TEXT: Octhorrorfest!
  Suitable for all le�els Of �la�
  What awaits you inside?
  Witches! Curses! Zombies!
  Demonic Possession!
  All, Right here in...
  
  Writing, design, layout: R.J. Thompson
  Editing: Amy Kohl
  Cover Art: Christopher Arendt
  Gateway To Adventure Logo: Art: Clayton Williams Design: R.J. Thompson
  Interior artwork: © Stacie Joy, Diogo Nogueira, Clayton Williams, Denis McCarthy, Evlyn Moreau, Vera Petruk,
  Bradley K. McDevitt, Carlos Castilho and Mikesilent used with permission. Some artwork © 2008 Jeff Freels, used
  with permission. Some artwork in the public domain.
  Gateway To Adventure, Octhorrorfest and Appendix N Entertainment © Appendix N Entertainment.
  Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are used with
  permission of Necrotic Gnome, under license.
  0cthorrorfest
  
  2
  
  3
  introduction
  5
  Samhain and all Hallows: a brief study in history and tradition
  6
  Samhain and hallows in your campaign
  8
  Children of the Night: Character Classes
  10
  Jack-o-kin
  10
  witch
  14
  Witch hunter
  18
  The magic of hallows
  22
  Witch Spell List
  23
  New Witch Spells
  24
  Ritual Magic
  26
  ritual spell Casting
  28
  spell augmentation
  29
  Times of Power
  30
  Solar and agrarian cycles
  30
  Witch ritual spells
  32
  Curing Vampirism
  35
  Obsession, Possession, and Exorcism
  36
  The Elder Sign: Turning The Outer Dark
  38
  Creature Feature
  40
  Appendix N
  44
  Open Game License
  46
  Table of Contents
  
  4
  
  5
  introduction
  When I was a child Halloween was my
  favorite holiday, which I looked forward to
  more than any of the others. Halloween was a
  magical time that ﬁlled me with a sense of
  awe, fun, and terror. Halloween’s association
  with horror in the modern world, has also
  deeply inﬂuenced me. I have a love of old
  horror movies stemming from the same time
  as my love of Halloween, due to my father
  putting on Saturday afternoon horror movies
  during the football offseason when I was
  young.
  As I grew older, I began to play table top
  RPGs and study the occult, paganism, and
  history. An understanding of these more
  traditional beliefs coupled with a love of
  Halloween has led me to always want to drop
  the old ways of viewing the holiday into a
  campaign, as it seems ﬁtting to have in a
  fantasy setting in which the ghosts, goblins
  and undead actually exist and roam the world!
  Holidays in general are often overlooked in
  role playing games, which has always seemed
  to be a vast oversight to me. The addition of
  holidays to a campaign can only add to an
  immersive game, in which the world seems
  alive and real! When I gained an audience on
  my former blog Gamers & Grognards, I
  addressed this oversight by focusing on
  something I referred to as Octhorrorfest. This
  was a month-long festivity in which I drew
  from horror movies, books and folklore
  offering the spookiness of the season by
  offering game rules that brought these things
  to life at the table.
  During
  the
  years
  that
  I
  published
  Octhorrorfest posts, I used what rules systems
  I was playing at the time. Here, I present you
  with these articles, and new material written
  for use with the Old-School Adventures Retro
  Adventure Game! I hope you enjoy it and that
  Octhorrorfest ﬁnds use at your table!
  R.J. Thompson,
  
  6
  Samhain (pronounced sah-win) was a feast
  day amongst the Celtic peoples of the British
  Isles. This time, debatably, marked both the
  end of the harvest and the beginning of the
  dark winter season. It was at this time that
  herds would be brought in for winter and food
  from the ﬁnal harvest stockpiled. As time
  moved from one season to the next, a certain
  liminality was acknowledged. This was a time
  between times, and thus a time when the
  barrier between worlds was thin, just as the
  barrier between summer and winter was thin.
  It may be that Samhain, like many ancient
  festivals, lasted for more than a day. Some
  sources state that the festival lasted for a full
  week, which included the day itself and the
  three days before and after.
  During this
  festival, meetings, feasts and contests were
  held. Stories were told of great myths and
  deeds said to have been accomplished during
  Samhain. Great bonﬁres were lit using the
  wood of sacred trees. People, and sometimes
  livestock may have walked between two
  bonﬁres as a sort of cleansing or blessing
  ritual. In some regions, it was custom that
  torches lit from these sacred ﬁres be carried
  around the barren ﬁelds as blessing for the
  following year’s crops. In others, people
  would light torches from the sacred bonﬁre
  to light
  their own hearth ﬁres to bring it’s
  blessing
  into
  their
  own
  homes.
  Divination
  has
  also
  been
  an
  activity
  associated with the liminal time going back
  into antiquity. Apple bobbing might culminate
  in the peeling of an apple, the peel being
  thrown or draped over one’s shoulder and the
  shape the peel would fall in should denote the
  letter of the ﬁrst name of one’s future spouse.
  Children might be found to chase crows, the
  directions and numbers in which the crows
  would ﬂy having divinatory signiﬁcance. The
  reading of shapes appearing in the bonﬁre also
  held signiﬁcance and meaning.
  Naturally, being a time in which spirits of the
  otherworld (both faery kind and the dead)
  could roam the earth, precautions were taken.
  Offerings were left out for the spirits to
  appease them. In latter times, the carving of
  Jack-O-Lanterns
  from
  turnips,
  and
  later
  pumpkins, was used to help ward off the more
  malicious spirits.
  Mumming and guising customs were popular
  well into the Christian era. Mummers would
  disguise themselves in folk costumes and go
  from house to house performing for food and
  drink, not unlike the children’s custom of
  Trick-or-Treat today. In fact, some imitators
  or malicious spirits might play tricks upon a
  home that did not satisfactorily appease the
  mummers with food and drink!
  In an effort to curb these pagan festivities that
  lasted well into Catholic rule, Pope Gregory
  IV had the feast of All Hallows, or All Saints
  Day moved to correlate with the Samhain
  festivities. The night prior to All Hallows was
  known
  as All
  Hallows
  Evening,
  later
  Halloween. Based upon celebrations today, it
  should go without saying that changing the
  festival to a Christian one did little to remove
  the pagan festivities and beliefs associated
  with the holiday.
  Samhain and all Hallows: a brief study
  in history and tradition
  
  7
  
  8
  Samhain and hallows in your campaign
  Night When the Veil Is Thin
  There is much ﬂavor to be gained by adding
  holidays like Samhain/Hallows to a fantasy
  campaign. While the veil between worlds is
  thin, there are many elements that can be
  explored in your own campaign.
  •
  Clerics, druids, and witches may hold
  religious
  rituals
  intended
  to
  honor,
  remember or communicate with the those
  who have past on.
  •
  Magic-users might use the liminal time to
  perform
  summoning
  spells
  with
  heightened effects or greater ease.
  •
  Druids and clerics might oversee rituals
  to bless the harvest and ensure that food
  stores last the winter.
  •
  Harvest festivals may take place with
  games of chance, story telling, and lay
  rituals performed in ﬁelds and orchards.
  •
  Divination rituals may be performed by
  both divine and arcane spell casters,
  while divination games may take place
  among those with no spell casting ability.
  •
  Guising rituals and begging processions
  might take place.
  •
  Incorporeal undead might walk the earth,
  being
  placated
  by
  offerings
  left
  on
  doorsteps to keep them from entering,
  while jack-o-lanterns are carved as a folk
  magic tradition to keep the dead at bay.
  •
  Corporeal undead may become restless
  and walk the earth.
  •
  Vile cults worshiping demons or eldritch
  beings might use this time to open gates
  to other worlds and bring their masters
  through to the material plane.
  Hallows and the Game Rules
  Aside from ﬂavor, the game rules might be
  impacted by the thinning of the veil between
  worlds. Magic and spiritual powers might be
  affected at this time of year, while the powers
  governing the undead grow stronger.
  Magic When The Veil is Thin
  Divination Spells: Spells such as Detect
  Magic, Locate Object, Clairvoyance, etc. are
  double their duration and are cast as if the
  caster were 2 levels higher for mechanical
  purposes during Samhain.
  Communion With The Other Side: Spells
  which allow contact with other planes of
  existence, such as Commune, Contact Higher
  Plane, Speak With Dead, etc. have their
  durations and effects double during Samhain.
  Raising the Dead: Spells that raise the dead
  are augmented during Samhain.
  •
  Animate Dead: The caster is treated as
  being 2 levels higher.
  •
  Raise Dead: The standard time limit and
  weakness rules do not apply at Samhain.
  If a character has been dead longer than
  the normal time limit they must make a
  saving throw versus spells to be raised.
  •
  Reincarnation: The caster can make a
  saving
  throw
  versus
  spells.
  If
  successful, the caster may choose what
  the reincarnated character returns as. If
  the reincarnated character returns as a
  classed
  character,
  they
  retain
  all
  previously gained levels, rather than
  rolling for levels.
  
  9
  Conjuration
  Spells:
  Beings
  from
  other
  planes of existence summoned by spells, such
  as Conjure Elemental, gain 2 Hit Dice if
  summoned during Samhain.
  Spirits and the UnDead
  Incorporeal Entities: Incorporeal entities,
  such as shadows, spectres, and wraiths, gain 2
  Hit Dice during Samhain. Saving throws
  made against any abilities of incorporeal
  undead are made at a -5 penalty. Additionally,
  such entities may cause increased hauntings
  and attempt to access the homes of the living
  as they become more attached to the material
  plane. They can be distracted by leaving
  offerings of food and drink for the spirit to
  partake in or warded off by using the folk
  magic of the jack-o-lantern.
  Corporeal Undead: Corporeal undead, such
  as skeletons, wights and vampires, gain 1 Hit
  Die during Samhain. Saving throws made
  against any abilities of corporeal undead are
  made at a -2 penalty.
  Jack-O-Lantern Magic
  Jack-o-lanterns are lanterns carved from root
  vegetables, such as turnips, gourds, squash,
  and pumpkins. A candle is lit in the jack-o-
  lantern. Typically the jack-o-lantern is carved
  as a face, but occasionally runes or spells are
  carved instead. Their folk traditions are two
  fold. The jack-o-lantern’s purpose is to ward
  against
  malevolent
  spirits
  while
  guiding
  benevolent spirits back to the realms in which
  they belong.
  Warding
  Against
  Malevolent
  Spirits:
  Incorporeal entities with malevolent intent
  approaching a dwelling with a jack-o-lantern
  must make a saving throw versus spells or be
  instantly turned as by a cleric. A turned entity
  cannot approach the same jack-o-lantern or
  dwelling for 24 hours after having been turned
  by a jack-o-lantern.
  Guiding Benevolent and Ancestor Spirits:
  Ancestral and other benevolent entities, that
  may wish to visit family and friends when the
  veil is thin are not turned back by the jack-o-
  lantern. Rather, after visiting a household, the
  lights of any jack-o-lanterns in the area will be
  seen as a sort of compass, directing the entity
  back to the plane of existence from whence it
  came.
  
