	
    (for	
    example,	
    a	
    wall	
    60’	
    long	
    and	
    20’	
    high).	
    The	
    flame	
    is	
    opaque	
    and	
    
  objects	
    beyond	
    the	
    wall	
    are	
    not	
    visible.	
    Creatures	
    of	
    less	
    than	
    four	
    hit	
    dice	
    cannot	
    
  cross	
    the	
    wall	
    of	
    fire;	
    creatures	
    with	
    more	
    than	
    four	
    hit	
    dice	
    take	
    a	
    hit	
    of	
    damage	
    
  for	
    breaking	
    the	
    wall	
    (two	
    hits	
    for	
    undead	
    monsters)	
    unless	
    immune	
    to	
    magical	
    fire.	
    
  The	
    wall	
    lasts	
    as	
    long	
    as	
    the	
    magician	
    concentrates	
    (takes	
    no	
    other	
    action).	
    
  	
    
  Ward	
    Pact:	
    magician	
    chooses	
    one	
    type	
    of	
    weapon	
    (including	
    the	
    natural	
    weapons	
    of	
    a	
    
  particular	
    beast)	
    and	
    the	
    person	
    touched	
    receives	
    immunity	
    from	
    the	
    weapon	
    for	
    
  the	
    spell’s	
    duration.	
    No	
    one	
    can	
    benefit	
    from	
    more	
    than	
    one	
    ward	
    pact	
    at	
    a	
    time.	
    
  The	
    spell	
    lasts	
    for	
    one	
    hour.	
    
  	
    	
    
  Fifth	
    Magnitude	
    Magician	
    Spells	
    
  	
    
  Cloud	
     of	
     Death:	
     creates	
     a	
     poisonous	
     cloud	
     (30’	
     in	
     diameter)	
     that	
     is	
     deadly	
     to	
    
  creatures	
    of	
    less	
    than	
    five	
    hit	
    dice	
    and	
    all	
    humans	
    (save	
    versus	
    magic	
    to	
    resist	
    the	
    
  
  	
    
  16
  effects).	
    The	
    cloud	
    is	
    mobile,	
    slowly	
    moving	
    away	
    from	
    the	
    caster	
    (20’	
    per	
    combat	
    
  round).	
    It	
    is	
    heavier	
    than	
    air	
    and	
    will	
    sink	
    into	
    holes	
    and	
    down	
    hills.	
    The	
    cloud	
    is	
    
  broken	
     up	
     by	
     trees	
     and	
     thick	
     vegetation,	
     and	
     is	
     affected	
     by	
     wind.	
     It	
     dissipates	
    
  harmlessly	
    after	
    one	
    hour.	
    
  	
    
  Conjure	
     Elemental:	
     summons	
     a	
     single	
     elemental	
     of	
     a	
     chosen	
     type	
     to	
     serve	
     the	
    
  magician.	
     Control	
     lasts	
     as	
     long	
     as	
     the	
     magician	
     concentrates	
     (i.e.	
     takes	
     no	
     other	
    
  action);	
     if	
     control	
     is	
     lost,	
     the	
     elemental	
     immediately	
     turns	
     on	
     its	
     master.	
     The	
    
  magician	
    must	
    remain	
    within	
    240’	
    and	
    within	
    sight	
    of	
    the	
    elemental	
    at	
    all	
    times,	
    
  and	
    can	
    banish	
    the	
    elemental	
    at	
    any	
    time	
    unless	
    control	
    is	
    lost.	
    The	
    elemental	
    lasts	
    
  until	
    banished	
    (by	
    caster	
    or	
    spell),	
    dismissed,	
    destroyed,	
    or	
    its	
    magician	
    dies.	
    
  	
    
  Domination:	
    this	
    spell	
    functions	
    as	
    mesmerize	
    except	
    that	
    the	
    save	
    is	
    at	
    -­‐3	
    and	
    the	
    
  subject	
    is	
    completely	
    enslaved	
    by	
    the	
    magician,	
    unable	
    to	
    stop	
    itself	
    from	
    pursuing	
    
  any	
    despicable	
    or	
    self-­‐destructive	
    command	
    given	
    by	
    its	
    master.	
    
  	
    
  Extend	
    Life:	
    this	
    spell	
    removes	
    the	
    effects	
    of	
    time	
    from	
    a	
    subject,	
    reducing	
    its	
    age	
    by	
    
  five	
    years	
    (or	
    ten	
    years	
    if	
    the	
    caster	
    herself	
    is	
    the	
    subject).	
    An	
    unwilling	
    target	
    can	
    
  save	
     versus	
     magic	
     to	
     resist	
     the	
     effect.	
     The	
     subject	
     of	
     life	
     extension	
     permanently	
    
  loses	
    1	
    point	
    of	
    CON	
    for	
    every	
    casting	
    of	
    the	
    spell,	
    as	
    the	
    character’s	
    life	
    is	
    stretched	
    
  thin;	
    the	
    spell	
    automatically	
    fails	
    if	
    casting	
    it	
    would	
    reduce	
    the	
    recipient’s	
    CON	
    to	
    
  zero.	
     The	
     reverse	
     spell,	
     wither,	
     immediately	
     and	
     permanently	
     ages	
     a	
     target	
     10	
    
  years	
    unless	
    a	
    save	
    versus	
    magic	
    is	
    successful.	
    
  	
    
  Magic	
    Jar:	
    the	
    magician	
    shifts	
    her	
    consciousness	
    and	
    life	
    force	
    to	
    an	
    inanimate	
    object	
    
  (the	
    “magic	
    jar”	
    object	
    can	
    be	
    anything,	
    so	
    long	
    as	
    it	
    is	
    within	
    30’	
    of	
    the	
    caster	
    when	
    
  the	
    spell	
    is	
    cast)	
    and	
    from	
    there	
    may	
    attempt	
    to	
    possess	
    the	
    body	
    of	
    any	
    creature	
    
  within	
     120’	
     of	
     the	
     object.	
     The	
     target	
     of	
     such	
     possession	
     receives	
     a	
     save	
     versus	
    
  magic	
    to	
    resist;	
    if	
    successful	
    the	
    magician	
    remains	
    in	
    the	
    magic	
    jar	
    and	
    may	
    either	
    
  attempt	
    to	
    possess	
    another	
    creature	
    or	
    return	
    to	
    her	
    own	
    body.	
    If	
    the	
    possessed	
    
  body	
    is	
    destroyed	
    the	
    magician’s	
    spirit	
    returns	
    to	
    the	
    jar;	
    if	
    the	
    magician’s	
    own	
    body	
    
  is	
    destroyed,	
    her	
    consciousness	
    must	
    remain	
    in	
    the	
    magic	
    jar	
    or	
    in	
    any	
    body	
    she	
    is	
    
  able	
    to	
    possess.	
    If	
    the	
    magic	
    jar	
    is	
    destroyed	
    while	
    the	
    caster’s	
    life	
    force	
    is	
    in	
    it	
    the	
    
  magician	
    dies.	
    The	
    spell	
    ends	
    if	
    and	
    when	
    the	
    magician	
    returns	
    to	
    her	
    own	
    body.	
    
  The	
     magician’s	
     spirit	
     may	
     be	
     forced	
     from	
     the	
     body	
     of	
     another	
     with	
     a	
     break	
    
  enchantment,	
    exorcise,	
    or	
    banish	
    evil	
    spell	
    (dismiss	
    magic	
    only	
    works	
    to	
    end	
    the	
    
  spell	
    when	
    the	
    caster’s	
    life	
    force	
    is	
    in	
    the	
    magic	
    jar	
    itself).	
    
  	
    
  Necromancy:	
     this	
     spell	
     animates	
     a	
     number	
     of	
     undead	
     skeletons	
     or	
     zombies	
     from	
    
  suitable	
     remains	
     to	
     act	
     as	
     servants	
     or	
     soldiers	
     for	
     the	
     magician.	
     One	
     hit	
     die	
     of	
    
  monsters	
    is	
    animated	
    for	
    every	
    level	
    of	
    experience	
    of	
    the	
    magician;	
    skeletons	
    have	
    
  the	
    same	
    hit	
    dice	
    as	
    the	
    original	
    creature	
    (all	
    humans	
    are	
    considered	
    to	
    HD	
    1	
    for	
    
  
  	
    
  17
  purpose	
    of	
    this	
    spell),	
    and	
    zombies	
    have	
    one	
    more	
    HD	
    than	
    the	
    original	
    creature	
    (or	
    
  HD	
    2	
    in	
    the	
    case	
    of	
    humans).	
    Undead	
    last	
    until	
    banished,	
    dismissed,	
    or	
    destroyed.	
    
  	
    
  Passwall:	
    creates	
    a	
    man-­‐sized	
    hole	
    through	
    a	
    wall	
    of	
    stone,	
    brick,	
    or	
    wood,	
    no	
    more	
    
  than	
    10’	
    deep.	
    The	
    hole	
    lasts	
    for	
    one	
    minute	
    then	
    closes.	
    
  	
    
  Rock	
    to	
    Mud*:	
    changes	
    an	
    area	
    of	
    rock	
    not	
    exceeding	
    3000	
    square	
    feet	
    (50’	
    x	
    60’	
    for	
    
  example)	
    and	
    no	
    more	
    than	
    10’	
    deep	
    into	
    a	
    morass	
     of	
    mud;	
    movement	
    through	
    
  mud	
    is	
    at	
    1/10	
    normal.	
    The	
    reverse,	
    mud	
    to	
    rock,	
    transmutes	
    the	
    same	
    amount	
    of	
    
  mud	
    to	
    rock.	
    
  	
    
  Secret	
     Knowledge:	
     over	
     a	
     period	
     of	
     D6	
     hours,	
     this	
     spell	
     allows	
     the	
     magician	
     to	
    
  communicate	
     with	
     various	
     other-­‐worldly	
     entities	
     (angels,	
     demons,	
     spirits,	
     etc.)	
    
  gaining	
    answers	
    to	
    questions	
    unknown.	
    No	
    more	
    questions	
    may	
    be	
    asked	
    than	
    the	
    
  caster	
    has	
    levels	
    of	
    experience,	
    and	
    answers	
    should	
    be	
    short	
    (usually	
    no	
    more	
    than	
    
  one	
     or	
     two	
     words).	
     For	
     every	
     question	
     asked,	
     the	
     DM	
     secretly	
     rolls	
     a	
     reaction	
    
  check:	
    a	
    truthful	
    answer	
    is	
    provided	
    on	
    a	
    positive	
    (9+)	
    result,	
    and	
    a	
    lie	
    on	
    a	
    negative	
    
  (5	
    or	
    less);	
    on	
    a	
    neutral	
    result	
    (6-­‐8)	
    the	
    answer	
    to	
    the	
    question	
    is	
    unknown.	
    When	
    
  the	
     spell	
     ends,	
     the	
     spell	
     caster	
     must	
     make	
     a	
     save	
     versus	
     magic,	
     applying	
     a	
     -­‐1	
    
  penalty	
    for	
    every	
    two	
    truthful	
    answers	
    received.	
    Failure	
    indicates	
    the	
    magician	
    goes	
    
  insane	
    (is	
    mentally	
    incapacitated)	
    for	
    a	
    number	
    of	
    weeks	
    equal	
    to	
    the	
    total	
    number	
    
  of	
    questions	
    asked.	
    The	
    spell	
    is	
    normally	
    performed	
    in	
    seclusion	
    so	
    as	
    not	
    to	
    subject	
    
  others	
    to	
    the	
    forces	
    involved;	
    witnesses	
    to	
    the	
    spell	
    gain	
    the	
    same	
    knowledge,	
    but	
    
  run	
    the	
    same	
    risk	
    of	
    insanity.	
    
  	
    	
    
  Simpleton:	
    one	
    target	
    humanoid	
    in	
    sight	
    must	
    save	
    versus	
    magic	
    at	
    -­‐2;	
    failure	
    reduces	
    
  the	
    subject’s	
    mind	
    to	
    that	
    of	
    an	
    imbecile.	
    The	
    victim	
    of	
    simpleton	
    forgets	
    all	
    class	
    
  skills	
    and	
    abilities	
    (in	
    essence,	
    the	
    target	
    becomes	
    a	
    zero	
    hit	
    dice	
    normal	
    human,	
    
  who	
     has	
     trouble	
     remembering	
     his	
     own	
     name).	
     The	
     spell	
     is	
     permanent	
     until	
    
  dismissed	
    or	
    until	
    the	
    death	
    of	
    the	
    magician	
    that	
    cast	
    it.	
    This	
    spell	
    also	
    affects	
    jinn	
    
  who	
    have	
    hit	
    dice	
    less	
    than	
    the	
    magician’s	
    level	
    of	
    experience.	
    
  	
    
  Wall	
    of	
    Iron:	
    creates	
    an	
    iron	
    wall	
    3”	
    thick	
    with	
    dimensions	
    not	
    exceeding	
    500	
    square	
    
  feet	
     (10’	
     x	
     50’	
     for	
     example).	
     The	
     wall	
     lasts	
     until	
     dismissed,	
     destroyed,	
     or	
     the	
    
  magician	
    dies.	
    It	
    is	
    subject	
    to	
    rust	
    as	
    well.	
    
  	
    
  Wall	
     of	
     Stone:	
     creates	
     a	
     stone	
     wall	
     two	
     feet	
     thick	
     with	
     other	
     dimensions	
     not	
    
  exceeding	
    1000	
    square	
    feet	
    (20’	
    x	
    50’	
    for	
    example).	
    The	
    wall	
    lasts	
    until	
    dismissed,	
    
  destroyed,	
    or	
    the	
    magician	
    dies.	
    
  	
    
  	
    
  	
    
  
  	
    
  18
  Sixth	
    Magnitude	
    Magician	
    Spells	
    
  	
    
  Conjure	
    Demon*:	
    summons	
    a	
    single	
    demonic	
    entity	
    (of	
    the	
    types	
    found	
    in	
    this	
    book)	
    
  whose	
     hit	
     dice	
     does	
     not	
     exceed	
     the	
     caster’s	
     level	
     of	
     experience.	
     Negotiation	
     for	
    
  service	
     is	
     required	
     (with	
     successful	
     reaction	
     checks),	
     the	
     demon	
     departing	
     if	
     no	
    
  accord	
    is	
    reached.	
    The	
    reverse,	
    abjure	
    demon,	
    banishes	
    one	
    demon	
    (save	
    versus	
    
  magic	
    applies).	
    
  	
    
  Control	
    Weather:	
    for	
    the	
    span	
    of	
    an	
    hour,	
    the	
    magician	
    can	
    alter	
    all	
    weather	
    within	
    
  half	
    a	
    mile	
    radius	
    of	
    her	
    location.	
    Typical	
    effects	
    include:	
    summon	
    clouds,	
    summon	
    
  rain,	
     summon	
     snow,	
     summon	
     fog,	
     summon	
     storms	
     (with	
     lightning),	
     summon	
    
  tornado	
     or	
     sand	
     storm,	
     and	
     clear	
     skies.	
     It	
     takes	
     D6	
     rounds	
     for	
     any	
     atmospheric	
    
  change	
    to	
    take	
    effect.	
    
  	
    
  Disintegrate:	
     disintegrates	
     a	
     single	
     creature	
     or	
     object	
     within	
     60’	
     of	
     the	
     magician.	
    
  Creatures	
     are	
     allowed	
     a	
     save	
     versus	
     magic;	
     summoned	
     creatures,	
     creatures	
    
  immune	
    to	
    normal	
    weapons,	
    jinn,	
    angels,	
    and	
    demons	
    are	
    unaffected.	
    
  	
    
  Move	
     Earth:	
     the	
     magician	
     can	
     move	
     earth,	
     altering	
     surface	
     features	
     and	
     moving	
    
  prominences	
    like	
    ridges	
    and	
    hills.	
    Only	
    earth	
    (soil)	
    is	
    moved,	
    not	
    stone;	
    the	
    area	
    
  affected	
    must	
    be	
    within	
    240’	
    of	
    the	
    magician.	
    Movement	
    is	
    60’	
    per	
    round	
    and	
    the	
    
  spell	
    lasts	
    a	
    total	
    of	
    six	
    rounds	
    (one	
    minute).	
    A	
    break	
    enchantment	
    spell	
    will	
    not	
    
  return	
    earth	
    to	
    its	
    former	
    position.	
    
  	
    
  Nightmare:	
     implants	
     terrible	
     hallucinations	
     of	
     mortal	
     danger	
     in	
     a	
     target	
     creature’s	
    
  mind	
    (of	
    being	
    on	
    fire,	
    for	
    example,	
    or	
    of	
    being	
    eaten	
    alive	
    by	
    carnivorous	
    grubs).	
    
  Failure	
    to	
    save	
    versus	
    magic	
    causes	
    the	
    creature	
    to	
    take	
    some	
    dangerously	
    reckless	
    
  action,	
    like	
    flee	
    screaming	
    at	
    top	
    speed	
    or	
    stabbing	
    self	
    repeatedly	
    to	
    get	
    at	
    the	
    
  “attacking	
    creatures.”	
    A	
    successful	
    save	
    indicates	
    the	
    target	
    simply	
    passes	
    out	
    for	
    
  D6	
    minutes.	
    
  	
    
  Part	
    Water:	
    the	
    magician	
    creates	
    a	
    path	
    through	
    any	
    body	
    of	
    water;	
    the	
    path	
    is	
    120’	
    
  long	
    and	
    10’	
    wide.	
    The	
    path	
    lasts	
    one	
    hour	
    or	
    until	
    ended	
    by	
    the	
    caster.	
    	
    
  	
    
  Phantasmagoria:	
    the	
    magician	
    conjures	
    a	
    sumptuous	
    palace	
    or	
    residence	
    of	
    any	
    form	
    
  desired,	
    providing	
    luxurious	
    accommodation,	
    food	
    and	
    drink	
    aplenty,	
    and	
    unseen	
    
  servants	
    to	
    wait	
    on	
    her	
    guests.	
    The	
    manse	
    need	
    not	
    be	
    visible	
    to	
    the	
    outside	
    world,	
    
  and	
     only	
     those	
     the	
     magician	
     designates	
     as	
     guests	
     may	
     enter	
     and	
     partake	
     of	
     its	
    
  wonders.	
     Upon	
     leaving,	
     individuals	
     become	
     ravenously	
     hungry,	
     forced	
     to	
     do	
    
  nothing	
    but	
    gorge	
    themselves	
    for	
    as	
    many	
    hours	
    as	
    they	
    spent	
    days	
    eating	
    phantom	
    
  meals.	
    The	
    mansion	
    lasts	
    until	
    the	
    magician	
    leaves	
    its	
    confines	
    or	
    is	
    slain.	
    
  	
    
  
  	
    
  19
  Preserve	
    Life:	
    the	
    spell-­‐caster	
    first	
    prepares	
    a	
    suitable	
    container	
    and	
    then	
    (with	
    the	
    
  successful	
     casting	
     of	
     this	
     spell)	
     the	
     magician	
     transfers	
     her	
     vital	
     organs	
     to	
     the	
    
  container,	
    in	
    essence	
    becoming	
    immune	
    to	
    death!	
    The	
    magician	
    can	
    suffer	
    damage	
    
  but	
    automatically	
    makes	
    any	
    save	
    versus	
    death	
    required	
    for	
    being	
    reduced	
    to	
    0	
    HPs	
    
  (and	
    never	
    loses	
    CON	
    when	
    suffering	
    major	
    wounds).	
    Magical	
    effects	
    that	
    target	
    
  the	
     magician	
     (including	
     dragon	
     fire)	
     still	
     have	
     full	
     effect,	
     but	
     the	
     character	
     is	
    
  otherwise	
    immune	
    to	
    death	
    from	
    damage,	
    poison,	
    and	
    petrifaction;	
    neither	
    can	
    she	
    
  be	
    transformed	
    in	
    any	
    way,	
    nor	
    make	
    use	
    of	
    the	
    spell	
    life	
    after	
    death.	
    The	
    container	
    
  holding	
    the	
    magician’s	
    vitals	
    is	
    fragile	
    (one	
    hit	
    to	
    break)	
    and	
    destroying	
    it	
    kills	
    the	
    
  magician.	
    Once	
    performed,	
    the	
    spell	
    cannot	
    be	
    reversed;	
    if	
    undone	
    with	
    a	
    break	
    
  enchantment,	
    the	
    magician	
    dies.	
    
  	
    
  Raise	
    Well*:	
    the	
    magician	
    calls	
    forth	
    drinkable	
    water	
    from	
    the	
    earth	
    creating	
    a	
    well	
    
  even	
    in	
    the	
    most	
    barren	
    desert.	
    The	
    reverse	
    spell,	
    dry	
    well,	
    seals	
    a	
    watering	
    hole	
    
  for	
    the	
    spell’s	
    duration.	
    Both	
    spells	
    last	
    only	
    a	
    single	
    day	
    and	
    night.	
    
  	
    
  Reincarnation:	
     forces	
     the	
     spirit	
     of	
     a	
     recently	
     deceased	
     individual	
     into	
     a	
     magically	
    
  created	
    body,	
    extending	
    its	
    mortal	
    life.	
    The	
    forces	
    involved	
    are	
    difficult	
    to	
    control,	
    
  and	
    the	
    body	
    created	
    may	
    bear	
    little	
    resemblance	
    to	
    the	
    original	
    person,	
    and	
    may	
    
  not	
    even	
    be	
    human:	
    roll	
    D6	
    with	
    a	
    0	
    or	
    2	
    resulting	
    in	
    the	
    character	
    being	
    a	
    beast	
    
  (Chaotic	
    individuals	
    may	
    reincarnate	
    as	
    an	
    abomination	
    with	
    a	
    0).	
    If	
    the	
    result	
    is	
    
  human,	
     the	
     DM	
     determines	
     ability	
     scores	
     randomly	
     (3D6	
     in	
     order,	
     rerolling	
     zero	
    
  results),	
     and	
     gender	
     has	
     an	
     even	
     chance	
     of	
     either	
     sex.	
     The	
     character	
     retains	
     its	
    
  memories	
     and	
     personality	
     and,	
     if	
     human,	
     can	
     continue	
     to	
     advance	
     in	
     its	
     former	
    
  class.	
    The	
    reincarnated	
    form	
    is	
    a	
    magical	
    creation,	
    and	
    can	
    be	
    destroyed	
    with	
    both	
    
  banish	
    evil	
    and	
    break	
    enchantment	
    though	
    a	
    save	
    vs.	
    magic	
    to	
    resist	
    is	
    allowed.	
    
