TEXT: LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 1
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 2
  BETA RULES
  
  DCC RPG Open Beta, June 2011
  Page 3
  Y
  ou hold in your hands – or, more accurately, have displayed on your monitor – the public beta edition of the rules for 
  the Dungeon Crawl Classics Role Playing Game. DCC RPG has been in “silent playtest” mode for well over a year. Now, 
  after many months of preliminary testing, the rules are ready for a public stress test.
  The enclosed ﬁle is not the complete text of DCC RPG; rather, it is an excerpt. This ﬁle has the rules that are most pertinent to 
  starting a game and running a short campaign. The ﬁnished DCC RPG includes many more spells and monsters, rules for char-
  acters up to level 10, as well as a much more robust judge’s section. In fact, it’s a more well-rounded work in general. However, 
  for “kicking the tires” and just testing out the core rules, you don’t need the complete work. Everything you need for a test run 
  is enclosed herein.
  Remember, the book you hold in front of you is only part of the ﬁnished whole. (Well, part of the still-to-be-ﬁnished whole – we 
  are still transcribing the ﬁnal manuscript!) You may ﬁnd references to sections of the rules that are not included here. Don’t 
  worry; for now, you can ignore those references. They will be resolved in the ﬁnal printed version. The ﬁnal printed version will 
  also include complete artwork and a ﬁnal layout.
  We strongly encourage you to provide feedback on this work! This document is not the ﬁnal rules set for DCC RPG. DCC RPG 
  has already changed, thanks to feedback from the hundreds of gamers who have stress-tested it over the last few years. We 
  anticipate it will change again after this beta is reviewed and played by thousands of gamers. The game will change based on 
  YOUR feedback.
  Please post your thoughts on our forums or e-mail us directly. You can ﬁnd our forums at www.goodman-games.com/forums. 
  The best way to contact us via email is at: info@goodman-games.com
  Speaking of changing rules, the author has been tweaking the playtest rules as the editor does his work. (In fact, I added this 
  paragraph to the intro after Aeryn ﬁnished his edit – he hasn’t seen it! Hope I don’t make any typos. – Joseph) The thief, cleric, and half-
  ling classes were changed mid-edit. All the rules will continue to evolve based on YOUR feedback, but please be aware that our 
  fearless editor isn’t to blame if you ﬁnd errors in this document – they’re probably from the last-minute changes made as this 
  living document continues to integrate playtest feedback.
  As has been previously announced, DCC RPG will include a free third-party license for publishers interested in supporting the 
  system. Contact us for more information on that subject.
  And ﬁnally… have fun! That, after all, is why we play these games in the ﬁrst place.
  Joseph Goodman
  San Diego, CA
  May 2011
  CREDITS
  Design and Writing: Joseph Goodman
  Additional Design: Tavis Allison, Doug Kovacs, Harley Stroh, 
  Dieter Zimmerman
  Additional Writing: Harley Stroh
  Editing: Aeryn “Blackdirge” Rudel
  Art Direction and Graphic Design: Joseph Goodman
  Cover Art: Doug Kovacs
  Interior Art: Jeff Easley, Jason Edwards, Tom Galambos, Fried-
  rich Haas, Jim Holloway, Diesel Laforce, Doug Kovacs, William 
  McAusland, Brad McDevitt, Jesse Mohn, Peter Mullen, Erol 
  Otus, Stefan Poag, Jim Roslof, Chad Sergesketter, Mike Wilson
  Cartoons: Chuck Whelon
  The Dungeon Crawl Classics Role Playing Game is dedicated 
  to Jim Roslof.
  Copyright © 2011 Goodman Games. 
  www.goodman-games.com
  
  DCC RPG Open Beta, June 2011
  Page 4
  A
  bandon all presumptions, ye who enter 
  here. Turn the pages of this tome only 
  should you meet these qualiﬁcations:
  T
  hat you are a fantasy enthusiast of imaginative mind, familiar with the 
  customs of role playing, understanding the history and signiﬁcance of 
  the Elder Gods Gygax and Arneson and their cohorts Bledsaw, Holmes, 
  Kuntz, Moldvay, and Mentzer, and knowledgeable of the role of “judge” and the 
  practice of “adventure.”
  T
  hat you are in possession of the implements of role playing; namely, graph 
  paper and an assortment of polyhedrons, including but not limited to d4, 
  d6, d8, d10, d12, and d20; that you know the works of the great mage 
  Zocchi and are prepared to exercise d3, d5, d7, d14, d16, d24, d30, or d% should 
  they need to be deployed; and, although you may possess metal ﬁgurines and 
  erasable mats for purposes of enjoyment, you understand their role as optional 
  visualizers not prerequisites.
  T
  hat you understand and appreciate certain visual hieroglyphs derived 
  from denizens of the higher planes whose deiﬁc identities among mortals 
  are rendered, in the Common tongue, Otus, Easley, Roslof, Holloway, 
  Caldwell, and Dee.
  T
  hat you should be appreciative of a life of fantastic adventure and 
  escapades, and acknowledge that a dungeon crawl facilitates the judging 
  of a game focused thereon, but in no way excludes broader adventures in 
  the wilderness, at court, or on the sea, air, or outer planes.
  T
  hat you apprehend the fantasy pandect recorded in Appendix N with 
  reverence and delight, acknowledging its deﬁning place in creating this 
  hobby.
  T
  hat you are prepared to pledge, with right hand upon your little white 
  books, that you shall uphold the honor of the hobby of role playing to all 
  comers, whether young or old.
  I
  f these conditions are not met, then replace this book upon the shelf on 
  which it belongs and ﬂee with great celerity, for a bane befalls the heretical 
  beholder of that which lies herein.
  S
  hould you meet these qualiﬁcations, be aware that you are indoctrinated 
  into the order of Dungeon Crawl Classics and will ﬁnd kind fellows of 
  similar sentiment also within this order. You may proceed in good health.
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 5
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 6
  T
  he core mechanic in the Dungeon Crawl Classics 
  Role Playing Game is the d20 roll. You will fre-
  quently be asked to roll 1d20 and add or subtract 
  modiﬁers. The goal is to roll high and beat a DC, or Difﬁ-
  culty Class. Sometimes the DC will have speciﬁc terms, such 
  as an Armor Class, or AC, which is a combat variety of a DC. 
  A higher DC is more difﬁcult to beat, and a better-armored 
  creature has a higher AC.
  If you roll equal to or higher than the DC (or AC), you suc-
  ceed. Otherwise, you fail.
  A roll of 1 is an automatic failure and often results in a fum-
  bling failure of some kind.
  A roll of 20 is an automatic success and often results in a 
  critical success of some kind.
  Occasionally, a character may roll a die other than 1d20 
  when acting. 1d16, 1d24, and even 1d30 are used for weaker 
  or stronger warriors and spellcasters, as described herein.
  HOW IS THIS GAME 
  DIFFERENT FROM WHAT I 
  HAVE PLAYED BEFORE?
  If you are familiar with the d20 system (3.0 and 3.5):
  • DCC RPG does not have prestige classes, attacks of op-
  portunity, feats, or skill points. 
  • Classes and races are one and the same. You are a wiz-
  ard or an elf.
  If you are familiar with various iterations of 1E:
  • DCC RPG uses an ascending armor class system. A nor-
  mal, unarmored peasant is AC 10; a warrior in plate mail 
  is AC 18.
  • Attacks, saves, and skill checks all involve rolling 1d20, 
  adding modiﬁers, and trying to beat a number.
  • There are three saving throws: Fortitude, Reﬂex, and 
  Willpower.
  No matter what edition you’ve played before:
  • Clerics turn creatures that are unholy to their religion 
  – which may include un-dead and other creatures.
  • All spells are cast with a spell check, where the caster rolls 
  1d20, adds certain modiﬁers, and tries to score high. A 
  high roll yields a  more effective result. Each spell has a 
  unique chart that adjudicates the spell’s results.
  • Wizards may or may not lose their spells after a cast-
  ing. A low result means the wizard cannot cast the spell 
  again that day. However, on a high result, he can cast the 
  spell again.
  • Cleric spellcasting works differently from wizard spell-
  casting. Clerics never lose a spell after it has been cast. 
  However, as a cleric casts any spell, he may take a -1 
  penalty to his next spell check. By the end of the day, a 
  cleric may have a signiﬁcant penalty to his spell checks.
  • There is a critical hit matrix. Higher-level characters and 
  martial characters generate critical hits more often and 
  roll on more deadly result tables.
  • You can burn off ability scores to enhance dice rolls. All 
  characters can burn Luck, and wizards and elves can 
  burn other abilities.
  Those are the basics. Now: read the rules that follow, then 
  begin your adventures!
  FUNKY DICE
  This game utilizes polyhedrons of unusual shapes. Speciﬁ-
  cally, it utilizes the standard suite of dice, as well as what the 
  author refers to as “Zocchi dice.” As an experienced gamer, 
  you undoubtedly own a d4, d6, d8, d10, d12, and d20. DCC 
  RPG also makes use of  Zocchi dice in the following conﬁgu-
  rations: d3, d5, d7, d14, d16, d24, and d30. Later this year you 
  will be able to purchase these dice from Goodman Games. 
  For now, you can purchase from your local game store (ask 
  them to special order if they do not already stock them), and 
  from www.gamestation.net, www.chessex.com, and www.
  koplowgames.com (as well as other select internet sites).
  It is easy to substitute for the “funky dice” with a regular 
  dice set. For a d3, roll 1d6 and divide by two. For a d7, roll 
  1d8 and re-roll on an 8. For d14 or d16, roll d20 and ignore 
  rolls above the die-facing threshold. For d24, roll 1d12 and 
  1d6; if the 6-sider is odd, add 12 to the 1d12 roll. And so on.
  THE CORE MECHANIC
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 7
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 8
  CHAPTER ONE
  CHARACTERS
  You’re no hero.
  You’re a reaver,
  a cutpurse,
  a heathen-slayer,
  a tight-lipped warlock guarding long-dead secrets.
  You seek gold and glory,
  winning it with sword and spell,
  caked in the blood and filth of the weak, the dark, the demons, and the vanquished.
  There are treasures to be won deep
  underneath, and you shall have them...
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 9
  
  DCC RPG Open Beta, June 2011
  Page 10
  G
  ame play in the Dungeon Crawl Classics Role 
  Playing Game starts at 0 level: untrained, 
  uneducated peasants. Most of these charac-
  ters die pitiful deaths in a dungeon. We highly sug-
  gest  each player roll up multiple 0-level characters 
  – at least three, possibly more. Don’t get attached. 
  Those that survive their ﬁrst dungeon then choose 
  classes and become worth remembering. 
  Character creation in the DCC RPG follows these 
  steps:
  1. Roll ability scores. See page 11.
  2. Determine 0-level occupation. See page 15.
  3. Choose an alignment. See page 17.
  4. Purchase equipment. See page 16.
  5. Attempt to survive your ﬁrst dungeon. If you 
  survive and reach 1 XP, you advance to 1st level. 
  At this point, you choose a class. See page 19.
  6. Based on the class, you may know some spells. 
  See page 92.
  THE CHARACTER CREATION 
  FUNNEL
  M
  odern role playing games codify “game 
  balance” in an overabundance of character 
  options, which creates many opportunities 
  for min-maxing and power gaming. The DCC RPG 
  takes an anachronistic approach to “balance” by pur-
  suing an even playing ﬁeld through randomization 
  rather than complexity. The character creation steps 
  that follow will generate a play style unlike anything 
  you have experienced in the last twenty-odd years 
  – provided you follow the steps precisely. Omit any 
  element, and you’ll ﬁnd that the process does not 
  work. Here is why.
  DCC RPG generates characters using what the au-
  thor refers to as a “funnel.” First, each player gen-
  erates at least two, and possibly as many as four, 
  0-level characters. It is critical that the characters be 
  generated using the process as described: completely 
  random ability scores, random occupation, random 
  Luck modiﬁer, and random equipment. Each player 
  will end up with an assortment of characters who 
  could potentially serve as several different classes. 
  When all characters are generated, have the players 
  go around the table and introduce their 0-level peons 
  to their peers.
  The “funnel” takes place in 0-level play. During the 
  ﬁrst 0-level game, it is expected that each player will 
  lose some or most of their characters. When mere 
  peasants and yeomen explore deadly dungeons, a 
  high mortality rate is to be expected. By the end of 
  the ﬁrst game, the players will be left with a motley 
  crew of survivors, and this group of heroic adventur-
  ers becomes the 1st-level party.
  Using this method of highly random character re-
  sults, high mortality rates, and player choices as to 
  which of their randomly-generated characters takes 
  risks and which stays safe, you will ﬁnd that you have 
  a party of randomly generated characters in which 
  the players have agency. There are essentially no op-
  portunities for min-max play, and yet players ﬁnd 
  themselves attached to their plucky little serfs who 
  have done such amazing deeds at low levels. Their 
  0-level exploits will deﬁne them forever with great 
  deeds completed at great risk. The author strongly 
  encourages you to begin play using the method as 
  described here exactly. Give it a chance, and you may 
  ﬁnd you like it.
  
                                    DCC RPG Open Beta, June 2011
  Page 11
  ABILITY SCORES
  A 
  character is deﬁned in broad terms by six 
  ability scores. For character creation, roll 
  3d6 for each ability score listed below, in 
  the order of Strength, Agility, Stamina, Personality, 
  Intelligence, and Luck.
  You always roll 3d6, and you always roll and apply 
  the scores in that same order. You do not roll more 
  dice and drop the lowest die, you do not use a point-
  based buy system, and you do not assign ability 
  scores in any order other than that deﬁned above.
  Your score of 3-18 includes a modiﬁer, as shown on 
  table 1-1. This modiﬁer applies to select rolls as de-
  scribed below. 
  Strength: Physical power for lifting, hurling, cutting, 
  and dragging. Your Strength modiﬁer affects melee 
  attack and damage rolls. Note that a successful attack 
  always does a minimum of 1 point of damage regard-
  less of Strength. Characters with a Strength of 5 or 
  less can carry a weapon or shield but not both.
  Agility: Balance, grace, and ﬁne motion skills, wheth-
  er in the hands or the feet. Your Agility modiﬁer af-
  fects Armor Class, missile ﬁre attack rolls, and Reﬂex 
  saving throws, as well as the ability to ﬁght with a 
  weapon in each hand.
  Stamina: Endurance, resistance to pain, disease, and 
  poison. Your Stamina modiﬁer affects hit points and 
  Fortitude saving throws. Note that a character earns 
  a minimum of 1 hit point per character level regard-
  less of Stamina. Characters with a Stamina of 5 or less 
  automatically take double damage from all poisons 
  and diseases.
  Personality: Charm, strength of will, persuasive tal-
  ent. Personality affects Willpower saving throws for 
  all characters. Personality is vitally important to cler-
  ics, as it affects the ability to draw upon divine power 
  and determines the maximum spell level they can 
  cast, as shown on table 1-1.
  Intelligence: Ability to discern information, retain 
  knowledge, and assess complex situations. Intelli-
  gence affects known languages for all characters, as 
  described in Appendix L. For wizards, Intelligence 
  affects spell count, as noted on table 1-1. Intelligence 
  is vitally important to wizards, as it determines the 
  maximum spell level they can cast and inﬂuences 
  their ability to learn new spells as they advance in 
  level. Characters with an Intelligence of 7 or less can 
  speak only Common, and those with an Intelligence 
  of 5 or less cannot read or write.
  Luck: “Right place, right time” – favor of the gods, 
  good fortune, or hard-to-deﬁne talent. After rolling 
  3d6 to determine a player’s luck score, roll on table 
  1-2 to determine what rolls are affected by the charac-
  ter’s Luck modiﬁer. This “lucky roll” is always modi-
  ﬁed by the character’s Luck score (for good or bad) in 
  addition to all other normal modiﬁers. In some cases 
  the “lucky roll” is completely useless because the 
  character chooses a class where it is not applicable.
  Luck also affects critical hit rolls – positively for the 
  character, and negatively for his foes. In addition, 
  Luck modiﬁes a different element of play for each 
  TABLE 1-1: ABILITY SCORE MODIFIERS
  Ability Score 
  Modiﬁer 
  Wizard Spells Known 
  Max Spell Level**
  3 
  -3 
  No spellcasting possible 
  No spellcasting possible
  4 
  -2 
  -2 spells* 
  1
  5 
  -2 
  -2 spells* 
  1
  6 
  -1 
  -1 spell* 
  1
  7 
  -1 
  -1 spell* 
  1
  8 
  -1 
  No adjustment 
  2
  9 
  None 
  No adjustment 
  2
  10 
  None 
  No adjustment 
  3
  11 
  None 
  No adjustment 
  3
  12 
  None 
  No adjustment 
  4
  13 
  +1 
  No adjustment 
  4
  14 
  +1 
  +1 spell 
  5
  15 
  +1 
  +1 spell 
  5
  16 
  +2 
  +1 spell 
  6
  17 
  +2 
  +2 spells 
  6
  18 
  +3 
  +2 spells 
  7
  * Minimum of 1 spell.
  ** Based on Intelligence for wizards and Personality for clerics.
  