  10
  Children of the Night: Character Classes
  Jack-o-kin
  
  11
  About jack-o-kin
  It is said that the jack-o-kin were created by
  witches or magic-users to act as servants that
  also provided the protection of the jack-o-
  lantern against summoned spirits that may
  have otherwise turned on the caster. The
  magic used to animate them fused with the
  carved plants that were being animated, and
  granted
  the
  ﬁrst
  of
  the
  pumpkin
  folk
  sentience. The mages that had created the
  jack-o-kin, realizing that they had minds and
  wills of their own set them free to form their
  own communities in the world.
  The children of the patch wandered along,
  hoping to ﬁnd acceptance amongst the other
  peoples of the world, but more often than not
  were seen as monsters. Eventually the ﬁrst of
  the jack-o-kin found a place to settle and
  establish a “patch” for themselves, away from
  the eyes of those who would deem them
  monsters. These ﬁrst pumpkin folk planted
  their seeds to grow a new generation, and
  such has happened for many generations
  since.
  Jack-o-kin tend to avoid other peoples, due to
  their history, yet some brave souls venture
  away from their patch and into the world.
  Many of these become adventurers, due to the
  vagabond nature of the profession. Those who
  have traveled with them know that the
  pumpkin folk are loyal companions to those
  who show them kindness, friendship and
  loyalty. They also know that one can tell the
  emotions of the pumpkin by the brightness of
  their glow.
  Jack-o-kin are a race created by magical
  experiments, meant to be constructs to serve
  mages. The magic that created the pumpkin
  folk granted them sentience. They stand
  between 4 and 5 feet tall on average. Their
  heads are jack-o-lanterns and their bodies are
  made of vines. Some have hands and feet that
  resemble those of a human being, made up of
  vines while others have only elongated vines
  in their place. Jack-o-kin live in small
  communities known as patches, often on the
  edges of old woods. The pumpkin folk tend to
  regard other races with suspicion, as they
  have often been viewed as monsters. To this
  end, a patch is often protected by tricks to
  make others believe the surrounding area is
  either cursed or haunted.
  Maximum Level By class
  •
  Cleric: 8th
  •
  Druid: 12th
  •
  Fighter: 9th
  •
  Magic-user: 10th
  •
  Thief: 12th
  •
  Witch: 10th
  Detect Spirits
  Jack-o-kin can detect incorporeal entities at at
  range of 60’. They must actively concentrate
  to detect spirits with a 2-in-6 chance.
  Hiding
  Jack-o-kin can blend in and disappear when in
  natural surroundings containing vegetation.
  •
  In woods or undergrowth, a jack-o-kin
  can hide with a 90% chance of success.
  Illumination
  Jack-o-kin can create illumination within their
  jack-o-lantern heads. This creates torchlight
  in a radius up to 20’.
  Pass Without Trace
  Jack-o-kin have the ability to pass through
  natural environments without leaving any
  tracks. The character is also able to move
  through overgrown areas at normal speed and
  without impediment.
  jack-o-kin: Advanced Race
  Requirements: Minimum CON 9, minimum
  DEX 9:
  Ability Modiﬁers: -1 CHA, +1 CON
  Languages: Alignment, Common
  
  12
  Jack-o-kin are a race created by magical
  experiments, meant to be constructs to serve
  mages. The magic that created the pumpkin
  folk granted them sentience. They stand
  between 4 and 5 feet tall on average. Their
  heads are jack-o-lanterns and their bodies are
  made of vines. The hands and feet of the
  pumpkin folk vary. Some have hands and feet
  that resemble those of a human being, made
  up of vines while others have only elongated
  vines in their place. Jack-o-kin live in small
  communities known as patches, often on the
  edges of old woods. The pumpkin folk tend to
  regard other races with suspicion, as they
  have often been viewed as monsters. To this
  end, a patch is often protected by tricks to
  make others believe the surrounding area is
  either cursed or haunted.
  Combat
  Jack-o-kin can use all types of armor and
  shields, but it must be tailored to their size and
  plant-like bodies. They can use any weapon
  appropriate to their size (as determined by the
  referee.) They cannot use long bows or two-
  handed weapons.
  Detect Spirits
  Jack-o-kin can detect incorporeal entities at at
  range of 60’. They must actively concentrate
  to detect spirits with a 2-in-6 chance.
  Requirements: Minimum CON 9, minimum
  DEX 9
  Prime Requisite: CON
  Hit Dice: 1d6
  Maximum Level: 8
  Armor: Any appropriate to size, including
  shields
  Weapons: Small or normal size
  Languages: Alignment, Common
  JACK-O-KIN
  Hiding
  Jack-o-kin can blend in and disappear when in
  natural surroundings containing vegetation.
  •
  In woods or undergrowth, a jack-o-kin
  can hide with a 90% chance of success.
  Illumination
  Jack-o-kin can create illumination within their
  jack-o-lantern heads. This creates torchlight
  in a radius up to 20’.
  Pass Without Trace
  Jack-o-kin have the ability to pass through
  natural environments without leaving any
  tracks. The character is also able to move
  through overgrown areas at normal speed and
  without impediment.
  Turning Incorporeal Entities
  Jack-o-kin can use the magic light in their
  heads to repel incorporeal entities. To turn, the
  player rolls 2d6. The referee then consults the
  table opposite, comparing the roll against the
  Hit Dice of the entities targeted.
  Successful Turning
  If the turning attempt succeeds, the player
  must roll 2d6 to determine the number of HD
  affected (turned or destroyed).
  Turned entities: Will leave the area, if
  possible, and will not harm or make contact
  with the jack-o-kin.
  Destroyed
  entities:
  Are
  instantly
  and
  permanently annihilated.
  Excess: Rolled Hit Dice that are not sufﬁcient
  to affect a creature are wasted. However, at
  least one entity will always be affected on a
  successful turning.
  Mixed groups: If turned incorporeal entities
  are used against a mixed group of entities of
  different types, those with the lowest HD are
  affected ﬁrst.
  
  13
  D: Death/poison; W: Wands;
  P: Paralysis/petrify; B: Breath attacks;
  S: Spells/rods/staves
  Jack-O-Kin Level Progression
  Saving Throws
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d6
  19[0]
  11
  12
  14
  16
  15
  2
  1,800
  2d6
  19[0]
  11
  12
  14
  16
  15
  3
  3,600
  3d6
  19[0]
  11
  12
  14
  16
  15
  4
  7,200
  4d6
  19[0]
  11
  12
  14
  16
  15
  5
  14,400
  5d6
  17[+2]
  9
  10
  12
  14
  12
  6
  28,800
  6d6
  17[+2]
  9
  10
  12
  14
  12
  7
  57,600
  7d6
  17[+2]
  9
  10
  12
  14
  12
  8
  115,200
  8d6
  17[+2]
  9
  10
  12
  14
  12
  Jack-O-Kin Turning Incorporeal
  Monster Hit Dice†
  Level
  1
  2
  2*
  3
  4
  5
  6
  7-9
  1
  7
  9
  11
  -
  -
  -
  -
  -
  2
  T
  7
  9
  11
  -
  -
  -
  -
  3
  T
  T
  7
  9
  11
  -
  -
  -
  4
  D
  T
  T
  7
  9
  11
  -
  -
  5
  D
  D
  T
  T
  7
  9
  11
  -
  6
  D
  D
  D
  T
  T
  7
  9
  11
  7
  D
  D
  D
  D
  T
  T
  7
  9
  8
  D
  D
  D
  D
  D
  T
  T
  7
  Turning Table Results
  –: The turning fails.
  Number: If the 2d6 turning roll is higher or
  equal, the turning attempt succeeds.
  T: The turning succeeds.
  D: The turning succeeds; the monsters are
  destroyed, not simply caused to ﬂee.
  * 2 HD monsters with a special ability (i.e.
  with an asterisk next to their HD rating, in the
  monster description).
  † At the referee’s option, the table may be
  expanded to include more powerful types of
  incorporeal monsters.
  Stronghold
  Any time a jack-o-kin wishes (and has
  sufﬁcient
  money),
  they
  may
  build
  a
  stronghold, which will form the basis of a new
  community
  of
  jack-o-kin.
  Jack-o-kin
  communities, known as patches, are typically
  located
  in
  the
  countryside
  or
  bordering
  woodlands. The leader of the community is
  called the pumpkin king/queen.
  
  14
  witch
  
  15
  About Witches
  Most of the world is blissfully ignorant of the
  existence of the things that lurk on the
  boundaries of reality. Magic-users see and
  interact with this reality, learning its arcane
  rituals, and utilizing musty grimoires in the
  pursuit and practice of magic. They see magic
  as both science and art to be pursued,
  understood, and mastered.
  Witches are a different sort of spell caster. To
  a witch, magic is a craft, humble in nature,
  something to be felt and woven into the very
  fabric of life. Witches might learn rituals from
  books or may be taught via family heritage.
  Still others learn their craft from strange
  otherworldly familiars that come in the night.
  However a witch has learned their craft, they
  cast differently than the magic-user.
  Where magic-users might be able to gain
  every spell in their ﬁeld through study, a
  witch’s list of known spells is limited by their
  experience. A witch need not prepare their
  spells, as they have learned them and woven
  them into the very fabric of their existence.
  Therefore a witch can cast their spells
  spontaneously, by rote and emotional need.
  They are still limited to the amount of spells
  they can cast in a single day.
  Witches are both arcane and divine in their
  nature. This is a strange phenomenon, as
  magic is typically granted by either a deity, or
  one’s arcane knowledge. In the case of the
  witch, their magic comes from a blend of
  both. Witches congregate in magical religious
  groups known as covens. The coven differs
  from the temples of the clerics and priests, in
  that it has the functional goal of learning
  arcane secrets, and advancing the knowledge
  and abilities of its members. It differs from the
  magical
  schools
  and
  apprenticeships
  of
  magic-users in that it functions as a mystery
  religion for its members, not strictly a place of
  learning.
  Witch’s covens differ greatly from coven to
  coven. The vast majority of covens are
  neutrally-aligned fertility religions, focused
  on the worship of nature deities, goddesses of
  the moon, gods of the sun, earth mother
  ﬁgures and gods of the harvest. Other covens
  may be more diabolical in their worship,
  making pacts with and honoring a particular
  devil or demon prince. Some witches may
  worship and draw power only from celestial
  bodies. Others are solitary, learning their
  magic from spirits, and meeting other witches
  only at highly important witch’s Sabbaths, if
  at all.
  One thing common to all who practice the
  craft is the honoring of a divinity or patron
  spirit, whether this comes from a coven
  tradition or the individual pact made by a
  solitary witch. Either way, a witch must
  maintain a patron that is honored and whose
  traditions are followed to be able to cast their
  spells. A witch can change traditions and
  patrons, however.
  Agrarian witches are often content to meet for
  Sabbaths and act as lay religious leaders
  within their communities. Diabolical witches
  most often strive solely for power in this life,
  forging their pacts with beings of the abyss
  and hell, or those eldritch beings from beyond
  the beyond.
  Occasionally, witches become
  discontent with such a life and wish to explore
  the mysteries in a more active way. These rare
  few become adventurers.
  