  	
    
  Teleportation:	
    transports	
    the	
    magician	
    instantly	
    across	
    any	
    distance	
    to	
    a	
    location	
    of	
    
  her	
     choosing.	
     Such	
     travel	
     is	
     extremely	
     dangerous,	
     depending	
     on	
     the	
     caster’s	
    
  knowledge	
     of	
     the	
     desired	
     destination.	
     If	
     cast	
     successfully,	
     roll	
     2D6	
     to	
     determine	
    
  whether	
    or	
    not	
    a	
    mishap	
    occurs:	
    the	
    teleportation	
    is	
    successful	
    on	
    a	
    9+	
    with	
    little	
    
  knowledge,	
     7+	
     with	
     very	
     familiar	
     knowledge,	
     and	
     5+	
     with	
     exacting	
     detail	
     and	
    
  intimate	
    knowledge	
    of	
    the	
    location	
    (magicians	
    with	
    an	
    INT	
    of	
    15	
    or	
    better	
    add	
    +1	
    to	
    
  the	
    mishap	
    roll).	
    If	
    the	
    roll	
    indicates	
    a	
    mishap	
    the	
    magician	
    is	
    killed	
    in	
    the	
    attempt;	
    
  her	
    body	
    materializes	
    in	
    a	
    solid	
    object	
    or	
    is	
    hopelessly	
    scattered	
    or	
    scrambled.	
    
  	
    
  Transmutation:	
    the	
    magician	
    may	
    change	
    any	
    animal,	
    mineral,	
    or	
    plant	
    into	
    any	
    other	
    
  animal,	
     mineral,	
     or	
     plant.	
     Unwilling	
     creatures	
     are	
     allowed	
     a	
     save	
     at	
     -­‐3	
     to	
     resist.	
    
  Unlike	
    the	
    spell	
    transform	
    other,	
    the	
    transmutation	
    provides	
    all	
    the	
    abilities	
    of	
    the	
    
  new	
    creature.	
    The	
    duration	
    of	
    the	
    spell	
    depends	
    on	
    how	
    far	
    removed	
    the	
    creature	
    
  is	
     from	
     its	
     original	
     kingdom.	
     Animal	
     to	
     animal,	
     plant	
     to	
     plant,	
     and	
     mineral	
     to	
    
  mineral	
     are	
     permanent	
     changes.	
     Animal	
     to	
     plant	
     and	
     plant	
     to	
     mineral	
     (or	
     their	
    
  
  	
    
  20
  reverse)	
    lasts	
    for	
    a	
    number	
    of	
    days	
    equal	
    to	
    the	
    magician’s	
    level.	
    Animal	
    to	
    mineral	
    
  or	
    vice	
    versa	
    lasts	
    a	
    number	
    of	
    hours	
    equal	
    to	
    the	
    caster’s	
    level.	
    
  	
    
  Seventh	
    Magnitude	
    Magician	
    Spells	
    
  	
    
  Break	
    Enchantment:	
    this	
    spell	
    destroys	
    the	
    magical	
    enchantment	
    in	
    any	
    given	
    object,	
    
  including	
    permanent	
    magic	
    items	
    other	
    than	
    holy	
    relics.	
    The	
    spell	
    can	
    also	
    be	
    used	
    
  as	
    dismiss	
    magic,	
    though	
    capable	
    of	
    ending	
    any	
    spell,	
    curse,	
    or	
    enchantment	
    of	
    6th	
    
  magnitude	
    or	
    less	
    (except	
    the	
    miracles	
    of	
    saints/shamans).	
    
  	
    
  Death	
    Curse:	
    this	
    spell	
    can	
    only	
    be	
    cast	
    with	
    the	
    death	
    of	
    the	
    magician;	
    it	
    must	
    be	
    
  memorized	
    (i.e.	
    cannot	
    be	
    read	
    from	
    a	
    text)	
    but	
    is	
    always	
    successful	
    (no	
    casting	
    roll	
    
  required).	
    The	
    target	
    of	
    the	
    curse	
    is	
    the	
    individual	
    or	
    individuals	
    responsible	
    for	
    the	
    
  magician’s	
     death;	
     said	
     individuals	
     hear	
     the	
     pronouncement	
     of	
     the	
     death	
     curse	
    
  regardless	
    of	
    whether	
    or	
    not	
    they	
    are	
    in	
    the	
    magician’s	
    presence.	
    Curses	
    may	
    vary	
    
  but	
     are	
     extremely	
     powerful	
     including:	
    always	
     failing	
     saving	
     throws,	
     never	
     finding	
    
  love,	
     destined	
     to	
     forever	
     be	
     impoverished,	
     aging	
     one	
     year	
     per	
     day,	
     or	
     having	
     all	
    
  spells	
    backfire.	
    The	
    death	
    curse	
    can	
    affect	
    its	
    victim’s	
    descendants	
    down	
    through	
    a	
    
  maximum	
    of	
    seven	
    generations.	
    There	
    is	
    no	
    saving	
    throw	
    and	
    no	
    mortal	
    spell	
    can	
    
  remove	
    the	
    curse,	
    though	
    a	
    Lawful	
    or	
    whimsical	
    magician	
    might	
    set	
    conditions	
    by	
    
  which	
    the	
    curse	
    can	
    be	
    lifted.	
    If	
    the	
    magician	
    is	
    raised	
    from	
    the	
    dead,	
    the	
    death	
    
  curse	
    is	
    automatically	
    broken.	
    
  	
    
  Geas*:	
    forces	
    a	
    target	
    that	
    fails	
    its	
    save	
    versus	
    magic	
    to	
    perform	
    (or	
    not	
    perform)	
    a	
    
  specific	
    action	
    named	
    by	
    the	
    magician.	
    The	
    action	
    must	
    be	
    possible	
    for	
    the	
    subject	
    
  and	
     its	
     performance	
     not	
     directly	
     fatal	
     else	
     the	
     geas	
     affects	
     the	
     caster	
     instead.	
    	
    
  Failure	
     to	
     perform	
     as	
     specified	
     results	
     in	
     gradual	
     weakness	
     and	
     penalties	
    
  (determined	
    by	
    the	
    DM)	
    and	
    eventual	
    death.	
    A	
    geas	
    may	
    only	
    be	
    removed	
    by	
    its	
    
  reverse,	
    remove	
    geas.	
    
  	
    
  Life	
     After	
     Death:	
     when	
     casting	
     this	
     spell,	
     the	
     magician	
     chooses	
     both	
     a	
     manner	
     of	
    
  death	
    and	
    a	
    manner	
    or	
    rebirth.	
    As	
    long	
    as	
    the	
    caster	
    dies	
    in	
    the	
    manner	
    prescribed,	
    
  death	
    is	
    not	
    the	
    end:	
    when	
    the	
    conditions	
    of	
    rebirth	
    have	
    been	
    met,	
    the	
    magician’s	
    
  body	
    returns	
    to	
    full	
    health!	
    Death	
    must	
    be	
    exactly	
    as	
    chosen:	
    a	
    specific	
    place	
    and	
    
  time	
     and	
     a	
     specific	
     instrument	
     of	
     death	
     (not	
     a	
     specific	
     opponent).	
     Rebirth	
    
  conditions	
    can	
    be	
    as	
    simple	
    as	
    “when	
    my	
    body	
    is	
    returned	
    to	
    my	
    tower	
    laboratory.”	
    
  Usually	
     the	
     magician	
     gives	
     a	
     trusted	
     henchman	
     instruction	
     for	
     revival	
     prior	
     to	
    
  casting	
    the	
    spell;	
    the	
    magician’s	
    body	
    can	
    even	
    be	
    transported	
    in	
    a	
    cremated	
    state	
    
  and	
    fully	
    restored	
    at	
    the	
    site	
    of	
    rebirth.	
    Full	
    restoration	
    takes	
    but	
    a	
    single	
    round.	
    
  	
    
  Open	
     Gate*:	
     creates	
     a	
     two-­‐dimensional	
     portal	
     to	
     anywhere	
     the	
     caster	
     chooses:	
    
  another	
    plane	
    of	
    existence,	
    another	
    dimension,	
    another	
    planet,	
    or	
    anywhere	
    in	
    the	
    
  
  	
    
  21
  world.	
     The	
     portal	
     is	
     10’	
     in	
     diameter	
     and	
     may	
     either	
     hang	
     vertically	
     in	
     the	
     air	
     or	
    
  placed	
     horizontally	
     on	
     a	
     flat	
     surface;	
     the	
     gate	
     has	
     only	
     one	
     “side;”	
     entering	
     it	
    
  through	
    the	
    ingress	
    leads	
    to	
    its	
    exit,	
    wherever	
    that	
    may	
    be.	
    The	
    gate	
    remains	
    open	
    
  2D6	
     turns,	
     during	
     which	
     time	
     it	
     is	
     entirely	
     possible	
     entities	
     from	
     the	
     other	
     side	
    
  might	
    wander	
    through	
    the	
    gate.	
    The	
    reverse	
    spell,	
    close	
    gate,	
    closes	
    a	
    magical	
    gate	
    
  of	
    this	
    type	
    (and	
    is	
    the	
    only	
    way	
    to	
    close	
    such	
    an	
    aperture	
    prior	
    to	
    the	
    duration	
    
  expiring).	
    Casting	
    either	
    version	
    of	
    this	
    spell	
    ages	
    the	
    caster	
    D6	
    years.	
    
  	
    
  Power	
     Word:	
     this	
     spell	
     gives	
     the	
     magician	
     the	
     power	
     of	
     life	
     and	
     death	
     in	
     a	
     single,	
    
  unpronounceable	
    word.	
    The	
    power	
    word	
    must	
    always	
    be	
    fast-­‐cast	
    (and	
    thus	
    always	
    
  suffers	
    a	
    -­‐2	
    penalty	
    to	
    the	
    casting	
    roll).	
    A	
    single	
    target	
    creature	
    within	
    120’	
    of	
    the	
    
  magician	
     and	
     whose	
     hit	
     dice	
     (or	
     level)	
     does	
     not	
     exceed	
     the	
     spell-­‐caster’s	
     level	
    
  immediately	
    dies	
    in	
    as	
    spectacular	
    a	
    fashion	
    as	
    the	
    magician	
    requires.	
    Only	
    spell-­‐
  casting	
    individuals	
    are	
    allowed	
    a	
    saving	
    throw	
    versus	
    magic	
    and	
    the	
    save	
    is	
    at	
    a	
    -­‐4	
    
  penalty.	
    A	
    wizard	
    may	
    decide	
    to	
    target	
    multiple	
    creatures	
    within	
    range	
    rather	
    than	
    
  a	
    single	
    entity;	
    if	
    she	
    does	
    this,	
    the	
    total	
    number	
    of	
    creatures	
    cannot	
    exceed	
    the	
    
  magician’s	
    level,	
    and	
    all	
    targeted	
    creatures	
    must	
    have	
    hit	
    dice	
    (or	
    levels)	
    less	
    than	
    
  one-­‐half	
    the	
    caster’s	
    level	
    of	
    experience.	
    
  	
    
  Project	
    Consciousness:	
    this	
    spell	
    frees	
    the	
    magician’s	
    spirit,	
    allowing	
    her	
    to	
    travel	
    and	
    
  explore	
    while	
    leaving	
    her	
    physical	
    form	
    behind.	
    The	
    consciousness	
    is	
    like	
    a	
    ghost,	
    
  able	
    to	
    pass	
    through	
    walls	
    and	
    doors;	
    speed	
    is	
    fast	
    (flying	
    movement:	
    48”),	
    and	
    the	
    
  magician	
    cannot	
    be	
    attacked	
    or	
    damaged	
    except	
    by	
    other	
    incorporeal	
    beings	
    (like	
    
  wraiths	
    and	
    edimmu).	
    The	
    spell	
    ends	
    when	
    the	
    magician	
    returns	
    to	
    her	
    body.	
    
  	
    
  Shapechange:	
    with	
    this	
    spell	
    the	
    magician	
    assumes	
    nearly	
    any	
    physical	
    form	
    desired,	
    
  though	
     the	
     form’s	
     hit	
     dice	
     may	
     not	
     exceed	
     the	
     mage’s	
     level	
     of	
     experience.	
     The	
    
  magician	
    takes	
    on	
    all	
    the	
    properties	
    and	
    special	
    abilities	
    of	
    any	
    form	
    chosen,	
    except	
    
  for	
     intelligence;	
     the	
     mage	
     always	
     maintains	
     her	
     own	
     consciousness.	
     During	
     the	
    
  spell’s	
    duration	
    the	
    magician	
    may	
    assume	
    any	
    number	
    of	
    different	
    forms.	
    The	
    spell	
    
  lasts	
    ten	
    minutes	
    per	
    level	
    of	
    experience	
    or	
    until	
    the	
    caster	
    resumes	
    her	
    own	
    form	
    
  (the	
    magician	
    reverts	
    to	
    her	
    own	
    form	
    if	
    slain).	
    The	
    forms	
    of	
    angels	
    and	
    demons	
    
  cannot	
    be	
    duplicated.	
    
  	
    
  Soul	
    Trap*:	
    the	
    magician	
    forces	
    her	
    victim’s	
    life	
    force	
    into	
    an	
    inanimate	
    object,	
    similar	
    
  to	
    the	
    magic	
    jar	
    spell.	
    The	
    object	
    can	
    be	
    any	
    non-­‐magical	
    object	
    the	
    caster	
    chooses	
    
  (a	
    gem,	
    statue,	
    harp,	
    sword,	
    etc.)	
    up	
    to	
    a	
    size	
    no	
    greater	
    than	
    the	
    caster.	
    While	
    the	
    
  victim’s	
     soul	
     is	
     trapped,	
     its	
     material	
     body	
     vanishes,	
     and	
     cannot	
     be	
     located	
     or	
    
  detected	
    by	
    any	
    means.	
    The	
    body	
    reappears	
    if	
    the	
    subject’s	
    soul	
    is	
    released,	
    and	
    
  immediately	
    inhabits	
    it	
    as	
    if	
    no	
    time	
    has	
    passed.	
    An	
    unwilling	
    target	
    is	
    allowed	
    a	
    
  save	
     versus	
     magic	
     with	
     a	
     -­‐4	
     penalty	
     to	
     resist.	
     Once	
     trapped,	
     a	
     soul	
     may	
     only	
     be	
    
  released	
    with	
    the	
    magician’s	
    consent	
    or	
    the	
    spell’s	
    reverse,	
     liberate	
    spirit	
    (if	
    the	
    
  spell	
    caster	
    dies	
    then	
    only	
    the	
    reverse	
    spell	
    will	
    free	
    the	
    soul).	
    	
    
  
  	
    
  22
  Summon	
     Jinn:	
     summons	
     one	
     of	
     the	
     jinn	
     to	
     do	
     the	
     bidding	
     of	
     the	
     magician.	
     The	
    
  magician	
    may	
    summon	
    any	
    type	
    of	
    jinn,	
    but	
    the	
    caster’s	
    level	
    of	
    experience	
    must	
    
  equal	
    or	
    exceed	
    the	
    hit	
    dice	
    of	
    the	
    jinni	
    summoned.	
    Jinn	
    are	
    surly	
    and	
    reluctant	
    
  servants	
    at	
    best,	
    and	
    will	
    do	
    their	
    utmost	
    to	
    twist	
    commands	
    and	
    make	
    life	
    difficult	
    
  for	
    their	
    master.	
    No	
    more	
    than	
    one	
    jinni	
    will	
    serve	
    the	
    magician	
    at	
    a	
    time;	
    it	
    will	
    
  serve	
    a	
    maximum	
    of	
    101	
    days	
    or	
    until	
    released	
    by	
    the	
    magician	
    or	
    slain.	
    
  	
    
  Tempest:	
    the	
    magician	
    conjures	
    a	
    tremendous	
    storm	
    of	
    terrifying	
    proportions	
    in	
    a	
    six	
    
  mile	
     area,	
     capable	
     of	
     sinking	
     ships,	
     demolishing	
     wooden	
     structures,	
     and	
    
  extinguishing	
    open	
    flames.	
    Animals	
    in	
    the	
    area	
    will	
    panic	
    and	
    stampede	
    and	
    flying	
    
  creatures	
    are	
    forced	
    to	
    land.	
    On	
    land,	
    the	
    power	
    of	
    the	
    storm	
    inflicts	
    one	
    hit	
    of	
    
  damage	
     per	
     round	
     on	
     anyone	
     that	
     fails	
     to	
     take	
     shelter.	
     At	
     sea,	
     individuals	
     will	
    
  drown	
    unless	
    they	
    can	
    lash	
    themselves	
    to	
    a	
    piece	
    of	
    floating	
    wreckage.	
    Tempest	
    
  lasts	
    20	
    minutes	
    and	
    cannot	
    be	
    cast	
    indoors.	
    
  	
    
  Undeath:	
    with	
    this	
    spell,	
    the	
    magician	
    achieves	
    a	
    form	
    of	
    immortality	
    by	
    joining	
    the	
    
  ranks	
    of	
    the	
    undead!	
    Prior	
    to	
    the	
    casting,	
    an	
    elaborate	
    ritual	
    is	
    performed	
    requiring	
    
  an	
    entire	
    day	
    and	
    an	
    expenditure	
    of	
    10,000gd	
    for	
    each	
    hit	
    die	
    of	
    the	
    new	
    undead	
    
  form.	
    The	
    transformation	
    is	
    permanent	
    and	
    the	
    caster’s	
    alignment	
    shifts	
    irrevocably	
    
  to	
    Chaotic.	
    The	
    magician	
    may	
    become	
    any	
    undead	
    whose	
    hit	
    dice	
    does	
    not	
    exceed	
    
  her	
     own,	
     but	
     usually	
     chooses	
     one	
     of	
     the	
     strongest:	
     the	
     mummy,	
     edimmu,	
     or	
    
  vampire.	
     The	
     creature	
     retains	
     its	
     magical	
     knowledge	
     but	
     in	
     all	
     other	
     ways	
     it	
    
  forsakes	
    its	
    former	
    humanity	
    to	
    become	
    an	
    unholy	
    monster.	
    
  	
    
  BREWING	
    POTIONS	
    AND	
    CRAFTING	
    ARTIFACTS	
    
  	
    
  As	
    stated	
    in	
    Book	
    1,	
    experienced	
    magicians	
    and	
    witches	
    can	
    brew	
    magic	
    potions	
    and	
    
  create	
    permanent	
    enchantments	
    (“artifacts”).	
    Potions	
    can	
    duplicate	
    most	
    spells	
    (DM’s	
    
  discretion)	
     of	
     5th	
     magnitude	
     or	
     lower,	
     storing	
     the	
     spell	
     in	
     a	
     one-­‐shot,	
     consumable	
    
  form.	
     To	
     brew	
     a	
     potion,	
     the	
     magician	
     must	
     know	
     the	
     spell	
     to	
     be	
     stored	
     and	
     pays	
    
  250gd	
     per	
     spell	
     magnitude	
     for	
     materials	
     (witch	
     spells	
     that	
     duplicate	
     saintly	
     magic	
    
  costs	
    double).	
    The	
    time	
    spent	
    to	
    brew	
    a	
    potion	
    depends	
    on	
    its	
    magnitude:	
    1st	
    =	
    one	
    
  hour	
    plus	
    D6	
    hours,	
    2nd	
    =	
    one	
    day,	
    3rd	
    =	
    one	
    week,	
    4th	
    =	
    one	
    month,	
    5th	
    =	
    one	
    year.	
    
  	
    
  An	
    artifact	
    is	
    a	
    major	
    enchantment	
    that	
    can	
    duplicate	
    a	
    spell	
    multiple	
    times.	
    The	
    cost	
    
  to	
    make	
    a	
    spell	
    permanent	
    is	
    generally	
    10,000gd	
    (and	
    one	
    month’s	
    time)	
    per	
    spell	
    
  magnitude	
    for	
    an	
    effect	
    that	
    can	
    be	
    used	
    once	
    per	
    day,	
    and	
    the	
    magician	
    must	
    know	
    
  the	
     spell.	
     A	
     double	
     enchantment	
     (adding	
     an	
     additional	
     power	
     or	
     use	
     per	
     day)	
    
  multiplies	
    both	
    time	
    and	
    cost	
    by	
    a	
    factor	
    of	
    ten.	
    The	
    DM	
    must	
    approve	
    all	
    artifacts	
    a	
    
  PC	
    wishes	
    to	
    create	
    and	
    additional	
    “ingredients”	
    or	
    limitations	
    may	
    be	
    required.	
    More	
    
  information	
    on	
    artifacts	
    and	
    potions	
    can	
    be	
    found	
    in	
    Book	
    3.	
    
  
  	
    
  23
  DIVINE	
    COSMOLOGY	
    (SAINTS	
    AND	
    SHAMANS)	
    
  	
    
  Halah	
    is	
    the	
    God	
    of	
    All,	
    as	
    all	
    True	
    Believers	
    know.	
    The	
    Chisholm	
    and	
    the	
    Arasemians	
    
  worship	
    Him	
    in	
    their	
    own	
    fashion,	
    but	
    the	
    former	
    are	
    distracted	
    with	
    the	
    pomp	
    and	
    
  ritual	
    of	
    their	
    ancient	
    “Church”	
    institution	
    (not	
    to	
    mention	
    corrupted	
    by	
    the	
    wealth	
    
  and	
    power	
    accumulated	
    over	
    the	
    centuries),	
    while	
    the	
    latter	
    are	
    hopelessly	
    obtuse,	
    
  disbelieving	
     that	
     Halah’s	
     Messiah	
     and	
     Message	
     has	
     already	
     been	
     delivered	
     to	
     His	
    	
    
  people.	
    Still,	
    while	
    their	
    tenets	
    of	
    worship	
    are	
    different	
    from	
    followers	
    of	
    Salama,	
    at	
    
  heart	
    the	
    Chisholm	
    and	
    Arasemians	
    recognize	
    Halah’s	
    glory,	
    and	
    there	
    are	
    holy	
    saints	
    
  to	
    be	
    found	
    among	
    their	
    number.	
    
  	
    
  The	
    heathens,	
    on	
    the	
    other	
    hand,	
    are	
    idolaters	
    who	
    risk	
    damnation	
    by	
    their	
    belief	
    in	
    
  lesser	
    gods	
    and	
    goddesses.	
    Followers	
    of	
    ancient	
    religions	
    created	
    long	
    before	
    Halah	
    
  made	
     His	
     will	
     known,	
     most	
     of	
     these	
     “gods”	
     are	
     demons	
     or	
     lesser	
     powers	
     whose	
    
  existence	
    and	
    worship	
    is	
    only	
    tolerated	
    by	
    Halah	
    due	
    to	
    His	
    great	
    gift	
    of	
    free	
    will	
    to	
    
  men.	
    These	
    beings	
    (when	
    such	
    exist	
    and	
    are	
    not	
    simply	
    the	
    imaginings	
    of	
    charlatans	
    
  disguised	
     as	
     priests)	
     are	
     capable	
     of	
     granting	
     powers	
     to	
     their	
     chosen	
     shamans	
     that	
    
  mimic	
    the	
    powers	
    of	
    the	
    saints,	
    though	
    their	
    powers	
    are	
    capable	
    of	
    perversion	
    also.	
    
  	
    
  As	
    saints	
    and	
    shamans	
    grow	
    in	
    experience,	
    their	
    knowledge	
    increases,	
    as	
    does	
    their	
    
  piety	
    (in	
    whatever	
    form	
    their	
    worship	
    takes).	
    This	
    growing	
    enlightenment	
    brings	
    them	
    
  the	
    favor	
    of	
    their	
    deity	
    (or	
    deities),	
    and	
    a	
    corresponding	
    increase	
    in	
    the	
    number	
    and	
    
  power	
    of	
    prayers	
    that	
    are	
    answered	
    (i.e.	
    a	
    high	
    level	
    character	
    can	
    ask	
    more	
    favors	
    
  and	
    receives	
    more	
    attention	
    than	
    a	
    character	
    “new	
    to	
    the	
    faith”).	
    