  DCC RPG Open Beta, June 2011
  Page 12
  character class, as described in the class descriptions.
  The Luck score changes over the course of a character’s adventures and is linked to their alignment. Charac-
  ters that act against their alignment may ﬁnd themselves suddenly unlucky. Those who swear an oath to a 
  patron of their newly desired alignment may ﬁnd the change easier.
  Characters can burn off Luck to survive life-or-death situations. Any character can permanently burn Luck to 
  give a one-time bonus to a roll. For example, you could burn 6 points to get a +6 modiﬁer on a roll, but your 
  Luck score is now 6 points lower.
  Players would be well advised to understand the goals of gods and demons that shape the world around 
  them, for they are but pawns in a cosmic struggle, and their luck on this mortal plane can be inﬂuenced by 
  the eternal conﬂict that rages around them.
  TABLE 1-2: LUCK SCORE
  Roll 
  Birth Augur and Lucky Roll
  1 
  Harsh winter: All attack rolls
  2 
  Taurus: Melee attack rolls
  3 
  Fortunate date: Missile ﬁre attack rolls
  4 
  Raised by wolves: Unarmed attack rolls
  5 
  Conceived on horseback: Mounted attack rolls
  6 
  Born on the battleﬁeld: Damage rolls
  7 
  Path of the bear: Melee damage rolls
  8 
  Hawkeye: Missile ﬁre damage rolls
  9 
  Pack hunter: Attack and damage rolls for 0-level trained weapon
  10 
  Born under the loom: Skill checks (including thief skills)
  11 
  Fox’s cunning: Find/disable traps
  12 
  Four-leafed clover: Find secret doors
  13 
  Seventh son: Spell checks
  14 
  The raging storm: Spell damage
  15 
  Righteous heart: Turn unholy checks
  16 
  Survived the plague: Magical healing*
  17 
  Lucky sign: Saving throws
  18 
  Guardian angel: Savings throws to escape traps
  19 
  Survived a spider bite: Saving throws against poison
  20 
  Struck by lightning: Reﬂex saving throws
  21 
  Lived through famine: Fortitude saving throws
  22 
  Resisted temptation: Willpower saving throws
  23 
  Charmed house: Armor Class
  24 
  Speed of the cobra: Initiative
  25 
  Bountiful harvest: Hit points (applies at each level)
  26 
  Warrior’s arm: Critical hit tables**
  27 
  Unholy house: Corruption rolls
  28 
  The Broken Star: Fumbles**
  29 
  Birdsong: Number of languages
  30 
  Wild child: Speed (each +1 = +5’ speed)
  * If a cleric, applies to all healing the cleric performs. If not a cleric, applies to all magical healing received from other 
  sources.
  ** Luck normally affects critical hits and fumbles. On this result, the modiﬁer is doubled for purposes of crits or 
  fumbles.
  
                                    DCC RPG Open Beta, June 2011
  Page 13
  SAVING THROWS
  T
  he DCC RPG uses three saving throws: 
  Fortitude, Reﬂex, and Willpower. To make 
  a saving throw, a character rolls 1d20, adds 
  his modiﬁer, and compares the result to a target num-
  ber or DC. If the result is equal to or greater than the 
  DC, the save is made. If not, dire effects may ensue.
  Fortitude represents resistance to physical threats, 
  such as poisons, gasses, acids, and stunning damage. 
  A character’s Stamina modiﬁer inﬂuences his Fort 
  save.
  Reﬂex represents resistance to reaction-based threats, 
  such as ducking a swinging axe trap, leaping aside 
  as a doorway collapses, and twisting to safety before 
  a dragon’s ﬂame strikes home. A character’s Agility 
  modiﬁer inﬂuences his Ref save.
  Willpower represents resistance to mind-inﬂuencing 
  threats, such as spells that charm or control, psychic 
  effects that cause sleep or hypnosis, and mental dom-
  ination. A character’s Personality modiﬁer inﬂuences 
  his Will save.
  All 0-level characters start with a base modiﬁer of 
  +0 to all saving throws, which is subsequently inﬂu-
  enced by their ability modiﬁers. As characters gain 
  class levels, their saving throws increase.
  LANGUAGES
  A
  ll characters know the Common tongue. 
  For each point of Intelligence modiﬁer, a 
  character knows one additional language, 
  typically associated with the circumstances of his up-
  bringing. These additional languages are established 
  at 0-level. Dwarves, elves, and halﬂings with Int 8+ 
  automatically know their racial languages as well.
  Upon advancing to 1st level, a character may learn 
  additional languages. Thieves know a secret lan-
  guage called cant. Demihumans learn one additional 
  language. Wizards learn one additional language per 
  point of Int modiﬁer.
  Commonly known other languages include those of 
  the centaurs, giants, gnomes, goblins, and 
  kobolds. Wizards may know 
  magical languages and the 
  animal tongues. More 
  details on languages 
  can be found in Ap-
  pendix L.
  
  DCC RPG Open Beta, June 2011
  Page 14
  LEVEL 0
  A
  ll characters start at 0 level. Most will die in 
  a dungeon, alone and unknown. The few 
  who survive eventually choose a class in 
  which to advance.
  All 0-level characters start with the following:
  • 1d4 hit points, modiﬁed by Stamina
  • 5d12 copper pieces
  • -100 XP
  • One randomly determined piece of equipment 
  (see table 3-4)
  • One randomly determined occupation
  • Based on the occupation:
   • Possession of and training in one weapon
   • Possession of some trade goods
  • A +0 modiﬁer to attack rolls and all saving 
  throws
  As the character earns experience points, his XP total 
  advances to 1. When his XP total reaches 1, he may 
  choose a class.
  OCCUPATION
  Y
  our character once toiled away at mundane 
  tasks, and his family and peers still do. 
  Whether alongside his family or appren-
  ticed to a master, his former occupation provides 
  some set of skills – useful perhaps only as a fallback 
  when he emerges crippled from the dungeon, but 
  useful nonetheless. These skills also include training 
  in a rudimentary weapon of some kind. Roll d% on 
  table 1-3 to determine a character’s background. Un-
  less noted otherwise, a character is human.
  Note that a character’s occupation need not be deter-
  mined randomly. If a player has a strong sense of the 
  character’s background in mind already, he should 
  feel free to use it. Starting trained weapon and trade 
  goods can be determined thematically with the 
  judge’s approval.
  
                                    DCC RPG Open Beta, June 2011
  Page 15
  TABLE 1-3: OCCUPATION
  Roll 
  Occupation 
  Trained Weapon† 
  Trade Goods
  01 
  Alchemist 
  Staff 
  Oil, 1 ﬂask
  02 
  Animal trainer 
  Club 
  Pony
  03-04 
  Armorer 
  Hammer (as club) 
  Iron helmet
  05 
  Astrologer 
  Dagger 
  Spyglass
  06-08 
  Blacksmith 
  Hammer (as club) 
  Steel tongs
  09-10 
  Caravan guard  
  Short sword 
  Linen, 1 yard
  11 
  Cobbler 
  Awl (as dagger) 
  Shoehorn
  12 
  Conﬁdence artist 
  Dagger 
  Quality cloak
  13 
  Cooper 
  Crowbar (as club) 
  Barrel
  14-15 
  Cutpurse 
  Dagger 
  Small chest
  16-17 
  Ditch digger 
  Shovel (as staff) 
  Fine dirt, 1 lb.
  18-21 
  Dwarven blacksmith 
  Hammer (as club) 
  Mithril, 1 oz.
  22-23 
  Dwarven herder 
  Staff 
  Sow**
  24-27 
  Dwarven miner 
  Pick (as club) 
  Lantern
  28-31 
  Elven artisan 
  Staff 
  Clay, 1 lb.
  32-35 
  Elven forester 
  Staff 
  Herbs, 1 lb.
  36-37 
  Elven sage 
  Dagger 
  Parchment and quill pen
  38-47 
  Farmer* 
  Pitchfork (as spear) 
  Hen**
  48 
  Fortune-teller 
  Dagger 
  Tarot deck
  49 
  Gambler 
  Club 
  Dice
  50 
  Gongfarmer 
  Trowel (as dagger) 
  Sack of night soil
  51-52 
  Grave digger 
  Shovel (as staff) 
  Trowel
  53-54 
  Guild beggar 
  Sling 
  Crutches
  55-58 
  Halﬂing gypsy 
  Sling 
  Hex doll
  59-62 
  Halﬂing trader 
  Short sword 
  20 sp
  63-64 
  Halﬂing vagrant 
  Club 
  Begging bowl
  65 
  Healer 
  Club 
  Holy water, 1 vial
  66 
  Herbalist 
  Club 
  Herbs, 1 lb.
  67-69 
  Herder 
  Staff 
  Herding dog**
  70-72 
  Hunter 
  Shortbow 
  Deer pelt
  73 
  Indentured servant 
  Staff 
  Locket
  74 
  Jester 
  Dart 
  Silk clothes
  75 
  Jeweler 
  Dagger 
  Gem worth 20 gp
  76 
  Locksmith 
  Dagger 
  Fine tools
  77 
  Mercenary 
  Longsword 
  Hide armor
  78 
  Miller/baker 
  Club 
  Flour, 1 lb.
  79 
  Minstrel 
  Dagger 
  Ukulele
  80 
  Noble 
  Longsword 
  Gold ring worth 10 gp
  81 
  Orphan 
  Club 
  Rag doll
  82 
  Ostler 
  Staff 
  Bridle
  83 
  Outlaw 
  Short sword 
  Leather armor
  84 
  Scribe 
  Dart 
  Parchment, 10 sheets
  85 
  Shaman 
  Mace 
  Herbs, 1 lb.
  86 
  Slave 
  Club 
  Strange-looking rock
  87 
  Smuggler 
  Sling 
  Waterproof sack
  88-89 
  Soldier 
  Spear 
  Shield
  90-91 
  Squire 
  Longsword 
  Steel helmet
  92-93 
  Trapper 
  Sling 
  Badger pelt
  94 
  Urchin 
  Stick (as club) 
  Begging bowl
  95 
  Wainwright 
  Club 
  Pushcart***
  96 
  Weaver 
  Dagger 
  Fine suit of clothes
  97 
  Wizard’s apprentice 
  Dagger 
  Black grimoire
  98-100 
  Woodcutter 
  Handaxe 
  Bundle of wood
  † If a missile ﬁre weapon (such as sling or dart), roll 1d6 to determine number of sling stones or darts.
  * Roll 1d8 to determine farmer type: (1) potato, (2) wheat, (3) turnip, (4) corn, (5) rice, (6) parsnip, (7) radish, (8) rutabaga.
  ** Why did the chicken cross the hallway? To check for traps! In all seriousness, if the party includes more than one farmer or herder, 
  randomly determine the second and subsequent farm animals for each duplicated profession with 1d6: (1) sheep, (2) goat, (3) cow, 
  (4) duck, (5) goose, (6) mule.
  *** Roll 1d6 to determine what’s in the cart: (1) tomatoes, (2) nothing, (3) straw, (4) your dead, (5) dirt, (6) rocks.
  
  DCC RPG Open Beta, June 2011
  Page 16
  WEAPON TRAINING
  A
  ll 0-level characters are trained in the one 
  weapon they possess carried over from 
  their former occupation. If a 0-level charac-
  ter handles multiple weapons over his career, he is 
  considered trained in the last weapon he fought with. 
  At 1st level, a character gains training in additional 
  weapons, based on the class he chooses. 
  Generally, using a weapon without training imposes 
  a -4 attack penalty. However, this penalty is waived 
  for 0-level characters. It is assumed  their naturally 
  poor combat abilities reﬂect equal incompetence with 
  the martial use of all weapons. (Not to mention that 
  in playtests, applying the -4 penalty increases the 0-
  level death rate to absurd proportions.)
  TRADE GOODS
  N
  ovice adventurers typically hail from mun-
  dane backgrounds. The economics of a feu-
  dal setting involve more barter than coin-
  age. The typical farmer or woodcutter may sustain 
  his family for years of trade without ever setting eye 
  on a metal coin. All 0-level characters start with trade 
  goods of some kind, as indicated on table 1-3. These 
  may be useful in the dungeon or may provide a start-
  ing point for trading up to a better status in life.
  You will discover that 0-level characters possess al-
  most no equipment. Begin play with a properly sized 
  party (at least 15 PCs), and you will quickly learn 
  what “wealth by attrition” means and how it applies 
  to low-level play.
  
                                    DCC RPG Open Beta, June 2011
  Page 17
  ALIGNMENT
  I
  n the beginning there was the Void, where 
  the Old Ones dreamed. In their dreams 
  were Law and Chaos, inherent forces of 
  unity and entropy. Through endless opposition, 
  these forces of unity and entropy elected champions 
  who became gods, who in turn formed planes of ex-
  istence that reﬂected their principles. On one such 
  plane resides your trivial existence, tiny next to the 
  vastness of Aéreth, even tinier next to the vastness of 
  the cosmos. But you are connected back to the greater 
  universe and the endless struggle by a fundamental 
  choice: do you back the forces of Law or the forces of 
  Chaos?
  Alignment is a choice of values. In its simplest form it 
  determines behavior. In higher forms, it determines 
  allegiance to a cosmic force. Characters choose an 
  alignment at 0 level, and it determines their options 
  for the rest of their life. 
  Alignment functions on many levels, but there are 
  two primary extremes: lawful and chaotic, with the 
  balance of neutrality between. A character chooses 
  one of these three alignments at 0 level.
  Lawful characters believe fundamentally in unity 
  and prioritize the values of mankind: order, author-
  ity, loyalty, and charity. They support organized in-
  stitutions and “do what is right.” They have a moral 
  conscience which points them toward the appropri-
  ate action. There are many shades of lawful behavior, 
  and not all lawful characters will agree on the same 
  course of action at any time. Fundamentally, lawful 
  characters choose the path of mankind over the path 
  of supernatural dominance. At the higher levels, law-
  ful characters ﬁnd themselves interacting with celes-
  tials, angels, demigods, and powerful Lords of Law.
  Chaotic characters believe fundamentally in entro-
  py and seek constantly to undermine or rule those 
  around them. They are willing to undermine the nat-
  ural order of things – including established govern-
  ments, guilds, and relationships – if they see a mate-
  rial beneﬁt in doing so. They are open to agreements 
  with supernatural powers, even if such agreements 
  risk the primacy of man by allowing strange beings 
  into the material plane. Fundamentally, chaotic char-
  acters choose the path of greatest personal power and 
  success over any greater principle. At the higher lev-
  els, chaotic characters ﬁnd themselves aligned with 
  demons and devils, sinister monsters, extraplanar 
  creatures, and the supernatural Chaos Lords.
  Neutral characters have not taken a stand between 
  Law and Chaos. Neutrality is the balance of na-
  ture, of timelessness and the ocean, and other such 
  things. It can also reﬂect the neutrality of those who 
  came before Law and Chaos: the Old Ones, the great 
  Cthulhu, and the empty Void, and the emptiness of 
  the time before gods. Neutrality between Law and 
  Chaos can reﬂect a measured morality – balancing 
  costs and beneﬁts, without strong principles one way 
  or the other. It can also reﬂect ambivalence or indif-
  ference. Fundamentally, neutral characters choose a 
  path not on loyalty or values but by evaluating each 
  and every opportunity that comes along. At the high-
  er levels, neutral characters ﬁnd themselves aligned 
  with elementals, extraplanar un-dead, and astral and 
  ethereal beings.
  The eternal struggle between Law and Chaos is real. 
  Gods and demons battle on other planes for superi-
  ority, and the actions of man give those gods power. 
  Make your choice carefully, for it will become increas-
  ingly important as you become more powerful.
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 18
  