  16
  Witch
  Requirements: Minimum WIS 9
  Prime Requisite: WIS
  Hit Dice: 1d4
  Maximum Level: 14
  Armor: None
  Weapons: Club, dagger, sling, staff
  Languages: Alignment, Common
  Witches are spell casters both arcane and
  divine. They keep both the arcane arts of the
  magic-user and the faith of the cleric. They
  are devoted to their patrons, spirits or deities
  from which they draw power and favor. The
  religions of a witch’s coven vary from nature
  based agrarian faiths to cults devoted to
  demons or eldritch horrors.
  Combat
  Witches may not use any armor nor shields.
  Their choice of weapons is limited to clubs,
  daggers, slings and staves.
  Cure Poison
  In the wilderness, a witch can gather herbs to
  concoct an antidote to natural poisons. This
  takes one turn per character to be cured. Each
  subject may make a second save versus
  poison to end the effects.
  Healing
  In the wilderness, a witch can gather herbs to
  concoct a healing salve. This takes one turn
  per character to be healed. Each subject is
  treated during a normal day of rest and regains
  double the hit points rolled.
  Identiﬁcation
  Witches can identify all plants and animals
  native to their homeland and can discern pure
  water.
  Witchcraft
  See Magic, p56 of the Old-School Essentials
  Rules Tome for full details on arcane and
  divine magic.
  Holy Symbol: A witch must carry a holy
  symbol
  or
  other
  symbolic
  paraphernalia
  sacred to their coven or patron.
  Magical Research: A witch of any level may
  spend time and money on magical research.
  This allows them to learn new rituals and
  research other magical effects. When a witch
  reaches level 3 they may create potions. When
  they reach level 9 they are able to create other
  magic items.
  Patron: A witch must have a deity or another
  type of otherworldly being that they worship
  or serve and from which their magic springs.
  If a witch is a member of a coven, this patron
  is a deity of the the coven. Covens and
  traditions may be left in favor of others over
  time.
  Patron Disfavor: A witch must be faithful to
  the tenets of their coven, patron, and religion.
  Witches who fall out of favor with their patron
  may incur penalties, such as losing their spell
  casting ability.
  Spell
  Casting:
  Witches
  must
  write
  the
  formulae for their spells in a spell book.
  However, unlike magic-users, a witch does
  not memorize these spells. Once a witch
  knows a spell, they can call upon any spell at
  will a certain number of times per day.
  Witches learn a ﬁxed number of spells per
  level and cannot gain more through study,
  even if the Advanced Fantasy Genre Rules
  magic rules are being used. The number of
  spells a witch knows is located in the Spells
  Known chart (opposite). The number of spells
  a witch can cast per day is located in the Spells
  Per Day chart (opposite).
  
  17
  Witch Level Progression
  Saving Throws
  Spells Known
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  2
  3
  4
  5
  6
  1
  0
  1d4
  19[0]
  13
  14
  13
  16
  15
  1
  -
  -
  -
  -
  -
  2
  2,700
  2d4
  19[0]
  13
  14
  13
  16
  15
  2
  -
  -
  -
  -
  -
  3
  5,400
  3d4
  19[0]
  13
  14
  13
  16
  15
  2
  1
  -
  -
  -
  -
  4
  10,800
  4d4
  19[0]
  13
  14
  13
  16
  15
  3
  1
  -
  -
  -
  -
  5
  21,600
  5d4
  19[0]
  13
  14
  13
  16
  15
  3
  2
  -
  -
  -
  -
  6
  43,200
  6d4
  17[+2]
  11
  12
  11
  14
  12
  3
  2
  1
  -
  -
  -
  7
  86,400
  7d4
  17[+2]
  11
  12
  11
  14
  12
  4
  3
  2
  -
  -
  -
  8
  162,000
  8d4
  17[+2]
  11
  12
  11
  14
  12
  4
  3
  2
  1
  -
  -
  9
  312,000
  9d4
  17[+2]
  11
  12
  11
  14
  12
  4
  4
  3
  2
  -
  -
  10
  462,000
  9d4+1*
  17[+2]
  11
  12
  11
  14
  12
  5
  4
  3
  2
  1
  -
  11
  612,000
  9d4+2*
  14[+5]
  8
  9
  8
  11
  8
  5
  4
  4
  3
  2
  -
  12
  762,000
  9d4+3*
  14[+5]
  8
  9
  8
  11
  8
  5
  5
  4
  3
  2
  1
  13
  912,000
  9d4+4*
  14[+5]
  8
  9
  8
  11
  8
  5
  5
  5
  4
  3
  2
  14
  1,062,000
  9d4+5*
  14[+5]
  8
  9
  8
  11
  8
  5
  5
  5
  4
  3
  2
  Witch Spells Per Day
  Level
  1
  2
  3
  4
  5
  6
  1
  1
  -
  -
  -
  -
  -
  2
  2
  -
  -
  -
  -
  -
  3
  3
  1
  -
  -
  -
  -
  4
  3
  2
  -
  -
  -
  -
  5
  4
  2
  -
  -
  -
  -
  6
  4
  2
  1
  -
  -
  -
  7
  5
  3
  2
  -
  -
  -
  8
  5
  3
  2
  1
  -
  -
  9
  5
  4
  3
  2
  -
  -
  10
  5
  4
  3
  2
  1
  -
  11
  5
  5
  4
  3
  2
  -
  12
  5
  5
  4
  3
  2
  1
  13
  5
  5
  4
  4
  2
  2
  14
  5
  5
  4
  4
  3
  2
  Using Magic Items: As spell casters, witches
  are able to use magic scrolls of spells on their
  spell list. They can also use magic items that
  may only be used by arcane spell casters (e.g.
  magic wands.) Witches may also use magic
  items that may only be used by divine spell
  casters if the item reproduces the effect of a
  spell on the witch spell list and the religion
  the item was created by is not at odds with the
  witch’s patron.
  Dying Curse
  A witch dying due to a malicious act can place
  a dire curse upon their assailants. The exact
  nature of the curse is between the player and
  the referee, but the effect should be similar to
  the power of spells the witch has at their
  current level. The curse cannot be negated by
  a Remove Curse spell. A quest must be
  completed or other difﬁcult cure must be
  attained.
  After Reaching 12th Level
  Upon reaching 12th level, a witch may build a
  stonghold in the form of a covenstead,
  integrated into a natural setting or an area in
  tune with the witch’s tradition. Upon building
  the covenstead the witch will attract 1d12
  witches of levels 1-3 as followers in the
  coven.
  *Modiﬁers from CON no longer apply.
  D: Death/poison; W: Wands;
  P: Paralysis/petrify; B: Breath attacks;
  S: Spells/rods/staves
  
  18
  Witch hunter
  
  19
  When a witch hunter works
  with others they will more
  often than not be other altruistic
  types such as lawful clerics,
  paladins, and rangers. Often
  they will ﬁnd common purpose
  with these folk, as they will
  also
  be
  at
  odds
  with
  the
  corruption of Chaos in the land.
  While their title might seem to
  imply such, witch hunters do
  not speciﬁcally hunt witches. In
  fact, a witch hunter might work
  with
  lawful
  witches
  to
  eradicate a coven devoted to
  the service of a Chaos Lord or
  Demon Prince.
  To perform their task a witch
  hunter is armed with an arsenal
  of supernatural weapons and
  defenses granted in much the
  same way as a cleric’s spells or
  a paladin’s divine powers. To
  achieve their ends, however,
  the churches that witch hunters
  serve also train them in the art
  of interrogation and, to be used
  if necessary, torture. It is not
  uncommon for a witch hunter
  to use these less scrupulous
  methods to track down and
  destroy the agents of Chaos.
  About Witch Hunters
  Witch hunters are holy warriors dedicated to
  the powers of Law who strive ever to push
  back the tide of Chaos. All witch hunters must
  take vows to ﬁght against the hordes of Chaos
  and the magicians and cultists who would aid
  the Lords of Chaos. Witch hunters are similar
  to paladins in their pursuit and destruction of
  Chaos. However, where paladins follow a
  code of honor, witch hunters may track and
  destroy their prey using means which the
  paladin might ﬁnd abhorring, including, but
  not limited to, torture and dirty ﬁghting.
  Witch hunters all serve the power of Law
  itself or a lawful deity. They often choose
  deities of life, law, or battle as these are in line
  with their holy quest to hunt down agents of
  Chaos. To be a witch hunter can be a lonely
  life, as it is one of constant travel and the
  hunting of Chaotic beings and cults. There are
  few besides the witch hunter’s deity to keep
  them company on this long road, as the
  constant hunting and destruction of Chaos is
  not a path that many would choose. Seldom
  do witch hunters become adventurers, though
  it is not unheard of. A witch hunter may
  become an adventurer if joining a party that is
  in constant conﬂict with the agents of Chaos.
  
  20
  Witch Hunter
  Requirements: minimum WIS 13, minimum
  CHA 9
  Prime Requisite: WIS and CON
  Hit Dice: 1d8
  Maximum Level: 14
  Armor: Any, including shields
  Weapons: Any
  Languages: Alignment, Common
  Witch hunters are holy warriors dedicated to
  the powers of Law who strive to push back the
  tide of Chaos. All witch hunters take a vow to
  drive back and destroy the corruption of
  Chaos where they ﬁnd it.
  Alignment: A witch hunter must be lawful. If
  the character’s alignment ever changes (for
  any reason), they lose all class abilities and
  become a ﬁghter of the same level. The
  referee may allow the character to perform a
  quest of atonement in order to regain their
  status as a witch hunter.
  Holy Symbol: A witch hunter must carry a
  holy symbol (see
  Equipment p.42, Rules
  Tome).
  Prime requisites: A witch hunter with at least
  13 in one prime requisite gets +5% to
  experience. If both WIS and CON are 16 or
  higher, the witch hunter gets a +10% bonus.
  Combat
  Witch hunters can use all types of weapons
  and armor.
  Detect Evil
  Witch hunters can Detect Evil as the cleric
  spell once per day at 1st level, twice per day at
  5th level, and three times per day at 10th level.
  Detect Magic
  Witch hunters can Detect Magic as the cleric
  spell once per day at 1st level, twice per day at
  5th level, and three times per day at 10th level.
  Strength of Will
  Fear: Witch hunters are immune to all
  supernatural fear effects. From 3rd level,
  companions within 10’ of the witch hunter
  gain a +2 bonus on saving throws against fear
  effects, and retainers and mercenaries under
  the witch hunter’s command within 10’ gain a
  +2 bonus to loyalty or morale.
  Beguilement: Witch hunters gain a +4 bonus
  to saving throws against hold spells, charms,
  mind control, hypnotism, suggestion, etc.
  They gain a +2 bonus to saving throws against
  illusion, and a saving throw (one is not
  normally allowed) against sleep spells.
  Turning the Undead
  Witch Hunters of 3rd level and higher can
  invoke the power of their deity to repel
  undead monsters and demons encountered. To
  turn the undead, the player rolls 2d6. The
  referee then consults the table opposite,
  comparing the roll against the Hit Dice of the
  undead monsters targeted.
  Successful Turning
  If the turning attempt succeeds, the player
  must roll 2d6 to determine the number of HD
  affected (turned or destroyed).
  Turned creatures: Will leave the area, if
  possible, and will not harm or make contact
  with the witch hunter.
  Destroyed
  creatures:
  Are
  instantly
  and
  permanently annihilated.
  Excess: Rolled Hit Dice that are not sufﬁcient
  to affect a creature are wasted. However, at
  least one creature will always be affected on a
  successful turning.
  Mixed groups: If turn undead is used against
  