  	
    
  A	
    saint	
    (or	
    shaman)	
    “spell”	
    represents	
    a	
    supplication	
    for	
    divine	
    aid:	
    a	
    miracle.	
    So	
    long	
    
  as	
    it	
    is	
    necessary	
    and	
    its	
    use	
    not	
    antithetical	
    to	
    the	
    tenets	
    of	
    saint’s	
    religion,	
    the	
    aid	
    
  will	
     be	
     granted.	
     Saints	
     and	
     shamans	
     who	
     have	
     “strayed	
     from	
     the	
     path	
     of	
    
  righteousness”	
    (whatever	
    that	
    path	
    may	
    look	
    like)	
    will	
    find	
    their	
    prayers	
    unanswered	
    
  (i.e.	
    the	
    patron	
    withholds	
    spells	
    as	
    punishment).	
    
  	
    
  The	
    chart	
    that	
    follows	
    indicates	
    the	
    miracles	
    of	
    each	
    magnitude	
    available	
    to	
    a	
    saint	
    (or	
    
  shaman)	
    as	
    determined	
    by	
    level	
    of	
    experience.	
    Saints	
    and	
    shamans	
    with	
    Wisdom	
    of	
    
  15	
     or	
     better	
     receive	
     one	
     bonus	
     spell	
     every	
     day;	
     this	
     bonus	
     spell	
     can	
     be	
     from	
     any	
    
  magnitude	
    available	
    to	
    the	
    character	
    (at	
    1st	
    level,	
    the	
    bonus	
    spell	
    can	
    be	
    used	
    for	
    a	
    
  single	
    1st	
    magnitude	
    miracle).	
    	
    
  	
    
  The	
    number	
    of	
    available	
    miracles	
    is	
    the	
    total	
    that	
    can	
    be	
    requested	
    during	
    a	
    single	
    
  adventure	
    (i.e.	
    a	
    single	
    game	
    session).	
    In	
    general,	
    miracles	
    (especially	
    healing)	
    are	
    only	
    
  granted	
    during	
    an	
    adventure;	
    between	
    adventures	
    (i.e.	
    while	
    resting	
    in	
    town),	
    a	
    saint	
    
  is	
    expected	
    to	
    fend	
    for	
    herself	
    (i.e.	
    acquire	
    her	
    own	
    food,	
    rest	
    and	
    heal	
    normally,	
    etc.).	
    
  Miracles	
     are	
     heartfelt	
     petitions	
     for	
     divine	
     intervention,	
     not	
     a	
     daily	
     resource	
     to	
     be	
    
  tapped	
    at	
    the	
    character’s	
    whim!	
    
  
  	
    
  24
  	
    
  Level	
    
  1st	
    
  2nd	
    
  3rd	
    
  4th	
    
  5th	
    
  1	
    
  0*	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  2	
    
  1	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  3	
    
  2	
    
  0*	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  4	
    
  2	
    
  1	
    
  -­‐	
    
  -­‐	
    
  -­‐	
    
  5	
    
  2	
    
  2	
    
  0*	
    
  -­‐	
    
  -­‐	
    
  6	
    
  2	
    
  2	
    
  1	
    
  -­‐	
    
  -­‐	
    
  7	
    
  2	
    
  2	
    
  2	
    
  0*	
    
  -­‐	
    
  8	
    
  2	
    
  2	
    
  2	
    
  1	
    
  -­‐	
    
  9	
    
  2	
    
  2	
    
  2	
    
  2	
    
  0*	
    
  10	
    
  2	
    
  2	
    
  2	
    
  2	
    
  1	
    
  11	
    
  2	
    
  2	
    
  2	
    
  2	
    
  2	
    
  12	
    
  3	
    
  2	
    
  2	
    
  2	
    
  2	
    
  13	
    
  3	
    
  3	
    
  2	
    
  2	
    
  2	
    
  14	
    
  3	
    
  3	
    
  3	
    
  2	
    
  2	
    
  15	
    
  3	
    
  3	
    
  3	
    
  3	
    
  2	
    
  *Only	
    available	
    with	
    a	
    bonus	
    spell	
    for	
    WIS	
    
  	
    
  All	
    miracles	
    listed	
    for	
    a	
    given	
    magnitude	
    are	
    accessible,	
    provided	
    the	
    character	
    has	
    
  reached	
     the	
     required	
     level	
     of	
     enlightenment.	
     The	
     miracle	
     requested	
     need	
     not	
     be	
    
  determined	
    ahead	
    of	
    time,	
    but	
    chosen	
    as	
    needed.	
    
  	
    
  This	
    information	
    applies	
    equally	
    to	
    the	
    temple	
    knight	
    subclass.	
    
  	
    
  SAINT	
    AND	
    SHAMAN	
    MIRACLES	
    
  	
    
  Where	
     a	
     miracle	
     on	
     the	
     list	
     has	
     an	
     “*”	
     by	
     its	
     name,	
     it	
     indicates	
     the	
     spell	
     may	
     be	
    
  reversed,	
    usually	
    having	
    the	
    opposite	
    effect.	
    Saints	
    of	
    the	
    One	
    True	
    Faith	
    never	
    cast	
    
  reversed	
     spells	
     (Halah	
     simply	
     does	
     not	
     grant	
     them),	
     and	
     even	
     shamans	
     of	
     Lawful	
    
  alignment	
    use	
    such	
    spells	
    sparingly,	
    if	
    ever.	
    Unlike	
    magician	
    spells,	
    a	
    saintly	
    miracle	
    
  automatically	
    functions	
    (a	
    casting	
    roll	
    is	
    not	
    required,	
    nor	
    is	
    there	
    any	
    casting	
    time;	
    
  the	
    miracle	
    simply	
    occurs	
    during	
    the	
    magic	
    portion	
    of	
    a	
    round);	
    furthermore,	
    miracle	
    
  effects	
     cannot	
     be	
     dismissed	
     or	
     dispelled.	
     When	
     witches	
     cast	
     spells	
     that	
     mimic	
     the	
    
  function	
    of	
    miracles	
    they	
    DO	
    require	
    casting	
    rolls,	
    take	
    time	
    based	
    on	
    magnitude,	
    and	
    
  can	
    be	
    dispelled	
    with	
    dismiss	
    magic	
    the	
    same	
    as	
    any	
    other	
    magician	
    spell.	
    
  	
    
  First	
    Magnitude	
    Miracles	
    
  	
    
  Circle	
     of	
     Protection:	
     summoned,	
     enchanted,	
     or	
     undead	
     creatures	
     cannot	
     cross	
     the	
    
  circle	
    of	
    protection,	
    and	
    neither	
    can	
    demons	
    nor	
    jinn	
    who	
    fail	
    to	
    save	
    versus	
    magic.	
    
  Individuals	
    within	
    the	
    circle	
    receive	
    a	
    +1	
    bonus	
    to	
    saving	
    checks	
    versus	
    magic	
    while	
    
  
  	
    
  25
  within	
     its	
     confines.	
     The	
     circle	
     can	
     enclose	
     a	
     number	
     of	
     characters	
     equal	
     to	
     the	
    
  saint’s	
    level	
    (for	
    example,	
    a	
    3rd	
    level	
    saint	
    creates	
    a	
    circle	
    large	
    enough	
    to	
    contain	
    
  herself	
    and	
    two	
    others).	
    The	
    miracle	
    lasts	
    until	
    the	
    saint	
    dies	
    or	
    an	
    individual	
    leaves	
    
  the	
    circle.	
    
  	
    	
    
  Detect	
    Evil:	
    the	
    saint	
    feels	
    the	
    presence	
    of	
    strong	
    evil	
    within	
    his	
    vicinity;	
    the	
    stronger	
    
  the	
     evil	
     the	
     greater	
     distance	
     at	
     which	
     she	
     can	
     detect	
     it.	
     “Evil”	
     is	
     defined	
     as	
    
  supernatural	
    evil:	
    demons,	
    undead,	
    and	
    sorcery,	
    for	
    example.	
    It	
    does	
    not	
    apply	
    to	
    
  bad	
     or	
     selfish	
     (human)	
     individuals,	
     but	
     only	
     to	
     enchantments,	
     objects,	
     and	
    
  creatures	
    that	
    are	
    intrinsically	
    evil.	
    
  	
    	
    
  Detect	
    Magic:	
    the	
    presence	
    of	
    magic	
    and	
    enchantment	
    within	
    the	
    saint’s	
    vicinity	
    is	
    
  revealed;	
    the	
    stronger	
    the	
    magic,	
    the	
    greater	
    the	
    distance	
    at	
    which	
    she	
    can	
    detect	
    
  it.	
    This	
    detects	
    enchanted	
    creatures	
    and	
    jinn,	
    and	
    reveals	
    any	
    creature	
    under	
    the	
    
  effects	
     of	
     a	
     magical	
     spell.	
     It	
     does	
     not	
     detect	
     the	
     specific	
     type	
     of	
     magic,	
     only	
     its	
    
  presence.	
    
  	
    	
    
  Heal	
    Wounds*:	
    heals	
    an	
    injured	
    creature	
    touched	
    of	
    one	
    hit	
    or	
    D6+1	
    hit	
    points.	
    It	
    has	
    
  no	
    effect	
    on	
    major	
    wounds	
    or	
    characters	
    that	
    have	
    been	
    killed,	
    and	
    will	
    not	
    provide	
    
  more	
     HPs	
     than	
     a	
     character’s	
     maximum	
     rolled	
     HPs.	
     The	
     reverse,	
     cause	
     wounds,	
    
  inflicts	
    the	
    same	
    amount	
    of	
    damage	
    heal	
    wounds	
    cures,	
    and	
    causes	
    considerable	
    
  agony	
    as	
    well.	
    Neither	
    miracle	
    affects	
    undead,	
    constructs,	
    angels,	
    or	
    demons.	
    
  	
    
  Omen:	
    by	
    studying	
    her	
    surroundings	
    and	
    listening	
    to	
    her	
    “inner	
    voice	
    of	
    truth,”	
    the	
    
  saint	
    gains	
    insight	
    into	
    the	
    wisdom	
    of	
    a	
    particular	
    course	
    of	
    action.	
    The	
    player	
    may	
    
  ask	
    the	
    DM	
    one	
    yes	
    or	
    no	
    question	
    and	
    the	
    DM	
    should	
    provide	
    a	
    suitable	
    answer	
    
  (for	
     example,	
     a	
     dove	
     alighting	
     or	
     a	
     sun	
     break	
     in	
     the	
     clouds	
     for	
     “yes;”	
     ominous	
    
  thunder	
    or	
    the	
    shadow	
    of	
    a	
    bird	
    of	
    prey	
    for	
    “no”).	
    
  	
    
  Purify	
    Food	
    &	
    Water*:	
    makes	
    spoiled	
    food	
    and	
    unclean	
    water	
    within	
    sight	
    of	
    the	
    saint	
    
  safe	
     for	
     consumption.	
     The	
     reverse,	
     spoil	
     food	
     and	
     water,	
     makes	
     the	
     same	
    
  completely	
    inedible	
    and	
    undrinkable.	
    This	
    miracle	
    does	
    not	
    affect	
    water	
    occurring	
    
  in	
    nature,	
    like	
    rivers,	
    wells,	
    or	
    pools.	
    
  	
    
  Second	
    Magnitude	
    Miracles	
    
  	
    
  Befriend	
    Animal:	
    pacifies	
    beasts	
    in	
    the	
    saint’s	
    vicinity,	
    making	
    them	
    tame	
    and	
    docile	
    
  in	
     her	
     presence;	
     magical	
     and	
     giant	
     beasts	
     are	
     only	
     affected	
     with	
     a	
     successful	
    
  reaction	
    roll.	
    Befriended	
    creatures	
    will	
    ever	
    after	
    remember	
    the	
    saint	
    and	
    future	
    
  interactions	
    with	
    the	
    animal	
    always	
    receive	
    a	
    reaction	
    roll	
    (with	
    a	
    +1	
    bonus).	
    
  	
    
  
  	
    
  26
  Bless*:	
    the	
    creature	
    touched	
    by	
    the	
    saint	
    receives	
    a	
    +1	
    bonus	
    to	
    all	
    attack	
    rolls	
    and	
    
  saving	
    throws,	
    thief	
    skill	
    checks	
    and	
    spell-­‐casting	
    rolls	
    for	
    the	
    next	
    24	
    hours.	
    The	
    
  saint	
     may	
     only	
     bless	
     another,	
     not	
     herself.	
     The	
     blessing	
     can	
     be	
     bestowed	
     on	
     an	
    
  object	
    or	
    weapon,	
    which	
    confers	
    the	
    same	
    bonus	
    to	
    whoever	
    carries	
    the	
    object.	
    
  The	
    reverse	
    spell,	
    bane,	
    curses	
    the	
    subject	
    with	
    a	
    -­‐1	
    penalty	
    to	
    attack	
    rolls,	
    saving	
    
  throws,	
    skill	
    checks,	
    and	
    spell-­‐casting	
    for	
    24	
    hours.	
    
  	
    
  Detect	
    Traps:	
    all	
    traps	
    of	
    mechanical	
    and	
    nefarious	
    nature	
    within	
    the	
    saint’s	
    vision	
    are	
    
  revealed,	
     as	
     well	
     as	
     the	
     method	
     needed	
     to	
     avoid	
     or	
     disable	
     them.	
     Dangerous	
    
  hazards	
    (like	
    quicksand)	
    and	
    traitorous	
    individuals	
    are	
    not	
    revealed	
    by	
    the	
    miracle.	
    
  	
    
  Hold	
    Creature:	
    one	
    target	
    within	
    20’	
    of	
    the	
    saint	
    is	
    held	
    in	
    its	
    tracks,	
    frozen	
    stiff	
    as	
    a	
    
  statue;	
    only	
    a	
    creature	
    with	
    more	
    hit	
    dice	
    than	
    the	
    cleric	
    is	
    allowed	
    a	
    save	
    versus	
    
  magic	
    to	
    resist.	
    The	
    effect	
    lasts	
    one	
    hour	
    or	
    until	
    dismissed	
    by	
    the	
    saint,	
    or	
    until	
    
  countered	
    with	
    the	
    restoration	
    miracle.	
    	
    
  	
    
  
  	
    
  27
  Rally	
     Faithful*:	
     all	
     friends	
     and	
     allies	
     within	
     sight	
     of	
     the	
     saint	
     are	
     invigorated	
     with	
    
  renewed	
    energy	
    and	
    strength;	
    they	
    receive	
    a	
    +1	
    bonus	
    to	
    mettle	
    and	
    attack	
    rolls,	
    
  and	
    have	
    their	
    morale	
    restored	
    if	
    previously	
    broken	
    or	
    affected	
    by	
    some	
    fear	
    effect.	
    
  The	
    bonus	
    to	
    die	
    rolls	
    lasts	
    for	
    ten	
    minutes.	
    The	
    reverse	
    miracle,	
    break	
    foes,	
    forces	
    
  all	
     enemies	
     within	
     sight	
     of	
     the	
     shaman	
     to	
     check	
     mettle	
     (with	
     a	
     -­‐1	
     penalty)	
     or	
    
  immediately	
    flee.	
    If	
    flight	
    is	
    not	
    possible,	
    the	
    opponents	
    surrender	
    instead.	
    Note	
    
  that	
    both	
    miracles	
    affect	
    only	
    humans	
    or	
    humanoids	
    of	
    four	
    hit	
    dice	
    or	
    less.	
    
  	
    
  Restoration:	
     this	
     miracle	
     revives	
     a	
     target	
     individual	
     that	
     has	
     been	
     knocked-­‐out,	
    
  paralyzed,	
     or	
     is	
     suffering	
     from	
     ability	
     score	
     damage	
     due	
     to	
     venom,	
     chill,	
     or	
    
  environmental	
    effects	
    (such	
    as	
    from	
    dehydration).	
    
  	
    
  Third	
    Magnitude	
    Miracles	
    
  	
    
  Create	
    Water	
    &	
    Wine:	
    the	
    saint	
    causes	
    water	
    or	
    wine	
    (not	
    both)	
    to	
    flow	
    from	
    the	
    
  ground,	
     enough	
     to	
     fill	
     one	
     (quart)	
     wineskin	
     per	
     level	
     of	
     experience.	
     The	
     wine	
     is	
    
  excellent	
     quality,	
     but	
     goes	
     bad	
     quickly	
     (after	
     one	
     day).	
     True	
     Believers	
     will	
     only	
    
  create	
    water.	
    
  	
    
  Cure	
    Disease*:	
    one	
    subject	
    touched	
    is	
    cured	
    of	
    any	
    disease	
    or	
    illness.	
    The	
    reverse,	
    
  affliction,	
    creates	
    a	
    wasting	
    sickness	
    in	
    a	
    target	
    creature.	
    The	
    victim	
    feels	
    weak	
    and	
    
  suffers	
    a	
    -­‐2	
    penalty	
    to	
    all	
    attack	
    rolls	
    and	
    loses	
    1	
    point	
    from	
    CON	
    for	
    every	
    day	
    the	
    
  affliction	
    persists,	
    dropping	
    into	
    a	
    coma	
    when	
    CON	
    reaches	
    3,	
    and	
    dying	
    when	
    CON	
    
  reaches	
    0.	
    At	
    the	
    end	
    of	
    every	
    day,	
    the	
    victim	
    of	
    affliction	
    may	
    save	
    versus	
    magic	
    to	
    
  see	
    if	
    his	
    body	
    fights	
    off	
    the	
    sickness.	
    A	
    victim	
    cured	
    of	
    his	
    affliction	
    regains	
    1	
    lost	
    
  point	
    of	
    CON	
    per	
    day	
    until	
    totally	
    recovered.	
    
  	
    
  Exorcise*:	
    this	
    miracle	
    frees	
    an	
    individual	
    from	
    the	
    possession	
    or	
    magical	
    influence	
    
  (charm	
    for	
    example)	
    of	
    another.	
    If	
    actually	
    possessed	
    by	
    a	
    disembodied	
    spirit	
    or	
    
  demon,	
    the	
    subject	
    must	
    be	
    restrained	
    and	
    an	
    hour-­‐long	
    ritual	
    performed,	
    at	
    the	
    
  end	
    of	
    which	
    the	
    possessing	
    creature	
    is	
    automatically	
    expelled.	
    The	
    reverse	
    of	
    this	
    
  spell,	
    ensorcel,	
    is	
    also	
    an	
    hour-­‐long	
    ritual	
    that	
    invites	
    a	
    demon	
    or	
    possessing	
    spirit	
    
  to	
    take	
    control	
    of	
    the	
    subject.	
    If	
    such	
    a	
    being	
    is	
    present,	
    it	
    automatically	
    inhabits	
    
  the	
    target	
    at	
    the	
    end	
    of	
    the	
    spell	
    (the	
    target	
    is	
    not	
    allowed	
    a	
    saving	
    throw).	
    
  	
    
  Locate	
    Object:	
    the	
    saint	
    knows	
    the	
    direction	
    of	
    one	
    object	
    for	
    which	
    she	
    is	
    searching	
    
  (a	
     stairway,	
     fresh	
     water,	
     a	
     pile	
     of	
     treasure,	
     etc.)	
     and	
     the	
     rough	
     distance	
     of	
     the	
    
  object	
    (“nearby,”	
    “very	
    distant,”	
    “close	
    at	
    hand,”	
    etc.).	
    The	
    saint	
    only	
    knows	
    the	
    
  location	
    of	
    the	
    object	
    when	
    the	
    miracle	
    is	
    granted;	
    if	
    the	
    object	
    moves	
    before	
    her	
    
  arrival,	
    the	
    saint	
    will	
    not	
    be	
    informed	
    of	
    the	
    change.	
    
  	
    	
    
  
  	
    
  28
  Remove	
    Curse*:	
    the	
    saint	
    removes	
    a	
    single	
    magical	
    curse	
    or	
    enchantment	
    from	
    an	
    
  individual.	
    The	
    miracle	
    will	
    not	
    destroy	
    a	
    cursed	
    artifact,	
    but	
    allows	
    its	
    owner	
    to	
    
  part	
    from	
    it	
    (thus	
    providing	
    the	
    opportunity	
    to	
    dispose	
    of	
    or	
    bury	
    the	
    item).	
    It	
    has	
    
  no	
    effect	
    on	
    spells	
    of	
    5th	
    or	
    greater	
    magnitude,	
    whether	
    saintly	
    or	
    magical	
    in	
    nature.	
    
  The	
     reverse	
     of	
     the	
     spell,	
     curse,	
     bestows	
     a	
     negative	
     effect,	
     equivalent	
     to	
     reverse	
    
  miracles	
    of	
    1st	
    or	
    2nd	
    magnitude	
    (like	
    bane	
    or	
    hold	
    person),	
    or	
    magician	
    spells	
    of	
    1st	
    
  through	
    3rd	
    magnitude	
    (hex,	
    sleep,	
    hobble,	
    ground,	
    transform	
    person).	
    Unlike	
    those	
    
  lesser	
    spells,	
    the	
    curse	
    is	
    permanent	
    until	
    removed,	
    or	
    until	
    a	
    named	
    condition	
    is	
    
  met	
    (“true	
    love’s	
    kiss,”	
    for	
    example);	
    dismiss	
    magic	
    has	
    no	
    effect.	
    A	
    human	
    who	
    
  dies	
    while	
    under	
    a	
    curse	
    rises	
    from	
    the	
    grave	
    as	
    a	
    druj	
    after	
    D6	
    days.	
    
  	
    
  Reveal	
    Deception:	
    this	
    miracle	
    immediately	
    pierces	
    all	
    illusions	
    and	
    disguises	
    in	
    the	
    
  saint’s	
    presence,	
    revealing	
    each	
    thing’s	
    true	
    form.	
    It	
    also	
    reveals	
    the	
    truth	
    in	
    the	
    
  hearts	
    of	
    liars	
    and	
    scoundrels	
    (though	
    such	
    may	
    save	
    versus	
    magic	
    with	
    a	
    -­‐2	
    penalty	
    
  to	
    resist).	
    
  	
    
  Fourth	
    Magnitude	
    Miracles	
    
  	
    
  Armor	
     of	
     Righteousness:	
     the	
     saint	
     becomes	
     immune	
     to	
     damage	
     of	
     any	
     sort.	
     The	
    
  miracle	
    lasts	
    only	
    long	
    enough	
    to	
    perform	
    a	
    single	
    task	
    (swim	
    across	
    a	
    river	
    of	
    lava,	
    
  fight	
     a	
     single	
     opponent,	
     etc.)	
     and	
     never	
     more	
     than	
     one	
     round	
     per	
     level	
     of	
    
  experience.	
     The	
     character	
     is	
     likewise	
     immune	
     to	
     poison,	
     death	
     magic,	
     and	
     the	
    
  special	
    powers	
    of	
    the	
    undead	
    for	
    the	
    duration	
    of	
    the	
    miracle.	
    	