                                    DCC RPG Open Beta, June 2011
  Page 19
  LEVEL ADVANCEMENT
  A
  s a character completes adventures, he 
  practices his skills and becomes more tal-
  ented. Characters earn experience points 
  (XP) that allow them to progress in level. The table 
  below shows the experience points required for each 
  level.
  As an optional rule, consider allowing any 0-level 
  characters that survive their ﬁrst adventure to auto-
  matically advance to 1st level and 1 XP. Zero-level 
  adventures are a harrowing, deadly experience with 
  particularly high fatality rates. As long as each play-
  er controls a portfolio of 
  multiple 0-level PCs, such 
  a play style can be fun. 
  However, too many games 
  with a 0-level character 
  exchanges novelty for en-
  forced cowardice.
  A level 1 character retains 
  his hit points from level 0, 
  and gains new hit points 
  according to his class. 
  All characters of level 1 
  or higher thus have their 
  class hit dice plus their 1d4 
  hit points from level 0.
  CHOOSING A CLASS
  W
  hat man calls free will is but the options 
  remaining after destiny and the gods have 
  made their plays. If your character sur-
  vives to 1st level, you can choose a class. Your free 
  will is constrained by the fatalism of the dice; pick a 
  class that suits your randomly determined strengths 
  and weaknesses. The demi-human classes of dwarf, 
  elf, and halﬂing may only be selected by characters 
  whose 0-level occupation was of that race.
  TABLE 1-4: XP LEVEL THRESHOLDS BY CLASS
  0-level characters start at -100 XP. The indicated level of XP is necessary to achieve each new level. For 
  example, a 0-level character becomes a 1st-level warrior when he reaches 1 XP, a 2nd-level warrior when 
  he reaches 1,000 XP, a 3rd-level warrior when he reaches 2,000 XP, and so on.
  Level 
  Thief 
  Warrior 
  Cleric 
  Wizard 
  Halﬂing 
  Dwarf 
  Elf
  0 
  -100 
  -100 
  -100 
  -100 
  -100 
  -100 
  -100
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1
  2 
  900 
  1,000 
  1,100 
  1,200 
  800 
  1,000 
  1,250
  3 
  1,800 
  2,000 
  2,250 
  2,500 
  1,600 
  1,900 
  2,600
  4 
  3,500 
  4,000 
  4,500 
  5,000 
  3,200 
  3,800 
  5,200
  5 
  7,000 
  7,500 
  8,000 
  9,000 
  6,000 
  7,200 
  9,500
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 20
  T
  here are rules that govern the multiverse, 
  some of them deciphered by man and 
  some of them opaque. The oldest rules 
  are the Void, which no man or god understands, 
  only Cthulhu and the Old Ones. Then the Old Ones 
  established Law and Chaos, which created and di-
  vided the gods. From the gods came divine rules 
  for the behaviors of mortal man, and if man lives 
  by these rules, his gods reward him, in this life or 
  the next.
  That is what your god tells you, and as his cleric, 
  you will persuade, convert, or destroy those who 
  would speak otherwise. You adventure to ﬁnd gold 
  or holy relics, destroy abominations and enemies, 
  and convert heathens to the truth. You’ll be re-
  warded – even if you have to die to receive it.
  An adventuring cleric is a militant servant of a god, 
  often part of a larger order of brothers. He wields 
  the weapons of his faith: physical, spiritual, and 
  magical. Physically, he is a skilled ﬁghter when us-
  ing his god’s chosen weapons. Spiritually, he is a 
  vessel for the expression of his god’s ideals, able to 
  channel holy powers that harm his god’s enemies. 
  Magically, he is able to call upon his god to perform 
  amazing feats.
  Both clerics and wizards may gain powers from 
  gods, but in different ways. A cleric worships a 
  greater power and is rewarded for his service. A 
  wizard unlocks the hidden mysteries of the uni-
  verse in order to dominate powers both known and 
  unknowable.
  Hit points: A cleric gains 1d8 hit points at each 
  level.
  Choosing a god: At 1st level, a cleric selects a god 
  to worship, and in doing so chooses one side of 
  the eternal struggle. Clerics who worship demons 
  and devils, monsters, ﬁends, Chaos Lords, and Set 
  and the other dark gods of the naga are servants of 
  Chaos. Clerics who worship lawful gods, nascent 
  demigods, principles of good, immortals, celestials, 
  guardians, and the prehistoric gods of the sphinxes 
  are servants of Law. Clerics who stand at the bal-
  ancing point, placing faith in the eternal struggle 
  itself rather than the factions arrayed about it, are 
  neutral in alignment, but may still be good, evil, or 
  truly neutral, and as such are either druids, Cthul-
  hu cultists, or guardians of balance.
  All clerics pray to join their god in a never-ending 
  afterlife. While still clothed in mortal form, clerics 
  ﬁnd a place among others with similar beliefs. The 
  weak follow their order, the strong lead their order, 
  and the mighty are living avatars of their gods. As 
  a cleric progresses in level he moves through these 
  ranks.
  A cleric’s choice of god must match his alignment, 
  and determines weapon groups, holy powers, and 
  magical spells. Clerics may choose from the gods 
  shown on page 24.
  Weapon training: A cleric is trained in the weap-
  ons used by faithful followers of his god, as shown 
  on page 24. Clerics may wear any armor and their 
  spell checks are not hindered by its use.
  Alignment: A cleric’s alignment must match his 
  god’s.
  Clerics of chaotic alignments belong to secret cults 
  and strange sects. They travel the world to recruit 
  new cultists and undermine their enemies.
  Clerics of lawful alignments belong to organized 
  religious groups. They may lead a rural congrega-
  tion, adventure on great crusades to convert hea-
  thens, or defend holy relics as a militant arm of the 
  church. 
  Neutral clerics tend toward philosophical afﬁlia-
  tions. They may be druids who worship the one-
  ness of nature or dark theosophists who research 
  the dead gods that originally created the universe.
  A cleric who changes alignment loses the support 
  of his god. He loses access to all spells and powers 
  from cleric levels earned under his old alignment.
  Caster level: Caster level is a measurement of a 
  cleric’s power in channeling his god’s energy. A 
  cleric’s caster level is usually his level as a cleric 
  but may be modiﬁed under certain circumstances. 
  Many clerics adventure in search of holy relics that 
  bring them closer to their gods and thus increase 
  caster level.
  Magic: Clerics call upon the favor of their god. This 
  form of magic is known as idol magic. If successful, 
  CLERIC
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 21
  they are able to channel the god’s power 
  as a magical spell. A cleric has access to 
  the spells of his god as noted on table 1-5. 
  To cast a spell, a cleric makes a spell check 
  (see page 92). The spell check is made as 
  any other: roll 1d20 + Personality modiﬁ-
  er + caster level. If he succeeds, his god at-
  tends to his request – not always predict-
  ably, but with generally positive results. 
  But if he fails, he risks disapproval. His 
  god is preoccupied, annoyed, or facing 
  his own battle – or questions the cleric’s 
  use of his power. Some of the most power-
  ful gods are in turn the most ﬁckle.
  These rules apply to cleric magic:
  • Each spell check creates a penalty. For 
  each spell check that is attempted in a 
  single day, whether successful or not, 
  a cleric suffers a cumulative penalty 
  to future spell checks that day. The 
  penalty is equal to the spell level of 
  a spell, or -1 if a healing or turning 
  attempt. For example, a cleric casts 
  a level 1 spell successfully. His next 
  spell check is at -1. Next that cleric at-
  tempts to cast a level 1 spell but fails 
  his spell check. On his next attempt 
  to cast a spell, he will suffer a -2 pen-
  alty. If he attempts a level 2 spell, his 
  cumulative spell check modiﬁer be-
  comes a total of -4. When the cleric re-
  gains spells on the following day, his 
  negative modiﬁer is reset. Probably. 
  Clerics who test their gods may ﬁnd 
  they are not always forgiving.
  • Natural 1 means disapproval. On a 
  natural 1 during a spell check, a cleric 
  discovers that he has somehow reaped 
  disapproval with his deity. The cleric 
  must roll on the Disapproval Table 
  (see page 101).
  • Penalties can be offset by sacriﬁces. 
  Once a cleric begins accumulating 
  negative modiﬁers, he can remove 
  them by offering sacriﬁces to his de-
  ity. See below for more information.
  • Sinful use of divine power. A cleric 
  may be capable of using his powers 
  in ways that displease his deity. Do-
  ing so is a sin against his beliefs. Sin-
  ful activities include anything that is 
  
  DCC RPG Open Beta, June 2011
  Page 22
  not in accordance with the character’s or deity’s 
  alignment, anything that is not appropriate to 
  the deity’s core beliefs (e.g., having mercy on a 
  foe while worshipping the god of war), healing 
  a character of an opposed alignment, healing or 
  aiding a character of an opposed belief or deity 
  (even if of the same alignment), failing to sup-
  port followers of the same beliefs when they are 
  in need, calling on the deity’s aid in a frivolous 
  manner, and so on. When a cleric commits a sin-
  ful act, he may incur an additional spell check 
  penalty ranging from -1 for minor infractions to 
  -10 for signiﬁcant transgressions. These addi-
  tional penalties are always at the judge’s discre-
  tion, and may manifest accompanied by thunder 
  and lightning, plagues of locusts, water running 
  uphill, and other signs of divine displeasure.
  Sacriﬁces: A cleric may make sacriﬁces to his deity 
  in order to regain favor. Sacriﬁces vary according to 
  the nature of the deity but, in general, any offering of 
  material wealth counts, and other acts may count as 
  well, at the discretion of the judge. Sacriﬁcing wealth 
  means the items must be burned, melted down, do-
  nated to the needy, contributed to a temple, or other-
  wise relieved from the character’s possession. They 
  may be donated as part of a special rite or simply 
  hurled into a temple’s coffers. Sacriﬁces can reduce 
  spell check penalties and sin points, as follows:
  For every 50 gp of sacriﬁced goods, a cleric may “can-
  cel” one point of normal spell check penalty.
  A great deed, quest, or service to a deity may also 
  count as a sacriﬁce, at the judge’s discretion.
  Turn unholy: A cleric wields his holy symbol to turn 
  away abominations. At any time, a cleric may utilize 
  a spell check to deter unholy creatures. An unholy 
  creature is any being without a soul that the cleric’s 
  scriptures declare unholy. Typically this includes un-
  dead, demons, and devils. For more information on 
  turning unholy, see page 81. As with all spell checks, 
  the turn unholy spell check is made as follows: 1d20 
  + Personality modiﬁer + caster level.
  Lay on hands: Clerics heal the faithful. By making a 
  spell check, a cleric may lay on hands to heal dam-
  age to any living creature. The cleric may not heal 
  un-dead, animated objects (e.g., living statues), ex-
  traplanar creatures (e.g., demons, devils, elementals, 
  etc.), or constructs (e.g., golems) in this manner. The 
  cleric must physically touch the wounds of the faith-
  ful and concentrate for 1 action. The spell check is 
  made as any other: roll 1d20 + Personality modiﬁer 
  + caster level.
  The damage healed varies according to the align-
  ment of the recipient and the result of the spell check. 
  Compare alignments as follows:
  • If cleric and subject are the same alignment, they 
  count as “same” on the table below.
  
                                    DCC RPG Open Beta, June 2011
  Page 23
  • If cleric and subject differ in alignment by one 
  step (e.g., one is neutral and the other is lawful 
  or chaotic), they count as “adjacent” on the table 
  below. Such a healing action may constitute sin if 
  not done in service of the faith.
  • If cleric and subject are of opposed alignment 
  (e.g., one is lawful and one is chaotic), they count 
  as “opposed” on the table below. Such a healing 
  almost always counts as a sin unless it is an ex-
  traordinary event in the service of the deity.
  Then have the cleric make a spell check and refer-
  ence the table below. Each time he lays on hands in 
  a day, the cleric’s next spell check is affected as if he 
  had cast a normal spell: it incurs a penalty of -1. Lay-
  ing on hands only restores hit points, not lost ability 
  scores or XP.
  Spell check 
  Same 
  Adjacent 
  Opposed
  1-11 
  Failure 
  Failure 
  Failure
  12-13 
  1d6+CL 
  1d4+CL 
  1d3
  14-19 
  1d8+CL 
  1d6+CL 
  1d4
  20-21 
  2d8+CL 
  1d8+CL 
  1d6
  22+ 
  3d8+CL 
  2d8+CL 
  1d8
  CL = caster level.
  Here is the same table presented slightly differently 
  to match the format of the character sheet. The play-
  er should record the names of his party allies in the 
  boxes for “same” (same alignment) or “adjacent” or 
  “opposed” (based on alignment squares, as noted 
  above). Then, the appropriate column shows the 
  healing by check.
  PC Names 
  12 
  14 
  20 
  22+
  (same) 
  1d6+CL 1d8+CL 2d8+CL 3d8+CL
  (adjacent) 
  1d4+CL 1d6+CL 1d8+CL 2d8+CL
  (opposed) 
  1d3 
  1d4 
  1d6 
  1d8
  Divine aid: As a devout worshipper, a cleric is enti-
  tled to beseech his deity for divine aid. Beneﬁcent fol-
  lowers are already rewarded with spells and the abil-
  ity to turn the unholy, so it must be recognized that 
  requesting direct intervention is an extraordinary act. 
  To request divine aid, the cleric makes a spell check at 
  the same modiﬁer that would apply were he casting 
  a spell. This extraordinary act imparts a cumulative 
  -10 penalty to future spell checks. Based on the result 
  of the spell check, the judge will describe the result. 
  Simple requests (e.g., light a candle) are DC 10 and 
  extraordinary requests (e.g., summon and control a 
  living column of ﬂame) are DC 18 or higher.
  Luck: A cleric’s Luck modiﬁer applies to all spell 
  checks to turn unholy creatures.
  Action dice: A cleric can use his action dice for attack 
  rolls or spell checks.
  TABLE 1-5: CLERIC
  Level 
  Attack Crit 
  Action 
  Ref 
  Fort 
  Will 
  Spells Known by Level
   
   
  Die/ 
  Dice 
   
   
   
  1 
  2 
  3 
  4 
  5
   
   
  Table 
   
  1 
  +0 
  1d8/III 
  1d20 
  +0 
  +1 
  +1 
  4 
  – 
  – 
  – 
  –
  2 
  +1 
  1d8/III 
  1d20 
  +0 
  +1 
  +1 
  6 
  – 
  – 
  – 
  –
  3 
  +2 
  1d10/III 1d20 
  +1 
  +1 
  +2 
  8 
  4 
  – 
  – 
  –
  4 
  +2 
  1d10/III 1d20 
  +1 
  +2 
  +2 
  10 
  6 
  – 
  – 
  –
  5 
  +3 
  1d12/III 1d20 
  +1 
  +2 
  +3 
  10 
  8 
  4 
  – 
  –
  TABLE 1-6: CLERIC TITLES
  Level 
  Title by Alignment
   
  Law 
  Chaos 
  Neutral
  1 
  Acolyte 
  Zealot 
  Witness
  2 
  Adept 
  Convert 
  Pupil
  3 
  Brother 
  Cultist 
  Chronicler
  4 
  Curate 
  Apostle 
  Judge
  5 
  Father 
  Chaos master 
  Druid
  
  DCC RPG Open Beta, June 2011
  Page 24
  GODS OF THE ETERNAL STRUGGLE
  T
  he eternal struggle between Law and Chaos continues on a vast scale measured in the life and death 
  of stars. In a man’s brief time on earth, he chooses one antipode, and in doing so plays his tiny part 
  in the eternal struggle. As such, a 1st-level cleric is either a cleric of Law, Chaos, or the balance. 
  Within that scope, he chooses a god. The cleric displays the vestments of his god, preaches the god’s good 
  word, and carries the weapons considered holy by that god. The cleric’s alignment further determines the 
  creatures considered unholy for his turning ability.
  Alignment
  Gods
  Weapons
  Unholy Creatures
  Law
  Shul, god of the moon
  Klazath, god of war
  Ulesh, god of peace
  Choranus, the Seer Father, lord of 
  creation
  Daenthar, the Mountain Lord, greater 
  god of earth and industry
  Gorhan, the Helmed Vengeance, god of 
  valor and chivalry
  Justicia, goddess of justice and mercy
  Aristemis, the Insightful One, demigod-
  dess of true seeing and strategy
  Club, mace,  
  sling, staff, war-
  hammer
  Un-dead, demons, devils, 
  chaotic extraplanar crea-
  tures, monsters (e.g., basilisk 
  or medusa), Chaos Primes, 
  evil or chaotic humanoids 
  (e.g., goblins), chaotic drag-
  ons
  Neutral
  Amun Tor, god of mysteries and riddles
  Ildavir, goddess of nature
  Pelagia, goddess of the sea
  Cthulhu, priest of the Old Ones
  Dagger, mace, 
  sling, staff, 
  sword (any),
  Mundane animals, un-dead, 
  demons, devils, monsters 
  (e.g., basilisk or medusa), 
  lycanthropes, perversions 
  of nature (e.g., otyughs and 
  slimes)
  Chaos
  Ahriman, god of death and disease
  Hidden Lord, god of secrets
  Azi Dahaka, demon prince of storms 
  and waste
  Bobugbubilz, demon lord of evil am-
  phibians
  Cadixtat, chaos titan
  Nimlurun, the unclean one, lord of ﬁlth 
  and pollution
  Malotoch, the carrion crow god
  Axe (any), bow 
  (any), dagger, 
  dart, ﬂail
  Angels, paladins, lawful 
  dragons, Lords of Law, Law-
  ful Primes, and good-aligned 
  humanoids
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 25
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 26
  Y
  ou are a hulking, skulking thug wait-
  ing for your next victim, a dexter-
  ous wall-climber cozening treasures 
  from ostensibly impenetrable vaults, a ﬂeet-
  footed cutpurse outrunning shouting pursu-
  ers through a crowded market, or a brooding 
  killer stalking a difﬁcult target. 
  Thieves can be big or small, fast or slow, tall 
  or thin, but they all have one thing in com-
  mon: they survive not by sword or spell, but 
  by stealth and cunning.
  Hit points: A thief gains 1d6 hit points at each 
  level.
  Weapon training: A thief is trained in these 
  weapons: blackjack, crossbow, dagger, dart, 
  longsword, short sword, sling, and staff. 
  Thieves are careful in their choice of armor, as 
  it affects the use of their skills.
  Alignment: Although thieves have little re-
  gard for the laws of civilization, they are not 
  necessarily chaotic.
  Lawful thieves are ubiquitous, and they be-
  long to institutions of organized crime: guilds 
  of beggars who feign illness to ﬂeece the 
  generous, pirate gangs that hijack innocent 
  travelers, or organized brigands who charge 
  “protection fees” for certain routes. They are 
  fences who dispose of stolen goods, enforcers 
  who maintain the pecking order of the un-
  derworld, and petty burglars who work their 
  way up to become mob bosses.
  Chaotic thieves operate as independent 
  agents. They are assassins and con artists, 
  swindlers and sociopaths, or outright murder-
  ers and killers. They acknowledge no master 
  aside from the glint of gold.
  Neutral thieves are double agents: the kindly 
  housekeeper who ﬁlches valuable baubles 
  while the master sleeps, the “inside man” 
  who leaves the vault unlocked one night, or 
  the urban spy who sells blackmail secrets to 
  his court’s enemies.
  Thieves’ Cant: Thieves speak a secret lan-
  guage called the cant known only to mem-
  bers of their class. This is a spoken language 
  with no written alphabet. Teaching the cant 
  to a non-thief is punished by death. Certain 
  double-entendre phrases in Common have an 
  alternate meaning in the cant and are used by 
  thieves to identify their brethren covertly.
  Backstabbing: The most successful thieves 
  steal without their victims ever knowing. 
  When attacking a target from behind or when 
  the target is otherwise unaware, the thief re-
  ceives an attack bonus. In addition, if he hits, 
  the thief automatically achieves a critical hit, 
  rolling on the crit table as per his level (see 
  page 69).
  Casting spells from scrolls: Thieves can at-
  tempt to read scrolls and cast the magical 
  spells written upon them. They use a die for 
  spell checks as shown on table 1-9.
  Thieving skills: A thief learns certain skills 
  which aid his illicit pursuits. A thief can pick 
  locks, ﬁnd and disable traps, creep silently, 
  hide in shadows, climb sheer surfaces, forge 
  documents, pick pockets, handle poison, and 
  read languages.
  The thief’s alignment determines his interests, 
  and those interests determine his rate of ad-
  vancement in the various thieving skills. The 
  thief receives a bonus to his skills based on 
  level and alignment, as shown on table 1-9.
  To use a thief skill, the player rolls d% and 
  attempts to score under his modiﬁer. Note 
  that especially difﬁcult challenges may en-
  tail penalties to the character’s roll – for ex-
  ample, picking an extraordinarily well crafted 
  lock, or picking the pocket of an alert guard. 
  In some cases, the judge may make the roll 
  for the character, where the result will not be 
  THIEF
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 27
  known until some trigger (e.g., a forged docu-
  ment may not be truly tested until presented to 
  the king’s commissary).
  A thief needs tools to pick locks, ﬁnd and dis-
  able traps, climb sheer surfaces, forge docu-
  ments, and handle poisons. A 1st-level thief 
  must purchase a set of thieves’ tools that al-
  lows him to use these skills.
  Generally speaking, success indicates the thief 
  succeeded completely in the task. For example, 
  a successful sneak silently check means the 
  thief did indeed sneak completely silently. Ex-
  cept for demi-gods and extraordinary magic, 
  the thief’s movement cannot be heard. A suc-
  cessful hide in shadows check means the thief 
  cannot be seen, and so on.
  Luck and Wits: Thieves survive on their luck 
  and their wits, and the most successful thieves 
  live a life of fortune on guts and intuition. A 
  thief gains additional bonuses when making a 
  Luck check, as follows.
  First, the thief rolls a luck die when he expends 
  Luck. The luck die is indicated on Table 1-7: 
  Thief. For each point of Luck expended, he 
  rolls one die, and applies that modiﬁer to his 
  roll. This bonus can be applied to thief skills 
  where each +1 = +5%. For example, a level 2 
  thief who burns 2 points of Luck adds +2d4 to 
  a d20 roll or +2d4(x5)% to use of a thief skill.
  Second, unlike other classes, the thief recovers 
  lost Luck, to a limited extent. The thief’s Luck 
  score is restored each night by a number of 
  points equal to his level. This process cannot 
  take his Luck score past its natural maximum. 
  For example, a level 1 thief attempts to disable 
  a trap, and fails by 6% on his check. He has a 
  Luck of 11. He burns 2 points of Luck to add 
  10% to his result, allowing him to succeed. His 
  Luck is now 9. Because he is level 1, his Luck 
  score will be restored by 1 point on the follow-
  ing morning, bringing it back up to 10. Then 1 
  additional point will be restored on the morn-
  ing following that, bringing it to 11. It will not 
  increase past that point.
  Action dice: A thief uses his action dice for 
  any normal activity, including attacks and skill 
  checks.
  