  21
  Witch Hunter Level Progression
  Saving Throws
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d8
  19[0]
  10
  11
  12
  13
  14
  2
  2,100
  2d8
  19[0]
  10
  11
  12
  13
  14
  3
  4,200
  3d8
  19[0]
  10
  11
  12
  13
  14
  4
  8,400
  4d8
  17[+2]
  8
  9
  10
  11
  12
  5
  16,800
  5d8
  17[+2]
  8
  9
  10
  11
  12
  6
  33,600
  6d8
  17[+2]
  8
  9
  10
  11
  12
  7
  67,200
  7d8
  14[+5]
  6
  7
  8
  8
  10
  8
  126,000
  8d8
  14[+5]
  6
  7
  8
  8
  10
  9
  246,000
  9d8
  14[+5]
  6
  7
  8
  8
  10
  10
  366,000
  9d8+2*
  12[+7]
  4
  5
  6
  6
  8
  11
  486,000
  9d8+4*
  12[+7]
  4
  5
  6
  6
  8
  12
  606,000
  9d8+6*
  12[+7]
  4
  5
  6
  6
  8
  13
  726,000
  9d8+8*
  10[+9]
  2
  3
  4
  3
  6
  14
  846,000
  9d8+10*
  10[+9]
  2
  3
  4
  3
  6
  * 2 HD monsters with a special ability (i.e.
  with an asterisk next to their HD rating, in the
  monster description).
  † At the referee’s option, the table may be
  expanded to include more powerful types of
  undead monsters.
  *Modiﬁers from CON no longer apply.
  D: Death/poison; W: Wands;
  P: Paralysis/petrify; B: Breath attacks;
  S: Spells/rods/staves
  Witch Hunter Turning the Undead
  Monster Hit Dice†
  Level
  1
  2
  2*
  3
  4
  5
  6
  7-9
  3
  7
  9
  11
  -
  -
  -
  -
  -
  4
  T
  7
  9
  11
  -
  -
  -
  -
  5
  T
  T
  7
  9
  11
  -
  -
  -
  6
  D
  T
  T
  7
  9
  11
  -
  -
  7
  D
  D
  T
  T
  7
  9
  11
  -
  8
  D
  D
  D
  T
  T
  7
  9
  11
  9
  D
  D
  D
  D
  T
  T
  7
  9
  10
  D
  D
  D
  D
  D
  T
  T
  7
  11
  D
  D
  D
  D
  D
  D
  T
  T
  12
  D
  D
  D
  D
  D
  D
  D
  T
  13+
  D
  D
  D
  D
  D
  D
  D
  D
  a mixed group of monsters of different types,
  those with the lowest HD are affected ﬁrst.
  Vow of Humility
  A witch hunter may keep only a total of one
  suit of magical armor, one magical shield, and
  one magical melee weapon. They must also
  donate 10% of all income to a Lawful
  religious institution.
  After Reaching 11th Level
  After reaching 11th level a witch hunter will
  attract 1d8 witch hunters as followers. These
  apprentice witch hunters will be of levels 1-3
  Turning Table Results
  –: The turning fails.
  Number: If the 2d6 turning roll is higher or
  equal, the turning attempt succeeds.
  T: The turning succeeds.
  D: The turning succeeds; the monsters are
  destroyed, not simply caused to ﬂee.
  
  22
  The magic of hallows
  
  23
  Witch Spell List
  1st Level
  1.
  Charm Person
  2.
  Cure Light Wounds (Cause Lt. Wounds)
  3.
  Detect Evil
  4.
  Detect Magic
  5.
  Light (Darkness)
  6.
  Protection From Evil
  7.
  Purify Food and Water
  8.
  Read Magic
  9.
  Remove Fear (Cause Fear)
  10. Sleep
  2nd Level
  1.
  Bless
  2.
  Calming Word*
  3.
  Detect Invisible
  4.
  ESP
  5.
  Hold Person
  6.
  Invisibility
  7.
  Levitate
  8.
  Locate Object
  9.
  Resist Cold
  10. Speak With Animals
  3rd Level
  1.
  Blindness/Deafness*
  2.
  Clairvoyance
  3.
  Cure Disease (Cause Disease)
  4.
  Dispel Magic
  5.
  Fly
  6.
  Growth of Animal
  7.
  Hold Person
  8.
  Pain*
  9.
  Protection From Normal Missiles
  10. Remove Curse (Curse)
  4th Level
  1.
  Charm Monster
  2.
  Confusion
  3.
  Create Water
  4.
  Cure Serious Wounds (Cause Sr. Wounds)
  5.
  Growth of Plants
  6.
  Hallucinatory Terrain
  7.
  Neutralize Poison
  8.
  Polymorph Others
  9.
  Polymorph Self
  10. Speak With Plants
  5th Level
  1.
  Contact Higher Plane
  2.
  Create Food
  3.
  Dispel Evil
  4.
  Feeblemind
  5.
  Hold Monster
  6.
  Insect Plague
  7.
  Magic Jar
  8.
  Nightmare*
  9.
  Telekinesis
  10. Teleport
  6th Level
  1.
  Anti-Magic Shell
  2.
  Commune
  3.
  Control Weather
  4.
  Death Spell
  5.
  Eyebite*
  6.
  Geas (Remove Geas)
  7.
  Invisible Stalker
  8.
  Projected Image
  9.
  Raise Dead (Finger of Death)
  10. Reincarnation
  *New spells found in this work
  
  24
  New Witch Spells
  2nd Level Spells
  Calming Word†
  Duration: 6 turns
  Range: 60’
  1d6 Hit Dice per level of creatures within 60’
  become calm, negating emotional effects.
  Creatures affected cannot attack but can
  defend themselves. A successful save versus
  spells negates the effects.
  3rd Level Spells
  Blindness/Deafness
  Duration: Instant
  Range: 60’
  A single creature within 60’ becomes blind or
  deaf
  (the
  caster’s
  choosing)
  unless
  a
  successful save versus paralysis is made.
  Remove curse will negate the effect.
  Pain‡
  Duration: 1 round/level
  Range: 60’
  One creature is plagued by hallucinations of
  extreme pain unless a save versus paralysis
  is made. The creature writhes on the ground
  with the following effects:
  •
  Any DEX bonus to AC is lost
  •
  All attacks against the creature are at +2.
  •
  All saves made by the creature are at -2.
  •
  For every three rounds under the effects
  of Pain the creature takes 1d8 points of
  damage.
  5th Level Spells
  Nightmare
  Duration: Instant
  Range: 60’ and special
  One subject within 60’ is cursed to have
  terrible nightmares during its next rest period
  if a save versus spells is not made. The
  subject is affected by all of the following:
  •
  No hit points are regained from rest.
  •
  No spells may be memorized.
  •
  Subject suffers -2 to all rolls made the
  day following the nightmares.
  •
  The
  caster
  may
  cast
  this
  spell
  on
  consecutive days upon the same subject.
  If the spell is not negated, the caster need
  not be within 60’ during consecutive
  castings. Each casting allows a new
  saving throw. If any save is successful the
  spell is negated.
  •
  For each additional successful casting of
  nightmare the subject will suffer an
  additional -1 to all rolls.
  •
  If nightmare is successfully cast for 13
  consecutive days, the subject will be
  driven mad. The exact details of the
  madness are up to the referee and, if
  applicable, the player of the subject.
  •
  Remove curse will negate the spell and
  negate accompanying madness.
  *Usable by magic-user/elf
  † Usable by cleric
  ‡Usable by illusionist
  § Usable by druid
  
  25
  6th Level Spells
  Eyebite
  Duration: Instant per afﬂiction
  Range: 30’
  The witch casts the Evil Eye upon a single
  creature within 30’. The creature must make a
  save versus spells or suffer an afﬂiction. Roll
  1d12 to determine the afﬂiction. Remove
  curse will allow another saving throw to
  attempt to negate the effects but will not
  automatically be successful.
  1.
  The creature suffers the effects of a
  blindness spell.
  2.
  The creature suffers the effects of a
  deafness spell.
  3.
  The creature is poisoned. The nature of
  the poison is determined by the referee, but
  could be one of the poisons found in the
  Advance Fantasy Genre Rules p.46.
  4.
  The creature is affected as by cause fear
  except the target will permanently be affected
  and ﬂee any time the caster is within 120’.
  5.
  The target suffers the affects of cause
  disease.
  6.
  The creature vomits sharp implements
  such pins, glass or nails for 1 round per level
  of the caster, taking 1d6 points of damage per
  round.
  7.
  The creature suffers the affects of sleep
  even if Hit Dice would normally prevent the
  creature from being affected.
  8.
  The creature suffers the affects of pain
  but the effects last for 1 day per level of the
  caster.
  9.
  The
  creature
  suffers
  the
  affects
  of
  confusion
  but
  with
  the
  effects
  being
  permanent.
  10. The creature must make a saving throw
  versus spells any time it enters combat or ﬂee
  the battle.
  11. The creature must make a save versus
  spells each day upon waking or automatically
  fail all other saving throws that day.
  12. The creature is haunted by images of the
  past, unable to perform all but the simplest of
  actions.
  Superstition holds that there are ways to ward
  against eyebite. The ﬁrst of these is the use of
  a protection from evil spell. While the spell is
  in effect eyebite may not be cast upon the
  recipient. The second is the making of the
  Sign of the Horns, also called the Sign of
  Voor, by raising the foreﬁnger and pinky
  ﬁnger of the left hand and aiming this sign at
  the caster, or suspected caster. If the target
  does this they will receive a +4 bonus to save
  against eyebite.
  *Usable by magic-user/elf
  † Usable by cleric
  ‡Usable by illusionist
  § Usable by druid
  
  26
  Ritual Magic
  Where the game and the ﬁction it is based in
  are concerned, spells are cast quickly after
  memorizing an incantation that is actively
  attempting to leave the mind of the caster,
  miracles granted through memorized prayers
  or, in the case of the spontaneous caster, the
  loosing of primal power granted by a spell
  taught by a spiritual patron. All are quick
  actions that are performed in ten seconds or
  less after study and/or rest. This is contrary to
  real world occult philosophy and practice in
  which much magic, even some folk magic, is
  performed through rigorous rituals that can
  take anywhere from minutes to hours or
  longer.
  Pentacles, wands, times of power, ﬁres at
  midnights, secret chambers. These are the
  trappings of magical ritual. Sometimes ritual
  magic is practiced by a group of practitioners
  while other times is performed solitarily. A
  ritual
  utilizes
  many
  components,
  often
  including the use of ritual tools, symbols and
  chants (or gestures at the very least). Some
  rituals also incorporate pageantry or further
  complications.
  For our purposes here we will look at two
  different varieties of ritual magic. The ﬁrst of
  these will be the ritual augmentation of
  standard spells. This can allow a spell to be
  empowered or its effects extended. The
  second of these are ritual spells. Ritual spells
  are spells that are too complex to be cast
  during a standard round. These spells must be
  cast ritually. Once cast they can be used
  immediately, or held as a normal spell to
  release at a later time, taking a spell slot of an
  appropriate level. There are levels of ritual
  spells above 6th level. Ritual spells are known
  to go up to 9th level, but some sages speculate
  that even more powerful ritual spells exist.
  