    
  	
    
  Create	
    Food:	
    creates	
    enough	
    food	
    to	
    feed	
    a	
    dozen	
    men	
    and	
    their	
    mounts	
    for	
    a	
    single	
    
  day.	
    For	
    every	
    level	
    of	
    experience	
    the	
    saint	
    has	
    above	
    8th,	
    another	
    dozen	
    men	
    and	
    
  mounts	
    may	
    be	
    fed.	
    
  	
    
  Cure	
    Severe	
    Wounds*:	
    	
    an	
    injured	
    individual	
    touched	
    is	
    cured	
    of	
    all	
    damage	
    sustained	
    
  (restore	
     all	
     hits;	
     adventurers	
     reroll	
     HPs	
     as	
     at	
     the	
     beginning	
     of	
     a	
     game	
     session).	
    
  Alternatively,	
    this	
    miracle	
    can	
    cure	
    the	
    effects	
    of	
    a	
    single,	
    major	
    wound	
    that	
    has	
    
  been	
     suffered	
     during	
     the	
     adventure.	
     The	
     reverse,	
     inflict	
     severe	
     wounds,	
    
  incapacitates	
     the	
     target	
     touched	
     with	
     pain	
     and	
     suffering	
     (reduce	
     hits	
     or	
     HPs	
     to	
    
  zero);	
    the	
    victim	
    also	
    suffers	
    a	
    random	
    major	
    wound.	
    Cure	
    severe	
    wounds	
    cannot	
    
  revive	
     a	
     dead	
     individual,	
     nor	
     can	
     inflict	
     severe	
     wounds	
     slay	
     a	
     living	
     creature.	
    
  Neither	
    miracle	
    affects	
    undead,	
    constructs,	
    angels,	
    or	
    demons.	
    
  	
    
  Neutralize	
     Poison*:	
     the	
     poison	
     contained	
     in	
     one	
     object,	
     substance,	
     or	
     creature	
     is	
    
  rendered	
    inert	
    and	
    harmless;	
    if	
    used	
    before	
    a	
    character	
    succumbs	
    to	
    venom	
    (due	
    to	
    
  failing	
    a	
    save	
    versus	
    poison),	
    the	
    individual	
    survives.	
    The	
    reverse,	
    envenom,	
    creates	
    
  a	
    deadly	
    poison	
    where	
    none	
    existed.	
    An	
    envenomed	
    object,	
    liquid,	
    food,	
    or	
    weapon	
    
  can	
    be	
    used	
    on	
    a	
    single	
    victim	
    who	
    is	
    allowed	
    a	
    save	
    versus	
    poison	
    to	
    resist	
    death.	
    
  
  	
    
  29
  Sanctify*:	
    the	
    saint	
    designates	
    a	
    single	
    building,	
    object,	
    or	
    piece	
    of	
    land	
    (no	
    more	
    than	
    
  10,000	
    square	
    feet)	
    as	
    sacred.	
    Thereafter,	
    no	
    individual	
    of	
    less	
    than	
    five	
    hit	
    dice	
    
  would	
    dare	
    damage	
    or	
    profane	
    the	
    site	
    or	
    object;	
    likewise,	
    no	
    such	
    creature	
    will	
    
  willingly	
    do	
    violence	
    to	
    another	
    within	
    the	
    sanctity	
    of	
    the	
    designated	
    area,	
    unless	
    
  part	
    of	
    a	
    ritual	
    sacrifice.	
    Creatures	
    of	
    five	
    or	
    more	
    hit	
    dice	
    that	
    wish	
    to	
    break	
    the	
    
  sanctification	
     must	
     succeed	
     at	
     a	
     save	
     versus	
     magic	
     at	
     -­‐2	
     to	
     do	
     so.	
     The	
     thing	
    
  sanctified	
     must	
     have	
     some	
     significance	
     to	
     the	
     saint’s	
     faith	
     to	
     be	
     effective	
     (like	
     a	
    
  shrine,	
    temple,	
    or	
    holy	
    implement);	
    a	
    sultan’s	
    palace	
    cannot	
    be	
    sanctified	
    no	
    matter	
    
  how	
    devout	
    the	
    ruler	
    might	
    be!	
    The	
    reverse,	
    desecrate,	
    removes	
    the	
    effects	
    of	
    a	
    
  sanctify	
    spell;	
    it	
    also	
    destroys	
    holy	
    water	
    and	
    holy	
    symbols	
    and	
    renders	
    holy	
    relics	
    
  (described	
    on	
    page	
    31)	
    powerless,	
    though	
    the	
    latter	
    may	
    be	
    restored	
    by	
    a	
    sanctify	
    
  miracle	
    bestowed	
    by	
    a	
    saint	
    of	
    the	
    same	
    faith	
    as	
    the	
    relic.	
    
  	
    
  Smite	
     Unbeliever:	
     one	
     visible	
     individual	
     within	
     120’	
     of	
     the	
     saint	
     is	
     thrown	
     to	
     the	
    
  ground	
    and	
    stunned	
    (creature	
    suffers	
    one	
    hit,	
    or	
    more	
    if	
    in	
    flight,	
    and	
    can	
    take	
    no	
    
  action	
    for	
    2D6	
    rounds).	
    This	
    spell	
    only	
    functions	
    on	
    creatures	
    that	
    follow	
    a	
    religion	
    
  other	
    than	
    the	
    saint.	
    Saints	
    and	
    shamans	
    of	
    other	
    faiths	
    are	
    allowed	
    a	
    save	
    versus	
    
  magic	
    to	
    resist	
    the	
    smiting.	
    
  	
    
  Fifth	
    Magnitude	
    Miracles	
    
  	
    
  Commune:	
    the	
    saint	
    or	
    shaman	
    establishes	
    a	
    rapport	
    with	
    her	
    deity	
    such	
    that	
    she	
    may	
    
  gain	
    divine	
    insight	
    into	
    the	
    answers	
    to	
    three	
    questions	
    posed.	
    Knowledge	
    should	
    be	
    
  near	
    total	
    and	
    accurate.	
    This	
    miracle	
    will	
    only	
    be	
    granted	
    once	
    per	
    adventure,	
    and	
    
  no	
    more	
    than	
    once	
    per	
    week.	
    
  	
    
  Banish	
     Evil*:	
     this	
     miracle	
     banishes	
     or	
     destroys	
     any	
     demon,	
     construct,	
     undead,	
     or	
    
  magically	
    summoned	
    creature	
    within	
    30’	
    that	
    fails	
    to	
    save	
    versus	
    magic;	
    if	
    targeted	
    
  against	
    a	
    single	
    creature	
    the	
    save	
    is	
    made	
    at	
    -­‐3.	
    The	
    reverse,	
    summon	
    aid,	
    requests	
    
  an	
     angelic,	
     demonic,	
     or	
     elemental	
     entity	
     (depending	
     on	
     the	
     nature	
     of	
     the	
    
  character’s	
    god	
    or	
    gods)	
    to	
    appear	
    and	
    provide	
    a	
    single	
    service	
    for	
    the	
    shaman.	
    
  	
    
  Plague:	
    this	
    miracle	
    conjures	
    a	
    vast	
    swarm	
    of	
    vermin	
    (rats,	
    bats,	
    frogs,	
    locusts,	
    etc.)	
    
  that	
    the	
    saint	
    can	
    use	
    to	
    drive	
    off	
    creatures	
    with	
    less	
    than	
    four	
    hit	
    dice.	
    Creatures	
    
  with	
    four	
    to	
    six	
    hit	
    dice	
    are	
    allowed	
    a	
    save	
    versus	
    magic	
    or	
    are	
    likewise	
    driven	
    to	
    
  route	
    or	
    seek	
    shelter	
    from	
    the	
    plague.	
    The	
    swarm’s	
    area	
    is	
    60	
    by	
    60	
    yards	
    and	
    it	
    
  moves	
    20	
    yards	
    per	
    round;	
    as	
    long	
    as	
    the	
    saint	
    is	
    within	
    160	
    yards	
    of	
    the	
    vermin	
    he	
    
  may	
    direct	
    it.	
    The	
    miracle	
    lasts	
    a	
    single	
    day;	
    it	
    can	
    only	
    be	
    cast	
    outdoors.	
    
  	
    
  Quest:	
    an	
    individual	
    is	
    forced	
    to	
    perform	
    a	
    task	
    for	
    the	
    saint	
    or	
    shaman	
    (like	
    slaying	
    a	
    
  specific	
     monster,	
     rescuing	
     an	
     individual,	
     or	
     recovering	
     a	
     particular	
     object).	
     The	
    
  target	
    is	
    only	
    allowed	
    a	
    save	
    versus	
    magic	
    if	
    of	
    a	
    different	
    faith/religion	
    than	
    the	
    
  
  	
    
  30
  character	
    bestowing	
    the	
    quest.	
    If	
    the	
    task	
    is	
    ignored,	
    the	
    target	
    becomes	
    cursed	
    in	
    
  some	
     major	
     fashion	
     (see	
     the	
     magician	
     spell	
     ruin)	
     until	
     such	
     time	
     as	
     the	
     quest	
     is	
    
  resumed.	
    If	
    the	
    recalcitrant	
    target	
    is	
    the	
    ruler	
    of	
    a	
    domain,	
    his	
    people	
    may	
    likewise	
    
  suffer	
    the	
    effects	
    of	
    the	
    curse.	
    The	
    quest	
    must	
    be	
    significant	
    to	
    the	
    saint’s	
    deity.	
    
  	
    
  Raise	
    Dead*:	
    one	
    individual	
    that	
    has	
    suffered	
    death	
    during	
    the	
    adventure	
    is	
    restored	
    
  to	
    life,	
    provided	
    the	
    miracle	
    is	
    granted	
    within	
    a	
    number	
    of	
    days	
    equal	
    to	
    the	
    saint’s	
    
  level	
    of	
    experience.	
    The	
    raised	
    individual	
    is	
    in	
    a	
    weakened	
    state	
    (1	
    HP)	
    but	
    healthy,	
    
  and	
    suffers	
    no	
    other	
    ill	
    effects	
    from	
    having	
    died	
    (any	
    death	
    wound	
    is	
    healed	
    so	
    no	
    
  major	
    wound	
    is	
    suffered);	
    however,	
    the	
    character	
    permanently	
    loses	
    one	
    point	
    of	
    
  CON	
     from	
     the	
     trauma	
     of	
     the	
     experience.	
     The	
     reverse,	
     slay	
     living,	
     kills	
     a	
     single	
    
  creature.	
    A	
    save	
    versus	
    death	
    is	
    allowed	
    to	
    resist	
    the	
    unholy	
    prayer,	
    but	
    the	
    save	
    is	
    
  at	
    a	
    -­‐3	
    penalty	
    except	
    for	
    Lawful	
    followers	
    of	
    Halah.	
    Both	
    miracles	
    have	
    a	
    60’	
    range.	
    
  	
    
  Salvation:	
    the	
    saint	
    and	
    any	
    other	
    individuals	
    the	
    saint	
    chooses	
    (up	
    to	
    a	
    maximum	
    
  number	
     equal	
     to	
     the	
     saint’s	
     level	
     of	
     experience)	
     is	
     instantly	
     and	
     unerringly	
    
  transported	
    to	
    a	
    place	
    of	
    refuge	
    and	
    safety	
    of	
    the	
    saint’s	
    choosing.	
    All	
    individuals	
    to	
    
  be	
    transported	
    must	
    be	
    in	
    physical	
    contact	
    with	
    the	
    saint	
    or	
    another	
    transported	
    
  individual.	
    
  	
    
  SAINTS	
    AND	
    THE	
    UNDEAD	
    
  	
    
  As	
     noted	
     in	
     Book	
     1,	
     Lawful	
     saints	
     of	
     monotheistic	
     religions	
     have	
     an	
     ability	
     to	
     turn	
    
  undead;	
    this	
    is	
    a	
    manifestation	
    of	
    the	
    character’s	
    holiness	
    as	
    an	
    instrument	
    of	
    Halah.	
    
  When	
    the	
    saint	
    first	
    encounters	
    undead,	
    the	
    Saint	
    Versus	
    Undead	
    Monster	
    table	
    is	
    
  consulted	
     to	
     find	
     the	
     effect	
     the	
     saint	
     has	
     on	
     the	
     creatures.	
     This	
     is	
     not	
     an	
     action	
    
  performed	
    by	
    the	
    saint,	
    but	
    the	
    impact	
    of	
    a	
    saint’s	
    spiritual	
    development	
    on	
    tangible,	
    
  blasphemous	
    evil.	
    
  	
    
  Unless	
    the	
    monster	
    is	
    too	
    powerful	
    for	
    the	
    saint	
    (indicated	
    by	
    a	
    “-­‐“	
    for	
    “no	
    effect”),	
    
  the	
    table	
    gives	
    a	
    target	
    number	
    for	
    a	
    possible	
    turning	
    away	
    of	
    the	
    creatures,	
    or	
    an	
    
  indication	
    that	
    the	
    saint’s	
    spiritual	
    power	
    automatically	
    turns	
    (“T”)	
    or	
    destroys	
    (“D”)	
    
  the	
     undead.	
     	
     When	
     a	
     target	
     number	
     is	
     given,	
     this	
     is	
     the	
     number	
     that	
     needs	
     to	
     be	
    
  rolled	
    on	
    2D6	
    to	
    successfully	
    turn	
    the	
    creature.	
    PCs	
    may	
    choose	
    to	
    “push”	
    this	
    roll.	
    
  	
    
  If	
     the	
     2D6	
     roll	
     is	
     successful,	
     a	
     second	
     2D6	
     is	
     rolled	
     to	
     determine	
     the	
     number	
     of	
    
  creatures	
    affected,	
    regardless	
    of	
    hit	
    dice.	
    A	
    turned	
    creature	
    immediately	
    retreats	
    from	
    
  the	
    saint	
    by	
    whatever	
    means	
    is	
    most	
    expedient	
    (if	
    escape	
    is	
    not	
    possible,	
    the	
    creature	
    
  cowers,	
     unable	
     to	
     move	
     or	
     take	
     any	
     action).	
     At	
     least	
     one	
     undead	
     is	
     affected	
     on	
     a	
    
  successful	
    turn	
    attempt.	
    
  	
    
  
  	
    
  31
  Where	
    a	
    “T”	
    is	
    listed,	
    the	
    saint’s	
    faith	
    is	
    powerful	
    enough	
    to	
    automatically	
    turn	
    the	
    
  undead	
    without	
    a	
    roll	
    (only	
    roll	
    2D6	
    to	
    see	
    how	
    many	
    are	
    affected).	
    Where	
    a	
    “D”	
    is	
    
  listed	
     the	
     saint’s	
     mighty	
     faith	
     destroys	
     the	
     undead,	
     the	
     creatures	
     crumbling	
     or	
    
  dissolving	
     as	
     if	
     they’d	
     never	
     been	
     (the	
     number	
     of	
     creatures	
     destroyed	
     is	
     again	
    
  determined	
    by	
    rolling	
    2D6).	
    	
    
  	
    
  When	
    more	
    than	
    one	
    form	
    of	
    undead	
    is	
    encountered,	
    the	
    saint	
    checks	
    separately	
    
  for	
    each	
    type.	
    Remember,	
    this	
    is	
    not	
    an	
    action	
    taken	
    by	
    the	
    saint,	
    but	
    an	
    effect	
    of	
    the	
    
  character’s	
    presence.	
    There	
    are	
    no	
    additional	
    attempts	
    made	
    in	
    subsequent	
    rounds	
    
  and	
    adventurers	
    will	
    need	
    other	
    methods	
    to	
    deal	
    with	
    undead	
    creatures	
    not	
    turned	
    
  by	
    the	
    saint.	
    
  	
    
  Once	
    turned,	
    undead	
    flee	
    and	
    will	
    not	
    return	
    to	
    an	
    area	
    while	
    the	
    saint	
    is	
    present	
    
  (undead	
     unable	
     to	
     flee	
     will	
     continue	
     to	
     cower	
     until	
     the	
     saint	
     leaves	
     the	
     area).	
     The	
    
  results	
     listed	
     on	
     the	
     table	
     assume	
     the	
     character	
     has	
     a	
     prominently	
     displayed	
     holy	
    
  symbol;	
    otherwise,	
    the	
    saint	
    is	
    treated	
    as	
    if	
    her	
    level	
    of	
    experience	
    was	
    two	
    less	
    than	
    
  its	
    actual	
    level.	
    
  	
    
  HOLY	
    (AND	
    UNHOLY)	
    RELICS	
    
  	
    
  As	
    instruments	
    of	
    their	
    chosen	
    deity	
    (or	
    deities),	
    saints	
    and	
    shamans	
    are	
    invested	
    with	
    
  a	
    certain	
    amount	
    of	
    divine	
    power.	
    This	
    investiture	
    grows	
    over	
    time	
    in	
    accordance	
    with	
    
  character’s	
     growing	
     spiritual	
     development;	
     with	
     greater	
     enlightenment,	
     saints	
     and	
    
  shamans	
     draw	
     closer	
     to	
     the	
     God	
     (or	
     gods)	
     worshipped	
     and	
     are	
     rewarded	
     with	
     the	
    
  favor	
    of	
    their	
    patron.	
    
  	
    
  When	
     such	
     an	
     individual	
     dies	
     it	
     is	
     possible	
     that	
     some	
     of	
     this	
     divine	
     favor	
     remains,	
    
  forever	
    embedded	
    in	
    the	
    physical	
    object	
    that	
    was	
    once	
    the	
    holy	
    person.	
    These	
    vessels	
    
  of	
     stored	
     power	
     are	
     called	
     holy	
     relics	
     (the	
     invested	
     remains	
     of	
     a	
     Chaotic	
     shaman	
    
  might	
     be	
     considered	
     “unholy	
     relics”	
     though	
     certainly	
     not	
     by	
     members	
     of	
     his	
     own	
    
  faith).	
    Holy	
    relics	
    function	
    much	
    like	
    enchanted	
    artifacts:	
    they	
    are	
    objects	
    that	
    convey	
    
  a	
    magical	
    effect	
    or	
    benefit,	
    usually	
    in	
    the	
    form	
    of	
    a	
    saintly	
    miracle.	
    The	
    exact	
    nature	
    of	
    
  the	
    miracle	
    and	
    how	
    it	
    functions	
    is	
    left	
    up	
    to	
    the	
    DM,	
    though	
    DMs	
    should	
    consider	
    
  how	
    the	
    PC	
    performed	
    in	
    life	
    (her	
    actions),	
    as	
    well	
    as	
    the	
    manner	
    of	
    the	
    PC’s	
    demise	
    
  when	
    deciding	
    on	
    the	
    powers	
    of	
    a	
    relic.	
    
  	
    
  To	
    determine	
    if	
    a	
    relic	
    is	
    created,	
    the	
    DM	
    rolls	
    2D6	
    upon	
    the	
    death	
    of	
    the	
    holy	
    (or	
    
  unholy)	
     individual;	
     the	
     character’s	
     level	
     of	
     experience	
     is	
     added	
     to	
     the	
     roll	
     as	
     an	
    
  adjustment.	
    If	
    the	
    adjusted	
    result	
    is	
    greater	
    than	
    12,	
    a	
    relic	
    of	
    the	
    character	
    remains.	
    
  The	
     saint’s	
     body	
     is	
     the	
     main	
     relic	
     created	
     and	
     the	
     DM	
     may	
     choose	
     D3	
     of	
     the	
    
  character’s	
     other	
     possessions	
     to	
     become	
     relics,	
     too	
     (the	
     saint’s	
     robe,	
     her	
     favorite	
    
  weapon,	
    etc.).	
    If	
    a	
    particular	
    object,	
    weapon,	
    or	
    device	
    caused	
    the	
    saint’s	
    death,	
    that	
    
  object	
    might	
    be	
    one	
    of	
    the	
    D3	
    “other”	
    relics	
    created.	
    Book	
    3	
    has	
    more	
    info	
    on	
    relics.	
    
  
  	
    
  32
  MONSTER	
    COSMOLOGY	
    
  	
    
  In	
    the	
    beginning,	
    HALAH	
    created	
    three	
    orders	
    of	
    higher	
    being:	
    first	
    the	
    ANGELS	
    were	
    
  fashioned	
    from	
    light	
    and	
    air;	
    next	
    the	
    JINN	
    created	
    from	
    smokeless	
    fire;	
    finally	
    MEN,	
    
  who	
     were	
     formed	
     from	
     clay.	
     These	
     were	
     added	
     to	
     the	
     existing	
     earth,	
     already	
    
  populated	
    with	
    all	
    manners	
    of	
    BEASTS.	
    	
    
  	
    
  Some	
    angels	
    rebelled	
    against	
    Halah	
    and	
    were	
    thusly	
    expelled	
    from	
    Heaven,	
    becoming	
    
  DEMONS.	
     Demons	
     reside	
     in	
     the	
     nether	
     regions	
     of	
     the	
     universe,	
     save	
     those	
     few	
    
  who’ve	
    escaped	
    to	
    earth	
    to	
    cause	
    torment	
    and	
    grief.	
    Some	
    of	
    these	
    had	
    the	
    gall	
    to	
    
  look	
    upon	
    humans	
    with	
    lust,	
    and	
    their	
    offspring	
    are	
    the	
    GIANT-­‐KIND,	
    humanoids	
    of	
    
  incredible	
    size	
    and	
    strength,	
    though	
    much	
    diminished	
    over	
    the	
    years	
    due	
    to	
    continued	
    
  interbreeding.	
     Other	
     demons	
     mated	
     with	
     beasts,	
     creating	
     foul	
     and	
     monstrous	
    
  ABOMINATIONS.	
    
  	
    
  The	
     jinn	
     are	
     divided	
     into	
     several	
     orders	
     with	
     the	
     mighty	
     marid	
     being	
     the	
     most	
    
  powerful,	
    ifrit	
    being	
    secondary,	
    and	
    jinn	
    proper	
    being	
    beneath	
    these.	
    Some	
    members	
    
  of	
    jinn-­‐kind	
    (including	
    more	
    than	
    one	
    ifrit)	
    have	
    been	
    known	
    to	
    take	
    a	
    human	
    spouse;	
    
  offspring	
    from	
    such	
    a	
    union	
    is	
    always	
    one	
    of	
    the	
    jann,	
    who	
    are	
    counted	
    as	
    the	
    least	
    
  among	
    jinn.	
    As	
    with	
    humans,	
    Halah	
    gifted	
    all	
    jinn	
    with	
    free	
    will,	
    and	
    they	
    may	
    be	
    of	
    
  any	
    alignment	
    and	
    temperament;	
    many	
    are	
    even	
    of	
    the	
    True	
    Faith.	
    
  	
    
  In	
    Barica,	
    most	
    humans	
    consider	
    any	
    creature	
    of	
    supernatural	
    appearance	
    or	
    origin	
    to	
    
  be	
     “one	
     of	
     the	
     jinn”	
     when	
     such	
     is	
     not	
     the	
     case.	
     Many	
     magical	
     creatures,	
     from	
     the	
    
  dragon	
     to	
     the	
     mighty	
     roc,	
     are	
     simply	
     examples	
     of	
     the	
     wondrous	
     beasts	
     of	
     Halah.	
    