  DCC RPG Open Beta, June 2011
  Page 28
  TABLE 1-7: THIEF
  Level 
  Attack Crit Die/Table Action Dice 
  Luck Die 
  Ref 
  Fort 
  Will
  1 
  +0 
  1d10/II 
  1d20 
  d3 
  +1 
  +0 
  +1
  2 
  +1 
  1d12/II 
  1d20 
  d4 
  +1 
  +0 
  +1
  3 
  +1 
  1d14/II 
  1d20 
  d5 
  +2 
  +1 
  +1
  4 
  +2 
  1d16/II 
  1d20 
  d6 
  +2 
  +1 
  +2
  5 
  +2 
  1d20/II 
  1d20 
  d7 
  +3 
  +1 
  +2
  TABLE 1-8: THIEF TITLES
  Level 
  Title by Alignment
   
  Lawful 
  Chaotic 
  Neutral
  1 
  Bravo 
  Thug 
  Beggar
  2 
  Apprentice 
  Murderer 
  Cutpurse
  3 
  Rogue 
  Cutthroat 
  Burglar
  4 
  Capo 
  Assassin 
  Robber
  5 
  Boss 
  Master thief 
  Executioner
  TABLE 1-9: THIEF SKILLS BY LEVEL AND ALIGNMENT
  Skill 
  Bonus by Thief Level and Alignment
   
  Path of Thug 
   
   
  Path of Assassin  
   
  Path of Swindler
   
  Lawful 
   
   
   
  Chaotic 
   
   
   
  Neutral
   
  1 
  2 
  3 
  4 
  5 
  1 
  2 
  3 
  4 
  5 
  1 
  2 
  3 
  4 
  5
  Backstab 
  +1 
  +2 
  +3 
  +4 
  +5 
  +1 
  +2 
  +3 
  +4 
  +5 
  +1 
  +2 
  +3 
  +4 
  +5
  Sneak silently* 
  20% 25% 30% 35% 40% 
  20% 25% 30% 35% 40% 
  25% 30% 35% 40% 45%
  Hide in shadows* 
  25% 30% 35% 40% 45% 
  20% 25% 30% 35% 40% 
  20% 25% 30% 35% 40%
  Pick pocket* 
  20% 25% 30% 35% 40% 
  15% 20% 25% 30% 35% 
  25% 30% 35% 40% 45%
  Climb sheer surfaces* 90% 91% 92% 93% 94% 
  85% 86% 87% 88% 89% 
  90% 91% 92% 93% 94%
  Pick lock* 
  40% 45% 50% 55% 60% 
  45% 50% 55% 60% 65% 
  40% 45% 50% 55% 60%
  Find trap 
  25% 30% 35% 40% 45% 
  20% 25% 30% 35% 40% 
  20% 25% 30% 35% 40%
  Disable trap* 
  25% 30% 35% 40% 45% 
  15% 20% 25% 30% 35% 
  20% 25% 30% 35% 40%
  Forge document* 
  15% 20% 25% 30% 35% 
  15% 20% 25% 30% 35% 
  25% 30% 35% 40% 45%
  Disguise self 
  15% 20% 25% 30% 35% 
  25% 30% 35% 40% 45% 
  15% 20% 25% 30% 35%
  Read languages 
  5% 
  10% 15% 20% 25% 
  5% 
  10% 15% 20% 25% 
  5% 
  10% 15% 20% 25%
  Handle poison 
  15% 20% 25% 30% 35% 
  25% 30% 35% 40% 45% 
  15% 20% 25% 30% 35%
  Cast spell from scroll d10 d10 d12 d12 d14 
  d10 d10 d12 d12 d14 
  d12 d12 d14 d14 d16
  * The thief’s Agility modiﬁer, if any, also modiﬁes checks for these skills, where +1 = +5%.
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 29
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 30
  Y
  ou are a mailed knight on a king’s 
  errand, a greedy brigand loyal to no 
  man, a wild bear-skinned wanderer 
  with an empty stomach, or a stout man-at-arms 
  armored by a merchant’s gold.
  Of all the classes, warriors have the best attack 
  bonus, the highest hit points, and the most po-
  tential for extra attack actions.
  Hit points: A warrior gains 1d12 hit points at 
  each level.
  Weapon training: A warrior is trained in the 
  use of these weapons: battleaxe, club, crossbow, 
  dagger, dart, handaxe, javelin, longbow, long-
  sword, mace, polearm, shortbow, short sword, 
  sling, spear, staff, two-handed sword, and war-
  hammer. Warriors wear whatever armor they 
  can afford.
  Alignment: Warriors can follow one of four 
  paths based on their alignment. Titles differ by 
  path. Royal warriors, employed by nobility, are 
  lawful. Lawless warriors, ﬁghting merely for 
  proﬁt or carnage, are chaotic. Wild warriors, 
  natives of the barren steppes or deadly forests, 
  are neutral or chaotic. Hired warriors, loyal to 
  a cause, a man, or simply the fattest purse, are 
  lawful, neutral, or chaotic.
  Attack die: Unlike other classes, warriors do not 
  receive a ﬁxed attack modiﬁer at each level. In-
  stead, they receive an advancing attack die. At 
  1st level, this is a d3. The warrior rolls this d3 on 
  each attack roll and applies it to both his attack 
  roll and his damage roll. On one attack, the die 
  may give him a +1 to his attack roll and damage 
  roll. On the next attack, the die may give him 
  +3! The attack die advances with the warrior’s 
  level, climbing to d7 by 5th level. The warrior 
  always makes a new roll with this die in each 
  combat round. When the warrior has multiple 
  attacks at 4th level, the same attack die applies 
  to all attacks in the same combat round.
  Mighty Deed of Arms: Warriors earn their gold 
  with pure physical prowess. They rappel across 
  chapels on chandelier chains, bash through 
  iron-banded oaken doors, and leap over chasms 
  in pursuit of their foes. When locked in mor-
  tal melee, their mighty deeds of arms turn the 
  course of battle: a brazen bull rush to push back 
  the enemy lines, a swinging ﬂail to entangle the 
  beastman’s sword arm, or a well-placed dagger 
  through the enemy knight’s visor. 
  Prior to any attack roll, a warrior can declare a 
  Mighty Deed of Arms, or for short, a Deed. This 
  Deed is a dramatic combat maneuver within 
  the scope of the current combat. For example, 
  a warrior may try to disarm an enemy with his 
  next attack, or trip the opponent, or smash him 
  backward to open access to a nearby corridor. 
  The Deed does not increase damage but could 
  have some other combat effect: pushing back an 
  enemy, tripping or entangling him, temporarily 
  blinding him, and so on. 
  The warrior’s attack die determines the Deed’s 
  success. This is the same die used for the war-
  rior’s attack and damage modiﬁer each round. 
  If the action die is a 3 or higher, and the attack 
  lands (e.g., the total attack roll exceeds the tar-
  get’s AC), the Deed succeeds. If the action die 
  is a 2 or less, or the overall attack fails, the Deed 
  fails as well. 
  Example #1: A 1st-level warrior with a Strength 
  of 16 (+2 bonus) has a d3 attack die. He is ﬁght-
  ing a goat-headed demon that emerged from 
  an extraplanar portal. The warrior declares his 
  Deed will be to shove the demon back through 
  the portal. He attacks, rolling 1d20 + 1d3 +2 (due 
  to his Str). The result is a 16 on the d20, and a 3 
  on the 1d3, plus his +2 Str modiﬁer, for a total 
  attack roll of 21 (16+3+2). The demon’s AC is 17, 
  so the attack lands. Because the attack die came 
  up a 3, the Deed also succeeds. The warrior does 
  1d8+2 damage with his longsword and shoves 
  the demon back through the portal! (Note, de-
  WARRIOR
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 31
  pending on the size and strength of the opponent, the judge may still require 
  an opposed Strength check for such a maneuver. In this case the demon is 
  man-sized, and the judge rules that the pushback succeeds.)
  Example #2: On his next combat round, the same warrior declares his Deed 
  will be to shatter the demon’s goat-horns, a grievous insult to any horned 
  denizen of the Nine Hells. He rolls 5 on his d20, 3 on his d3, plus his +2 
  Str modiﬁer, for a total attack of 10 (5+3+2). This is be-
  low the demon’s AC of 17. The attack misses, 
  and even though the attack die came up a 3, 
  the Deed fails.
  This game encourages the player and judge 
  to develop creative Deeds, and a warrior may 
  even devise a “signature move” that he fre-
  quently attempts. Generally speaking, Mighty 
  Deeds of Arms are grouped into seven gener-
  al categories (see below). Full details are given 
  in the Combat chapter. However, it must be 
  noted that the author strongly encourages 
  creative attacks! (See the sidebar for more 
  information.)
  Blinding attacks: throwing sand in the eye, 
  stabbing a knife through a visor, impal-
  ing an arrow in a target’s eyeball.
  Disarms: called shots to the hand, shattering 
  an opponent’s weapon, severing a spear shaft, 
  entangling a sword arm.
  Pushbacks: shield bashes, tackles, and bull 
  rushes, as well as tables hurled into enemies, 
  doors smashed into opponents on the other 
  side, and so on.
  Trips and throws: hooking an enemy’s leg, stab-
  bing a kneecap, knocking an opponent off-bal-
  ance, hurling an enemy away.
  Precision shots: severing the hangman’s noose 
  with a well-placed arrow from twenty paces, 
  lodging a sword in the dragon’s mouth so it 
  cannot use its breath weapon, smashing the 
  evil cleric’s anti-holy symbol so he loses con-
  trol over his un-dead minions.
  Rallying maneuvers: an inspirational war cry, 
  a heroic charge that rallies routing followers, 
  a frothing, bloodthirsty maniac inspiring al-
  lies to greatness.
  
  DCC RPG Open Beta, June 2011
  Page 32
  Defensive maneuvers: shield walls, back-to-back com-
  bat positions, ﬁghting withdrawals, and defensive 
  positioning that improves survival odds for the war-
  rior and his allies.
  Critical hits: In combat, a warrior is most likely to 
  score a critical hit and tends to get the most destruc-
  tive effects when he does so. A warrior rolls the high-
  est crit dice and rolls on tables with more devastat-
  ing effects. In addition, a warrior scores critical hits 
  more often. At 1st through 3rd level, a warrior scores 
  a crit on any natural roll of 19-20. The threat range 
  increases to natural rolls of 18-20 at 4th level. See the 
  Combat section for more information on crits.
  Initiative: A warrior adds his class level to his initia-
  tive rolls.
  Luck: A warrior’s Luck modiﬁer applies to attack 
  rolls with one speciﬁc kind of weapon. This kind 
  of weapon must be chosen at ﬁrst level and cannot 
  change over the course of the warrior’s career.
  Action dice: A warrior always uses his action dice for 
  attacks. At 4th level, a warrior gains a second attack 
  each round with his second attack die.
  TABLE 1-10: WARRIOR
  Level 
  Attack 
  Crit Die/Table 
  Threat Range 
  Action Dice 
  Ref 
  Fort 
  Will
  1 
  +d3* 
  1d12/III 
  19-20 
  1d20 
  +1 
  +1 
  +0
  2 
  +d4* 
  1d14/III 
  19-20 
  1d20 
  +1 
  +1 
  +0
  3 
  +d5* 
  1d16/IV 
  19-20 
  1d20 
  +1 
  +2 
  +1
  4 
  +d6* 
  1d20/IV 
  18-20 
  1d20+1d14 
  +2 
  +2 
  +1
  5 
  +d7* 
  1d24/V 
  18-20 
  1d20+1d16 
  +2 
  +3 
  +1
  * A warrior’s attack modiﬁer is rolled anew, according to the appropriate die, with each attack. The result modiﬁes 
  both attack and damage rolls.
  TABLE 1-11: WARRIOR TITLES
  Level 
  Title by Alignment and Origin
   
  Lawful 
  Chaotic 
  Neutral
  1 
  Squire 
  Bandit 
  Wildling
  2 
  Champion 
  Brigand 
  Barbarian
  3 
  Knight 
  Marauder 
  Berserker
  4 
  Cavalier 
  Ravager 
  Headman
  5 
  Paladin 
  Reaver 
  Chieftain
  
                                    DCC RPG Open Beta, June 2011
  Page 33
  MIGHTY DEEDS IN ACTION
  T
  he mechanic for Mighty Deeds of Arms was 
  designed to encourage exciting stunts by 
  ambitious warriors in the tradition of liter-
  ary heroes. The goal was to create a rules system that 
  encouraged situation-speciﬁc freedom without creat-
  ing a lot of cumbersome rules. The author’s original 
  expectation was that this system would be used for 
  disarms, parries, and other traditional combat ma-
  neuvers, but in actual playtesting the Mighty Deeds 
  of Arms have been exciting and unpredictable. It’s 
  clear now  the system encourages creative actions, 
  and the author believes it works best with creative 
  warriors who devise interesting attacks. Here is a se-
  lection of actual Mighty Deeds of Arms performed 
  by real players in real games, all of them declared on 
  the spot in the midst of a grand adventure.
  • When ﬁghting opponents on a staircase, the char-
  acter used a sword to stab an opponent and then 
  lever him over the edge of the staircase. Later, 
  the same character tried attacking the foe’s legs 
  to knock him over the edge.
  • When facing a carven image with eyes that shot 
  laser beams, the character used a mace to smash 
  out the carved eyes (and thus disable the laser 
  beams). In another game, a different player tried 
  a similar attack to stab out the eyes of a basilisk 
  and disarm its hypnotic gaze.
  • When ﬁghting a ﬂying skull that was out of me-
  lee reach, a character leaped from the back of an 
  ally into a ﬂying lunge that brought him within 
  reach of a melee swing at the skull.
  • When hurling ﬂasks of burning oil at a giant toad, 
  the warrior aimed for the toad’s open mouth to 
  throw the oil down its gullet.
  • When ﬁghting enemies arrayed in a single-ﬁle 
  line, a character hurled a javelin and tried to 
  spear both of the front two enemies. He killed 
  the ﬁrst enemy, then speared the second enemy 
  to his ally’s corpse.
  • When ﬁghting a chaos beast with a scorpion tail, 
  a character attempted to chop off the tail.
  • When ﬁghting a strange demon at the edge of a 
  river, a character shoved the demon into the river 
  to wash it downstream.
  • When ﬁghting a possessed skull at the top of a pil-
  lar, a warrior had his squire peek over the edge 
  and provide “spotting instructions,” then used his 
  Mighty Deed of Arms to ﬁre arrows in an arcing 
  indirect-ﬁre pattern to hit the skull sight-unseen.
  • When ﬁghting a demon holding a magical dag-
  ger, the warrior “disarmed” the demon by slicing 
  off his hand.
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 34
  Y
  ou owe allegiance to no man, aye, but a 
  demon or god may hold sway on your 
  soul. You are a tight-lipped warlock 
  studying ancient tomes, a witch corrupted by 
  black magic, a demonologist trading soul-sliv-
  ers for secrets, or an enchanter muttering chants 
  in lost tongues. That, or one of many other foul 
  mortals clutching at power. Will you succeed? 
  Low level wizards are indeed very powerful. 
  But high level wizards fear for their souls.
  Wizards control magic. At least, they attempt 
  to. Mortal magic is unpredictable and 
  wild, but powerful. Unlike clerics 
  whose faithful service is rewarded 
  with divine powers, wizards wield 
  magic through mastery and domi-
  nance of forces that are not always 
  voluntary participants. Wizards 
  are sometimes trained in combat, 
  but are rarely a match for war-
  riors or clerics in a clash of worldly 
  weapons. 
  Hit points: A wizard gains 1d4 hit 
  points at each level.
  Weapon training: A wizard is trained in the use 
  of the dagger, longbow, longsword, shortbow, 
  short sword, and staff. Wizards rarely wear ar-
  mor, as it hinders spellcasting.
  Alignment: Wizards pursue magical arts ac-
  cording to their natural inclinations. Chaotic or 
  evil wizards study black magic. Neutral or law-
  ful wizards seek control over elements. Wizards 
  of all persuasions practice enchantment.
  Caster level: Caster level is a measurement of a 
  wizard’s power in channeling a spell’s energy. 
  A wizard’s caster level is usually his level as a 
  wizard. For example, a 2nd-level wizard usu-
  ally has a caster level of 2.
  Magic: Magic is unknown, dangerous, and in-
  human. Even the best wizards occasionally fail 
  to properly harness a spell, with unpredictable 
  results. Wizards thus inculcate their preferred 
  magicks, lest they err in cast-
  ing a spell and corrupt 
  themselves with misdirected magical energies. 
  At 1st level a wizard determines 4 spells that he 
  knows, representing years of study and practice. 
  As his comprehension expands, a wizard may 
  learn more spells of progressively higher levels. 
  A wizard knows a number of spells as shown on 
  table 1-12, modiﬁed by his Intelligence score.
  Known spells are determined randomly (see 
  Chapter 5: Spells). They may be of any level for 
  which the wizard is eligible, as shown by the 
  max spell level column. The wizard chooses 
  the level before making his die roll. Higher-lev-
  el spells are more powerful but harder to cast 
  – and there are consequences for failure. 
  Wizards cast spells by making a spell check. 
  A wizard’s spell check is usually 1d20 + Intel-
  ligence modiﬁer + caster level. In some cases, 
  a wizard may roll a different die on the spell 
  check (see Mercurial Magic).
  Supernatural patrons: Wizards weave magic 
  spells in consultation with powers from super-
  natural places and the outer planes. Demons 
  and devils, angels, celestials, ghosts, outsiders, 
  daevas, genies, elementals, Chaos Lords, spirits, 
  elder gods, alien intelligences, and concepts for-
  eign to mortal comprehension whisper secrets 
  in exchange for favors best left unexplained. 
  In everyday concourse, these secrets manifest 
  as spells; in dire circumstances, the wizard can 
  invoke one of his patrons directly and call for 
  material assistance. This sort of request is called 
  invoking a patron.
  To invoke a patron, the wizard must spellburn 
  at least 1 point of an ability score (see page 93) 
  and cast the spell invoke patron. There may be 
  additional requirements depending on the spe-
  ciﬁc circumstances. Presuming the patron con-
  descends to attend to the wizard, some nego-
  tiation may be required: a bauble exchanged, a 
  secret name spoken, a sacriﬁcial token burned, 
  or maybe a quest performed. If the patron 
  deigns to act, it sends an emissary to assist 
  the wizard in the way the patron deems 
  most appropriate.
  WIZARD
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 35
  Invoking a patron is powerful magic. Do not 
  use it lightly.
  Some common patrons include the follow-
  ing:
  • Bobugbubilz, demon lord of amphib-
  ians
  • Azi Dahaka, demon prince of storms and 
  waste
  • The King of Elﬂand, fey ruler of the lands 
  beyond twilight
  • Obitu-Que, Lord of the Five, pit ﬁend 
  and balor
  • Ithha, prince of elemental wind
  Familiars: More than one wizard has found 
  comfort in the company of a black cat, hiss-
  ing snake, or clay homunculus. A wizard 
  may utilize the spell ﬁnd familiar to obtain 
  such a partner.
  Luck: A wizard’s Luck modiﬁer applies to all 
  rolls for corruption (see page 97) and mercu-
  rial magic (see page 95).
  Languages: A wizard knows two additional 
  languages for every point of Int modiﬁer, as 
  described in Appendix L.
  Action dice: A wizard’s ﬁrst action die can 
  be used for attacks or spell checks, but his 
  second attack die can only be used for spell 
  checks. At 5th level, a wizard can cast two 
  spells in a single round, the ﬁrst with a d20 
  spell check and the second with a d14. Note 
  that the results of mercurial magic supercede 
  the action dice, so a wizard with a particu-
  larly high (or low) spell check die from mer-
  curial magic uses that result instead (with his 
  total actions still limited by his level).
  