  27
  
  28
  ritual spell Casting
  Spells are sometimes cast ritually in order to
  save a spell slot, though the casting of
  standard spells ritually is often done to
  augment the spell. A standard augmentation
  raises the caster’s level, but only where the
  effect of the spell is concerned. Meaning, a 3rd
  level magic-user might raise their effective
  level to that of a 6th level caster during a ritual
  casting of magic missile to gain the beneﬁt of
  having
  two
  additional
  missiles.
  Further
  augmentations can effect a spell. That is to say
  a spell’s effect might be maximized, cast
  sympathetically to affect a target over a great
  distance etc. To cast a ritual spell the
  following requirements need to be met at a
  minimum. Augmenting spells in speciﬁc ways
  may
  have
  further
  requirements
  per
  the
  individual augmentation. These requirements
  are listed under each speciﬁc augmentation.
  Ritual Spell Casting Requirements
  Component cost spell
  levels 1-3
  100 GP per level
  Component cost spell
  levels 4-6
  500 GP per level
  Component cost ritual
  spell levels 7-9
  1,000 GP per level
  Ritual casting time
  spell levels 1-3
  1 turn per level
  Ritual casting time
  spell levels 4-6
  3 turns per level
  Ritual casting time
  ritual spell levels 7-8
  6 turns per level
  Ritual casting time
  ritual spell level 9
  9 turns per level
  Augmentation
  requirements
  Per individual
  augmentation
  Bonus spell Levels
  Ritual casting grants bonus levels to the caster
  of a spell. Following the precise methods
  dictated by the ritual, adding powerful spell
  components, casting during times of power,
  adding congregants and other casters to aid in
  the ritual, and performing the ritual at a
  particular place might all add bonus levels to
  the caster in order to achieve a greater effect.
  The following table shows the bonus levels
  gained
  for
  each
  of
  the
  aforementioned
  circumstances. In the case of places of power,
  the referee should denote such places in the
  campaign world and ascribe a bonus level for
  using them. For example, casting at an ancient
  circle of menhirs might grant +2 bonus levels
  to the caster, whereas casting at the location
  that a god fell might grant +4. An ancient
  temple
  might
  grant
  a
  bonus
  only
  to
  worshippers of its god. Times of power are
  similar to places of power. Often these will be
  holy days or align with astronomical events.
  The times of power section lists times which
  are important where witches are concerned.
  The use of powerful components must be
  discussed with the referee and may require
  role playing, or even a quest to obtain. A
  mandrake pulled in a graveyard at midnight
  might grant +1 bonus level, while the heart of
  an ancient dragon might grant +5 bonus
  levels.
  Bonus Levels Granted
  Additional caster,
  same class as ritual
  leader
  +1/2 level per class
  level
  Additional caster,
  same magic type as
  ritual leader (arcane
  or divine)
  +1/3 level per class
  level
  Additional caster,
  different magic type
  as ritual leader
  (arcane or divine)
  +1/4 level per class
  level
  Congregant, non
  caster
  +1/10 level per class
  level
  Place of power
  +place level
  Time of power
  +time level
  Powerful component
  +component level
  
  29
  spell augmentation
  Spells can be augmented through the use of
  ritual casting and memorization. Augmenting
  a spell increases its power or alters it in some
  other way. An augmented spell might cause it
  to have its most powerful effect, change its
  element, or increase its range. Augmented
  spells have speciﬁc requirements per each
  augmentation. A spell may not be augmented
  by multiple types of augmentation at the same
  time. An augmented spell may be held until a
  later time using its normal spell slot. Each of
  the
  following
  augmentations
  lists
  the
  requirements
  needed
  in
  addition
  to
  the
  standard ritual spell casting requirements.
  Augmentations
  Combined Casting
  Required Levels: +1/2 additional caster
  levels
  Additional components cost: +100 GP per
  spell level per additional caster
  Additional ritual casting time: +1 turn per
  additional caster
  The combined casting augmentation allows
  for multiple spell casters of the same type as
  the main caster to simultaneously cast the
  same spell. All casters must be present at the
  ritual casting of the spell. When the spell is
  cast from memory, each caster in addition to
  the lead caster must be present. For each
  additional caster the spells range increases by
  10’. Each additional caster also provides a
  penalty of -2 to any saving throw made
  against the spell. A natural roll of 20 on the
  saving throw is still counted as a success.
  Delayed spell Casting
  Required Levels: +6 levels
  Additional
  components
  cost:
  +3
  times
  normal ritual casting cost
  Additional ritual casting time: +3 times the
  normal ritual casting time
  A delayed spell is cast and set to go off at a
  designated time. This time can be be set from
  between 1 round to 6 turns after the spell is
  cast.
  Elemental substitution
  Required Levels: +3 levels
  Additional components cost: +300 per spell
  level
  Additional ritual casting time: +6 turns
  Using energy substitution, a spell based upon
  an element may be changed to another
  element. The exact nature may be determined
  by the referee. Damage should not be altered,
  but other effects may change. For example, if
  a ﬁreball were altered to be a hydroball, the
  water would cause crushing damage but may
  also cause a chance of drowning to targets
  who fail their saving throw.
  MAXIMIZE SPELL Casting
  Required Levels: +6 levels
  Additional components cost: +500 per spell
  level
  Additional ritual casting time: +12 turns
  Maximized spell casting affects spells that
  have a variable, such as damage or healing.
  The effects of the spell are maximized. A
  maximized cure light wounds would heal 6+1
  hit points, while a maximized ﬁreball would
  deal 6 points of damage per caster level.
  Sympathetic Magic
  Required Levels: +3 levels
  Additional components cost: +100 per spell
  level
  Additional ritual casting time: +1 turn per
  spell level
  Additional spell components: something
  related to the person the spell is being cast
  on; hair, ﬁngernails, a prized possession,
  etc.
  Use of sympathetic magic allows a spell to be
  cast on a speciﬁc creature over any distance.
  Spells that directly damage the target, such as
  magic missile and ﬁreball may not be cast
  sympathetically. Sympathetic magic spells
  may only be cast while performing a ritual,
  they may not be held until a later time. If the
  target of a sympathetically cast spell is under
  the effect of protection from evil at the time of
  the casting, the spell will have no effect.
  
  30
  Times of Power
  These times of power are those of great
  importance to witches. They are focused on
  astronomical and agrarian cycles, and they
  also
  affect
  the
  spells
  of
  magic-users,
  illusionists, druids and those clerics who have
  faiths tied to these astronomical or agrarian
  events.
  Lunar Cycles
  The moon is deeply tied to the magic and the
  occult. The tides of the moon affect magic in
  the same way that the moon causes the tides
  of the planet. If a campaign world has more
  than one moon, use these times of power as
  guidelines for creating rules for your moons.
  Waxing moon
  The waxing moon brings the growing light of
  night moving closer to the full moon.
  Bonus levels: +1 to any benign rituals
  meant to bless or beneﬁt.
  Full moon
  The full moon is the height of all beneﬁcial
  magic. Witches and priests of lunar deities
  gather at this time to worship and revel.
  Bonus levels: +2 to any benign rituals
  meant to bless or beneﬁt.
  Waning moon
  A time of descending into darkness, edging
  closer to the dark of the new moon.
  Bonus levels: +1 to any malicious spells
  meant to curse or cause harm.
  New moon
  The new moon brings the deepest darkness of
  night. Those who work in shadow gather at
  this time to work ill magics.
  Bonus levels: +2 to any malicious spells
  meant to curse or cause harm.
  Solar and agrarian cycles
  The cycles of the sun and any solar deities
  coincide with the agrarian cycles of the year,
  as the position of the sun governs the seasons,
  and thus the planting and harvesting of crops.
  Often solar divinities will be seen as dying in
  the fall to sustain their people, going to the
  grain and vine. The solar and agrarian holy
  days consist of the solstices, equinoxes and
  the cross days that sit roughly between them,
  making an eight spoked wheel. The dates of
  the solstices, equinoxes, and cross quarter
  days as they exist on Earth have been
  provided so that the referee may ﬁt these days
  into
  their
  own
  campaign
  calendar
  as
  appropriate.
  Yuletide (December 21st)
  Yuletide is the ﬁrst day of winter and the
  shortest day of the year. To worshipers of
  solar deities, it is seen as the rebirth of a male
  sun god after his decent into death and
  darkness at Samhain. Evergreens that do not
  perish are amongst the decorations found on
  this feast day.
  Bonus levels: +2 bonus to any ritual, +3 to
  rituals of healing or resurrection
  Candlemass (February 2nd)
  Also called Imbolc (ewe’s milk,) Candlemass
  is a time when livestock are traditionally born.
  For this reason, milk is often offered up to
  nature and to the local fey, that they do not
  interfere in the coming year. Candlemass is
  also a time for ritually encouraging the light
  with the blessing and lighting of candles. This
  is also a time for blessing the ﬁelds for the
  coming year’s crop.
  Bonus levels: +2 bonus to any ritual, +3 to
  rituals of light, protection or land blessings.
  
  31
  Eostre (March 21st)
  Eostre marks the vernal equinox, the ﬁrst day
  of spring and a day of the balance of light and
  dark. This is an important time in the agrarian
  calendar and a time for the earliest planting.
  The day is therefore a fertility festival as well.
  Symbols of hares and eggs often adorn feast
  sites.
  Bonus levels: +2 bonus to any ritual, +3 to
  rituals of light, fertility or growth.
  Beltane (May 1st)
  The chief spring fertility festival. Bonﬁres are
  lit.
  Mumming
  and
  guising
  dances
  are
  performed. Maypoles are erected and danced
  around in celebration of the fertile earth and
  livestock are driven between ﬁres to purify
  and bless them. This day marks the beginning
  of the major planting season. This is also one
  of the three days at which the veil between
  worlds is thinnest.
  Bonus levels: +2 bonus to any ritual, +3 to
  rituals of blessing, communion with spirits,
  summoning, plant life and growth.
  Midsummer (June 21st)
  While
  called
  Midsummer,
  the
  summer
  solstice astronomically marks the beginning
  of summer. This is the longest day of the year,
  before the sun begins to wane and the night
  grows longer. The decline of the sun is
  celebrated by worshipers of solar deities. This
  is the second of the days in which the veil is
  thin and marks a time for divination and
  communion with other worlds. Because of
  this, fey are about on this night and are often
  left offerings to appease them and discourage
  their mischievous ways.
  Bonus levels: +2 to any ritual, +3 to rituals
  of divination, communion with spirits and
  summoning.
  Lammas (August 1st)
  Lammas marks the ﬁrst major harvest: grain.
  Grain
  is
  important
  in
  an
  agrarian
  society as it is used to make both bread and
  drink. This day marks the death of the grain,
  and to many, the beginning of the death of the
  solar deity. It is a time of merry making.
  Rituals are often performed to promote fair
  weather for bringing in the crop.
  Bonus levels: +2 to any ritual, +3 to rituals
  of blessing and weather related spells.
  Harvest Home (September 21st)
  Harvest Home is the autumnal equinox and
  the beginning of autumn. It also marks the
  beginning of the fruit harvest and the end of
  the grain harvest in many temperate regions.
  As such, this is a time for festivals and harvest
  suppers. Games are played and merriment is
  had by all. Being an equinox, this also marks
  a time of balance when day and night are
  equal.
  Bonus levels: +2 to any ritual, +3 to rituals
  of blessing and emotion.
  Samhain (October 31st)
  Samhain is the last feast day in this eight
  spoked wheel. It is the meat harvest in which
  livestock are slaughtered for winter. It is also
  the third night in which the veil is thinnest,
  and the most potent. As the days grow shorter
  and colder, it is clear the the solar deity has
  passed into the land of the dead. Spirits walk
  the earth this night and are left offerings to be
  appeased. Guising and mumming rituals take
  place on this day. Divination rituals are strong
  on this night. Rites to honor the dead are
  performed and communion with lost loved
  ones made. It is more possible on this night to
  pull commune with spirits beyond the veil.
  Bonus levels: +2 to any ritual, + 4 to rituals
  of divination, communion with spirits,
  necromancy, resurrection and summoning.
  