  Other	
    creatures	
    of	
    infernal	
    origin,	
    like	
    demons	
    and	
    their	
    ilk,	
    are	
    entirely	
    separate	
    from	
    
  the	
     jinn.	
     While	
     an	
     individual	
     jinni	
     might	
     do	
     evil	
     for	
     its	
     own	
     selfish	
     purposes,	
     it	
     is	
    
  exceptionally	
    rare	
    that	
    any	
    jinn	
    would	
    have	
    truck	
    with	
    demon-­‐kind…they	
    are	
    simply	
    
  too	
    proud	
    to	
    debase	
    themselves	
    by	
    mingling	
    with	
    the	
    outcasts.	
    
  	
    
  Other	
    than	
    the	
    occasional	
    automaton	
    or	
    life	
    form	
    created	
    by	
    magic,	
    there	
    is	
    only	
    one	
    
  other	
    type	
    of	
    monster	
    found	
    in	
    the	
    Five	
    Ancient	
    Kingdoms:	
    the	
    UNDEAD.	
    An	
    undead	
    
  is	
    a	
    once-­‐living	
    creature	
    that	
    now	
    exists	
    outside	
    the	
    natural	
    order	
    and	
    Law	
    of	
    Halah.	
    
  All	
    such	
    unloving	
    monsters	
    are	
    abhorrent	
    to	
    Halah,	
    and	
    followers	
    of	
    the	
    True	
    Faith	
    are	
    
  tasked	
    with	
    destroying	
    such	
    beings	
    wherever	
    they	
    are	
    found.	
    Demons	
    and	
    jinn	
    can	
    
  never	
     become	
     undead	
     and	
     are	
     unaffected	
     by	
     the	
     powers	
     and	
     abilities	
     of	
     such	
    
  creatures;	
    the	
    magic	
    responsible	
    for	
    their	
    creation	
    is	
    wholly	
    and	
    totally	
    a	
    product	
    of	
    
  human	
     arrogance	
     and	
     imagination	
     (though	
     perhaps	
     supplied	
     with	
     infernal	
    
  inspiration).	
    All	
    undead	
    are	
    supernatural	
    evil	
    and	
    can	
    be	
    detected	
    as	
    such.	
    
  	
    
  DMs	
    may	
    want	
    to	
    add	
    to	
    the	
    monsters	
    and	
    NPCs	
    found	
    here	
    and	
    are	
    encouraged	
    to	
    
  do	
    so,	
    using	
    the	
    examples	
    found	
    herein	
    as	
    a	
    guide	
    to	
    creating	
    their	
    own.	
    
  
  	
    
  33
  Monsters	
    have	
    the	
    following	
    stats	
    listed	
    on	
    the	
    charts	
    at	
    the	
    end	
    of	
    this	
    book:	
    
  	
    
  Hit	
    Dice	
    (HD):	
    indicates	
    creature’s	
    combat	
    ability,	
    including	
    the	
    number	
    of	
    wounds	
    
  sustained	
    before	
    incapacitation.	
    An	
    *	
    indicates	
    an	
    XP	
    multiplier	
    for	
    the	
    defeat	
    of	
    the	
    
  monster;	
    for	
    example,	
    a	
    centaur	
    (HD	
    4)	
    is	
    worth	
    400	
    XP,	
    while	
    a	
    kraken	
    (HD	
    4*)	
    is	
    
  worth	
    800	
    XP,	
    and	
    a	
    gorgon	
    (HD	
    4**)	
    is	
    worth	
    1200	
    XP.	
    “Pips”	
    are	
    used	
    in	
    combat	
    but	
    
  do	
    not	
    affect	
    XP	
    awarded;	
    for	
    example,	
    ogres	
    (HD	
    4+2)	
    are	
    only	
    worth	
    400	
    XP,	
    but	
    
  add	
    +2	
    to	
    attack	
    rolls	
    in	
    combat.	
    Unless	
    otherwise	
    noted	
    in	
    its	
    description,	
    creatures	
    
  with	
    HD	
    4	
    to	
    7	
    inflict	
    two	
    hits	
    on	
    a	
    successful	
    attack,	
    creatures	
    with	
    HD	
    8	
    to	
    11	
    inflict	
    
  three	
    hits,	
    and	
    creatures	
    with	
    HD	
    12	
    or	
    more	
    inflict	
    four	
    hits	
    on	
    a	
    successful	
    attack.	
    
  	
    
  Armor	
     Type:	
     monsters	
     count	
     as	
     being	
     unarmored,	
     lightly	
     armored,	
     or	
     heavily	
    
  armored,	
    depending	
    on	
    body	
    type	
    (variable	
    indicates	
    variation	
    by	
    actual	
    armor	
    worn).	
    
  An	
    *	
    indicates	
    special	
    defenses	
    or	
    immunities.	
    
  	
    	
    
  To	
    Hit/Kill:	
    the	
    first	
    number	
    is	
    the	
    usual	
    target	
    to	
    inflict	
    damage	
    on	
    a	
    creature,	
    based	
    
  on	
     its	
     HD	
     and	
     armor	
     type;	
     the	
     second	
     number	
     is	
     the	
     target	
     needed	
     to	
     auto-­‐kill	
     a	
    
  creature	
     outright,	
     regardless	
     of	
     hits	
     sustained.	
     A	
     “-­‐“	
     in	
     the	
     Kill	
     spot	
     indicates	
     the	
    
  monster	
    cannot	
    be	
    auto-­‐killed.	
    
  	
    
  Movement:	
     normal	
     movement	
     in	
     inches,	
     as	
     described	
     in	
     Book	
     1.	
     Where	
     a	
     second	
    
  number	
    follows	
    a	
    “/”	
    this	
    is	
    for	
    the	
    creature’s	
    alternate	
    movement	
    (such	
    as	
    flying).	
    
  	
    	
    
  Mettle:	
    the	
    target	
    number	
    needed	
    to	
    avoid	
    breaking	
    morale	
    as	
    explained	
    in	
    Book	
    1	
    
  (rolled	
    on	
    a	
    2D6).	
    A	
    “-­‐“	
    indicates	
    the	
    creature	
    never	
    breaks	
    morale	
    randomly,	
    though	
    
  such	
     creatures	
     may	
     still	
     choose	
     to	
     surrender	
     at	
     the	
     DM’s	
     discretion.	
     Undead	
     are	
    
  generally	
    fearless;	
    the	
    number	
    listed	
    only	
    applies	
    when	
    struck	
    by	
    a	
    holy	
    symbol	
    as	
    
  explained	
    in	
    Book	
    1.	
    
  	
    
  Save	
    As:	
    indicates	
    the	
    class/level	
    used	
    for	
    saving	
    throws;	
    for	
    example,	
    H4	
    indicates	
    an	
    
  ogre	
    saves	
    as	
    a	
    4th	
    level	
    hero.	
    H	
    =	
    hero,	
    M	
    =	
    magician,	
    S	
    =	
    saint/shaman,	
    and	
    T	
    =	
    thief.	
    
  An	
    “*”	
    indicates	
    special	
    immunities	
    or	
    defenses	
    detailed	
    in	
    its	
    description.	
    
  	
    	
    
  Hoard	
     Type:	
     the	
     letter	
     code	
     references	
     the	
     proper	
     table	
     in	
     Book	
     3	
     to	
     use	
     when	
    
  randomly	
    determining	
    a	
    creature’s	
    treasure.	
    Treasure	
    is	
    usually	
    kept	
    in	
    a	
    monster’s	
    
  home	
    or	
    lair,	
    not	
    casually	
    carried	
    by	
    the	
    creature.	
    Where	
    an	
    *	
    is	
    listed,	
    the	
    monster	
    
  has	
    special	
    treasure	
    detailed	
    in	
    its	
    description.	
    
  	
    
  All	
    celestials	
    are	
    Lawful,	
    all	
    beasts	
    and	
    constructs	
    are	
    Neutral,	
    and	
    all	
    demons,	
    giants,	
    
  abominations,	
    and	
    undead	
    are	
    Chaotic.	
    Men	
    and	
    jinn	
    can	
    be	
    of	
    any	
    alignment,	
    but	
    
  default	
    to	
    Neutral	
    (except	
    for	
    members	
    of	
    the	
    True	
    Faith,	
    who	
    are	
    usually	
    Lawful	
    in	
    
  alignment).	
    All	
    saving	
    throws	
    are	
    versus	
    monster	
    unless	
    otherwise	
    noted.	
    
  
  	
    
  34
  MEN	
    (Note:	
    armor	
    listed	
    is	
    typical	
    and	
    may,	
    of	
    course,	
    vary)	
    
  	
    
  Normal	
     Human:	
     the	
     average	
     civilized	
     resident	
     of	
     Barica	
     or	
     any	
     of	
     the	
     Five	
     Ancient	
    
  Kingdoms.	
    If	
    the	
    character	
    is	
    fight-­‐worthy	
    (soldiers,	
    sailors,	
    guards,	
    etc.)	
    they	
    will	
    have	
    
  HD	
    1.	
    Hardened	
    mercenaries	
    and	
    fierce	
    amazons	
    (elite	
    troops)	
    have	
    HD	
    2,	
    and	
    only	
    
  notable	
    “captains	
    of	
    the	
    guard”	
    or	
    exceptional	
    champions	
    have	
    HD	
    3	
    (such	
    warriors	
    
  have	
    mettle	
    of	
    7,	
    6,	
    and	
    5	
    respectively).	
    Hit	
    dice	
    for	
    normal	
    humans	
    are	
    static;	
    only	
    
  adventurers	
    ever	
    advance	
    or	
    develop	
    in	
    ability.	
    
  	
    
  Barbarian:	
     the	
     average	
     Northman	
     warrior	
     (not	
     the	
     adventuring	
     class).	
     An	
     invading	
    
  horde	
    may	
    well	
    have	
    adventuring	
    types	
    as	
    leaders;	
    one	
    barbarian	
    in	
    six	
    is	
    a	
    berserker	
    
  with	
    HD	
    2+2	
    who	
    never	
    breaks	
    morale.	
    
  	
    
  Bedouin:	
    the	
    desert	
    dwellers	
    of	
    Barica.	
    Their	
    tribe	
    is	
    formed	
    of	
    close-­‐knit	
    family	
    units	
    
  joined	
    by	
    blood	
    and	
    marriage;	
    half	
    are	
    followers	
    of	
    the	
    True	
    Faith	
    but	
    the	
    rest	
    hold	
    to	
    
  their	
    pagan	
    desert	
    gods.	
    They	
    are	
    adept	
    at	
    desert	
    survival	
    and	
    equipped	
    with	
    both	
    
  horses	
    and	
    camels;	
    leader	
    types	
    have	
    HD	
    2	
    or	
    3.	
    
  	
    
  Brigand:	
    outlaws	
    forced	
    to	
    live	
    rough	
    on	
    the	
    edge	
    of	
    society,	
    earning	
    coin	
    by	
    robbing	
    
  civilized	
    folk.	
    Generally	
    called	
    bandits	
    when	
    encountered	
    on	
    land,	
    at	
    sea	
    brigands	
    are	
    
  called	
     buccaneers	
     or	
     pirates.	
     Some	
     see	
     themselves	
     as	
     a	
     source	
     of	
     justice	
     for	
     the	
    
  oppressed.	
    Brigands	
    always	
    go	
    armed;	
    a	
    good	
    portion	
    of	
    their	
    number	
    will	
    have	
    some	
    
  sort	
    of	
    missile	
    weapon	
    (a	
    crossbow	
    or	
    sling).	
    An	
    adventurer	
    (a	
    hero	
    or	
    thief	
    of	
    1st	
    or	
    
  2nd	
    level)	
    sometimes	
    leads	
    a	
    gang	
    of	
    brigands.	
    Only	
    the	
    lowliest	
    magicians	
    keep	
    the	
    
  company	
    of	
    brigands,	
    unless	
    absolutely	
    necessary	
    (such	
    as	
    to	
    crew	
    a	
    pirate	
    ship).	
    
  	
    
  Eunuch	
     Slave:	
     invariably	
     male	
     and	
     chosen	
     for	
     both	
     size	
     and	
     strength,	
     these	
     are	
    
  suitable	
     as	
     harem	
     guards,	
     bodyguards	
     to	
     highborn	
     women,	
     and	
     executioners	
     of	
    
  criminals.	
    The	
    largest	
    and	
    strongest	
    (usually	
    the	
    head	
    eunuch	
    of	
    a	
    royal	
    household)	
    
  have	
    hit	
    dice	
    of	
    3+1.	
    Eunuchs	
    are	
    usually	
    unarmored	
    and	
    armed	
    with	
    a	
    normal	
    sword	
    
  (or	
    two-­‐handed	
    swords	
    for	
    executions).	
    
  	
    
  Merchant:	
     often	
     intelligent,	
     worldly	
     and	
     wealthy,	
     merchants	
     and	
     their	
     family	
    
  members	
    are	
    considered	
    to	
    have	
    HD	
    2	
    for	
    ALL	
    purposes	
    except	
    combat.	
    Well-­‐traveled	
    
  merchants	
    (“traders”)	
    are	
    often	
    adventurers.	
    
  	
    
  Mystic:	
    a	
    hermit	
    and	
    holy	
    man	
    self-­‐exiled	
    from	
    society	
    to	
    learn	
    the	
    secrets	
    of	
    his	
    own	
    
  soul.	
    Mystics	
    have	
    powers	
    equal	
    to	
    a	
    saint/shaman	
    with	
    2D6	
    levels	
    of	
    experience	
    and	
    
  one	
    taboo	
    (forbidden	
    action,	
    like	
    eating	
    meat	
    or	
    using	
    weapons)	
    for	
    every	
    two	
    levels.	
    	
    
  	
    
  Noble:	
     better	
     fed,	
     trained,	
     and	
     educated	
     than	
     others,	
     nobles	
     and	
     their	
     fortunate	
    
  family	
    members	
    are	
    treated	
    as	
    having	
    DOUBLE	
    the	
    HD	
    listed	
    for	
    ALL	
    purposes	
    except	
    
  combat.	
    HD	
    2	
    =	
    landless	
    nobles	
    and	
    high-­‐ranking	
    court	
    members,	
    HD	
    3	
    =	
    titled	
    and	
    
  
  	
    
  35
  pedigreed	
    nobility,	
    HD	
    4	
    =	
    royalty	
    (sultans	
    and	
    sultanas,	
    members	
    of	
    the	
    royal	
    family,	
    
  etc.).	
    Female	
    nobles	
    usually	
    have	
    a	
    -­‐1	
    pip	
    to	
    HD;	
    children	
    and	
    elderly	
    have	
    -­‐2.	
    
  	
    
  Nomad:	
    the	
    horsemen	
    of	
    the	
    northern	
    steppes.	
    They	
    receive	
    a	
    +1	
    to	
    attack	
    rolls	
    when	
    
  using	
    their	
    traditional	
    composite	
    bows.	
    
  	
    
  Priest:	
    an	
    appointed	
    and	
    ordained	
    intermediary	
    between	
    a	
    god	
    and	
    its	
    people.	
    While	
    
  followers	
    of	
    the	
    True	
    Faith	
    have	
    places	
    of	
    worship	
    (mosques)	
    and	
    spiritual	
    teachers	
    
  and	
     scholars,	
     they	
     have	
     no	
     real	
     priesthood.	
     Other	
     religions	
     (including	
     the	
     other	
    
  monotheists)	
    do,	
    and	
    each	
    temple	
    or	
    shrine	
    usually	
    has	
    at	
    least	
    one	
    priestly	
    leader.	
    
  Priests	
     aren’t	
     usually	
     saints	
     and	
     shamans;	
     they	
     are	
     interpreters	
     of	
     doctrine,	
    
  administrators,	
    and	
    leaders	
    of	
    their	
    congregation.	
    However,	
    their	
    houses	
    of	
    worship	
    
  are	
    often	
    sanctified	
    (as	
    the	
    miracle)	
    by	
    a	
    saint/shaman,	
    and	
    priests	
    may	
    well	
    possess	
    
  holy	
    relics	
    and	
    secret	
    lore	
    (including	
    healing	
    lore	
    with	
    regard	
    to	
    the	
    Arasemians	
    and	
    
  certain	
    pagan	
    faiths).	
    Small	
    pagan	
    shrines	
    are	
    more	
    likely	
    to	
    be	
    presided	
    over	
    by	
    a	
    
  high	
    priest	
    (or	
    priestess)	
    who	
    is	
    also	
    a	
    shaman,	
    and	
    these	
    temples	
    may	
    offer	
    miracles	
    
  in	
     exchange	
     for	
     money.	
     Monotheist	
     temples	
     do	
     not	
     offer	
     miracles,	
     though	
     the	
    
  ceremony	
    of	
    the	
    Chisholm	
    sacred	
    ritual	
    acts	
    as	
    a	
    blessing	
    on	
    all	
    those	
    taking	
    part	
    in	
    its	
    
  weekly	
    service,	
    provided	
    they	
    are	
    of	
    the	
    Chisholm	
    faith.	
    
  	
    
  BEASTS	
    (Note:	
    only	
    magical	
    beasts	
    (*)	
    are	
    described	
    except	
    when	
    special	
    rules	
    apply.	
    
  Most	
    normal	
    beasts	
    avoid	
    humans	
    in	
    numbers	
    and	
    fear	
    fire)	
    
  	
    	
    
  Basilisk/Cockatrice*:	
    something	
    of	
    a	
    cross	
    between	
    a	
    serpent	
    and	
    rooster,	
    though	
    the	
    
  size	
    of	
    a	
    large	
    dog.	
    Its	
    entire	
    body	
    is	
    venomous	
    (save	
    versus	
    poison	
    if	
    struck	
    in	
    melee	
    
  or	
    if	
    handling	
    the	
    creature’s	
    body	
    without	
    gloves).	
    Known	
    for	
    a	
    vicious	
    temperament	
    
  (-­‐2	
    penalty	
    to	
    all	
    reaction	
    rolls).	
    	
    
  	
    
  Bear:	
    on	
    a	
    successful	
    attack,	
    opponent	
    must	
    save	
    or	
    be	
    knocked	
    to	
    the	
    ground	
    and	
    
  mauled	
    for	
    an	
    additional	
    two	
    hits	
    (or	
    one	
    hit	
    from	
    a	
    black	
    bear).	
    HD	
    3	
    =	
    black	
    bear,	
    HD	
    
  4	
    =	
    brown	
    bear,	
    HD	
    5	
    =	
    polar	
    bear	
    or	
    large	
    grizzly.	
    
  	
    
  Cat,	
     Great:	
     always	
     move	
     stealthily	
     (double	
     surprise	
     chance;	
     see	
     Book	
     3).	
     HD	
     2	
     =	
    
  cougar,	
    HD	
    3	
    =	
    leopard/panther,	
    HD	
    4	
    =	
    lion/tiger.	
    
  	
    
  Crocodile:	
    on	
    a	
    successful	
    attack,	
    will	
    attempt	
    to	
    drag	
    victim	
    into	
    water	
    and	
    roll	
    (one	
    
  hit	
    of	
    drowning	
    damage	
    per	
    round);	
    save	
    to	
    escape	
    grip.	
    Giant	
    crocodiles	
    have	
    HD	
    6.	
    
  	
    
  Donkey/Mule:	
     common,	
     sure-­‐footed	
     beasts	
     of	
     burden;	
     they	
     can	
     carry	
     up	
     to	
     200	
    
  pounds	
    with	
    no	
    decrease	
    in	
    movement,	
    and	
    up	
    to	
    350	
    pounds	
    or	
    so	
    at	
    half	
    speed.	
    
  Mules	
    (the	
    sterile	
    offspring	
    of	
    a	
    horse	
    and	
    donkey)	
    are	
    more	
    intelligent	
    and	
    tractable.	
    
  	
    
  
  	
    
  36
  Dragon*:	
     fearsome,	
     fire-­‐breathing	
     beasts	
     with	
     a	
     lifespan	
     measured	
     in	
     centuries;	
    
  legendary	
     for	
     their	
     wickedness	
     and	
     avarice.	
     Dragons’	
     senses	
     are	
     not	
     dulled	
     by	
    
  darkness,	
    nor	
    fooled	
    by	
    invisibility.	
    Most	
    (4	
    in	
    6)	
    have	
    wings	
    and	
    may	
    fly	
    (25”).	
    Foes	
    
  who	
    encounter	
    them	
    must	
    roll	
    against	
    mettle	
    or	
    break	
    morale.	
    	
    In	
    the	
    missile	
    phase	
    of	
    
  combat,	
    dragons	
    may	
    belch	
    forth	
    a	
    cone	
    of	
    flame	
    90’	
    long	
    and	
    30’	
    in	
    diameter	
    at	
    its	
    
  culmination;	
     those	
     caught	
     within	
     its	
     area	
     must	
     save	
     versus	
     dragon	
     fire	
     or	
     suffer	
     a	
    
  number	
    of	
    hits	
    of	
    damage	
    equal	
    to	
    the	
    creature’s	
    HD.	
    A	
    dragon	
    may	
    not	
    breathe	
    fire	
    
  in	
    successive	
    rounds,	
    and	
    after	
    three	
    such	
    breaths	
    must	
    land	
    (if	
    flying)	
    and	
    rest	
    one	
    
  minute	
    to	
    rekindle	
    its	
    flame.	
    50%	
    of	
    dragons	
    know	
    and	
    speak	
    human	
    language,	
    and	
    
  these	
    may	
    be	
    bartered	
    with	
    and	
    flattered;	
    a	
    rare	
    few	
    (D6	
    roll	
    of	
    5	
    or	
    6)	
    also	
    know	
    
  magic	
    as	
    a	
    magician	
    or	
    witch	
    of	
    level	
    equal	
    to	
    the	
    creature’s	
    HD.	
    Dragons	
    have	
    less	
    
  armored	
    underbellies,	
    and	
    missile	
    attacks	
    at	
    an	
    overflying	
    dragon	
    receive	
    a	
    +4	
    bonus	
    
  to	
    the	
    attack	
    rolls.	
    For	
    more	
    variation	
    in	
    a	
    dragon’s	
    hit	
    dice	
    roll	
    2D6:	
    0	
    =	
    HD	
    5,	
    2	
    =	
    HD	
    
  6,	
    3	
    =	
    HD	
    7,	
    4	
    =	
    HD	
    8,	
    5	
    =	
    HD	
    9,	
    6	
    to	
    7	
    =	
    HD	
    10,	
    8	
    to	
    9	
    =	
    HD	
    11,	
    10	
    to	
    12	
    =	
    HD	
    12.	
    
  Smaller	
    dragons	
    have	
    smaller	
    treasure	
    hoards.	
    
  	
    
  Dromedary	
    (Camel):	
    the	
    “ship	
    of	
    the	
    desert;”	
    a	
    well-­‐cared	
    for	
    camel	
    can	
    travel	
    for	
    
  two	
    weeks	
    before	
    needing	
    water.	
    They	
    can	
    carry	
    up	
    to	
    300	
    pounds	
    and	
    still	
    move	
    at	
    
  full	
    speed	
    or	
    up	
    to	
    twice	
    that	
    weight	
    at	
    half	
    speed;	
    they	
    treat	
    desert	
    as	
    normal	
    terrain.	
    