  DCC RPG Open Beta, June 2011
  Page 36
  TABLE 1-12: WIZARD
  Level 
  Attack 
  Crit 
  Action 
  Known 
  Max 
  Ref 
  Fort 
  Will
   
   
  Die/ 
  Dice 
  Spells 
  Spell
   
   
  Table 
   
   
  Level
  1 
  +0 
  1d6/I 
  1d20 
  4 
  1 
  +1 
  +0 
  +1
  2 
  +1 
  1d6/I 
  1d20 
  5 
  1 
  +1 
  +0 
  +1
  3 
  +1 
  1d8/I 
  1d20 
  6 
  2 
  +1 
  +1 
  +2
  4 
  +1 
  1d8/I 
  1d20 
  7 
  2 
  +2 
  +1 
  +2
  5 
  +2 
  1d10/I 
  1d20+1d14 
  8 
  3 
  +2 
  +2 
  +3
  TABLE 1-13: WIZARD TITLES
  Level 
  Title by Alignment and Specialty
   
  Chaotic 
  Lawful 
  Neutral
  1 
  Cultist 
  Evoker 
  Astrologist
  2 
  Shaman 
  Controller 
  Enchanter
  3 
  Diabolist 
  Conjurer 
  Magician
  4 
  Warlock 
  Summoner 
  Thaumaturgist
  5 
  Necromancer 
  Elementalist 
  Sorcerer
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 37
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 38
  Y
  ou are a short, stout demi-human with 
  an unabashed love of gold. Nothing 
  pleases you more than the gleam of 
  gems and the solidity of a gold ingot. You love 
  to count your coins! The sight of treasure some-
  times makes you lose your head – just as does 
  the swirling chaos of combat. You love to ﬁght 
  wildly, swinging a weapon with brutal effective-
  ness as you chop your way through your foes.
  Dwarves live far beneath the ground and rare-
  ly set foot above it. Dark caves and deep cities 
  were once your home, but now you live a wan-
  dering life: you are an exiled defender selling 
  your martial might, a curious craftsman trad-
  ing your talents, or a bitter renegade unwilling 
  to settle for your lot in life. You are an object of 
  suspicion – to surface-worlders as well as other 
  dwarves. Dwarven societies are rigid, orderly, 
  and prescribed, with clearly deﬁned roles and 
  responsibilities bound by byzantine rules of 
  age and occupation. Any dwarf who rejects this 
  lawful model of insular defensiveness to pur-
  sue a vocation of gregarious curiosity is, to his 
  fellows, a loose cannon or even a traitor.
  Hit points: A dwarf gains 1d10 hit points at 
  each level.
  Weapon training: Dwarves prefer to battle 
  with a weapon and shield. A dwarf is trained 
  in the use of these melee weapons: battleaxe, 
  club, dagger, handaxe, longsword, mace, short 
  sword, spear, two-handed sword, and war-
  hammer. A dwarf is also trained in these mis-
  sile ﬁre weapons: crossbow, javelin, shortbow, 
  and sling. Dwarves wear whatever armor they 
  can afford.
  Alignment: Dwarven life impresses lawful be-
  havior forcefully. A dwarf who rejects this must 
  have a good reason. Adventuring dwarves of a 
  lawful alignment are syndics: agents of their na-
  tive governments sent to spy, reconnoiter, pro-
  cure goods, or build alliances. They are often 
  possessed of many useful skills that represent 
  their nations favorably, chosen for the traveling 
  role based on fortitude and attitude. 
  Chaotic dwarves are exceedingly rare in their 
  home countries. Death or exile is their natural 
  fate; banishment due to rebellion and disobedi-
  ence is the best they can hope for. Lacking the 
  temperament to dedicate decades to learning 
  a dwarven craft, they depend on martial skill 
  and violence to endure their community’s pun-
  ishment for their tergiversation. Those who 
  survive become adventurers.
  Neutral dwarves adventure to learn of the 
  world – a rare personality among this solipsis-
  tic race. A neutral dwarf is a master blacksmith, 
  tanner, or miner seeking to expand his skills 
  among the surface dwellers.
  Attack die: Dwarves do not receive a ﬁxed 
  attack modiﬁer at each level. Instead, they re-
  ceive an advancing attack die. At 1st level, this 
  is a d3. The dwarf rolls this d3 on each attack 
  roll and applies it to both his attack roll and his 
  damage roll. On one attack, the die may give 
  him a +1 to his attack roll and damage roll. 
  On the next attack, the die may give him +3! 
  The attack die advances with the dwarf’s level, 
  climbing to d7 by 5th level. The dwarf always 
  makes a new roll with this die in each combat 
  round. When the dwarf has multiple attacks at 
  4th level, the same attack die applies to all at-
  tacks in the same combat round.
  Mighty Deed of Arms: Dwarves have a mili-
  tant heritage that gloriﬁes martial prowess. 
  Like warriors, they can perform Mighty Deeds 
  of Arms in combat. See the warrior entry for a 
  complete description.
  Sword and board: Dwarves excel at ﬁghting 
  with a shield in one hand and a weapon in the 
  other. When ﬁghting with a shield, a dwarf al-
  ways gains a shield bash as a second attack. 
  This shield bash uses a d14 to hit (instead of 
  a d20). The dwarf adds his attack die to this 
  number, as with all attacks, and can attempt 
  Mighty Deeds of Arms involving the shield as 
  well as his weapon. The shield bash does 1d3 
  damage. Some dwarves customize their shields 
  with spikes or sharp edges to do more damage, 
  while others magically enchant their shields 
  with unique powers. Dwarves with multiple 
  action dice (levels 5+) still receive only one 
  DWARF
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 39
  shield bash each round.
  Infravision: A dwarf can see in the dark up to 
  60’.
  Slow: A dwarf has a base movement speed of 
  20’, as opposed to 30’ for humans.
  Underground Skills: Long life in the under-
  dark beneath the ground trains dwarves to 
  detect certain kinds of construction. When un-
  derground, dwarves receive a bonus to detect 
  traps, slanting passages, shifting walls, and 
  other new construction equal to their class level. 
  Additionally, a dwarf can smell gold and gems. 
  A dwarf can tell the direction of a strong con-
  centration of gold or gems within 100’. Smaller 
  concentrations, down to a single coin, can still 
  be smelled but require concentration and have 
  scent ranges as low as  40’ (for a single coin or 
  gem).
  Luck: A dwarf’s Luck modiﬁer applies to at-
  tack rolls with one speciﬁc kind of weapon 
  (e.g., “longsword,” not “swords”). This kind of 
  weapon must be chosen at 1st level and cannot 
  change over the course of the dwarf’s career.
  Languages: At 1st level, a dwarf automatically 
  knows Common, the dwarven racial language, 
  plus one additional randomly determined lan-
  guage. A dwarf knows one additional language 
  for every point of Int modiﬁer, as described in 
  Appendix L.
  Action dice: A dwarf receives a second attack 
  die at 5th level. Dwarves always use their ac-
  tion dice for attacks. A dwarf’s shield bash is 
  always in addition to his base action dice.
  
  DCC RPG Open Beta, June 2011
  Page 40
  TABLE 1-14: DWARF
  Level 
  Attack 
  Crit 
  Action 
  Ref 
  Fort 
  Will 
   
   
  Die/Table 
  Dice**
  1 
  +d3* 
  1d10/III 
  1d20 
  +1 
  +1 
  +1
  2 
  +d4* 
  1d12/III 
  1d20 
  +1 
  +1 
  +1
  3 
  +d5* 
  1d14/III 
  1d20 
  +1 
  +2 
  +1
  4 
  +d6* 
  1d16/IV 
  1d20 
  +2 
  +2 
  +2
  5 
  +d7* 
  1d20/IV 
  1d20+1d16 
  +2 
  +3 
  +2
  * A dwarf’s attack modiﬁer is rolled anew, according to the appropriate die, with each attack. The result modiﬁes both 
  attack and damage rolls.
  ** In addition to this basic action die, the dwarf receives a shield bash using a d14 action die.
  TABLE 1-15: DWARF TITLES
  Level 
  Title by Alignment
   
  Lawful 
  Chaotic 
  Neutral
  1 
  Agent 
  Rebel 
  Apprentice
  2 
  Broker 
  Dissident 
  Novice
  3 
  Delegate 
  Exile 
  Journeyman
  4 
  Envoy 
  Iconoclast 
  Craftsman
  5 
  Syndic 
  Renegade 
  Master Craftsman
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 41
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 42
  Y
  ou are a strong, slender demi-human native to woodlands and shaded 
  forests. You avoid the provincial oafs of the younger races, with their 
  bumbling war-making and crude superstitions. Against the noisy back-
  drop of their empires rising, falling, and rising again, your magical enclaves ad-
  vance the study of arts and crafts millennia in the making.
  Elves live for more than a thousand years in small cities of like-minded individ-
  uals. Reproducing and maturing slowly, and likewise studying and practicing 
  with great patience over many years, each elf masters his chosen area of expertise 
  at a level of competency no man can hope to achieve. Those elves who study the 
  martial or magical arts may ﬁnd themselves in search of an arcane relic, a divine 
  token, or a legendary weapon. These seekers comprise the rare elven adventurers 
  encountered by humans.
  Elves divide their race into castes not always evident to outsiders, each speak-
  ing speciﬁc sub-dialects of a common, ancient tongue. There are forest elves and 
  plains-dwelling elves, undersea elves and elves who dwell on ﬂoating cloud-cit-
  ies. A fallen race of black-skinned dark elves shuns the glare of sunlight.
  Elven longevity, combined with their skill with magic, has created many legends 
  about their racial roots. Whether elves really have trafﬁc with demons and gods 
  is for them to know and the other races to discover.
  Elves can cast spells as wizards do. An elf of the same power level as a human 
  wizard also has many decades of combat experience. As such, elves typically cast 
  their spells just as competently as human wizards and also have martial skills.
  Hit points: An elf gains 1d6 hit points at each level.
  Weapon training: An elf is trained in the use of the dagger, javelin, longbow, 
  longsword, shortbow, short sword, staff, spear, and two-handed sword. Elves 
  often wear armor of mithril, even though it affects their spellcasting. 
  Because of their sensitivity to iron (as explained below), elf characters are trained 
  from an early age with mithril weapons. Before they depart on a life of adven-
  ture, they have acquired mithril equipment. At 1st level, an elf character may 
  purchase one piece of armor and one weapon that are manufactured of mithril at 
  no additional cost. Mithril armor weighs slightly less than iron or steel armor of 
  the same type and can be worn by the elf without the pain normally associated 
  with metal armors.
  Alignment: With their multicentenarian lifespan and proclivity for observation 
  over action, elves tend toward chaotic and neutral alignments. Because they out-
  live many institutions of authority, elves are not often of lawful alignments.
  Magic: Elves practice arcane magic sustained by trafﬁc with otherworldly crea-
  tures. More so than human wizards, they form relationships with speciﬁc demi-
  ELF
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 43
  beings and can directly request aid from beyond. 
  Where a human wizard may cast a spell to summon 
  a demon a few times in his life, an elf may converse 
  repeatedly with the same demon so many times over 
  so many centuries that long-term arrangements be-
  come feasible. All elves have one or more extraplanar 
  patrons who sustain their magic. As such, their spells 
  tend more toward those associated with elemental or 
  demonic powers. Elf spells are determined randomly 
  like a wizard’s, except for invoke patron and patron 
  bond, as described below.
  Caster level: Caster level is a measurement of an elf’s 
  power in channeling a spell’s energy. An elf’s caster 
  level is his level as an elf. For example, a 2nd-level elf 
  has a caster level of 2.
  Supernatural patrons: Like wizards, elves can invoke 
  supernatural patrons. An elf automatically receives 
  the spells patron bond and invoke patron at 1stlevel in 
  addition to his other spells.
  Infravision: An elf can see in the dark up to 60’.
  Immunities: Elves are immune to magical sleep 
  and paralysis.
  Vulnerabilities: Elves are extremely sensitive to 
  the touch of iron. Direct contact over prolonged 
  periods causes a burning sensation, and exposure 
  at close distances makes them uncomfortable. An elf 
  may not wear iron armor or bear the touch of iron 
  weapons for extended periods. Prolonged contact 
  with iron causes 1 hp of damage per day of direct 
  contact.
  Heightened Senses: Elves are astute and observant. 
  All elf characters receive a +4 bonus to detect secret 
  doors. Moreover, when simply passing within 10 feet 
  of a secret door, elves are entitled to make a check to 
  detect it.
  Luck: With their long lifespan, elves have ample op-
  portunity to practice their magic craft. An elf’s Luck 
  modiﬁer applies to spell checks on one 1st-level spell 
  chosen at character creation.
  Languages: At 1st-level, an elf automatically knows 
  Common, the elven racial language, and one other 
  language. An elf knows one additional language for 
  every point of Int modiﬁer. Additional languages are 
  randomly determined as speciﬁed in Appendix L.
  
  DCC RPG Open Beta, June 2011
  Page 44
  Action dice: An elf’s action dice can be used for attacks or spell checks at any level. At 5th level, an elf can 
  cast two spells in a single round, the ﬁrst with a d20 spell check and the second with a d14; or he can make 
  two attacks, the ﬁrst with a d20 attack roll and the second with a d14; or he may combine an attack with a 
  spell check. Note that the results of mercurial magic supercede the action dice, so an elf with a particularly 
  high (or low) spell check die from mercurial magic uses that result instead (with his total actions still limited 
  by his level).
  TABLE 1-16: ELF
  Level 
  Attack 
  Crit 
  Action 
  Known 
  Max 
  Ref 
  Fort 
  Will
   