  32
  Witch ritual spells
  Ritual spells are gained by all classes by
  keeping a book of rituals and seeking out to
  learn ritual spells. A ritual spell might be
  taught by a master, quested for, or even
  purchased, if the referee deems it to be a
  common
  ritual.
  These
  spells
  are
  too
  complicated
  to
  be
  prayed
  for,
  cast
  spontaneously, or memorized and cast during
  a single round. A ritual spell can always be
  cast at the time of the ritual. However, some
  ritual spells may be memorized and cast in the
  same way that an augmented spell is held and
  cast using a normal spell slot. The ritual spell
  must ﬁrst be cast as a ritual, then memorized
  every time it is used in this way. Some ritual
  spells go above the spell levels normally
  available. In these instances, the ritual spell
  uses a spell slot of the highest level usable by
  the caster plus additional spell slots to equal
  the level of the spell being cast or memorized.
  A magic-user casting an 8th level ritual spell
  would use a 6th level spell slot and might use
  two 1st level spell slots to meet the total of 8
  spell slots needed to memorize the spell.
  Likewise, a cleric casting a 7th level ritual
  spell would use a 5th level spell slot and one
  2nd level spell slot to memorize it.
  1st Level Ritual Spells
  Find Familiar *‡
  Duration: Special
  Range: Special
  Special component: 3000 gp per familiar
  beyond the ﬁrst
  This ritual helps attract a familiar spirit to the
  caster The
  familiar
  spirit
  will
  typically
  incarnate as a small animal. The incarnation
  of the familiar is determined by the ﬁnd
  familiar table. If no familiar answers the call,
  the caster can try again later. The caster can
  have one familiar at 1st level and an additional
  familiar for every additional 5 levels attained
  (1 at 6th and one at 11th.) Despite having been
  a spirit, fey, demon etc. the familiar will now
  effectively be its animal type.
  *Usable by magic-user/elf
  † Usable by cleric
  ‡Usable by illusionist
  § Usable by druid
  A familiar retains its former intelligence and
  will be of the same alignment as the caster. It
  will faithfully serve and obey its master unless
  it
  is
  dismissed
  or
  the
  master
  changes
  alignment.
  •
  A familiar retains a high level of its
  former mind and can communicate with
  its master for one hour per day each day.
  This is determined by the alignment:
  lawful = high noon, neutral = dusk or
  dawn (choose one), chaotic = midnight.
  •
  A familiar can share its sense of sight and
  hearing with the caster for 1 turn per day.
  During this time the caster is in a deep
  trance and can take no action.
  •
  The master of a familiar gains the hit
  points equal to those of the familiar as
  long as the familiar lives. If the familiar
  dies, the master permanently loses double
  these hit points.
  •
  A familiar’s master gains levels to ritual
  casting equal to the amount of familiars
  they have present during a ritual.
  A familiar will defend its master to the death.
  It has the game statistics of its normal animal
  type and is effectively that animal type with
  the exception of the abilities described above.
  If game statistics are not available, the
  familiar will have the following statistics:
  AC 7 [12], HD 1/2 (1-4 hp), Att 1 x 1-3,
  THAC0 19 [0], MV 120’ (40’), SV D12 W13
  P14 B15 S16 (3), ML 10, AL per master, XP
  per creature type, NA 1d3 (1d3), TT None
  Find Familiar
  D20 Roll Familiar Type
  Abilities
  1-2
  Bat
  Sonar
  3-4
  Cat
  Night vision,
  ultrasonic hearing
  5-6
  Dog
  Scent, ultrasonic
  hearing
  7-8
  Ferret
  33% pick pockets
  9-10
  Owl
  Night vision, sound
  localization
  11-12
  Rat
  Scent, ultrasonic
  hearing
  13-14
  Raven
  Linguistic mimicry
  15-16
  Toad
  15% poisonous,
  wide angle vision
  17-20
  None Available
  N/A
  
  33
  *Usable by magic-user/elf
  † Usable by cleric
  ‡Usable by illusionist
  § Usable by druid
  7th Level Ritual Spells
  Eternal slumber
  Duration: Special
  Range: 120’
  Special component: none
  One creature of the caster’s choosing falls into
  a deep slumber. All bodily functions of the
  creature slow to a near halt. While in this deep
  sleep, the creature will only age 1 year for
  every 100 years that pass. The creature will
  not require food or water during the slumber.
  The caster must designate at least one
  condition that, if met, will wake the sleeper
  (e.g. the death of a monarch, a planetary
  alignment,
  true
  love’s
  ﬁrst
  kiss
  etc.)
  Additionally, this spell may be removed by a
  group of casters with levels totaling 3 times
  that of the original caster's, performing a ritual
  casting of remove curse or dispel magic. A
  successful save versus paralysis negates the
  spell.
  Mass Invisibility*
  Duration: Permanent but may be broken
  Range: 240’
  Special component: 100 gp per HD to be
  affected
  This spell functions exactly as invisibility, but
  it will affect 10 HD of creatures per level.
  Power Word Stun*
  Duration: Special
  Range: 60’
  Special component: None
  When this word is uttered, one creature of the
  caster’s choosing is stunned and unable to act.
  The length of time is determined by the
  creature’s HD.
  Power Word Stun
  Target HD
  Rounds Stunned
  1-4
  4d4
  4-8
  2d4
  9-12
  1d4
  Above 12
  Unaffected
  8th Level Ritual Spells
  Eternal Thrall
  Duration: Permanent
  Range: 120’
  Special component: none
  This spell works exactly like charm person,
  except that there are not additional saves
  allowed beyond the ﬁrst. This spell may be
  removed by a group of casters with levels
  totaling 4 times that of the original caster's,
  performing a ritual casting of remove curse or
  dispel magic.
  Irresistible Dance*
  Duration: 1d4+1 rounds
  Range: Touch
  Special component: None
  This spell causes one creature to do nothing
  but dance. While in this state, the creature
  may take no action other than dancing,
  suffering a -4 penalty to AC and is unable to
  make a saving throw. The caster must touch
  the creature to be affected with a successful
  attack roll. There is no saving throw for this
  spell.
  Mass Charm*
  Duration: One or more days
  Range: 120’
  Special component: 100 gp per HD to be
  affected
  This spell functions exactly as charm person
  or charm monster, except it affects 2 HD of
  creatures per caster level.
  Power Word Blind*
  Duration: Special
  Range: 120’
  Special component: None
  When this word is uttered, 12 HD of creatures
  within the spell’s range go blind. The duration
  of the spell is dependent upon the HD
  affected. If 6 HD of creatures are caused to go
  blind, the spell will last 1d4+1 turns. If more
  than 6 HD of creatures are affected, the spell
  will last 1d4+1 rounds.
  
  34
  9th Level Ritual Spells
  Eternal torment
  Duration: Permanent
  Range: 120’
  Special component: none
  This spell works exactly like pain, except that
  the effects are permanent. An additional
  saving throw is made daily. A successful save
  means that the spell will not affect the
  afﬂicted creature that day, but does not
  remove the spell. This spell may be removed
  by a group of casters with levels totaling 5
  times that of the original caster's, performing
  a ritual
  casting of remove curse or dispel
  magic.
  Power word Kill*
  Duration: Permanent
  Range: 60’
  Special component: none
  When this word is uttered, one or more
  creatures will be instantly slain. Either one
  creature of up to 8 HD or up to 15 creatures of
  1 HD or less may be slain by this spell. The
  caster must state which option they are
  choosing at the time of casting.
  *Usable by magic-user/elf
  † Usable by cleric
  ‡Usable by illusionist
  § Usable by druid
  Shape Change*
  Duration: 1 turn/level
  Range: The Caster
  Special component: A jade circlet worth
  5000 gp, which shatters upon the caster’s
  return to their normal shape
  The caster is able to assume the form of any
  creature short of a deity or other such super
  power. The caster gains all of the chosen
  creature’s abilities, strengths and weaknesses
  but retains their own intelligence. The caster
  retains the same hit points they had at the time
  of the casting.
  
  35
  Kiss of the Vampire
  Those bitten by a vampire will rise as a
  vampire, so the lore says. Per the vampire
  entry
  on
  page
  199
  of
  the
  Old-School
  Essentials Classic Fantasy Rules Tome, a
  victim drained of all levels by a vampire will
  become a vampire in 3 days. Additionally, a
  vampire may feed on the blood of a victim for
  several nights after which time the victim will
  die, and the victim will rise as a vampire in 3
  days.
  Curing the Afﬂiction
  If the afﬂiction is noticed in time and ritually
  treated properly prior to death, the curse of the
  vampire can be averted.
  Curing Vampirism
  The ﬁrst cure for vampirism is to create a
  poultice made of 3 parts garlic to 1 part silver.
  This is applied to the wound while praying
  over the victim every hour until the “venom”
  is
  neutralized. A save
  versus
  death
  is
  required each time the poultice is applied.
  After three successful saves the vampire’s
  “venom” will be neutralized and the victim
  saved.
  The second folkloric cure is to cauterize the
  wound made by the vampire. After this, holy
  water must be applied while prayers and
  chants are said over the victim. At this time a
  save versus death is made. If successful, the
  victim is cured. If not, the holy water may be
  applied the next day the cure attempted again.
  If the attempt is made within three tries, the
  victim is cured, if not they will rise a vampire.
  