  	
    
  Elephant:	
     usually	
     only	
     found	
     within	
     the	
     jungles	
     of	
     the	
     Savage	
     West	
     or	
     in	
     eastern	
    
  Sindar	
    and	
    beyond,	
    these	
    enormous	
    beasts	
    have	
    sometimes	
    been	
    harnessed	
    for	
    labor	
    
  or	
     warfare.	
     An	
     elephant	
     with	
     proper	
     harnessing	
     can	
     comfortably	
     carry	
     up	
     to	
     1000	
    
  pounds.	
    In	
    battle	
    defending	
    troops	
    must	
    check	
    mettle	
    or	
    break	
    morale.	
    Their	
    ivory	
    
  tusks	
    are	
    highly	
    prized	
    (value	
    D6	
    x100gd	
    each;	
    0	
    indicates	
    flawed	
    or	
    broken	
    piece).	
    
  	
    
  Fish,	
    Carnivorous:	
    piranha	
    and	
    the	
    like.	
    HD	
    represents	
    damage	
    needed	
    to	
    disperse	
    
  the	
    school.	
    Chance	
    of	
    surprise	
    is	
    double;	
    roll	
    one	
    extra	
    die	
    in	
    melee	
    (3D6,	
    not	
    2D6).	
    
  	
    
  Griffon*:	
    appears	
    as	
    a	
    lion	
    with	
    the	
    head	
    wings	
    and	
    foreleg	
    talons	
    of	
    a	
    giant	
    eagle.	
    
  Another	
     vicious	
     tempered	
     beast	
     (-­‐2	
     reaction	
     rolls);	
     not	
     known	
     for	
     being	
    
  domesticated.	
    Griffons	
    are	
    carnivores	
    and	
    enjoy	
    horseflesh.	
    
  	
    
  Horse:	
    exceptionally	
    prized	
    in	
    Barica	
    for	
    their	
    speed,	
    vigor,	
    and	
    beauty;	
    bred	
    by	
    the	
    
  wealthy	
    for	
    war,	
    trade,	
    and	
    racing.	
    Horses	
    trained	
    for	
    war	
    are	
    usually	
    larger,	
    stronger,	
    
  and	
    fiercer	
    in	
    temperament	
    (non-­‐warhorses	
    must	
    check	
    mettle	
    to	
    enter	
    battle).	
    While	
    
  quality	
    varies,	
    on	
    average	
    a	
    horse	
    can	
    carry	
    300	
    pounds	
    of	
    weight	
    (properly	
    saddled)	
    
  with	
    no	
    reduction	
    in	
    speed,	
    or	
    up	
    to	
    double	
    that	
    at	
    half	
    speed	
    (including	
    only	
    light	
    
  riding	
    and	
    no	
    forced	
    marches).	
    A	
    warhorse	
    can	
    carry	
    up	
    to	
    400	
    pounds,	
    or	
    800	
    at	
    half	
    
  speed.	
    For	
    all	
    horses,	
    speed	
    can	
    be	
    adjusted	
    by	
    D3	
    or	
    D6	
    inches	
    to	
    vary	
    quality.	
    	
    
  	
    
  
  	
    
  37
  Hydra*:	
    many-­‐headed	
    serpent	
    (add	
    D6	
    to	
    six	
    to	
    determine	
    number	
    of	
    HD/heads).	
    Can	
    
  divide	
     its	
     heads/HD	
     between	
     multiple	
     opponents	
     in	
     melee.	
     Every	
     hit	
     of	
     damage	
    
  sustained	
    kills	
    one	
    head,	
    reducing	
    its	
    effectiveness.	
    Generally	
    stupid	
    and	
    near	
    fearless.	
    
  	
    
  Insect,	
    Giant:	
    This	
    category	
    of	
    monster	
    also	
    considers	
    giant	
    arachnids,	
    such	
    as	
    spiders	
    
  and	
     scorpions.	
     Giant	
     insects	
     range	
     from	
     fist-­‐sized	
     up	
     to	
     creatures	
     larger	
     than	
     a	
    
  warhorse!	
     Their	
     chitinous	
     exoskeletons	
     provide	
     them	
     with	
     protection	
     as	
     strong	
     as	
    
  plate	
    armor,	
    and	
    their	
    claws	
    and	
    mandibles	
    are	
    capable	
    of	
    crushing	
    bone	
    and	
    severing	
    
  limbs.	
    Some	
    (including	
    some	
    ants,	
    “killer	
    bees,”	
    and	
    most	
    arachnids)	
    inject	
    prey	
    with	
    
  poison;	
    any	
    successful	
    attack	
    by	
    the	
    creature	
    requires	
    a	
    save	
    versus	
    poison	
    to	
    avoid	
    
  the	
    beast’s	
    stinger,	
    though	
    failure	
    need	
    not	
    indicate	
    death	
    (some	
    insect	
    venoms	
    cause	
    
  paralysis	
    for	
    D6	
    hours	
    instead).	
    Giant	
    mosquitoes	
    can	
    drain	
    blood	
    (one	
    hit	
    per	
    round)	
    
  on	
     a	
     successful	
     attack	
     without	
     requiring	
     additional	
     attack	
     rolls.	
     Some	
     insects	
     are	
    
  capable	
     of	
     flight;	
     some	
     that	
     aren’t	
     are	
     silent	
     and	
     solitary	
     hunters	
     (like	
     trapdoor	
    
  spiders)	
    who	
    have	
    double	
    the	
    normal	
    surprise	
    chance.	
    
  	
    
  Kraken*:	
    a	
    giant,	
    chitinous,	
    squid-­‐like	
    monster	
    that	
    sometimes	
    attacks	
    ships	
    on	
    the	
    
  open	
    sea.	
    Every	
    round	
    of	
    melee,	
    the	
    kraken	
    inflicts	
    D6	
    hits	
    on	
    crew	
    members	
    (like	
    a	
    
  boarding	
    action	
    in	
    Naval	
    Combat;	
    see	
    Book	
    3).	
    Each	
    hit	
    represents	
    a	
    tentacle	
    grabbing	
    
  and	
    crushing	
    an	
    individual;	
    if	
    the	
    hit	
    does	
    not	
    kill	
    the	
    target,	
    the	
    kraken	
    constricts	
    its	
    
  victim	
    in	
    subsequent	
    rounds	
    (inflicting	
    one	
    hit	
    per	
    round).	
    Though	
    it	
    is	
    listed	
    as	
    having	
    
  HD	
    4,	
    this	
    is	
    simply	
    the	
    damage	
    needed	
    to	
    drive	
    the	
    creature	
    off	
    (severing	
    tentacles	
    
  and	
    the	
    like);	
    it	
    is	
    immune	
    to	
    damage	
    from	
    blunt	
    weapons.	
    If	
    the	
    D6	
    roll	
    to	
    determine	
    
  hits	
    comes	
    up	
    zero,	
    it	
    means	
    the	
    kraken	
    has	
    instead	
    turned	
    its	
    attention	
    to	
    the	
    ship,	
    
  and	
    capsizes	
    the	
    vessel	
    in	
    2D6	
    rounds	
    if	
    not	
    driven	
    off.	
    Reducing	
    a	
    kraken’s	
    hits	
    to	
    
  zero	
    forces	
    it	
    to	
    release	
    all	
    characters	
    held	
    in	
    its	
    tentacles.	
    
  	
    
  Phoenix*:	
    a	
    large,	
    beautiful	
    bird	
    that	
    seems	
    composed	
    of	
    fire	
    and	
    radiates	
    heat	
    even	
    
  at	
    a	
    distance;	
    missile	
    attacks	
    have	
    no	
    effect	
    and	
    opponents	
    with	
    whom	
    it	
    melees	
    must	
    
  save	
    every	
    round	
    to	
    avoid	
    suffering	
    two	
    hits	
    of	
    magical	
    fire	
    damage.	
    Upon	
    their	
    death	
    
  they	
    explode	
    in	
    an	
    intense	
    burst	
    of	
    flame	
    (2D6	
    hits	
    of	
    magic	
    fire	
    damage	
    against	
    all	
    
  within	
    20’)	
    to	
    be	
    reborn	
    from	
    the	
    ashes	
    with	
    the	
    next	
    sunrise.	
    Phoenix	
    feathers,	
    when	
    
  cool,	
     are	
     exceptionally	
     beautiful	
     and	
     valuable	
     (1000gd	
     each,	
     and	
     worth	
     the	
     same	
    
  amount	
    for	
    a	
    witch’s	
    spell	
    components);	
    2D6	
    can	
    be	
    found	
    after	
    the	
    bird’s	
    death.	
    
  	
    
  Roc*:	
    a	
    monstrously	
    huge	
    bird,	
    the	
    largest	
    of	
    which	
    can	
    easily	
    carry	
    off	
    an	
    elephant.	
    
  Shy	
    and	
    easily	
    startled,	
    they	
    rarely	
    attack	
    unless	
    hungry.	
    
  	
    
  Sea	
     Monster*:	
     this	
     can	
     apply	
     to	
     any	
     number	
     of	
     giant	
     creatures	
     of	
     the	
     sea:	
     great	
    
  serpents,	
     monstrous	
     whales	
     (“Leviathan”),	
     huge	
     turtles,	
     etc.	
     Creatures	
     with	
     more	
    
  than	
     15	
     HD	
     usually	
     ignore	
     human-­‐sized	
     prey	
     (and	
     automatically	
     swallow	
     such	
     on	
     a	
    
  successful	
    attack),	
    but	
    are	
    a	
    danger	
    to	
    vessels.	
    
  
  	
    
  38
  	
    
  Snake,	
    Giant:	
    will	
    either	
    be	
    poisonous	
    (requiring	
    a	
    save	
    versus	
    poison	
    on	
    successful	
    
  attack)	
    or	
    constrictor	
    type	
    (save	
    versus	
    monster	
    on	
    a	
    successful	
    attack	
    or	
    be	
    caught	
    
  and	
    crushed	
    for	
    one	
    hit	
    per	
    round	
    thereafter).	
    
  	
    
  Toad,	
    Giant:	
    can	
    attack	
    in	
    missile	
    phase	
    with	
    tongue	
    (10’	
    effective	
    range);	
    a	
    successful	
    
  attack	
    forces	
    a	
    save	
    to	
    prevent	
    being	
    dragged	
    to	
    mouth	
    (and	
    suffering	
    an	
    automatic	
    
  hit	
    of	
    damage	
    every	
    round	
    thereafter).	
    
  	
    
  Unicorn*:	
    a	
    magical	
    horse-­‐like	
    creature	
    sporting	
    a	
    single	
    horn;	
    in	
    combat,	
    it	
    charges	
    
  like	
    a	
    lance	
    attack.	
    A	
    unicorn	
    can	
    heal	
    severe	
    wounds	
    with	
    a	
    touch	
    (though	
    a	
    person	
    
  may	
    not	
    benefit	
    more	
    than	
    once	
    per	
    adventure	
    from	
    such	
    attention).	
    Unicorns	
    are	
    
  shy,	
     stealthy	
     (double	
     surprise),	
     and	
     Lawful	
     and	
     avoid	
     contact	
     with	
     most	
     humans,	
    
  aiding	
    only	
    the	
    good	
    and	
    innocent.	
    The	
    rare	
    stallion	
    has	
    HD	
    4	
    instead	
    of	
    HD	
    3.	
    
  	
    
  
  	
    
  39
  Vermin,	
    Giant:	
    rats,	
    bats	
    and	
    other	
    unclean	
    rodents	
    known	
    for	
    their	
    filth	
    and	
    disease.	
    
  Generally	
    no	
    larger	
    than	
    a	
    dog,	
    any	
    character	
    wounded	
    by	
    such	
    a	
    beast	
    must	
    save	
    or	
    
  contract	
    an	
    illness	
    similar	
    in	
    all	
    ways	
    to	
    the	
    affliction	
    miracle	
    except	
    the	
    daily	
    save	
    is	
    
  versus	
    monster,	
    not	
    magic.	
    
  	
    
  Winged	
    Horse*:	
    extremely	
    wild	
    and	
    untamable,	
    they	
    will	
    seek	
    to	
    throw	
    most	
    would-­‐
  be	
    riders	
    while	
    in	
    the	
    air	
    (check	
    reaction	
    at	
    -­‐1;	
    only	
    an	
    enthusiastic	
    reaction	
    allows	
    
  riding	
     and	
     prevents	
     this	
     action,	
     though	
     other	
     positive	
     results	
     might	
     mean	
     the	
    
  difference	
    between	
    a	
    survivable	
    fall	
    and	
    death).	
    	
    
  	
    
  Wolf:	
    use	
    same	
    stats	
    for	
    large	
    dogs.	
    They	
    hunt	
    in	
    packs	
    of	
    3D6	
    and	
    are	
    good	
    trackers.	
    
  	
    
  Worm,	
    Giant:	
    the	
    mottled	
    or	
    purple	
    worm	
    is	
    often	
    ten	
    feet	
    in	
    diameter	
    and	
    at	
    least	
    
  fifty	
    feet	
    in	
    length	
    and	
    is	
    only	
    found	
    in	
    the	
    deep	
    desert	
    or	
    far	
    underground	
    (it	
    is	
    a	
    
  burrowing	
    creature).	
    Always	
    hungry,	
    they	
    attack	
    any	
    creature	
    they	
    encounter;	
    a	
    kill	
    
  result	
    (four	
    or	
    higher	
    than	
    the	
    number	
    needed)	
    indicates	
    they’ve	
    swallowed	
    their	
    prey	
    
  whole,	
     digesting	
     it	
     in	
     six	
     rounds	
     unless	
     victim	
     can	
     cut	
     herself	
     free	
     (needs	
     a	
     short	
    
  sword,	
    dagger,	
    or	
    hand	
    axe	
    to	
    attack	
    from	
    within	
    such	
    a	
    creature).	
    
  	
    
  Wyvern*:	
    small	
    (horse-­‐sized),	
    winged	
    dragon	
    with	
    no	
    flame	
    breath	
    but	
    a	
    poison	
    sting	
    
  tail	
    (on	
    a	
    successful	
    melee	
    attack,	
    opponent	
    must	
    save	
    versus	
    poison;	
    failure	
    indicates	
    
  victim	
    has	
    been	
    stung).	
    Unlike	
    true	
    dragons,	
    wyverns	
    display	
    only	
    bestial	
    intelligence.	
    
  	
    
  CELESTIALS	
    
  	
    
  Angel:	
    celestial	
    beings	
    of	
    immense	
    power,	
    almost	
    never	
    encountered	
    on	
    the	
    Earthly	
    
  plane.	
     Angels	
     are	
     immune	
     to	
     all	
     saintly	
     miracles	
     and	
     magician	
     spells,	
     and	
     are	
    
  unharmed	
    by	
    mortal	
    weapons	
    unless	
    rendered	
    unholy	
    with	
    a	
    desecrate	
    spell.	
    Their	
    
  very	
    touch	
    can	
    heal	
    all	
    wounds	
    and	
    ills	
    and	
    Chaotic	
    creatures	
    that	
    gaze	
    upon	
    them	
    
  must	
    save	
    versus	
    death	
    or	
    die.	
    Foes	
    must	
    roll	
    against	
    mettle	
    to	
    do	
    harm	
    to	
    an	
    angel.	
    
  They	
    have	
    the	
    same	
    turning	
    effect	
    on	
    undead	
    and	
    demons	
    as	
    a	
    15th	
    level	
    saint.	
    
  	
    
  Angelic	
    Beast:	
    a	
    normal	
    (non-­‐magical,	
    non-­‐giant)	
    beast	
    of	
    celestial	
    origin,	
    serving	
    as	
    
  paragons	
    of	
    their	
    species.	
    They	
    have	
    double	
    normal	
    HD.	
    
  	
    
  Shedu:	
    minor	
    angels	
    that	
    acted	
    as	
    messengers	
    of	
    Lawful	
    gods	
    in	
    ancient	
    times;	
    still	
    
  sometimes	
    found	
    lingering	
    on	
    the	
    Earthly	
    plane	
    (and	
    are	
    the	
    usual	
    summoned	
    aid	
    of	
    a	
    
  Lawful	
    shaman).	
    Shedu	
    appear	
    as	
    winged	
    bulls	
    with	
    human	
    heads;	
    the	
    male	
    is	
    called	
    
  an	
    alad,	
    while	
    a	
    female	
    is	
    a	
    lammasu.	
    Only	
    unholy	
    (see	
    Angel	
    above)	
    or	
    enchanted	
    
  weapons	
    can	
    harm	
    them.	
    They	
    have	
    the	
    same	
    miracles	
    as	
    an	
    8th	
    level	
    shaman.	
    
  	
    
  
  	
    
  40
  DEMONS	
    (Note:	
    all	
    demons	
    are	
    Chaotic	
    and	
    evil	
    and	
    immune	
    to	
    fire,	
    non-­‐magical	
    
  poisons,	
    curses,	
    and	
    spells	
    that	
    affect	
    a	
    living	
    mind	
    (sleep,	
    charm,	
    etc.)	
    or	
    that	
    would	
    
  transform	
     their	
     form.	
     Only	
     silver	
     and	
     enchanted	
     weapons	
     harm	
     them,	
     as	
     will	
     holy	
    
  water	
     and	
     symbols	
     as	
     explained	
     in	
     Book	
     1.	
     They	
     speak	
     all	
     languages	
     and	
    
  automatically	
    see	
    through	
    illusions	
    and	
    invisibility.)	
    
  	
    
  Alu:	
     lesser	
     demon	
     shapeshifters;	
     an	
     alu	
     can	
     assume	
     the	
     form	
     of	
     any	
     individual	
     of	
    
  roughly	
    human	
    size.	
    	
    
  	
    
  Asag:	
    burrowing	
    demon	
    of	
    three	
    arms,	
    three	
    legs,	
    and	
    a	
    huge	
    gaping	
    maw.	
    
  	
    
  Hagga:	
    an	
    ancient,	
    evil-­‐looking	
    crone.	
    A	
    hagga	
    has	
    the	
    strength	
    of	
    an	
    ogre	
    and	
    skin	
    
  like	
    iron	
    and	
    neither	
    arrows	
    nor	
    blunt	
    weapons	
    can	
    damage	
    one.	
    They	
    enjoy	
    man-­‐
  flesh	
    and	
    have	
    the	
    abilities	
    of	
    a	
    5th	
    level	
    necromancer.	
    
  	
    
  Hellhound:	
    a	
    pony-­‐sized,	
    demonic	
    hound.	
    They	
    spit	
    fire	
    at	
    a	
    range	
    of	
    20’	
    (one	
    hit	
    of	
    
  damage	
    on	
    a	
    successful	
    attack,	
    save	
    or	
    burn	
    until	
    extinguished).	
    
  	
    
  Incubus:	
     demon	
     that	
     appears	
     as	
     a	
     beautiful,	
     naked	
     humanoid	
     with	
     bat-­‐wings	
     and	
    
  small	
     horns;	
     the	
     female	
     is	
     called	
     a	
     succubus.	
     They	
     change	
     shape	
     and	
     charm	
    
  individuals	
     at	
     will	
     (save	
     applies	
     to	
     the	
     latter);	
     their	
     kiss	
     drains	
     D6	
     points	
     of	
     STR	
    
  (recovered	
    at	
    a	
    rate	
    of	
    one	
    point	
    per	
    day).	
    	
    A	
    victim	
    drained	
    of	
    all	
    STR	
    dies	
    of	
    ecstasy.	
    
  An	
    incubus/succubus	
    uses	
    magic	
    as	
    a	
    3rd	
    level	
    necromancer.	
    
  	
    
  Invisible	
     Hunter:	
     demon	
     with	
     no	
     true	
     form,	
     only	
     encountered	
     when	
     conjured	
     by	
     a	
    
  magician	
    to	
    stalk	
    and	
    slay	
    an	
    enemy.	
    Faultless	
    trackers,	
    they	
    are	
    nearly	
    undetectable	
    
  (surprise	
    on	
    a	
    D6	
    roll	
    of	
    0-­‐5	
    unless	
    opponent	
    can	
    see	
    the	
    invisible).	
    They	
    depart	
    to	
    
  their	
    native	
    dimension	
    if	
    killed,	
    banished,	
    or	
    having	
    fulfilled	
    their	
    assigned	
    task.	
    
  	
    
  Nightmare:	
    black,	
    demonic	
    horse	
    that	
    snorts	
    brimstone,	
    strikes	
    fire	
    from	
    its	
    hooves,	
    
  and	
    eats	
    meat.	
    Terrible	
    tempers	
    (-­‐2	
    reaction),	
    they	
    fly	
    at	
    will.	
    
  	
    
  Rakshasa:	
    evil	
    spirits	
    that	
    delight	
    in	
    mischief,	
    rakshasa	
    can	
    change	
    shape	
    and	
    create	
    
  illusions	
     at	
     will,	
     and	
     can	
     possess	
     a	
     victim	
     as	
     the	
     magic	
     jar	
     spell	
     (no	
     actual	
     “jar”	
     is	
    
  needed;	
    the	
    demon’s	
    body	
    simply	
    vanishes	
    when	
    it	
    inhabits	
    its	
    victim).	
    Wounds	
    from	
    
  their	
    claws	
    will	
    not	
    heal	
    without	
    magic	
    and	
    always	
    leave	
    scars.	
    
  	
    
  Utukku:	
    huge	
    winged	
    demons,	
    composed	
    of	
    shadow	
    and	
    flame,	
    they	
    are	
    immune	
    to	
    
  both	
     missile	
     fire	
     and	
     magician	
     spells	
     beneath	
     6th	
     magnitude.	
     They	
     may	
     cast	
     spells	
    
  themselves	
     (as	
     a	
     10th	
     level	
     necromancer)	
     and	
     counter-­‐spell	
     as	
     well.	
     In	
     melee,	
     an	
    
  Utukku	
    may	
    attack	
    up	
    to	
    two	
    opponents	
    at	
    once	
    (doing	
    two	
    hits	
    with	
    each	
    successful	
    
  attack),	
    and	
    opponents	
    fighting	
    them	
    in	
    melee	
    must	
    save	
    every	
    round	
    or	
    take	
    two	
    hits	
    
  of	
    magical	
    fire	
    damage.	
    
  
  	
    
  41
  Zahhak:	
    called	
    “naga”	
    by	
    the	
    Sindarans,	
    these	
    demons	
    look	
    like	
    giant	
    snakes	
    with	
    the	
    
  occasional	
    human	
    feature.	
    In	
    melee,	
    they	
    can	
    choose	
    to	
    use	
    their	
    venomous	
    bite,	
    or	
    
  constrict	
    like	
    a	
    giant	
    snake,	
    and	
    they	
    may	
    change	
    shape	
    to	
    appear	
    human.	
    Zahhak	
    use	
    
  magic	
    as	
    a	
    7th	
    level	
    necromancer.	
    