   
  Die/ 
  Dice 
  Spells 
  Spell
   
   
  Table 
   
   
  Level
  1 
  +1 
  1d6/II 
  1d20 
  3* 
  1 
  +1 
  +0 
  +1
  2 
  +2 
  1d8/II 
  1d20 
  3 
  1 
  +1 
  +0 
  +1
  3 
  +2 
  1d8/II 
  1d20 
  4 
  2 
  +1 
  +1 
  +2
  4 
  +3 
  1d10/II 
  1d20 
  5 
  2 
  +2 
  +1 
  +2
  5 
  +3 
  1d10/II 
  1d20+1d14 
  6 
  3 
  +2 
  +2 
  +3
  * Plus patron bond and invoke patron.
  TABLE 1-17: ELF TITLES
  Level 
  Title (all alignments)
  1 
  Wanderer
  2 
  Seer
  3 
  Quester
  4 
  Savant
  5 
  Elder
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 45
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 46
  Y
  ou are a little man with a big appe-
  tite and a comfortable home, which 
  you plan to return to as soon as this 
  one little quest is completed. And once you’re 
  home, you plan to never leave again. The taller 
  races might enjoy hunting for gold and glory, 
  but all you ask for is a full stewpot, a cozy 
  home, and pleasant interlocutors for teatime.
  Halﬂings are un-ambitious country-dwell-
  ers who live in well-ordered peace and quiet. 
  Their small stature and modest goals let them 
  escape the notice of most major powers. They 
  keep to themselves and make contact with oth-
  ers only when they are inadvertently drawn 
  into the affairs of “the taller races,” as they call 
  elves, dwarves, and humans. Halﬂings prefer 
  lives of farming, gardening, beer-brewing, and 
  other simple crafts. The few that take up ad-
  venturing are usually traders or ne’er-do-wells 
  who have somehow been thrust outside the or-
  dered nature of their normal lives.
  Hit points: A halﬂing gains 1d6 hit points at 
  each level. They’re small, but lucky.
  Weapon training: Halﬂings prefer to battle 
  with a weapon in each hand. A halﬂing is 
  trained in the use of the club, crossbow, dag-
  ger, handaxe, javelin, shortbow, short sword, , 
  sling, and staff. Halﬂings usually wear armor 
  – it’s much safer, you know.
  Alignment: Halﬂings value community, fam-
  ily, and kinship. They are usually lawful, or at 
  the very extreme, neutral. Chaotic and evil hal-
  ﬂings are extremely rare.
  Two-weapon Fighting: Halﬂings are masters 
  at two-weapon ﬁghting, as follows:
  • Normally, two-weapon ﬁghting depends 
  on the character’s Agility to be effective 
  (see page 79). A halﬂing is always consid-
  ered to have a minimum Agility of 16 when 
  ﬁghting with two weapons. This means he 
  rolls 1d16 for his ﬁrst attack, and 1d16 for 
  his second. 
  • A halﬂing can ﬁght with two equal-sized 
  one-handed weapons, such as two han-
  daxes or two short swords.
  • Unlike other characters, when ﬁghting 
  with two weapons, a halﬂing scores a crit 
  on any roll of a natural 16. 
  • If the halﬂing has an Agility higher than 
  16, he instead uses the normal two-weap-
  on ﬁghting rules for his Agility.
  • When ﬁghting with two weapons, the hal-
  ﬂing fumbles only when both dice come up 
  a 1.
  Infravision: Halﬂings dwell in pleasant homes 
  carved from the sod beneath hills. As such, 
  halﬂings can see in the dark up to 30’.
  Small size: Halﬂings are 2 to 4 feet tall, and the 
  stoutest among them weighs no more than 70 
  pounds. This small size allows them to crawl 
  into narrow passages and through tiny holes.
  Stealth: Halﬂings are quite good at sneaking 
  around. They receive a bonus to sneaking si-
  lently and hiding in shadows depending on 
  their class level, as shown on table 1-18. 
  Good luck charm: Halﬂings are notoriously 
  lucky. A halﬂing gains additional bonuses 
  when making a Luck check, as follows.
  First, a halﬂing doubles the bonus of a Luck 
  check. For every 1 point of Luck expended, a 
  halﬂing gains a +2 to his roll, rather than +1.
  Second, unlike other classes, a halﬂing recov-
  ers lost Luck, to a limited extent. The halﬂing’s 
  Luck score is restored each night by a number 
  of points equal to his level. This process cannot 
  take his Luck score past its natural maximum. 
  (The process works similar to how the thief 
  ability is described, above.)
  Third, a halﬂing’s luck can rub off on those 
  around him. The halﬂing can expend Luck 
  to aid his allies. The ally in question must be 
  nearby and visible to the halﬂing. The halﬂing 
  HALFLING
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 47
  can act out of initiative order to burn Luck and 
  apply it to the ally’s rolls. The halﬂing loses the 
  Luck, and the ally receives the beneﬁt. The half-
  ling’s Luck modiﬁer can apply to any roll made 
  by an ally: attack rolls, damage rolls, saves, spell 
  checks, thief skills (where +1 = +5%), and so on.
  Note that the good luck charm ability applies 
  to only one halﬂing in the party. There is luck 
  to having a halﬂing with an adventuring party, 
  but there is not “more luck” to having more than 
  one halﬂing. If multiple halﬂings accompany 
  an adventuring party, only one of them counts 
  as a good luck charm, and that cannot change 
  through rearranging or separating the party. 
  Luck is a ﬁckle thing governed by gods and 
  game masters, and players would do well not to 
  attempt to manipulate the spirit of this rule.
  Languages: At 1st-level, a halﬂing automatically 
  knows Common, the halﬂing racial language, 
  plus one additional randomly determined lan-
  guage. A halﬂing knows one additional language 
  for every point of Int modiﬁer, as described in 
  Appendix L.
  Action dice: A halﬂing’s action dice can be used 
  for attacks or skill checks.
  
  DCC RPG Open Beta, June 2011
  Page 48
  TABLE 1-18: HALFLING
  Level 
  Attack Crit Die/Table Action Dice* 
  Ref 
  Fort 
  Will 
  Sneak & Hide
  1 
  +1 
  1d8/III 
  1d20 
  +1 
  +1 
  +1 
  +3
  2 
  +2 
  1d8/III 
  1d20 
  +1 
  +1 
  +1 
  +5
  3 
  +2 
  1d10/III 
  1d20 
  +2 
  +1 
  +2 
  +7
  4 
  +3 
  1d10/III 
  1d20 
  +2 
  +2 
  +2 
  +8
  5 
  +3 
  1d12/III 
  1d20+1d14 
  +3 
  +2 
  +3 
  +9
  * Applies to attacks with one weapon. A halﬂing ﬁghting with two weapons follows special rules, as outlined in the 
  halﬂing class description.
  TABLE 1-19: HALFLING TITLES
  Level 
  Title (all alignments)
  1 
  Journeyman
  2 
  Explorer
  3 
  Collector
  4 
  Accumulator
  5 
  Wise one
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 49
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 50
  CHAPTER TWO
  SKILLS
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 51
  
  DCC RPG Open Beta, June 2011
  Page 52
  O
  utside of the skills required for combat, 
  thievery, and magic, your character knows 
  the skills dictated by the occupation he had 
  before choosing a life of adventure. When outside the 
  dungeon – or even when inside the dungeon – there 
  may be situations where a speciﬁc skill would be use-
  ful.
  If your character’s background supports his know-
  ing such a skill, you may attempt a skill check. For 
  example, a farmer would be able to identify seeds, a 
  woodcutter could scale a wall, and a ﬁsherman could 
  swim an underground lake.
  If your character’s background does not support a 
  skill use, your character is not familiar with the activ-
  ity and cannot attempt to use the skill. For example, a 
  former gravedigger could not identify strange seeds.
  If there is ambiguity – for example, your character 
  may have used the skill somewhat but not regularly 
  – the character may make a check with a -4 penalty. 
  For example, a former miller may have some knowl-
  edge of the seeds his mill worked upon.
  Finally, if the skill is something that any adult could 
  have a reasonable chance of attempting, then any 
  character can make a check.
  MAKING A SKILL CHECK
  A 
  skill check is made by rolling 1d20, adding 
  the appropriate ability score modiﬁer, and 
  comparing the result to the DC for the chal-
  lenge. If the roll beats the challenge, the skill check 
  succeeds. Otherwise, it fails.
  Example: A 2nd-level wizard was once a scribe. His 
  friend, a 2nd-level warrior, was once a blacksmith. 
  While adventuring, they discover a magical anvil. 
  Any sword forged on the anvil gains special pow-
  ers. The warrior can attempt to forge a sword, given 
  his background in blacksmithing. The wizard cannot. 
  Later in the adventure, they ﬁnd a strange tome with 
  foreign writing. The wizard, with his background as 
  a scribe, can try to translate the tome. The warrior 
  cannot.
  DIFFICULTY LEVELS
  S
  ome tasks are harder than others and DC 
  allows us to gauge this. DC 5 tasks are 
  child’s play. Typically, these minor chal-
  lenges aren’t rolled unless there is a consequence for 
  failure. Example: walking on a four-foot-wide castle 
  wall requires no check, but walking a four-foot-wide 
  bridge across a yawning chasm does, as there is a sig-
  niﬁcant consequence to failure for this easy task.
  DC 10 tasks are a man’s deed. The weak and un-
  skilled could not achieve these tasks. Example: kick-
  
                                    DCC RPG Open Beta, June 2011
  Page 53
  ing down a door, scaling a stone 
  wall, or hearing the approach of a 
  cautious footpad.
  DC 15 tasks are feats of derring-
  do. It takes someone special to ac-
  complish these tasks. Examples: 
  leaping the gap between two city 
  roofs, hurling a log at an oncom-
  ing bear, or grabbing a pouch 
  lashed to the saddle of a gallop-
  ing stallion.
  DC 20 tasks are hero’s work. Only 
  the most super-human charac-
  ters attempt and succeed at these 
  tasks.
  OPPOSED SKILL 
  CHECKS
  S
  ometimes two charac-
  ters attempt opposite 
  actions. For example, a 
  warrior may try to bash down a 
  door while the orc on the other 
  side holds it shut. In this case, roll 
  a skill check for both parties. The 
  higher roll wins.
  WHEN NOT TO 
  MAKE A SKILL 
  CHECK
  S
  kill checks are designed 
  for use when a system 
  of abstract rules is nec-
  essary to adjudicate a situation. 
  Only make a skill check when practical descriptions 
  by the players will not sufﬁce.
  For example, imagine the characters are exploring a 
  room whose walls are covered in clay tablets, one of 
  which conceals a hidden door. Instead of asking the 
  characters for a skill check, ask for their actions. If a 
  player speciﬁes that he is removing the clay tablets 
  from the wall, his character will discover the hidden 
  door. If the door is cleverly concealed behind a false 
  wall, the players may have to further specify their 
  characters tap the walls to listen for hollow sounds. 
  No search check is necessary.
  On the other hand, if the characters are in a dirt-
  walled cave attempting to sieve the ﬂoor until they 
  ﬁnd a dropped dagger, a search check may be per-
  fectly appropriate to represent their chances of suc-
  cess.
  SKILL CHECKS FOR 
  COMMON ACTIVITIES
  Here are the appropriate ability scores for common 
  skill checks in the dungeon.
  Balancing: Agility
  Breaking down doors, bending bars, and lifting 
  gates: Strength
  Climbing: Strength or Agility, as appropriate. A sheer 
  wall uses Strength; a craggy cliff or tree uses Agility.
  Listening: Luck
  Searching and spotting: Intelligence
  Sneaking: Agility
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 54
  CHAPTER THREE
  EQUIPMENT
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 55
  
  DCC RPG Open Beta, June 2011
  Page 56
  T
  he tables below show the costs of weapons, 
  armor, and equipment. Starting characters 
  are peasants and serfs who have never held 
  a gold piece in their own hands. Their limited wealth 
  is rarely maintained in coinage; usually it takes the 
  form of hides, grains, implements, garments, meat, or 
  other trade goods associated with their profession.
  Starting gold: All 0-level characters start with 5d12 
  copper pieces (cp), a weapon from their 0-level occu-
  pations, and some form of trade goods. The plate mail 
  and sword of a noble knight costs more gold than a 
  0-level character earns in a lifetime – their only hope 
  of wealth is a life of adventure. Thus, their spending 
  is likely to be light until they advance in level.
  If you start a campaign at a level higher than 0, use 
  the following dice rolls to determine a character’s 
  starting gold based on their class:
  Class 
  Level 1 Level 2 
  Level 3
  Warrior 5d12 
  5d12 +500 
  5d12 +1,500 
  Wizard 3d10 
  3d10 +(2d4x100) 3d10 +(5d4x100)
  Cleric 
  4d20 
  4d20 +400 
  4d20 +1,300
  Thief 
  3d10 
  3d10 +(1d6x100) 3d10 +(3d6x100)
  Elf 
  2d12 
  3d12 +500 
  3d12 +2,000
  Halﬂing 3d20 
  3d20 +250 
  3d20 +1,500
  Dwarf 
  5d12 
  5d12 +700 
  5d12 +2,000
  Coinage: The value of copper, silver, gold, electrum, 
  and platinum is as is as follows:
  10 cp = 
  1 sp
  100 cp = 
  10 sp = 
  1 gp
  1,000 cp = 
  100 sp = 
  10 gp = 1 ep
  10,000 cp = 1,000 sp = 100 gp = 10 ep = 1 pp
  Check penalty, physical: Plate mail is bulky, ill-ﬁt-
  ting, and inﬂexible. Warriors who wear plate mail 
  ﬁnd the weight inhibits their ability to jump chasms, 
  as do thieves when they try to scale walls. The physi-
  cal check penalty applies to checks to climb, jump, 
  balance, swim, move silently, and other such physi-
  cal activities.
  Check penalty, arcane: Wizards who wear plate mail 
  ﬁnd it hard to trace runes correctly, and the high iron 
  content interferes with their spellcasting. The arcane 
  check penalty applies to wizard and elf spell checks 
  made while using this kind of armor. Cleric spell 
  checks are not affected by armor in this manner.
  Note that armor manufactured from mithril, ada-
  mantine, or other materials not containing iron may 
  reduce the spell check penalty.
  Encumbrance: A character who carries too much 
  weight is slowed down. Use common sense. Players 
  must explain how they are carrying their equipment: 
  which hand holds which weapon, which sack or 
  backpack contains which objects, and so on. A char-
  acter carrying a substantial ratio of his body weight is 
  slowed to half speed. A character cannot carry more 
  equipment than half his body weight.
  Fumble die: Heavy armor is clumsy and awkward. 
  When a fumble occurs, characters wearing heavy 
  armor tend to be affected more signiﬁcantly. Armor 
  determines the die used for fumbles, as noted on the 
  table below (refer to the Combat chapter for more in-
  formation on fumbles).
  
                                   DCC RPG Open Beta, June 2011
  Page 57
  TABLE 3-1: WEAPONS
  Weapon 
  Damage 
  Range 
  Cost in gp
  Battleaxe* 
  1d8 
  – 
  7
  Blackjack 
  1d3*** 
  – 
  3
  Club 
  1d4 
  – 
  3
  Crossbow* 
  1d6 
  80/160/240 
  30
  Dagger† 
  1d4 
  10/20/30** 
  3
  Dart 
  1d4 
  20/40/60** 
  5 sp
  Flail 
  1d6 
  – 
  6
  Handaxe 
  1d6 
  10/20/30** 
  4
  Javelin 
  1d6 
  30/60/90** 
  1
  Longbow* 
  1d6 
  70/140/210 
  40
  Longsword 
  1d8 
  – 
  10
  Mace 
  1d6 
  – 
  5
  Polearm* 
  1d10 
  – 
  7
  Shortbow* 
  1d6 
  50/100/150 
  25
  Short sword 
  1d6 
  – 
  7
  Sling 
  1d4 
  40/80/160** 
  2
  Spear 
  1d8 
  – 
  3
  Staff 
  1d4 
  – 
  5 sp
  Two-handed sword* 
  1d10 
  – 
  15
  Warhammer 
  1d6 
  – 
  5
  * Two-handed weapon. Characters using two-handed weapons suffer a -4 penalty to initiative checks.
  ** Strength damage bonus applies with this weapon at close range only. Strength penalties apply at all ranges.
  *** Damage dealt is always subdual damage.
  † Characters generally purchase normal straight-edged daggers, but cultists, cave-dwellers, evil priests, alien wor-
  shippers, and other bad guys carry curvy or ceremonial daggers known as athame, kris, or tumi. 
  TABLE 3-2: AMMUNITION
  Ammunition 
  Quantity 
  Cost in gp
  Arrows 
  20 
  5
  Arrow, silver-tipped 
  1 
  5
  Quarrels 
  30 
  10
  Sling stones 
  30 
  1
  
  DCC RPG Open Beta, June 2011
  Page 58
  TABLE 3-3: ARMOR
  Armor 
  AC Bonus 
  Check Penalty 
  Speed* 
  Fumble die 
  Cost in gp 
   
   
  Physical 
  Arcane
  Padded 
  +1 
  – 
  – 
  – 
  d16 
  5
  Leather 
  +2 
  -1 
  -1 
  – 
  d16 
  20
  Studded leather 
  +3 
  -2 
  -2 
  – 
  d16 
  45
  Hide 
  +3 
  -3 
  -1 
  – 
  d12 
  30
  Scale mail 
  +4 
  -4 
  -5 
  -5’ 
  d12 
  80
  Chainmail 
  +5 
  -5 
  -5 
  -5’ 
  d12 
  150
  Banded mail 
  +6 
  -6 
  -6 
  -5’ 
  d8 
  250
  Half-plate 
  +7 
  -7 
  -8 
  -10’ 
  d8 
  550
  Full plate 
  +8 
  -8 
  -10 
  -10’ 
  d8 
  1,200
  Shield* 
  +1 
  -1 
  -2 
  – 
  – 
  10
  * Shields cannot be used with two-handed weapons.
  ** Human and elf base speed is 30’. Dwarf and halﬂing base speed is 20’.
  
                                    DCC RPG Open Beta, June 2011
  Page 59
  TABLE 3-4: EQUIPMENT
  Roll* 
  Item 
  Cost
  1 
  Backpack 
  2 gp
  2 
  Candle 
  1 cp
  3 
  Chain, 10’ 
  30 gp
  4 
  Chalk, 1 piece 
  1 cp
  5 
  Chest, empty 
  2 gp
  6 
  Crowbar 
  2 gp
  7 
  Flask, empty 
  3 cp
  8 
  Flint & steel 
  15 cp
  9 
  Grappling hook 
  1 gp
  10 
  Hammer, small 
  5 sp
  11 
  Holy symbol 
  25 gp
  12 
  Holy water, 1 vial** 
  25 gp
  13 
  Iron spikes, each 
  1 sp
  14 
  Lantern 
  10 gp
  15 
  Mirror, hand-sized 
  10 gp
  16 
  Oil, 1 ﬂask*** 
  2 sp
  17 
  Pole, 10-foot 
  15 cp
  18 
  Rations, per day 
  5 cp
  19 
  Rope, 50’ 
  25 cp
  20 
  Sack, large 
  12 cp
  21 
  Sack, small 
  8 cp
  22 
  Thieves’ tools 
  25 gp
  23 
  Torch, each 
  1 cp
  24 
  Waterskin 
  5 sp
  * Roll 1d24 to randomly determine equipment for 0-level 
  characters. Characters who purchase their equipment at a 
  later level ignore this column.
  ** A half-pint vial of holy water inﬂicts 1d4 damage to any 
  un-dead creature, as well as some demons and devils.
  *** When ignited and thrown, oil causes 1d6 damage plus 
  ﬁre (DC 10 save vs. Reﬂex to put out or suffer additional 
  1d6 damage each round). One ﬂask of oil burns for 6 hours 
  in a lantern.
  