  36
  Inﬂuence From Beyond
  Creatures from beyond the mortal coil are
  known to try to inﬂuence the inhabitants of
  the material plane. Many powerful undead
  also seek to to inﬂuence the living. Many of
  these
  creatures
  and
  spirits
  have
  unique
  abilities to aid in the inﬂuence of mortals.
  These entities can drive their victims to
  obsession or else possess and control them
  outright.
  The ﬁrst and weaker of these abilities is
  obsession. Obsession is a spirit or other
  creature’s ability to inﬂuence a mortal being,
  often causing the victim to serve and defend
  the obsessor. This is not unlike the vampire’s
  charm that allows it to hold sway over
  individuals who become its devout servitors,
  defending it while it sleeps during the day.
  Often demons will tempt mortals to evil
  through
  obsession
  before
  resorting
  to
  possession to achieve their ends. All true
  demons and devils may have the ability to
  cause obsession. Deities also have this ability.
  The referee may choose other creatures to
  have the ability to cause obsession or replace
  other charm-like abilities with obsession.
  Possession is a more direct way that a spirit or
  demonic entity might achieve its goals in the
  mortal realm. Possession is the ability for a
  spiritual entity to enter a mortal’s body and
  take
  control
  of
  them. While
  the
  spirit
  possesses the body it has all of its supernatural
  abilities along with any strengths and abilities
  the possessed has. Often, during a long
  possession, the possessing spirit will rest and
  the possessed will regain control for a short
  time. Demons, devils and many incorporeal
  and ethereal entities may have the ability of
  possession, at the referee’s discretion.
  There is, of course, a remedy to possession
  and obsession, and that is the religious ritual
  of exorcism, which can be performed by any
  holy class with the ability to turn undead,
  driving out the offending entity.
  Obsession
  As charm person, with no HD restrictions.
  Protection From Evil will prevent obsession.
  Possession
  Can possess and control the body of a victim.
  The victim must make a saving throw versus
  spells or the possessing entity will enter and
  control the victim’s body. Protection from
  Evil will grant a +1 bonus to this saving
  throw. The possessed body will have the
  strengths and abilities of both the possessor
  and the possessed.
  Possession lasts indefinitely. Possession can
  only
  be
  removed
  by
  force
  of
  will
  in
  exceptionally charismatic individuals or by
  exorcism.
  Force of Will: Characters with CHA 13-18
  gain a new save once per month.
  Exorcism
  A Rite of Exorcism may be performed by any
  character that can turn undead. The Rite lasts
  a number of turns equal to the possessing
  entity’s Hit Dice. One turn check is made per
  turn. If a majority of the turn checks are
  successful, the possessing entity is cast out.
  Additional characters that can turn undead
  present at the ritual grant a +1 bonus per
  character to the checks.
  Obsession, Possession and Exorcism
  
  37
  
  38
  The Elder Sign: Turning The Outer Dark
  The Elder Sign
  "In some places they was little stones strewed
  abaout—like charms—with somethin’ on ’em
  like what ye call a swastika naowadays.
  Prob’ly them was the Old Ones’ signs." -H.P.
  Lovecraft, The Shadow Over Innsmouth
  "At
  another
  house,
  where
  people
  were
  stirring, he asked questions about the gods,
  and whether they danced often upon Lerion;
  but the farmer and his wife would only make
  the Elder Sign and tell him the way to Nir and
  Ulthar." - H.P. Lovecraft, The Dream Quest
  of Unknown Kadath
  The Elder Sign is a folk holy symbol that
  dates back to a time when Dark Elder Gods
  lorded over humanity. It holds sway over the
  eldritch beings, acting as a form of protection.
  Any of the creatures found within the Cthulhu
  Mythos should be affected by the elder sign.
  Other entities from the lower planes may be
  warded off by the Elder Sign at the referee’s
  discretion. The sign comes in two forms, with
  similar uses. The ﬁrst of these is a runic
  symbol that appears as a branch with three
  smaller branches on its left side and two on its
  right. The second is a sign made with one’s
  hand in which the three middle ﬁngers are
  pointed up while the thumb and pinky ﬁnger
  are held down toward the palm. Each of these
  uses of the Elder Sign has a particular effect
  on eldritch horrors.
  The Hand Sign: Turn Eldritch Being
  Drawing
  Willpower:
  When
  a
  character
  attempts to turn an eldritch horror using the hand
  sign, they must ﬁrst make a save versus spells
  with no modiﬁers to gather the willpower to turn
  the horror. If successful, divide the number the
  save is made by by 2, rounding down. If the
  save needed was 13 and a 17 was rolled, the
  difference would be 4, making the turn attempt
  at level 2.
  Turning Eldritch Horror
  Eldritch Horror Hit Dice
  Level
  1
  2
  2*
  3
  4
  5
  6
  7-9
  1
  7
  9
  11
  -
  -
  -
  -
  -
  2
  T
  7
  9
  11
  -
  -
  -
  -
  3
  T
  T
  7
  9
  11
  -
  -
  -
  4
  T
  T
  T
  7
  9
  11
  -
  -
  5
  T
  T
  T
  T
  7
  9
  11
  -
  6
  T
  T
  T
  T
  T
  7
  9
  11
  7
  T
  T
  T
  T
  T
  T
  7
  9
  8
  T
  T
  T
  T
  T
  T
  T
  7
  9
  T
  T
  T
  T
  T
  T
  T
  T
  Successful Turning
  If the turning attempt succeeds, the player
  must roll 2d6 to determine the number of HD
  affected (turned or destroyed).
  Turned entities: Will leave the area, if
  possible, and will not harm or make contact
  with the character.
  Destroyed
  entities:
  Are
  instantly
  and
  permanently annihilated.
  Excess: Rolled Hit Dice that are not sufﬁcient
  to affect a creature are wasted. However, at
  least one entity will always be affected on a
  successful turning.
  Mixed groups: If used against a mixed group
  of entities of different types, those with the
  lowest HD are affected ﬁrst.
  * 2 HD monsters with a special ability (i.e.
  with an asterisk next to their HD rating, in the
  monster description).
  † At the referee’s option, the table may be
  expanded to include more powerful types of
  undead monsters.
  
  39
  Graven Image: The
  Elder Sign
  The Elder Sign can be
  made
  into
  a
  talisman
  from any material. Any-
  one can create this charm
  with a successful “Turn
  Eldritch Being” check, in
  exactly the same way as
  using
  the
  hand
  sign.
  However, if successful,
  the talisman will act as a
  Protection
  From
  Evil
  spell against Hit Dice up
  to the indicated amount,
  rather than turning. The
  talisman will protect a
  single person if worn, or
  a building if hung at the
  threshold. The talisman
  functions for 1 day per
  level of the creator.
  Any character with the
  ability to create magic
  items can create a more
  Turning Table Results
  –: The turning fails.
  Number:
  If
  the
  2d6
  turning roll is higher
  or
  equal, the turning attempt
  succeeds.
  T: The turning succeeds.
  potent Elder Sign talisman. In creating the
  talisman this way, the Hit Dice affected are
  not rounded down, and the effects are
  permanent unless dispelled. However, the
  permanent versions of the talisman have a
  50% chance that any creature effected by
  them may overcome the talisman by making a
  successful save versus spells.
  
  40
  Creature Feature
  Blob
  Blobs are an unintelligent jelly that hails from
  another star. They make their way across the
  cosmos in egg-like meteors. Blobs begin life
  as insigniﬁcant jellies no larger than a ﬁst.
  They grow by consuming and absorbing other
  creatures.
  AC 5 [14], HD 1** base (4hp), Att 1 x touch1-
  4, THAC0 19 [0], MV 60’(20’), SV D10 W11
  P12 B13 S14 (5), ML 12, AL Neutral, XP 23,
  scalable, NA 1 (0), TT None
  Acid: When in contact with a victim, sticks on
  and exudes acid. The acid will destroy
  inorganic material in 6 rounds and organic
  material in 1 round.
  Absorb flesh: Once in contact with flesh for 6
  rounds, the victim is absorbed by the blob in
  another 1d4 rounds.
  Removing: Once stuck on a victim, can only
  be removed by cold. This inflicts half damage
  to the victim and half to the blob.
  Immunity: Unharmed by all attacks except
  magical weapons and cold.
  Vulnerability: If a blob takes half of its total
  hp in cold damage, it will be frozen. Normal
  time and temperature will allow it to thaw.
  Growth: As it absorbs ﬂesh, it grows
  proportionately in size and strength. A blob
  gains the mass of any creature it consumes as
  well as its Hit Dice. If a 1 HD blob absorbs a
  2nd level ﬁghter, it will gain 2 Hit Dice and
  grow to the size of the ﬁghter, becoming a 3
  HD human sized blob. All game statistics and
  xp increase proportionately as a blob gains Hit
  Dice.
  
  41
  Horla
  Invisible otherworldly creatures of chaos,
  bent on forcing entire civilizations to succumb
  to evil, destroying themselves and all they
  care for.
  AC 2 [17], HD 2+1*** (9hp), Att 1 x slam
  (1d4) or 1 x obsess (charm) or 1 x possess,
  THAC0 18 [+1], MV 120’(40’), SV D12 W13
  P14 B15 S16 (2), ML 12, AL Chaotic, XP 55,
  NA 1d4 (1d4), TT D
  Surprise: On a 1-5, unless target can detect
  invisibility.
  Telepathy:
  Communicate
  with
  intelligent
  creatures
  telepathically,
  regardless
  of
  languages known.
  Obsession: As charm person, with no HD
  restrictions. Protection From Evil will prevent
  obsession.
  Possession: Can possess and control the body
  of a victim. The victim must make a saving
  throw versus spells or the possessing entity
  will enter and control the victim’s body.
  Protection from Evil will grant a +1 bonus to
  this saving throw. The possessed body will
  have the strengths and abilities of both the
  possessor and the possessed.
  Possession lasts indefinitely. Possession can
  only
  be
  removed
  by
  force
  of
  will
  in
  exceptionally charismatic individuals or by
  exorcism.
  Force of Will: Characters with CHA 13-18
  gain a new save once per month.
  Exorcism: A Rite of Exorcism may be
  performed by any character that can turn
  undead. The Rite lasts the number of turns
  equal to the possessing entity’s Hit Dice. One
  turn check is made per turn. If a majority of
  the turn checks are successful, the possessing
  entity is cast out. Additional characters that
  can turn undead present at the ritual grant a +1
  bonus per character to the checks.
  Pod People
  Pod people are invasive creatures from
  another world. They feel no emotion and exist
  to survive as a species. When they move into
  a region, their plant-like tendrils seek out and
  feed on the bodies of sentient beings, then
  grow into a copy of the creature they have fed
  on, replacing them.
  AC 7 [12], HD 1* (4hp), Att 1 x slam (1d4) or
  attach tendril THAC0 19 [+0], MV 120’ (40’),
  SV D12 W13 P14 B15 S16 (1), ML 9, AL
  Neutral, XP 13, NA 1d10 (4d6), TT D
  Shape stealing: Can adopt the form of any
  human-like creature (7’ tall or less) that the
  pod’s tendrils feed upon. The pod person
  effectively adopts all abilities and Hit Dice of
  the creature they feed upon.
  Emotionless: Unaffected by any abilities that
  affect emotions.
  Shriek: Can emit a blood curdling shriek.
  This alerts others of its kind of trouble, attracts
  2d6 more pod people, and causes other
  creatures to save versus paralysis or be
  stunned and unable to act for 1d4 rounds.
  Spell Immunity: Unaffected by sleep and
  charm spells.
  