  	
    
  ABOMINATIONS	
     (Note:	
     all	
     appear	
     as	
     some	
     cross	
     between	
     beast	
     and	
     demonic	
    
  humanoid	
    but	
    do	
    not	
    otherwise	
    have	
    the	
    abilities/vulnerabilities	
    listed	
    for	
    demons.	
    
  Intelligence	
    varies	
    from	
    type	
    to	
    type,	
    but	
    all	
    are	
    Chaotic	
    in	
    alignment,	
    if	
    not	
    evil.)	
    
  	
    
  Centaur:	
    bestial	
    humanoid	
    from	
    the	
    waist	
    up	
    joined	
    to	
    a	
    horse’s	
    body	
    where	
    the	
    neck	
    
  would	
    be.	
    Prone	
    to	
    drunkenness	
    and	
    lechery,	
    they	
    travel	
    in	
    “herds”	
    of	
    3D6.	
    At	
    least	
    
  semi-­‐intelligent,	
    they	
    are	
    tool-­‐users,	
    sometimes	
    armed	
    with	
    (non-­‐composite)	
    bows.	
    
  	
    
  Gorgon:	
    long-­‐clawed	
    humanoid	
    from	
    the	
    waist	
    up	
    with	
    living	
    asps	
    for	
    hair,	
    and	
    the	
    tail	
    
  of	
    a	
    giant	
    snake	
    from	
    the	
    waist	
    down.	
    Meeting	
    a	
    gorgon’s	
    gaze	
    instantly	
    transforms	
    a	
    
  subject	
    to	
    stone	
    (when	
    fighting,	
    opponents	
    must	
    save	
    every	
    round	
    to	
    avoid	
    meeting	
    
  the	
    gorgon’s	
    gaze;	
    attacking	
    in	
    this	
    way	
    incurs	
    a	
    -­‐2	
    penalty.	
    An	
    opponent	
    may	
    attack	
    
  blind	
    (eyes	
    shut)	
    but	
    suffers	
    a	
    -­‐4	
    penalty	
    to	
    melee	
    and	
    cannot	
    make	
    missile	
    attacks).	
    A	
    
  successful	
    attack	
    in	
    melee	
    by	
    the	
    gorgon	
    requires	
    an	
    opponent	
    to	
    save	
    versus	
    poison	
    
  to	
    avoid	
    being	
    bitten	
    by	
    an	
    asp.	
    Their	
    blood	
    is	
    also	
    venomous.	
    
  	
    
  Half-­‐Spider:	
     a	
     giant	
     spider	
     with	
     humanoid	
     features	
     (face	
     and	
     head	
     or	
     sometimes	
    
  including	
    torso	
    and	
    arms	
    where	
    the	
    spider’s	
    head	
    would	
    be).	
    Half-­‐spiders	
    can	
    climb	
    
  walls	
    and	
    spin	
    webs.	
    Their	
    bite	
    is	
    venomous	
    (forcing	
    a	
    save	
    versus	
    poison	
    with	
    any	
    
  successful	
    melee	
    attack),	
    and	
    they	
    are	
    very	
    quiet	
    (double	
    normal	
    surprise	
    chance).	
    
  	
    
  Harpy:	
    a	
    demonic	
    vulture,	
    with	
    humanoid	
    features.	
    Foes	
    must	
    save	
    versus	
    magic	
    or	
    
  stand	
    paralyzed	
    in	
    fear	
    while	
    the	
    harpy	
    is	
    present.	
    They	
    are	
    both	
    intelligent	
    and	
    cruel.	
    
  	
    
  Hyena	
    Demon:	
    a	
    large	
    (6’	
    to	
    7’),	
    furry,	
    jackal-­‐headed	
    humanoid.	
    Found	
    in	
    pack-­‐tribes	
    
  of	
    4D6,	
    and	
    often	
    use	
    crude	
    or	
    (large)	
    human	
    weapons.	
    The	
    alpha	
    will	
    have	
    HD	
    3	
    or	
    4.	
    
  	
    
  Manticore:	
    a	
    lion	
    with	
    a	
    demonically	
    human	
    face,	
    large	
    bat-­‐wings,	
    and	
    a	
    scorpion	
    tail.	
    
  Any	
    foe	
    struck	
    in	
    melee	
    must	
    make	
    a	
    save	
    versus	
    poison	
    to	
    avoid	
    its	
    sting.	
    
  	
    
  Minotaur:	
    a	
    demonic	
    bull	
    or	
    bull-­‐humanoid,	
    larger	
    than	
    man-­‐size.	
    They	
    always	
    attack,	
    
  never	
    break	
    morale,	
    and	
    relentlessly	
    pursue	
    prey.	
    Man-­‐eaters.	
    
  	
    
  Siren:	
    aquatic	
    abomination	
    that	
    appears	
    as	
    a	
    scaly	
    humanoid	
    from	
    the	
    waist	
    up	
    and	
    a	
    
  large	
    fish	
    from	
    the	
    waist	
    down.	
    Their	
    wails	
    are	
    strangely	
    pleasing	
    to	
    the	
    human	
    ear	
    
  requiring	
    a	
    save	
    versus	
    magic	
    to	
    avoid	
    being	
    charmed	
    and	
    drawn	
    to	
    their	
    clutches.	
    
  	
    
  
  	
    
  42
  Werewolf:	
    a	
    huge,	
    demonic	
    wolf	
    that	
    can	
    take	
    the	
    form	
    of	
    a	
    man.	
    They	
    heal	
    quickly	
    
  (recovering	
    one	
    hit	
    per	
    round)	
    except	
    from	
    silver	
    weapons,	
    and	
    their	
    wolf	
    bite	
    inflicts	
    
  the	
    dread	
    curse	
    of	
    lycanthropy	
    (at	
    the	
    end	
    of	
    combat,	
    anyone	
    injured	
    by	
    a	
    werewolf	
    
  should	
    save	
    or	
    contract	
    the	
    curse;	
    individuals	
    that	
    received	
    a	
    major	
    wound	
    do	
    not	
    get	
    
  a	
    save).	
    A	
    character	
    with	
    lycanthropy	
    turns	
    into	
    a	
    bloodthirsty,	
    man-­‐eating	
    wolf	
    with	
    
  the	
    rising	
    of	
    each	
    full	
    moon.	
    Lycanthropic	
    individuals	
    do	
    not	
    inflict	
    lycanthropy.	
    
  	
    
  GIANT-­‐KIND	
    
  	
    
  Beastman:	
     the	
     smallest	
     of	
     true	
     giant-­‐kin,	
     these	
     creatures	
     would	
     be	
     close	
     to	
     man-­‐
  height	
     if	
     they	
     walked	
     upright	
     instead	
     of	
     slouching	
     and	
     shambling.	
     They	
     exhibit	
     low	
    
  cunning	
    and	
    are	
    tool	
    users,	
    wearing	
    the	
    equivalent	
    of	
    light	
    armor	
    when	
    going	
    to	
    war.	
    
  Most	
    speak	
    human	
    tongues,	
    though	
    poorly,	
    and	
    they	
    are	
    easy	
    cannibals.	
    Large	
    groups	
    
  will	
    be	
    ruled	
    by	
    a	
    chief	
    or	
    “king”	
    (usually	
    HD	
    3+1)	
    and	
    several	
    enforcers	
    (HD	
    2	
    or	
    2+1).	
    
  	
    
  Giant:	
    enormous	
    humanoids	
    several	
    times	
    man-­‐size,	
    they	
    range	
    in	
    HD	
    from	
    8	
    to	
    13	
    or	
    
  more,	
    though	
    giants	
    over	
    HD	
    10	
    are	
    usually	
    only	
    found	
    far	
    to	
    the	
    north	
    of	
    Barica	
    (even	
    
  beyond	
    the	
    lands	
    of	
    the	
    Northmen).	
    Effectively	
    immortal,	
    1	
    in	
    6	
    knows	
    magic	
    (as	
    a	
    
  magician	
    of	
    level	
    two	
    +D6).	
    They	
    can	
    hurl	
    boulders	
    1000	
    yards	
    (damage	
    as	
    per	
    melee).	
    
  Often	
    deformed	
    (one-­‐eyed	
    giants	
    are	
    common	
    among	
    the	
    larger	
    creatures,	
    suffering	
    a	
    
  -­‐2	
    penalty	
    to	
    missile	
    attacks)	
    and	
    fond	
    of	
    treasure	
    (add	
    +2000gd	
    to	
    hoard	
    value).	
    
  	
    
  Hordeling:	
     “half-­‐giants,”	
     these	
     pale	
     and	
     subterranean	
     creatures	
     are	
     barely	
     half	
     the	
    
  height	
    of	
    man	
    and	
    speak	
    their	
    own	
    gibberish	
    language.	
    Their	
    origin	
    is	
    unknown;	
    it	
    is	
    
  suspected	
     they	
     are	
     bred	
     from	
     beastmen	
     using	
     dark	
     magic	
     or	
     necromancy.	
     In	
     large	
    
  numbers	
    they	
    will	
    have	
    a	
    chief	
    with	
    HD	
    1	
    or	
    1+1.	
    Under	
    bright	
    sunlight,	
    their	
    attack	
    
  rolls	
    and	
    checks	
    against	
    mettle	
    are	
    made	
    at	
    -­‐1.	
    
  	
    
  Ogre:	
    large	
    (8-­‐9’	
    tall),	
    ugly,	
    and	
    exceptionally	
    tough	
    (even	
    immune	
    to	
    normal	
    fire).	
    A	
    
  blow	
    from	
    an	
    ogre	
    requires	
    the	
    target	
    to	
    save	
    or	
    be	
    knocked	
    sprawling	
    (spend	
    next	
    
  action	
    getting	
    up).	
    The	
    female	
    (ogress)	
    is	
    generally	
    attractive	
    (at	
    least	
    when	
    young)	
    if	
    
  still	
    large	
    and	
    strong	
    (around	
    6’,	
    HD	
    2+1),	
    but	
    with	
    age	
    they	
    grow	
    as	
    large	
    and	
    hideous	
    
  as	
     the	
     men-­‐folk.	
     Ogres	
     are	
     cannibals,	
     and	
     generally	
     retain	
     the	
     valuables	
     of	
     their	
    
  victims	
    (add	
    +500gd	
    value	
    to	
    treasure	
    in	
    lair).	
    1	
    in	
    6	
    ogres	
    know	
    some	
    magic	
    (as	
    a	
    
  magician	
    of	
    level	
    one	
    +D6).	
    All	
    but	
    the	
    stupidest	
    speak	
    human	
    and	
    giant	
    languages.	
    
  	
    
  Troll,	
    Greater:	
    huge	
    (9-­‐10’	
    tall)	
    and	
    hideous	
    humanoids	
    with	
    long	
    arms	
    that	
    drag	
    the	
    
  ground,	
    they	
    are	
    found	
    only	
    in	
    deep,	
    dark	
    caves,	
    only	
    venturing	
    out	
    at	
    night	
    (sunlight	
    
  turns	
    them	
    to	
    stone).	
    They	
    can	
    attack	
    up	
    to	
    two	
    opponents	
    at	
    once	
    with	
    their	
    long	
    
  limbs	
     and	
     claws	
     (though	
     only	
     doing	
     one	
     hit	
     with	
     each	
     attack).	
     Greater	
     trolls	
     heal	
    
  quickly	
    from	
    injury	
    (one	
    hit	
    per	
    round)	
    unless	
    injured	
    by	
    fire	
    or	
    acid;	
    even	
    severed	
    
  limbs	
    continue	
    to	
    attack	
    (at	
    half	
    HD).	
    Greedy	
    cannibals	
    and	
    somewhat	
    intelligent	
    (half	
    
  speak	
    human	
    language)	
    they	
    can	
    be	
    tricked	
    or	
    bribed	
    with	
    food	
    and	
    treasure.	
    
  
  	
    
  43
  Troll,	
     Lesser:	
     large	
     (7’)	
     shaggy	
     humanoids	
     lairing	
     in	
     mountains	
     and	
     crags,	
     adept	
     at	
    
  hiding	
    and	
    moving	
    stealthily	
    (double	
    normal	
    surprise).	
    They	
    are	
    nocturnal	
    and	
    retreat	
    
  in	
    mortal	
    terror	
    of	
    bright	
    sunlight.	
    Despite	
    a	
    certain	
    low	
    cunning,	
    lesser	
    trolls	
    are	
    not	
    
  very	
    bright;	
    few	
    speak	
    human	
    language.	
    
  	
    
  JINN	
    (Note:	
    all	
    jinn	
    may	
    turn	
    invisible	
    at	
    will,	
    and	
    have	
    the	
    ability	
    to	
    shapechange	
    to	
    
  any	
    form	
    that	
    does	
    not	
    exceed	
    their	
    HD.	
    Jinn	
    suffer	
    no	
    damage	
    from	
    mortal	
    weapons	
    
  unless	
    enchanted	
    or	
    blessed,	
    and	
    all	
    Jinn	
    have	
    the	
    abilities	
    of	
    a	
    magician	
    of	
    level	
    equal	
    
  to	
    their	
    HD.	
    Most	
    are	
    humanoid,	
    though	
    not	
    all;	
    all	
    are	
    immune	
    to	
    normal	
    fire).	
    
  	
    
  Fairy:	
    small	
    jinn	
    ranging	
    in	
    personality	
    from	
    helpful	
    to	
    mischievous	
    to	
    wicked.	
    Usually	
    
  found	
    in	
    secluded,	
    natural	
    settings	
    (palm	
    groves	
    and	
    ancient	
    wells,	
    etc.).	
    Half	
    of	
    all	
    
  fairies	
    (D6	
    roll	
    of	
    4,	
    5,	
    or	
    6)	
    have	
    wings	
    and	
    can	
    fly.	
    
  
  	
    
  44
  Ifrit:	
    the	
    greatest	
    jinn	
    most	
    characters	
    are	
    likely	
    to	
    encounter.	
    Their	
    arrogance	
    and	
    
  power	
    make	
    them	
    contemptuous	
    of	
    mortals,	
    and	
    many	
    are	
    Chaotic	
    in	
    alignment	
    and	
    
  cruel.	
    Few	
    follow	
    the	
    True	
    Faith	
    (or	
    any	
    faith).	
    Most	
    live	
    in	
    isolated	
    palaces	
    or	
    caves,	
    
  or	
    dwell	
    in	
    cities	
    of	
    their	
    own	
    kind.	
    
  	
    
  Jann:	
     these	
     half-­‐jinn	
     appear	
     human	
     in	
     all	
     respect,	
     though	
     they	
     generally	
     shy	
     away	
    
  from	
    large	
    human	
    towns	
    and	
    cities,	
    preferring	
    to	
    wander	
    and	
    adventure	
    in	
    the	
    wilds.	
    
  	
    
  Jinni:	
    the	
    most	
    common	
    jinn	
    encountered.	
    Rumors	
    of	
    “wish	
    granting”	
    are	
    solely	
    based	
    
  on	
    their	
    magical	
    powers	
    (which	
    vary	
    by	
    jinni),	
    and	
    their	
    personalities	
    are	
    as	
    varied	
    as	
    
  those	
    of	
    humans	
    (whom	
    they	
    generally	
    view	
    with	
    amusement).	
    Half	
    (as	
    per	
    fairies)	
    
  are	
     winged	
     and	
     can	
     fly	
     at	
     double	
     their	
     normal	
     movement.	
     They	
     may	
     be	
     found	
    
  anywhere,	
    but	
    mainly	
    stay	
    in	
    cities	
    of	
    their	
    own	
    kind.	
    	
    
  	
    
  Marid:	
    the	
    greatest	
    of	
    all	
    jinn;	
    in	
    ancient	
    times	
    some	
    were	
    even	
    worshipped	
    as	
    gods.	
    
  Immense	
    powers,	
    they	
    show	
    the	
    same	
    contempt	
    for	
    other	
    jinn	
    that	
    jinn	
    show	
    towards	
    
  mortals	
    (and	
    jinn	
    rightly	
    fear	
    them).	
    Few	
    in	
    number,	
    most	
    slumber	
    in	
    out-­‐of-­‐the-­‐way	
    
  locations:	
    within	
    active	
    volcanoes,	
    deep	
    underground,	
    or	
    at	
    the	
    bottom	
    of	
    the	
    sea.	
    
  	
    
  Nymph:	
    extremely	
    beautiful	
    jinn	
    whose	
    very	
    appearance	
    can	
    charm	
    mortals	
    who	
    fail	
    
  a	
    save	
    versus	
    magic.	
    Only	
    encountered	
    in	
    secluded,	
    natural	
    settings.	
    
  	
    
  CONSTRUCTS	
    (Note:	
    magically	
    created	
    beings	
    and	
    thus	
    not	
    subject	
    to	
    effects	
    that	
    
  would	
     kill	
     a	
     mortal	
     (like	
     poison	
     and	
     disease),	
     or	
     magic	
     that	
     would	
     affect	
     the	
     living	
    
  mind	
    (sleep,	
    charm,	
    etc.).	
    The	
    only	
    saintly	
    miracles	
    that	
    will	
    affect	
    them	
    are:	
    circle	
    of	
    
  protection,	
    hold	
    person,	
    sanctify,	
    and	
    banish	
    evil.	
    Immune	
    to	
    normal	
    fire.)	
    
  	
    
  Elemental:	
    a	
    semi-­‐sentient	
    spirit	
    bound	
    into	
    the	
    form	
    of	
    one	
    of	
    the	
    classical	
    elements:	
    
  fire,	
     earth,	
     air,	
     or	
     water.	
     While	
     generally	
     directed	
     towards	
     destructive	
     purposes,	
    
  clever	
    magicians	
    can	
    find	
    other	
    ways	
    to	
    utilize	
    them	
    (like	
    harnessing	
    an	
    air	
    elemental	
    
  to	
    fill	
    her	
    ship’s	
    sails).	
    An	
    elemental	
    has	
    as	
    many	
    HD	
    as	
    its	
    conjurer;	
    those	
    summoned	
    
  with	
    a	
    magical	
    artifact	
    have	
    only	
    half	
    as	
    many	
    HD.	
    Earth	
    elementals	
    do	
    damage	
    as	
    per	
    
  their	
    HD,	
    and	
    can	
    hurl	
    boulders	
    as	
    a	
    giant.	
    Fire	
    elementals	
    inflict	
    two	
    hits	
    of	
    magical	
    
  fire	
     damage	
     against	
     opponents	
     in	
     melee	
     and	
     set	
     targets	
     ablaze	
     (one	
     hit	
     per	
     round	
    
  thereafter	
    until	
    extinguished).	
    Air	
    elementals	
    do	
    half	
    the	
    damage	
    of	
    a	
    monster	
    with	
    
  their	
    HD,	
    but	
    can	
    be	
    utilized	
    as	
    a	
    form	
    of	
    windy	
    telekinesis.	
    Water	
    elementals	
    likewise	
    
  inflict	
    half	
    damage,	
    but	
    targets	
    must	
    save	
    or	
    be	
    caught	
    and	
    submerged	
    (suffer	
    one	
    hit	
    
  of	
     drowning	
     damage	
     every	
     round	
     thereafter).	
     See	
     conjure	
     elemental	
     for	
     more	
    
  information.	
    Elementals	
    are	
    immune	
    to	
    non-­‐magical	
    weapons.	
    
  	
    
  Golem:	
    a	
    large,	
    humanoid	
    construct	
    made	
    of	
    clay	
    and	
    animated	
    by	
    powerful	
    ritual	
    
  magic	
     (equivalent	
     to	
     researching	
     a	
     7th	
     level	
     magician	
     spell,	
     but	
     requiring	
     an	
     extra	
    
  expenditure	
     of	
     100,000gd	
     in	
     costs).	
     Golems	
     are	
     unaffected	
     by	
     blunt	
     weapons	
     or	
    
  
  	
    
  45
  missiles,	
     and	
     recover	
     quickly	
     from	
     wounds	
     not	
     inflicted	
     by	
     enchanted	
     weapons	
    
  (healing	
     one	
     hit	
     per	
     round).	
     While	
     golems	
     do	
     not	
     require	
     constant	
     supervision	
     like	
    
  elementals,	
    they	
    can	
    be	
    surly	
    and	
    independent	
    requiring	
    a	
    successful	
    reaction	
    check	
    
  with	
    each	
    command	
    issued	
    (CHA	
    is	
    the	
    only	
    adjustment	
    applied).	
    	
    
  	
    
  Living	
    Statue:	
    magically	
    animated	
    statues	
    and	
    gargoyles.	
    Man-­‐size	
    statues	
    have	
    HD	
    2	
    
  or	
    3;	
    only	
    the	
    largest	
    have	
    HD	
    up	
    to	
    6	
    (depending	
    on	
    material	
    used	
    in	
    construction).	
    
  Creating	
    a	
    living	
    statue	
    is	
    the	
    equivalent	
    of	
    researching	
    a	
    4th	
    level	
    magician	
    spell	
    but	
    
  an	
    additional	
    5000gd	
    per	
    HD	
    must	
    be	
    expended	
    in	
    ritual	
    and	
    material	
    costs.	
    Living	
    
  statues	
    obey	
    the	
    commands	
    of	
    their	
    creator.	
    Non-­‐magical	
    weapons	
    do	
    them	
    no	
    harm.	
    
  	
    
  UNDEAD	
    (Note:	
    all	
    undead	
    are	
    Chaotic	
    and	
    evil,	
    even	
    if	
    such	
    was	
    not	
    the	
    case	
    in	
    life.	
    
  They	
    are	
    immune	
    to	
    most	
    miracles	
    of	
    saints/shamans	
    (circle	
    of	
    protection	
    and	
    dismiss	
    
  evil	
     being	
     notable	
     exceptions)	
     and	
     unaffected	
     by	
     most	
     spells	
     that	
     target	
     the	
     living	
    
  body/mind	
    (sleep,	
    charm,	
    hold,	
    etc.);	
    likewise	
    they	
    are	
    immune	
    to	
    aging,	
    poison,	
    and	
    
  disease,	
    or	
    any	
    attack	
    that	
    would	
    kill	
    due	
    to	
    a	
    failed	
    save	
    versus	
    death.	
    Power	
    words	
    
  are	
    effective	
    and	
    they	
    can	
    be	
    fooled	
    by	
    illusions	
    and	
    invisibility;	
    see	
    Book	
    1	
    for	
    infor-­‐
  mation	
    on	
    how	
    fire,	
    holy	
    water	
    and	
    holy	
    symbols	
    can	
    be	
    used	
    against	
    them)	
    
  	
    
  Druj:	
    a	
    druj	
    (called	
    a	
    draug	
    or	
    wight	
    by	
    Northmen)	
    is	
    a	
    living	
    corpse	
    inhabited	
    by	
    a	
    
  cursed	
    soul.	
    Retaining	
    some	
    memory,	
    they	
    usually	
    haunt	
    areas	
    known	
    in	
    life,	
    hoarding	
    
  (and	
    guarding)	
    former	
    possessions	
    of	
    significance.	
    Successful	
    attacks	
    paralyze	
    targets	
    
  that	
    fail	
    a	
    save	
    versus	
    magic;	
    the	
    druj	
    then	
    throttles	
    its	
    victim	
    to	
    death	
    (one	
    hit	
    per	
    
  round	
     inflicted	
     with	
     no	
     attack	
     roll).	
     A	
     druj	
     is	
     only	
     be	
     harmed	
     by	
     silver	
     and	
     magic	
    
  weapons	
    and	
    heal	
    all	
    damage	
    during	
    the	
    day	
    (when	
    they	
    are	
    powerless	
    and	
    inactive).	
    	