  DCC RPG Open Beta, June 2011
  Page 60
  CHAPTER FOUR
  COMBAT
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 61
  
  DCC RPG Open Beta, June 2011
  Page 62
  A 
  bloody sword begets a wealthy adventurer. 
  Combat is second nature to explorers, and 
  all who would be mighty must master its 
  arts.
  The Dungeon Crawl Classics Role Playing Game assumes 
  experience on the part of the judge. We assume you 
  are competent in designing encounters, populating a 
  dungeon, and ﬁnding challenges appropriate to your 
  party’s level of play. This chapter presents the basics 
  of combat, but you are left to expand or discard the 
  information here as you see ﬁt.
  Combat does not require a battle map or grid or min-
  iatures. If you ﬁnd these game aids  helpful, by all 
  means use them; however, the rules are written on 
  the assumption that miniatures are optional.
  OVERVIEW
  Combat is very simple. The basic sequence is as fol-
  lows:
  • Before the ﬁrst round, the judge rolls for sur-
  prise.
  • Based on the result of the surprise roll, each play-
  er (not character) rolls for initiative.
  • Characters and monsters act in initiative order.
  • Attacks are resolved by rolling dice, adding mod-
  iﬁers, and comparing the result to the defender’s 
  Armor Class.
  TIME KEEPING
  Combat takes place in rounds. Each round is approx-
  imately 10 seconds. Dungeon exploration outside of 
  combat takes place in turns. Each turn is approxi-
  mately 10 minutes. The length of a complete combat 
  should be rounded up to the next turn, with the addi-
  tional time being spent on mending wounds, resting, 
  repairing armor or weapons, and other such tasks.
  BASICS OF THE 
  ENCOUNTER
  The encounter between characters and monsters 
  forms the basic structure of the game. A well crafted 
  encounter includes deliberations by the judge regard-
  ing the monsters’ reactions, their motivations, when 
  they take actions, and whether they will negotiate or 
  immediately enter combat. It is assumed the judge 
  has considered these elements and properly adjudi-
  cated them in his adventures.
  Be sure to account for the ability to see and hear the 
  enemy, light sources, communication barriers such as 
  different languages, and other such things.
  
                                    DCC RPG Open Beta, June 2011
  Page 63
  MOVEMENT
  Humans and elves move 30’ per action. Dwarves 
  and halﬂings move 20’ per action. If characters are 
  encumbered with metal armor or a heavy load, they 
  move more slowly. Outside of armor movement pen-
  alties shown on table 3-3, the judge determines what 
  kind of encumbrance system to use.
  MARCHING ORDER
  Prior to entering combat, the players should deter-
  mine the order in which their characters march. 
  In low-level play with hordes of 0-level and 1st-level 
  characters, we recommend the “table center” method 
  of determining marching order. Each player arranges 
  his character sheets in order so the one closest to the 
  table center is closest to the front of the marching or-
  der, and the one closest to the player is in the rear 
  of the marching order. The assortment of character 
  sheets closest to the “table center” then forms the 
  front rank of the party.
  INITIATIVE
  Character death is frequent and merciless in the Dun-
  geon Crawl Classics Role Playing Game, so the rules en-
  courage each player to run more than one character 
  at low levels. As such, we recommend two kinds of 
  initiative.
  In low-level play, especially with large masses of 
  characters, use group initiative. Roll once for each 
  player, applying the highest initiative modiﬁer 
  among his characters, then roll once for the monsters. 
  When each player acts, he declares actions for all his 
  characters.
  In higher-level play, when each player has no more 
  than two characters, use individual initiative by 
  character. Roll once for each character and 
  apply all appropriate modiﬁers.
  But ﬁrst, determine surprise. If the char-
  acters were not aware of their opponents 
  (or vice versa), they are surprised. Being 
  aware of an opponent means visually 
  sighting them, making a check to hear 
  them approach, or otherwise noticing them 
  through magical or mundane means. 
  An initiative check is conducted by rolling 
  1d20 and adding the appropriate modiﬁer: 
  Agility modiﬁer, -4 for use of two-handed 
  weapons, and, for warriors, class level. 
  The highest initiative roll goes ﬁrst, then 
  next-highest, and so on to lowest.
  ACTIONS
  A character has 1 or more actions each round, ex-
  pressed as action dice. Most characters have 1 action 
  die, which is a d20. Higher-level characters may have 
  2 or more actions, expressed as action dice, such as 
  d20+d16.
  Each round, a character or monster may move its 
  normal speed and do one thing for each of its action 
  dice. The actions it can take depend on its class. 
  • All characters can take another movement for 
  their actions.
  • A warrior can make an attack for each of his ac-
  tions, rolling d20 for the ﬁrst one and his other 
  die (generally d14 or d16) for the second.
  • A wizard can attack or cast a spell with the ﬁrst 
  die and can only cast a spell with the second ac-
  tion die. 
  • An elf can attack or cast a spell with any action 
  die.
  • And so on, according to the class descriptions.
  Spellcasting sometimes takes longer than one action. 
  An action spent casting a spell either completes the 
  spell if it can be cast in one action or contributes to-
  ward a total casting time if the spell requires more 
  actions to cast.
  In other words, a normal 0-level character with 1 ac-
  tion can move and attack once each round. A 4th-lev-
  el warrior with action dice of d20+d16 can do any of 
  the following combinations in one round: move only; 
  move once, then attack once with a d20 roll; move, 
  then attack once with a d20, then attack again with a 
  d16; or simply stand and attack once with a d20 or a 
  second time with a d16.
  
  DCC RPG Open Beta, June 2011
  Page 64
  Other activities take time to complete as follows:
  Activity 
  Time
  Draw or sheathe a weapon 
  1 action*
  Equip or drop a shield 
  1 action*
  Open a door 
  1 action*
  Light a torch or lantern 
  1 action
  Uncork a potion or unfurl a scroll 
  1 action
  Locate an item in a backpack 
  1 action
  Stand up from a prone position 
  1 action
  Mount or dismount a steed 
  1 action
  Read a scroll or drink a potion 
  1 action
  * Can be included as part of a movement action.
  TYPES OF COMBAT
  When creatures ﬁght within arm’s reach (generally 
  considered 5’ for man-sized creatures), it is consid-
  ered melee combat. Strength modiﬁes melee attack 
  and damage rolls.
  When creatures ﬁght beyond arm’s reach, it is consid-
  ered missile ﬁre. Agility modiﬁes missile ﬁre attacks.
  ARMOR CLASS
  Armor Class is determined by armor, shield, Agility, 
  and magical modiﬁers.
  Agility modiﬁes the defender’s Armor Class for all 
  kinds of combat. However, the defender must be able 
  to maneuver in order to receive this modiﬁer. If he is 
  balancing on a pillar, climbing a wall, bound in rope, 
  or otherwise constrained in his motion, the defend-
  er is not agile enough to receive the bonus from his 
  Agility modiﬁer.
  THE ATTACK ROLL
  The attacker rolls 1d20 (usually) and adds his attack 
  bonus. He also adds any bonuses due to spells, mag-
  ic items, or class abilities (such as a thief’s backstab 
  ability). If the attack is made with a melee weapon, 
  he adds his Strength bonus. If the attack is made with 
  a missile weapon, he adds his Agility bonus.
  This roll is compared to the defender’s Armor Class. 
  If the roll is equal to or higher than the defender’s 
  Armor Class, the defender is wounded.
  Modiﬁers to attack rolls apply as shown on table 4-1.
  A natural roll of 1 is a fumble. Fumbles automatically 
  miss, and the attacker must roll the appropriate die 
  on the fumble table, with the result adjusted by the 
  attacker’s Luck modiﬁer. Unarmored characters roll 
  1d16; others roll according to armor as indicated on 
  table 3-3.
  A natural roll of 20 is a critical hit. For some classes, 
  other results may also score critical hits. See below 
  for more details.
  TABLE 4-1: ATTACK ROLL MODIFIERS
  Condition 
   Attack Roll Modiﬁer
   
  Melee 
  Missile Fire
  Missile ﬁre range is…
  Short range 
  – 
  –
  Medium range 
  – 
  -2
  Long range 
  – 
  -4
  Attacker is…
  Invisible 
  +2 
  –
  On higher ground 
  +1 
  –
  Squeezing through a tight space 
  -4 
  -4
  Entangled (in a net or otherwise) 
  -2 
  -2
  Using an untrained weapon 
  -4 
  -4
  Firing a missile weapon into melee* 
  – 
  -4
  Defender is…
  Behind cover 
  -4 
  -4
  Blinded 
  +2 
  +2
  Entangled 
  +1 
  +1
  Helpless (paralyzed, sleeping, bound) 
  +4 
  +4
  Kneeling or sitting 
  +2 
  -2
  Prone 
  +4 
  -4
  Squeezing through a tight space 
  +4 
  +4
  * And 50% chance of “friendly ﬁre” if attack misses; see page 80.
  
                                    DCC RPG Open Beta, June 2011
  Page 65
  A higher-level character with multiple attacks may roll a die other than 1d20. Similarly, a character attack-
  ing with two weapons may roll a die other than 1d20. A critical hit still requires a result of a natural 20 or the 
  character’s threat range, as detailed below – secondary dice results do not score critical hits as often.
  FUMBLES
  A 
  natural roll of 1 is a fumble. Fumbles automatically miss and the attacker must roll on the fumble 
  table. The roll is modiﬁed by the character’s Luck. The type of die rolled is determined by the 
  attacker’s armor, as follows:
  Heavy armor: If a character is wearing banded mail, half-plate, or full plate mail, he rolls 1d8 on the table, 
  with the result adjusted by his Luck modiﬁer.
  Moderate armor: If a character is wearing hide armor, scale mail, or chainmail, he rolls 1d12 on the table, with 
  the result adjusted by his Luck modiﬁer.
  Light or no armor: If a character is wearing no armor or only padded, leather, or studded leather, he rolls 
  1d16 on the table, with the result adjusted by his Luck modiﬁer.
  
  DCC RPG Open Beta, June 2011
  Page 66
  TABLE 4-2: FUMBLES
  Roll 
  Result
  0 or less 
  You accidentally strike yourself for normal damage plus an extra 1 point.
  1 
  You somehow manage to wound yourself, taking normal damage.
  2 
  You trip badly. You fall hard, suffering 1d3 damage in the process. You are prone and must use 
  your next round to stand.
  3 
  You inadvertently swing at one randomly determined ally within range. Make another attack 
  roll against that ally.
  4 
  Your wild swing leaves you off balance. You take a -4 penalty to your next attack roll.
  5 
  Should have maintained your armor better! The joints of your armor seize up, freezing you 
  in place. You cannot move or make an attack for 1d3 rounds. Unarmored characters are not 
  affected.
  6 
  You stumble and leave yourself wide open to attack. Your enemy receives a +2 bonus on his 
  next attack roll against you. 
  7 
  You accidentally smash your weapon against a rock or wall. Mundane weapons are ruined; 
  magical weapons are not affected.
  8 
  Like a turtle on its back, you slip and land upside down, ﬂailing about and unable to right 
  yourself. You must ﬁght from a prone position for the next round before you can recover your 
  balance and rise.
  9 
  You drop your weapon. You must retrieve it or draw a new one on your next action.
  10 
  Your weapon becomes entangled in your armor. You must spend your next round untangling 
  them. In addition, your armor bonus is reduced by 1 until you spend 10 minutes reﬁtting the 
  tangled buckles and straps.
  11 
  You trip and fall, wasting this action. You are prone and must use an action to stand next 
  round.
  12 
  Your weapon is damaged: a bowstring breaks, a sword hilt falls off, or a crossbow ﬁring 
  mechanism jams. The weapon can be repaired with 10 minutes of work but is useless for 
  now.
  13 
  Your weapon comes loose in your hand. You quickly grab it, but your grip is disrupted. You 
  take a -2 penalty on your next attack 
  roll.
  14 
  You trip but may recover with a DC 
  10 Ref save; otherwise, you must 
  spend the next round prone.
  15 
  Your incompetent blow makes you 
  the laughing stock of the party but 
  otherwise causes no damage.
  16+ 
  You miss wildly but, miraculously, 
  cause no other damage.
  
                                    DCC RPG Open Beta, June 2011
  Page 67
  CRITICAL HITS
  A 
  natural roll of 20 is a critical hit. A natural 20 automatically hits and the attacker must roll his crit die 
  on the appropriate critical hit table, with the result adjusted by his Luck modiﬁer.
  Crit dice and table are determined by class and level; refer to the character class tables. All 0-level characters 
  roll 1d4 on crit table I.
  Note that while higher-level warriors threaten critical hits on rolls other than 20, only a natural 20 is an au-
  tomatic hit. Strikes that fail to hit do not incur critical hits, even if they call in the natural threat range. For 
  example, a warrior with a threat range of 19-20 rolls a natural 19 against a foe with AC 20. This attack does 
  not hit, and thus does not score a critical hit, even though it is within the threat range.
  Because a negative Luck modiﬁer can take a result below 1, it is possible that a particularly unlucky character 
  can produce ineffectual critical hit results. The critical hit tables thus include negative results that are, in ef-
  fect, “useless crits.”
  Given the wide range of foes encountered by the PCs, the judge should always adjust the description of the 
  critical hit to suit the foe and the adventurer’s weapon. Similarly, critical hits scored by monsters should be 
  narrated in accordance to the monster’s chosen attack.
  
  DCC RPG Open Beta, June 2011
  Page 68
  CRIT TABLE I: ALL 0-LEVEL CHARACTERS AND ALL WIZARDS
  Roll 
  Result 
  0 or less 
  Force of blow shivers your weapon free of your grasp. +1d6 damage and you are disarmed.
  1 
  Opportunistic strike. Inﬂict +1d3 damage with this strike. 
  2 
  Foe jabbed in the eye! Ugly bruising and inﬂict +1d4 damage with this strike. 
  3 
  Stunning crack to forehead. Inﬂict +1d3 damage with this strike, and the foe falls to the bot-
  tom of the initiative count next round.
  4 
  Strike to foe’s kneecap. Inﬂict +1d4 damage with this strike and and the foe suffers a -10’pen-
  alty to speed until healed. 
  5 
  Solid strike to torso. Inﬂict +1d6 damage with this strike. 
  6 
  Lucky strike disarms foe. You gain a free attack if the enemy stoops to retrieve his weapon.
  7 
  Smash foe’s hand. Inﬂict +2d3 damage with this strike. You break two of the enemy’s ﬁn-
  gers. 
  8 
  Numbing strike! Cursing in agony, the foe is unable to attack next round.
  9 
  Smash foe’s nose. Inﬂict +2d4 damage with this strike and blood streams down the enemy’s 
  face.
  10 
  Foe trips on own feet and falls prone for the remainder of the round.
  11 
  Piercing strike. Inﬂict +2d4 damage with this strike.  
  12 
  Strike to groin. The foe must make a DC 15 Fort save or spend the next two rounds retching. 
  13 
  Blow smashes foe’s ankle; his movement speed is reduced by half. 
  14 
  Strike grazes temple, and blood blinds the foe for 1d3 rounds.
  15 
  Stab enemy’s weapon hand. The weapon is lost and knocked 1d10+5 feet away.
  16 
  Narrowly avoid foe’s counterstrike! Inﬂict normal damage and make another attack roll. If 
  the second attack hits, you inﬂict an additional  +1d6 damage.
  17 
  Blow to throat. Foe staggers around for 2 rounds and is unable to speak, cast spells, or at-
  tack.
  18 
  Foe falls into your attack, taking +2d6 damage from the strike and curses your luck.
  19 
  Miracle strike. The foe must make a DC 20 Fort save or fall unconscious. 
  20+ 
  Lucky blow dents foe’s skull! Inﬂict +2d6 damage with this strike. If the foe has no helm, he 
  suffers a permanent loss of 1d4 Int.
  These footnotes apply to crit tables where indicated:
  * Magical weapons never break due to critical fumbles. The target is disarmed instead, the weapon landing 
  1d10+5 feet away.   
  ** A PC overcome by battle rage may temporarily expend points of his Personality or Intelligence score to 
  enhance the damage on his critical hit. For every ability point he expends, he adds +1d12 to his damage roll.
  Ability scores lost in this way return as the warrior heals. Each day thereafter where he does not succumb to 
  battle rage, he recovers 1 point of the affected ability score. This rate is doubled if he rests.
  
                                   DCC RPG Open Beta, June 2011
  Page 69
  CRIT TABLE II: ALL THIEVES AND ELVES
  Roll 
  Result  
  0 or less 
  Miss! Hesitation costs you the perfect strike!  
  1 
  Strike misses critical organs. Inﬂict a paltry +2d3 damage with this strike. 
  2 
  Slashes to head removes foe’s ear. Inﬂict +1d6 damage with this strike and leave the enemy 
  with a nasty scar. 
  3 
  Clean strike to back. Inﬂict +2d6 damage with this strike. 
  4 
  Blow to chest staggers foe. You can make an immediate free attack.
  5 
  Blow pierces foe’s kidneys. Inﬂict +3d3 damage with this strike, and the foe is stunned for 1 
  round. 
  6 
  Foe dazed by ferocious attack; his speed and actions are reduced by half. 
  7 
  Strike to chest grazes vital organ. Inﬂict +3d4 damage with this strike. 
  8 
  Strike cuts a line down foe’s face. He is blinded by blood for 1d4 rounds.  
  9 
  Foe stumbles over his own limbs, falling prone. Make another attack.
  10 
  Masterful strike! Inﬂict +2d6 damage with this strike.
  11 
  Strike severs larynx. Foe is reduced to making wet ﬁsh noises.  
  12 
  Savage strike! Foe must succeed on a Fort save (DC 10 + PC’s level) or faint from the pain.
  13 
  Foe disoriented by quick strikes. Foe suffers a -4 penalty to attack rolls for 1d4 rounds.
  14 
  Strike to head. Foe must make a Fort save (DC 10 + PC level) or fall unconscious.
  15 
  Blow drives foe to ground. Inﬂict +2d6 damage with this strike, and the enemy is knocked 
  prone. 
  16 
  Lightning-fast shot to the face pops the foe’s eye like a grape. Foe is permanently blinded in 
  one eye and can take no actions for 1d3 rounds.
  17 
  Strike pierces lung. Inﬂict +2d6 damage with this strike, and the foe’s actions drop by half.
  18 
  Devastating strike to back of head. Inﬂict +1d8 damage with this strike, and the foe must 
  make a Fort save (DC 10 + PC level) or fall unconscious.
  19 
  Attack severs major artery. Inﬂict +1d10 damage with this strike, and the foe must make a Fort 
  save (DC 10 + PC level) or fall unconscious from shock and massive blood loss.
  20 
  Throat slashed! Inﬂict +2d6 damage with this strike, and the foe must make a Fort save (DC 
  13 + PC level) or die in 1d4 rounds.
  21 
  Strike pierces spinal column. Inﬂict +3d6 damage with this strike, and the foe must make a 
  Fort save (DC 15 + PC level) or suffer paralysis.
  22 
  Chest skewered, spearing a variety of organs. Inﬂict +2d6 damage with this strike, and the foe 
  must make a Fort save (DC 13 + PC level) or die in 1d4 rounds.
  23 
  Strike through ear canal enters the brain. Ear wax instantly removed, and the foe must make 
  a Fort save (DC 15 + PC level) or dies instantly. Extra +2d6 damage on successful save.
  24+ 
  Strike through heart! Inﬂict +3d6 damage with this strike, and the foe must make a Fort save 
  (DC 20 + PC level) or die instantly.
  