  42
  Trifﬁds
  Trifﬁds are carnivorous plant creatures with a
  terrible stinger. The have three “legs” and 3
  “arms.” The stinger is located in the ﬂowery
  head. A trifﬁd will attempt to sting a victim,
  then root itself to the corpse and feed on it.
  AC 7 [12], HD 2*** (10hp), Att 1 x sting
  (1d4+ poison) and 3 x slam (1d4) THAC0 18
  [+1], MV 90’ (30’), SV D12 W13 P14 B15
  S16 (2), ML 10, AL Neutral, XP 35, NA 1d10
  (4d6), TT D
  Echolocation: Unaffected by effects that
  impair, modify or rely on sight. Blinded by
  magical silence.
  Stinger:
  The
  stinger
  is
  prehensile
  and
  extendable with a range of 10’.
  Poison: Causes death in 1d10 rounds (save
  versus poison).
  Constriction: Arms grab and constrict after a
  hit.
  Each
  constricting
  arm
  inflicts:
  1d3
  automatic damage per round, plus -1 penalty
  to attacks.
  Severing arms: Requires a hit with a cutting
  weapon inflicting 3 or more damage.
  Great Triffid: For every 100 triffids in an
  area there is a great triffid. Great triffids can
  grow to a height of 60’. For every 15’ a great
  triffid grows it gains 2 HD and damage dealt
  increases by 1 die type. A 60’ great triffid
  would have 10 HD and deal 1d12 damage per
  hit. All other statistics increase as normal per
  HD gained.
  A great triffid may also cultivate dead bodies
  that it does not need for sustenance into
  servitor vegezombies (p.43). 10 vegezombies
  can be cultivated in a week per 2 HD of a
  great triffid.
  
  43
  Vegezombie
  Not true undead, but corpses with plants
  grown within by a great trifﬁd. Vines grow
  from the ﬂesh and openings on a vegezombie’s
  body. Vegezombies are mindless and exist to
  help supply food to their creators.
  AC 8 [11], HD 1** (4hp), Att 1 × claw or
  bite (1d4 or 1d6) or spore cloud, THAC0 19
  [+0], MV 60’ (20’), SV D12 W13 P14 B15
  S16 (1), ML 12, AL Chaotic, XP 13, NA
  1d12 (4d6), TT None
  Echolocation: Unaffected by effects that
  impair, modify or rely on sight. Blinded by
  magical silence.
  Constriction: Vines grab and constrict after a
  hit. Each constricting vine inflicts: 1d3
  automatic damage per round, plus -1 penalty
  to attacks.
  Spore Clouds: Can emit a 20’ radius spore
  cloud. These spores cause blindness for 1d6
  turns, save versus poison negates.
  Zombie, Plague
  Zombies
  created
  with
  the
  purpose
  of
  spreading a plague, which creates more
  zombies. Plague zombies are mindless and
  cannot follow orders, they shamble aimlessly,
  unless the chance to feed on ﬂesh presents
  itself.
  AC 8 [11], HD 1* (4hp), Att 1 × claw or bite
  (1d4 or 1d6 + plague), THAC0 19 [+0], MV
  60’ (20’), SV D12 W13 P14 B15 S16 (1), ML
  12, AL Chaotic, XP 13, NA 1d12 (4d6), TT
  None
  Plague: Save versus poison or contract the
  plague. Victims suffer symptoms of the
  bubonic plague for 12d6 hours.
  After this
  time, the plague claims its victim and they
  transform into a zombie within 1d12 turns.
  
  44
  Appendix N
  In the same manner that the co-creator of the original game once supplied a list of reading
  material that was inspirational to the creation of the game, under the heading “Appendix N,” so
  will the products of Appendix N Entertainment. This inspirational appendix will help to give our
  readers and players a glimpse into the creative process, possibly exposing them to something
  new that they might enjoy, and as with the original Appendix N, may help to give a better
  understanding of our games and adventures. Unlike the original Appendix N, ours features all
  manner of inﬂuential media.
  Inspirational Writing:
  Guy de Maupassant, The Horla
  John Wyndman, The Day of the Trifﬁds
  Daniel Cohen: The Encyclopedia of Monsters
  Bob Curran: The Encyclopedia of the Undead
  Christopher Golden and Mike Mignola: Baltimore Omnibus 1; Baltimore Omnibus 2
  Toni Mount: Medieval Medicine: Its Mysteries and Science
  Joseph Sheridan Le Fanu: Carmilla
  Bram Stoker: Dracula
  Tanith Lee: Kill the Dead
  H.P. Lovecraft: The Complete Tales of H.P. Lovecraft
  Roger Zelazny: A Night In the Lonesome October
  George Hay: The Necronomicon: The Book of Dead Names
  Nigel Aldcroft Jackson: The Call of the Horned Piper
  Robin Artisson: Witching Way of the Hollow Hill
  Paul Huson: Mastering Witchcraft
  Doreen Valiente: Witchcraft For Tomorrow
  Doreen Valiente: The Rebirth of Witchcraft
  Doreen Valiente: Natural Magic
  Evan John Jones, Robert Cochrane: The Roebuck in the Thicket: An Anthology of the Robert
  Cochrane Witchcraft Tradition
  Michael Howard: Sacred Ring: Pagan Origins of British Folk Festivals & Customs
  Ronald Hutton: The Stations of the Sun
  Jack Santino: Halloween and Other Festivals of Death and Life
  Film:
  The Haunted History of Halloween (1997, History Chanel)
  Ancient Mysteries: Witches (1996A&E)
  Diary of a Madman (1963, United Artists)
  The Exorcist (1973, Warner Brothers)
  The Witch (2015, A24)
  The City of the Dead (1960, Vulcan)
  The Blob (1958, Tonylyn Productions)
  The Day of the Trifﬁds (1962, Security Pictures Ltd)
  Invasion of the Body Snatchers (1978
  Dawn of the Dead (1979, Laurel Group Inc.)
  Day of the Dead (1985, Laurel Entertainment Inc.)
  Night of the Living Dead (1968, Image Ten)
  
  45
  The Brides of Dracula (1960, Hammer Film
  Productions)
  The Horror of Dracula (1958, Hammer Film
  Productions)
  Dracula: Prince of Darkness (1966, Hammer
  Film Productions)
  The Lost Boys (1987, Warner Bros.)
  The Vampire Lovers (1970, Hammer Film
  Productions)
  Captain Kronos: Vampire Hunter (1974,
  Hammer Film Productions)
  Häxan or Witchcraft Through the Ages (1922,
  Skandias Filmbyrå)
  Music:
  Black Sabbath: Black Sabbath, Paranoid
  Blood Ceremony: Blood Ceremony; Living
  with the Ancients; The Eldritch Dark; Lord of
  Misrule
  Book of Wyrms: Sci-Fi/Fantasy
  Brimstone Coven: Black Magic; What Was
  and What Shall Be
  John Carpenter: Lost Themes, The Fog OST;
  Halloween OST
  The Cramps: Songs the Lord Taught Us
  Dance With the Dead: The Shape
  Electric Wizard: Black Masses; Dopethrone;
  Witchcult Today
  Erang: Within The Land Of My Imagination I
  Am The Only God
  The Fuzztones: Monster A-Go-Go
  Ghost: Ceremony and Devotion; Prequelle
  Goblin: Suspiria; Zombi; Roller
  The Herbalists: An Unexpected Forest Shrine;
  Swamp of Drowned Masters
  The Kofﬁn Kats: Our Way & the Highway;
  Party Time in the End Times
  Loreena McKennitt: The Visit
  The Lost Boys OST
  Midnight Syndicate: Monsters of Legend;
  Vampyre
  Nox Arcana: Blackthorn Asylum; Gothic;
  Grimm Tales; Season of the Witch; Shadow of
  the Raven; Transylvania
  Ophelia’s Dream: Not A Second Time
  Örnatorpet: Midvintersagor
  Pictus: Earth; Air; Fire; Water
  Stoa: Urthona
  Switchblade Symphony: Serpentine Gallery
  Type O Negative: Bloody Kisses; October
  Rust; World Coming Down
  
  46
  Open Game License
  This printing of Octhorrorfest is done under version 1.0a of the Open Game License and the System Reference Document
  by permission from Wizards of the Coast, Inc. Designation of Product Identity: The following items are hereby
  designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all
  Appendix N Entertainment and Gateway To Adventure logos, identifying marks, and trade dress; all proper nouns,
  monster names, NPC names, geographic terms, capitalized terms, italicized terms, boldfaced terms, artwork, maps,
  symbols, depictions, and illustrations, except such elements that are derived from the System Reference Document or as
  designated on the title page of this document. Designation of Open Content: Subject to the Product Identity designation
  above, all NPC, creature, and trap statistics are designated as Open Game Content (OGC), as well as spell names, monster
  names, weapon statistics, and other elements that are derived from the System Reference Document. No art or illustration
  is Open Content.
  Some of the portions of this book that are delineated OGC originate from the System Reference Document and are
  Copyright 2000 Wizards of the Coast, Inc. The remainder of the OGC portions of this book are hereby added to Open
  Game Content and, if so used, should bear the COPYRIGHT NOTICE "Hidden Hand of the Horla,” Copyright 2020,
  Appendix N Entertainment; Author: R.J. Thompson. All artwork is copyright the original artist or distributor.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
  (“Wizards”). All Rights Reserved.
  1. Deﬁnitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game
  Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including
  into other computer languages), potation, modiﬁcation, correction, addition, extension, upgrade, improvement,
  compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute”
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open
  Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent
  such content does not embody the Product Identity and is an enhancement over the prior art and any additional content
  clearly identiﬁed as Open Game Content by the Contributor, and means any work covered by this License, including
  translations and derivative works under copyright law, but speciﬁcally excludes Product Identity. (e) “Product Identity”
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  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names
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  places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or
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  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your”
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game
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  royalty free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You
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  that Your Contributions are Your original creation and/or You have sufﬁcient rights to grant the rights conveyed by this
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility,
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity.
  You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction
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  47
  constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game
  Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identiﬁcation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use
  any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed
  under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You
  Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
  Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some
  or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure
  such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to
  the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000,
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
  Gygax and Dave Arneson
  System Reference Document 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
  Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.-
  Modern System Reference Document 2002–2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
  Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John
  Tynes, Andy Collins, and JD Wiker.
  The Witch’s Handbook © 2002 Green Ronin Publishing. Author Steve Kenson
  Relics & Rituals © Clark Peterson
  Old-School Essentials Core Rules © 2018 Gavin Norman. Author Gavin Norman
  Old-School Essentials Classic Fantasy: Genre Rules ©2018 Gavin Norman. Author Gavin Norman
  Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells ©2018 Gavin Norman. Author Gavin Norman
  Old-School Essentials Classic Fantasy: Monsters ©2018 Gavin Norman. Author Gavin Norman
  Old-School Essentials Classic Fantasy: Treasures ©2018 Gavin Norman. Author Gavin Norman
  Old-School Essentials Advanced Fantasy: Genre Rules © 2018 Gavin Norman. Author Gavin Norman
  Old-School Essentials Advanced Fantasy: Druid and Illusionist Spells © 2018 Gavin Norman. Author Gavin Norman
  Hidden Hand of the Horla © 2020 Appendix N Entertainment. Author R.J. Thompson
  Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are used with
  permission of Necrotic Gnome, under license.
  “Gateway To Adventure”, “GTA”, “Octhorrofest,” and all other Appendix N Entertainment product names and their
  respective logos are trademarks of Appendix N Entertainment in the USA and other countries.
  
  48
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Supplements/Octhorrorfest! (OSE).pdf