    
  	
    
  Edimmu:	
    spectral	
    figures,	
    similar	
    to	
    wraiths	
    but	
    with	
    a	
    palpable	
    aura	
    of	
    supernatural	
    
  evil;	
    creatures	
    in	
    the	
    presence	
    of	
    an	
    edimmu	
    must	
    save	
    versus	
    magic	
    or	
    be	
    paralyzed	
    
  with	
    fright	
    for	
    D6	
    rounds.	
    A	
    successful	
    attack	
    by	
    an	
    edimmu	
    drains	
    D6	
    points	
    of	
    STR	
    
  (or	
     two	
     hit	
     dice	
     from	
     NPCs	
     that	
     do	
     not	
     have	
     STR),	
     unless	
     the	
     creature	
     chooses	
     to	
    
  attack	
    with	
    a	
    weapon	
    (which	
    some	
    do);	
    those	
    who	
    were	
    magicians	
    in	
    life	
    can	
    also	
    cast	
    
  spells.	
    Victims	
    drained	
    recover	
    one	
    STR	
    point	
    per	
    day	
    of	
    rest,	
    but	
    half	
    of	
    the	
    drained	
    
  points	
    are	
    permanently	
    lost;	
    a	
    character	
    drained	
    of	
    all	
    STR	
    (or	
    HD)	
    becomes	
    a	
    wraith	
    
  in	
    the	
    creature’s	
    thrall.	
    Edimmu	
    are	
    almost	
    powerless	
    in	
    the	
    daylight,	
    being	
    unable	
    to	
    
  attack	
     or	
     cast	
     spells;	
     an	
     edimmu’s	
     wounds	
     heal	
     with	
     the	
     setting	
     of	
     the	
     sun.	
     Only	
    
  enchanted	
     weapons	
     can	
     harm	
     them,	
     and	
     opponents	
     receive	
     no	
     bonus	
     for	
     STR	
     or	
    
  weapon	
    type.	
    
  	
    
  Ghoul:	
    a	
    human	
    or	
    animal	
    cursed	
    with	
    a	
    demonic	
    disease	
    that	
    gives	
    unnatural	
    life,	
    but	
    
  renders	
    the	
    creature	
    a	
    (mostly)	
    mindless	
    cannibal.	
    Ghouls	
    have	
    some	
    low	
    cunning	
    but	
    
  are	
    not	
    tool	
    users,	
    instead	
    attacking	
    with	
    filthy	
    claws	
    and	
    teeth.	
    Being	
    damaged	
    by	
    a	
    
  ghoul	
    requires	
    a	
    save	
    to	
    prevent	
    contracting	
    their	
    disease;	
    a	
    character	
    that	
    suffers	
    a	
    
  
  	
    
  46
  major	
    wound	
    saves	
    at	
    -­‐2.	
    Diseased	
    characters	
    become	
    ghouls	
    in	
    2D6	
    weeks	
    unless	
    
  magically	
    cured	
    with	
    a	
    remove	
    curse	
    spell	
    or	
    miracle.	
    Ghouls	
    hunt	
    in	
    packs	
    of	
    2D6.	
    
  	
    
  Mummy:	
     the	
     common	
     term	
     for	
     a	
     powerful	
     walking	
     dead	
     (called	
     a	
     “lich”	
     by	
     the	
    
  Northmen).	
     While	
     corporeal,	
     they	
     are	
     unharmed	
     by	
     fire	
     or	
     non-­‐magic	
     weapons.	
    
  Creatures	
    must	
    save	
    versus	
    magic	
    upon	
    first	
    encountering	
    a	
    mummy	
    or	
    run	
    in	
    fear.	
    
  They	
    are	
    immensely	
    strong	
    and	
    opponents	
    struck	
    must	
    save	
    or	
    be	
    knocked	
    sprawling	
    
  (spend	
    next	
    action	
    getting	
    up).	
    Major	
    wounds	
    inflicted	
    by	
    a	
    mummy	
    are	
    cursed	
    and	
    
  never	
    heal	
    except	
    with	
    a	
    cure	
    severe	
    wounds	
    miracle.	
    Mummies	
    that	
    practiced	
    magic	
    
  in	
    life	
    retain	
    their	
    magical	
    knowledge	
    in	
    undeath.	
    
  	
    
  Skeleton:	
    a	
    skeleton,	
    usually	
    of	
    human	
    origin,	
    animated	
    by	
    necromancy.	
    Mindless,	
    it	
    
  can	
    obey	
    simple	
    commands	
    (“guard	
    this	
    room”)	
    even	
    after	
    the	
    death	
    of	
    its	
    conjurer;	
    
  usually	
    armed	
    with	
    simple	
    hand	
    weapons	
    in	
    poor	
    condition.	
    
  	
    
  Vampire:	
    the	
    most	
    powerful	
    of	
    the	
    walking	
    damned,	
    only	
    immersion	
    in	
    running	
    water	
    
  or	
     direct	
     sunlight	
     can	
     permanently	
     destroy	
     them	
     (inflicting	
     one	
     hit	
     per	
     round	
     of	
    
  exposure);	
     a	
     wooden	
     stake	
     through	
     the	
     heart	
     (requiring	
     a	
     “kill”	
     result	
     in	
     melee)	
    
  paralyzes	
    a	
    vampire	
    until	
    removed.	
    Other	
    attacks	
    that	
    reduce	
    them	
    to	
    zero	
    hits	
    simply	
    
  force	
    them	
    to	
    mist	
    form	
    (see	
    below)	
    until	
    they	
    have	
    a	
    chance	
    to	
    regenerate	
    (one	
    hit	
    is	
    
  healed	
    every	
    round	
    spent	
    in	
    darkness).	
    Only	
    silver	
    and	
    magic	
    weapons	
    or	
    fire	
    inflict	
    
  damage,	
     and	
     no	
     attack	
     bonus	
     is	
     received	
     for	
     STR	
     or	
     weapon	
     type.	
     Vampires	
     may	
    
  mesmerize	
     anyone	
     who	
     meets	
     their	
     gaze	
     (save	
     versus	
     magic	
     at	
     -­‐2	
     to	
     resist)	
     and	
    
  instantly	
    dominate	
    (no	
    save)	
    any	
    creature	
    they	
    successfully	
    attack	
    in	
    melee,	
    allowing	
    
  the	
     monster	
     to	
     feed	
     on	
     its	
     victim	
     unmolested	
     (at	
     a	
     rate	
     of	
     two	
     hits	
     per	
     round).	
     A	
    
  vampire	
    may	
    choose	
    to	
    transform	
    a	
    dead	
    victim	
    into	
    a	
    vampire	
    (creature	
    is	
    a	
    thrall	
    to	
    
  the	
    one	
    that	
    created	
    it	
    and	
    HD	
    is	
    only	
    one-­‐half	
    that	
    of	
    its	
    master)	
    but	
    they	
    need	
    not	
    
  do	
     so.	
     New	
     vampires	
     created	
     in	
     this	
     way	
     rise	
     from	
     the	
     dead	
     with	
     the	
     following	
    
  evening’s	
    sunset.	
    Non-­‐thrall	
    vampires	
    that	
    were	
    magicians	
    in	
    life	
    retain	
    their	
    abilities	
    
  in	
     undeath.	
     All	
     vampires	
     have	
     the	
     ability	
     to	
     fly	
     and	
     can	
     transform	
     to	
     mist	
     (an	
    
  incorporeal	
    form	
    not	
    subject	
    to	
    damage	
    or	
    attack	
    of	
    any	
    kind)	
    or	
    the	
    form	
    of	
    a	
    “night	
    
  creature”	
    (a	
    bat,	
    wolf,	
    or	
    rat);	
    these	
    abilities	
    are	
    not	
    spells	
    and	
    do	
    not	
    take	
    any	
    die	
    roll	
    
  nor	
    time	
    to	
    cast,	
    occurring	
    instantly	
    at	
    will.	
    
  	
    
  Wraith:	
    incorporeal	
    souls	
    chained	
    to	
    the	
    material	
    realm.	
    Opponents	
    receive	
    no	
    attack	
    
  bonus	
     from	
     weapons	
     or	
     STR;	
     wraiths	
     only	
     suffer	
     damage	
     from	
     silver	
     and	
     magic	
    
  weapons.	
     Successful	
     attacks	
     by	
     a	
     wraith	
     drain	
     D3	
     points	
     of	
     STR	
     (or	
     one	
     HD	
     from	
    
  characters	
    that	
    do	
    not	
    have	
    STR);	
    victims	
    recover	
    one	
    point	
    per	
    day	
    of	
    rest.	
    Creatures	
    
  drained	
    of	
    all	
    STR	
    (or	
    HD)	
    die	
    of	
    fright.	
    
  	
    
  Zombie:	
    an	
    animated	
    corpse,	
    usually	
    human,	
    given	
    the	
    semblance	
    of	
    life	
    through	
    the	
    
  unholy	
     power	
     of	
     necromancy.	
     Essentially	
     mindless,	
     it	
     is	
     capable	
     of	
     following	
     (and	
    
  remembering)	
    simple	
    commands	
    of	
    its	
    master.	
    
  
  	
    
  47
  MONSTER	
    
  HIT	
    DICE	
    
  ARMOR	
    
  Hit/Kill	
    
  Move	
    
  Mettle	
    
  Save	
    
  Hoard	
    
  Normal	
    Human	
    
  0	
    to	
    3	
    
  Varies	
    
  Varies	
    
  12	
    
  8	
    (Var.)	
    
  NH	
    
  A	
    
  Barbarian	
    
  1+1	
    
  Light	
    
  8/8	
    
  12	
    
  7	
    (-­‐)*	
    
  H1	
    
  B	
    
  Bedouin	
    
  1	
    
  None	
    
  7/7	
    
  12	
    
  5	
    
  H1	
    
  C	
    (A)	
    
  Brigand	
    
  1	
    
  None	
    
  7/7	
    
  12	
    
  8	
    
  T1	
    
  D	
    
  Eunuch	
    Slave	
    
  2+1	
    
  None	
    
  8/12	
    
  12	
    
  6	
    
  H2	
    
  A	
    
  Merchant	
    
  1*	
    
  Varies	
    
  7/7	
    
  12	
    
  7	
    
  T2	
    
  D	
    
  Mystic	
    
  3-­‐3**	
    
  None	
    
  9/13	
    
  12	
    
  -­‐	
    
  M4	
    
  I	
    
  Noble	
    
  2	
    to	
    4*	
    
  Varies	
    
  Varies	
    
  12	
    
  6	
    
  Dbl	
    HD	
    
  H	
    (C)	
    
  Nomad	
    
  1	
    
  Light	
    
  8/8	
    
  12	
    
  6	
    
  H1	
    
  C	
    
  Priest	
    
  1*	
    
  None	
    
  7/7	
    
  12	
    
  Varies	
    
  S1	
    
  F	
    (B)	
    
  Ape,	
    Killer	
    
  2	
    
  None	
    
  8/12	
    
  12	
    
  7	
    
  H1	
    
  A	
    
  Basilisk*	
    
  3*	
    
  None	
    
  9/13	
    
  9	
    
  6	
    
  H3	
    
  B	
    
  Bear	
    
  3	
    to	
    5	
    
  Light	
    
  Varies	
    
  12	
    
  6	
    
  H4	
    
  A	
    
  Boar,	
    Wild	
    
  2+1	
    
  None	
    
  8/12	
    
  15	
    
  5	
    
  H1	
    
  None	
    
  Cat,	
    Great	
    
  2	
    to	
    4	
    
  None	
    
  Varies	
    
  15	
    
  9	
    
  H4	
    
  None	
    
  Crab,	
    Giant	
    
  6	
    
  None	
    
  12/16	
    
  6	
    
  -­‐	
    
  H6	
    
  None	
    
  Donkey/Mule	
    
  2-­‐1	
    
  None	
    
  8/12	
    
  12	
    
  7/6	
    
  H2	
    
  None	
    
  Crocodile	
    
  3+1	
    
  None	
    
  9/13	
    
  9/15	
    
  7	
    
  H3	
    
  B	
    
  Dragon*	
    
  10***	
    
  None	
    
  16/20	
    
  9/24	
    
  -­‐	
    
  H10	
    
  Hx2	
    
  Dromedary	
    
  3	
    
  None	
    
  9/13	
    
  15	
    
  7	
    
  H3	
    
  None	
    
  Elephant	
    
  9	
    
  None	
    
  15/19	
    
  12	
    
  6	
    
  H9	
    
  Bx2*	
    
  Fish,	
    Killer	
    
  2*	
    
  None	
    
  8/-­‐	
    
  6	
    
  7	
    
  NH	
    
  None	
    
  Griffon*	
    
  5+2	
    
  None	
    
  11/15	
    
  12/36	
    
  6	
    
  H5	
    
  None	
    
  Hawk	
    
  0+2	
    
  None	
    
  6/6	
    
  48	
    
  7	
    
  NH	
    
  None	
    
  Horse	
    
  2	
    to	
    4	
    
  None	
    
  Varies	
    
  24+	
    
  7/6	
    
  H2-­‐H4	
    
  None	
    
  Hydra*	
    
  6	
    to	
    12	
    
  None	
    
  Varies*	
    
  9	
    
  5	
    
  H7	
    
  C	
    
  Insect,	
    Giant	
    
  0*	
    to	
    4*	
    
  Heavy	
    
  Varies	
    
  9/15	
    
  -­‐	
    
  H2	
    
  B	
    
  Kraken*	
    
  4*	
    
  None	
    
  10/-­‐*	
    
  12	
    
  -­‐*	
    
  H8	
    
  None	
    
  Lizard,	
    Giant	
    
  6	
    
  None	
    
  12/16	
    
  9	
    
  8	
    
  H6	
    
  B	
    
  Phoenix*	
    
  7**	
    
  None	
    
  13/17*	
    
  36	
    
  -­‐	
    
  S7	
    
  E*	
    
  Roc*	
    
  12	
    
  None	
    
  18/22	
    
  48	
    
  7	
    
  H12	
    
  D	
    
  Sea	
    Monster*	
    
  6	
    to	
    30	
    
  None	
    
  Varies	
    
  18	
    
  6	
    
  By	
    HD	
    
  C	
    
  Shark	
    
  2	
    to	
    4	
    
  None	
    
  Varies	
    
  18	
    
  7	
    
  H2-­‐H4	
    
  None	
    
  Snake,	
    Giant	
    
  2*	
    to	
    6*	
    
  None	
    
  Varies	
    
  9	
    
  7	
    
  H2-­‐H6	
    
  B	
    
  Toad,	
    Giant	
    
  2+1	
    
  None	
    
  8/12	
    
  9	
    
  8	
    
  H2	
    
  A	
    
  Unicorn*	
    
  3	
    
  None	
    
  9/13	
    
  24	
    
  7	
    
  M4	
    
  None	
    
  Vermin,	
    Giant	
    
  0*	
    
  None	
    
  6/6	
    
  12	
    
  9	
    
  NH	
    
  B	
    
  Winged	
    Horse*	
    
  2	
    
  None	
    
  8/12	
    
  48	
    
  8	
    
  H2	
    
  None	
    
  Wolf	
    
  1+2	
    
  None	
    
  7/7	
    
  18	
    
  8	
    (6)	
    
  H2	
    
  None	
    
  Worm,	
    Giant	
    
  15*	
    
  None	
    
  21/25	
    
  6	
    
  -­‐	
    
  H15	
    
  None	
    
  Wyvern*	
    
  5*	
    
  None	
    
  11/15	
    
  9/24	
    
  5	
    
  H5	
    
  D	
    
  Angel	
    
  16***	
    
  None	
    
  22/26	
    
  15/48	
    
  -­‐	
    
  S15	
    
  None	
    
  Angelic	
    Beast	
    
  Dbl.	
    
  None	
    
  Varies	
    
  Varies	
    
  7	
    
  Varies	
    
  None	
    
  Shedu	
    
  8*	
    
  None	
    
  14/18	
    
  12	
    
  -­‐	
    
  S8	
    
  None	
    
  
  	
    
  48
  MONSTER	
    
  HIT	
    DICE	
    
  ARMOR	
    
  Hit/Kill	
    
  Move	
    
  Mettle	
    
  Save	
    
  Hoard	
    
  Alu	
    
  4*	
    
  Light	
    
  11/15	
    
  9	
    
  4	
    
  H10	
    
  B	
    
  Asag	
    
  5	
    
  Light	
    
  12/16	
    
  6	
    
  4	
    
  H7	
    
  C	
    
  Hagga	
    
  4+4**	
    
  Heavy	
    
  12/16	
    
  12	
    
  4	
    
  M7	
    
  E,	
    J	
    
  Hellhound	
    
  3*	
    
  None	
    
  9/13	
    
  12	
    
  5	
    
  H3	
    
  None	
    
  Incubus	
    
  6**	
    
  None	
    
  12/16	
    
  12	
    
  4	
    
  M7	
    
  E	
    
  Invisible	
    Hunter	
    
  8*	
    
  None	
    
  14/18	
    
  12	
    
  -­‐	
    
  H8	
    
  None	
    
  Nightmare	
    
  5+1	
    
  None	
    
  11/15	
    
  15	
    
  4	
    
  H5	
    
  None	
    
  Rakshasa	
    
  7**	
    
  None	
    
  13/17	
    
  15	
    
  5	
    
  M7	
    
  E,	
    I	
    
  Utukku	
    
  10+2***	
    
  None	
    
  16/20	
    
  6/15	
    
  -­‐	
    
  H13	
    
  G	
    
  Zahhak	
    
  7+1**	
    
  None	
    
  13/17	
    
  12	
    
  4	
    
  S7	
    
  F	
    
  Centaur	
    
  4	
    
  None	
    
  10/14	
    
  18	
    
  6	
    
  H4	
    
  C	
    
  Gorgon	
    
  4**	
    
  Light	
    
  11/15	
    
  9	
    
  6	
    
  H4	
    
  E	
    
  Half-­‐Spider	
    
  3+2*	
    
  Light	
    
  10/14	
    
  12	
    
  6	
    
  H4	
    
  D	
    
  Harpy	
    
  3+1*	
    
  None	
    
  9/13	
    
  15	
    
  6	
    
  H4	
    
  C	
    
  Hyena	
    Demon	
    
  2	
    
  Light	
    
  9/13	
    
  9	
    
  6	
    
  H2	
    
  D	
    
  Manticore	
    
  5*	
    
  None	
    
  11/15	
    
  12/18	
    
  5	
    
  H5	
    
  D	
    
  Minotaur	
    
  6+1	
    
  None	
    
  12/16	
    
  12	
    
  -­‐	
    
  H6	
    
  C	
    
  Siren	
    
  2*	
    
  None	
    
  8/12	
    
  12	
    
  7	
    
  H2	
    
  C,	
    I	
    
  Werewolf	
    
  4+1**	
    
  None	
    
  10/14	
    
  18	
    
  6	
    
  H4	
    
  B	
    
  Beastman	
    
  1	
    
  Light	
    
  8/8	
    
  12	
    
  6	
    
  H1	
    
  C	
    
  Giant	
    
  8+	
    
  None	
    
  14/18+	
    
  12	
    
  5	
    
  H8+	
    
  D*	
    
  Hordeling	
    
  1-­‐1	
    
  None	
    
  7/7	
    
  6	
    
  7	
    
  NH	
    
  B	
    
  Ogre	
    
  4+2	
    
  Light	
    
  11/15	
    
  9	
    
  4	
    
  H4	
    
  C*	
    
  Troll,	
    Greater	
    
  7-­‐1*	
    
  Light	
    
  14/18	
    
  9	
    
  4	
    
  H7	
    
  D,	
    I	
    
  Troll,	
    Lesser	
    
  3+1	
    
  None	
    
  9/13	
    
  9	
    
  5	
    
  H3	
    
  C	
    
  Fairy	
    
  1*	
    
  None	
    
  7/7	
    
  9/18	
    
  7	
    
  M1	
    
  D,	
    I	
    
  Ifrit	
    
  10***	
    
  None	
    
  16/20	
    
  9	
    
  -­‐	
    
  M10	
    
  G,	
    J	
    
  Jann	
    
  4*	
    
  Varies	
    
  10/14+	
    
  12	
    
  5	
    
  M4	
    
  B,	
    I	
    
  Jinni	
    
  7**	
    
  None	
    
  13/17	
    
  9/24	
    
  4	
    
  M7	
    
  F,	
    J	
    
  Marid	
    
  13***	
    
  None	
    
  19/23	
    
  15	
    
  -­‐	
    
  M13	
    
  None	
    
  Nymph	
    
  2-­‐2*	
    
  None	
    
  8/12	
    
  15	
    
  6	
    
  M2	
    
  C,	
    I	
    
  Elemental	
    
  Varies*	
    
  None	
    
  Varies/-­‐	
    
  6/9	
    
  -­‐	
    
  By	
    HD	
    
  None	
    
  Golem	
    
  11**	
    
  None	
    
  17/-­‐	
    
  6	
    
  -­‐	
    
  S11	
    
  None	
    
  Living	
    Statue	
    
  1	
    to	
    6	
    
  Heavy	
    
  9-­‐14/-­‐	
    
  6	
    
  -­‐	
    
  H1-­‐H6	
    
  None	
    
  Druj	
    
  3*	
    
  None	
    
  9/-­‐	
    
  9	
    
  8*	
    
  H3	
    
  Cx2,	
    I	
    
  Edimmu	
    
  6+3**	
    
  None	
    
  12/-­‐	
    
  12	
    
  6*	
    
  M7	
    
  E,	
    I	
    
  Ghoul	
    
  2+1*	
    
  None	
    
  8/12	
    
  12	
    
  9*	
    
  H2	
    
  Ax2	
    
  Mummy	
    
  5+2**	
    
  Light	
    
  12/-­‐	
    
  6	
    
  4*	
    
  S6	
    
  F,	
    I	
    
  Skeleton	
    
  1	
    
  None	
    
  7/7	
    
  6	
    
  -­‐*	
    
  NH	
    
  None	
    
  Vampire	
    
  8+3***	
    
  None	
    
  14/18*	
    
  12/18	
    
  5*	
    
  H9	
    
  F,	
    I	
    
  Wraith	
    
  4+1*	
    
  None	
    
  10/-­‐	
    
  9	
    
  7*	
    
  H4	
    
  D	
    
  Zombie	
    
  2-­‐1	
    
  None	
    
  8/-­‐	
    
  9	
    
  10*	
    
  NH	
    
  None	
    
  
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  ISBN	
    978-­‐0-­‐9845932-­‐3-­‐1	
    
  
SOURCE: textdata/thevault/Five Ancient Kingdoms (osr)/Five Ancient Kingdoms 2 Magic & Monsters.pdf