  DCC RPG Open Beta, June 2011
  Page 70
  Roll 
  Result
  0 or less 
  Battle rage makes friend and foe indis-
  tinguishable. Foe is hit for  +1d12 dam-
  age, and the ally nearest him is also hit 
  by a rebounding blow for 1d4 damage. 
  1 
  Savage attack! Inﬂict +1d6 damage 
  with this strike.
  2 
  Attack sweeps foe off his feet. Next 
  round, the enemy is prone.  
  3 
  Foe steps into attack. Inﬂict  +1d8 dam-
  age with this strike. 
  4 
  Powerful strike hammers foe to his 
  knees. Make another attack.
  5 
  Smash foe’s nose in an explosion of 
  blood. Inﬂict +1d6 damage with this 
  strike, and the foe loses his sense of 
  smell for 1d4 hours. 
  6 
  Brutal strike to torso. Inﬂict +1d8 dam-
  age with this strike, and the foe suffers 
  multiple broken ribs.
  7 
  Strike to hand knocks weapon into the 
  air. The weapon lands 1d20+5’ away.  
  8 
  Blow caroms off skull, deafening foe 
  for 1d6 days. Inﬂict +1d6 damage with 
  this strike.
  9 
  Strike to leg splinters femur. Inﬂict 
  +2d6 damage with this strike and foe 
  loses 10’ of movement until healed.
  10 
  Sunder foe’s weapon! Shards of metal 
  ﬁll the air.*
  11 
  Strike hammers foe’s belly causing 
  massive internal bleeding. Unless he 
  receives magical healing, the foe dies 
  in 1d5 hours.
  12 
  Blow to cranium staggers foe. The foe 
  must make a Fort save (10 + PC level) 
  or sink to ﬂoor, unconscious. 
  13 
  Strike breaks foe’s jaw. Blood and shat-
  tered teeth ooze down the foe’s face. 
  Inﬂict +1d8 damage with this strike.    
  14 
  Attack hammers foe’s torso. Inﬂict 
  +2d8 damage with this strike. 
  15 
  Strike dislocates shoulder! Inﬂict +1d8 
  damage and shield arm hangs loosely 
  by muscle and skin; no AC bonus from 
  shield. 
  Roll 
  Result
  16 
  Attack reduces foe’s attack hand to 
  formless tissue; -4 penalty to future at-
  tacks.
  17 
  Furious blows hammer target prone. 
  Make another attack.  
  18 
  Blow hammers shards of bone into 
  foe’s forebrain; gray matter oozes out. 
  Inﬂict +1d8 damage with this strike, 
  and the foe suffers 1d4 points of Int 
  and Per loss. 
  19 
  Devastating strike to the chest. Inﬂict 
  +2d8 damage with this strike. 
  20 
  Chest strike stuns foe for 1d3 rounds. 
  Inﬂict +1d8 damage with this strike.
  21 
  Strike to leg shatters femur, knocking 
  foe to the ground. Foe’s movement 
  drops by half. Inﬂict +2d8 damage with 
  this strike and make another attack.
  22 
  Weapon arm sundered by strike. The 
  weapon is lost along with any chance 
  of making an attack with this arm.
  23 
  Blow craters skull. Inﬂict +2d8 damage 
  with this strike, and the target perma-
  nently loses 1d4 Int and Per.
  24 
  Masterful strike to throat. Inﬂict +2d8 
  damage with this strike and the foe 
  staggers about gasping for air for 1d4 
  rounds.
  25 
  Attack punches shattered ribs through 
  lungs. Foe loses 50% of his remaining 
  hit points and vomits copious amounts 
  of blood.
  26 
  Attack shatters foe’s face, destroying 
  both eyes. Inﬂict +2d8 damage with 
  this strike, and the foe is permanently 
  blinded.
  27 
  Crushing blow hammers chest. Inﬂict 
  +3d8 damage with this strike, and the 
  foe must make a Fort save (DC 15 + PC 
  level) or be knocked unconscious.
  28+ 
  Blow destroys spinal column. Inﬂict 
  +3d8 damage with this strike, and the 
  foe must make a Fort save (DC 15 + PC 
  level) or suffer paralysis.
  CRIT TABLE III: CLERICS, HALFLINGS, LEVEL 1-2 WARRIORS, & LEVEL 1-3 DWARVES
  
                                   DCC RPG Open Beta, June 2011
  Page 71
  Roll 
  Result
  0 or less 
  Battle rage makes friend and foe indis-
  tinguishable. Foe is hit for +2d8 dam-
  age, and the ally nearest him is also hit 
  by a rebounding blow for 1d4 damage
  1 
  Herculean blow. Inﬂict +2d12 damage 
  with this strike. 
  2 
  Ferocious strike leaves foe’s weapon 
  hand dangling from the stump of a 
  wrist. Inﬂict +1d12 damage with this 
  strike. 
  3 
  Strike sweeps foe to the ground. In-
  ﬂict +1d12 damage with this strike and 
  make another attack on prone enemy. 
  4 
  Hammering blow drives nose cartilage 
  into brain. Inﬂict +1d12 damage with 
  this strike, and the foe suffers 1d6 Int 
  loss. 
  5 
  Foe’s weapon shattered.* If the foe has 
  no weapon, inﬂict +2d12 damage with 
  this strike. 
  6 
  Strike shatters foe’s breastbone. The 
  foe must make a Fort save (DC 15 + PC 
  level) or foe fall unconscious as his in-
  ternal organs collapse. 
  7 
  Foe driven back by furious assault. 
  Inﬂict +2d12 damage with this strike, 
  and the foe forgoes his next attack. 
  8 
  Concussive strike leaves foe dazed. In-
  ﬂict +1d8 damage with this strike and 
  make a second attack. 
  9 
  Blow to throat carries through to spi-
  nal column, reducing everything in 
  between to pasty mush. Inﬂict +2d12 
  damage with this strike, and the foe 
  loses speech for 1d4 weeks.    
  10 
  Blow craters temple. The foe must 
  make a Fort save (DC 15 + PC level) or 
  be blinded by pain and blood for 1d4 
  rounds.  
  11 
  Strike reduces face to a formless mass 
  of ﬂesh and bone fragments. Inﬂict 
  +2d12 damage with this strike, and 
  the foe has trouble making hard conso-
  nants.  
  Roll 
  Result
  12 
  You see red! Inﬂict +1d12 damage with 
  this strike as you are overcome by bat-
  tle rage!**
  13 
  Hammering strike to torso crushes 
  lesser organs into paste. Inﬂict +2d12 
  damage wit this strike.  
  14 
  Blow to spinal column numbs lower 
  limbs. The foe suffers a -4 penalty to 
  AC as he learns to walk again.  
  15 
  Fearsome strike drives enemy to the 
  blood-splattered ﬂoor. Foe cowers in 
  fear, prone, for 1d4 rounds.
  16 
  Blow shatters shield. Inﬂict +2d12 
  damage with this strike. If the foe has 
  no shield, he is stunned by pain for 1d4 
  rounds.
  17 
  Foe’s kneecap explodes into red mist. 
  Foe’s movement drops to zero, and 
  you make another attack. 
  18 
  Frontal lobotomy. Inﬂict +1d12 dam-
  age with this strike, and the foe must 
  make a Fort save (DC 15 + PC level) or 
  suffer amnesia. The foe is stunned for 
  1d4 rounds, regardless.
  19 
  Strike to weapon arm. Foe takes triple 
  damage from his own weapon as it 
  is hammered into his face. Foe drops 
  weapon in dumbfounded awe.
  20 
  Blow crushes spinal cord. Inﬂict +3d12 
  damage with this strike, and the foe 
  must make a Fort save (DC 15 + PC 
  level) or suffer permanent paralysis.
  21 
  Blow reduces internal organs to jelly. 
  Death is inevitable in 1d8 rounds.
  22 
  Target is disemboweled, spilling his 
  entrails onto the ground. The foe dies 
  of shock in 1d6 rounds.
  23 
  Strike to chest explodes heart. Inﬂict 
  +3d12 damage with this strike, and the 
  foe must make a Fort save (DC 15 + PC 
  level) or die instantly.
  24+ 
  Skull crushed like a melon. Inﬂict 
  +3d12 damage with this strike, and the 
  foe must make a Fort save (DC 20 + PC 
  level) or die in 1d3 rounds.
  CRIT TABLE IV: LEVEL 3-4 WARRIORS, AND LEVEL 4-5 DWARVES
  
  DCC RPG Open Beta, June 2011
  Page 72
  Roll 
  Result
  0 or less 
  Battle rage makes friend and foe indis-
  tinguishable. Foe is hit for +3d8 dam-
  age, and the ally nearest him is also hit 
  by a rebounding blow for 1d4 damage. 
  1 
  Foe’s weapon shattered.* If the foe has 
  no weapon, inﬂict +3d12 damage with 
  this strike. 
  2 
  Furious assault hurls foe back 1d10’. 
  Any adjacent foes accidentally strike 
  the target for damage. 
  3 
  Blow to skull destroys ear. Inﬂict +1d12 
  damage with this strike, and the foe 
  suffers permanent deafness. 
  4 
  Strike to gut! The foe must make a Fort 
  save (DC 20 + PC’s level) or spend the 
  next 2 rounds retching bile from a rup-
  tured stomach. 
  5 
  Foe casts weapon away and wails for 
  mercy. Inﬂict +1d12 damage with this 
  strike and make another attack. 
  6 
  Strike scalps foe. Blood courses down 
  his face, and the foe is effectively blind-
  ed until healed.
  7 
  Foe entangled on your weapon, reduc-
  ing his AC by -6 while caught. Make 
  another attack.
  8-12 
  You see red! Inﬂict +1d12 damage with 
  this strike as you are overcome by bat-
  tle rage!**
  13-14 
  Strike to weapon arm. Foe takes qua-
  druple damage from his own weapon 
  as it is hammered into his face. Foe 
  drops weapon in dumbfounded awe.
  15 
  Blow sunders shield. Inﬂict +2d12 
  damage with this strike. If the foe has 
  no shield, he must make a Fort save 
  (DC 20 + PC level) or be knocked un-
  conscious from the pain.  
  16 
  Strike to top of skull shortens spinal 
  column, shortening foe by 6”. Resulting 
  nerve damage reduces foe’s AC by -4.
  17 
  Target is disemboweled, spilling his 
  entrails onto the ground. Foe dies in-
  stantly of shock.
  Roll 
  Result
  18 
  Blow destroys target’s face. Foe is im-
  mediately rendered blind and deaf and 
  is now capable of only wet, gurgling 
  sounds. 
  19 
  Strike removes crown of target’s skull. 
  Foe dies from exposed brain matter in 
  3d3 rounds.  
  20 
  Blow severs shield arm. Inﬂict +2d12 
  damage with this strike. Foes hopes of 
  two-handed weapon mastery dashed.
  21 
  Godly attack. Inﬂict +3d12 damage 
  with this strike. If the target dies, move 
  up to 10’ and make another attack on 
  any foe within 10’.
  22 
  Blow severs leg. Inﬂict +2d12 damage 
  with this strike, and the foe’s move-
  ment drops to zero. Foe does nothing 
  but wail in agony for 1d4 rounds.
  23 
  Strike to skull stuns foe for 1d4+1 
  rounds and permanently reduces Int 
  by 1d12. Make another attack on your 
  inert foe.
  24 
  Strike severs weapon arm. Inﬂict +2d12 
  damage with this strike, and the foe is 
  disarmed, literally and ﬁguratively.
  25  
  Devastating strike to torso voids foe’s 
  bowels and crushes organs into paste. 
  Foe loses 50% of current hit points and 
  all dignity. 
  26 
  Strike crushes throat. Foe begins 
  drowning in his own blood and expires 
  in 1d4 rounds.
  27 
  Crippling blow to spine. Inﬂict +4d12 
  damage with this strike, and the foe 
  suffers permanent paralysis.
  28+ 
  Foe decapitated with a single strike. 
  You are Death incarnate. Continue to 
  make attacks against any foes within 
  10’ until you miss.
  CRIT TABLE V: LEVEL 5 WARRIORS
  
                                    DCC RPG Open Beta, June 2011
  Page 73
  A 
  warrior can declare a Mighty Deed of Arms, 
  or a Deed for short, prior to any attack. If 
  his attack die comes up as a 3 or better and 
  the attack lands (e.g., the total attack roll exceeds the 
  target’s AC), the Deed succeeds. The higher the at-
  tack die the more successful the Deed.
  A warrior’s Deeds should ﬁt the situation at hand 
  and reﬂect the might and daring of a great ﬁghter. 
  A terriﬁc cleave of the axe that sunders an enemy’s 
  shield, a precise strike to the throat that silences the 
  enemy leader, or a staggering uppercut that drops the 
  gigantic gladiator are all examples of great Deeds. A 
  warrior may even devise a “signature move” that he 
  frequently attempts based on his particular proclivi-
  ties. For example, he slashes a bloody red “Z” on an 
  enemy’s chest, or he lodges and leaves his bloody axe 
  deep in the enemy’s skull, inspiring terror among his 
  opponents. 
  Certain magic weapons may grant a warrior particu-
  lar prowess on certain kinds of Deeds, while some 
  spells improve a warrior’s ability to perform the 
  same Deeds.
  Performing a Deed: The following rules apply to 
  Deeds:
  1. The warrior must declare the Deed before his 
  attack. If he rolls the dice before declaring what 
  Deed he attempts, then no Deed takes place, even 
  if he rolls well on his attack die.
  2. The Deed must be within the reasonable ability 
  of a warrior to perform, given the character’s 
  level and the enemy’s size and power. Use the 
  examples below and the judge’s discretion to ad-
  judicate. For example, a low-level warrior could 
  not throw an arch-demon even with a great Deed 
  roll, but a great Deed roll might let him throw a 
  large orc that no normal man could budge.
  3. The Deed succeeds at the most basic level if the 
  attack hits and the attack die is a 3 or higher. The 
  attack inﬂicts normal damage and the Deed takes 
  place. The higher the attack die the greater the 
  Deed. The judge may still allow the enemy a sav-
  ing throw or require an opposed check of some 
  kind, depending on circumstances.
  4. Finally, note that a Deed does not interfere with 
  a crit and may stack with a crit if both occur with 
  the same blow.
  Generally speaking, Mighty Deeds of Arms are 
  grouped into seven general categories. The guide-
  lines that follow should help the judge decide which 
  beneﬁts to apply to a high attack die roll. 
  Creative players will certainly come up with new 
  Deeds. Encourage and allow this. 
  BLINDING ATTACKS
  Blinding attacks usually involve making a called shot 
  to an enemy’s eyes. Examples include throwing sand 
  in an enemy’s face, stabbing a knife through a visor, 
  or impaling x a target’s eyeball with an arrow. Blind-
  ing attacks obviously must take place where appro-
  priate to the enemy: they are useless against oozes, 
  for example. Against certain opponents, such as a cy-
  clops, the judge may “bump up” results to the next-
  higher level, given the more serious effect of blinding 
  blows against such creatures.
  ATTACK DIE ROLL: BLINDING RESULT
  3: Opponent’s eyes are irritated and stinging, and he 
  has difﬁculty seeing. On his next attack, the oppo-
  nent suffers a -2 attack penalty.
  4: Opponent is temporarily blinded. He suffers a -4 
  penalty to his next attack roll and may only move at 
  half speed.
  5: Opponent is completely blinded for 1d4 rounds. 
  He ﬂails about with wild attacks, suffering a -8 pen-
  alty to attack rolls, and can move only in a random 
  direction at half speed.
  6: Opponent is completely blinded, as above, for 2d6 
  rounds.
  7+: Opponent is blinded for the next 24 hours. Ad-
  ditionally, he must make a Fort save against the 
  warrior’s attack roll. On a failure, he is permanently 
  blinded.
  MIGHTY DEEDS OF ARMS
  
  DCC RPG Open Beta, June 2011
  Page 74
  DISARMING ATTACKS
  Disarming attacks include called shots to the hand, 
  shattering an opponent’s weapon, severing a spear 
  shaft, entangling a sword arm, and using the ﬂat of 
  a blade to smack a weapon from an enemy’s hand. 
  Obviously, the opponent must have a weapon for 
  this Deed to succeed; disarming an unarmed oppo-
  nent would serve no purpose. Creatures with natu-
  ral weapons – claws, fangs, horns, etc. –cannot be 
  “disarmed” in the traditional sense but can have use 
  of their weapons limited. See the table below for ex-
  amples.
  ATTACK DIE ROLL: DISARM RESULT
  3: A humanoid creature with a weapon drops its 
  weapon. There is a 50% chance the weapon is 
  knocked out of reach. If the weapon is out of reach, 
  the creature must move to retrieve it and cannot 
  simultaneously attack on its next round (unless it 
  chooses to ﬁght unarmed or draw a new weapon). 
  If the weapon is within reach, the creature can use 
  its next action to recover the weapon and still attack. 
  (Alternate results: stabbed hand throbs in pain, im-
  posing a -1 attack penalty to future rolls; entangled 
  sword arm is tied up, and as long as warrior devotes 
  future combat rounds to maintain the entanglement, 
  the enemy cannot attack.)
  4: A humanoid creature with a weapon drops its 
  weapon, which automatically lands out of reach (as 
  above). There is a 50% chance a mundane weapon 
  is sundered in the process. A sundered weapon is 
  shattered or broken and cannot be used (except as an 
  improvised weapon). Magic weapons are never sun-
  dered. (Alternate results: stabbed hand is crippled, 
  imposing a -4 attack penalty to future rolls.)
  5: A humanoid creature with a mundane weapon 
  has it automatically sundered; a magical weapon is 
  disarmed and lands out of reach. A monster with a 
  natural attack method, such as claws or a bite, has 
  its claws or teeth shattered, imposing a -4 penalty 
  to damage rolls with the affected natural attack for 
  the rest of the combat. Very large monsters, such as 
  dragons, may not be affected or may receive a lesser 
  penalty to damage rolls. (Alternate results: targeted 
  hand is completely severed, requiring attacker to use 
  off-hand for the balance of combat (reference two-
  weapon combat, below); sword arm is so thoroughly 
  entangled that the warrior can release his weapon 
  and make attacks with a new one while the target 
  struggles to free itself in 1d4 rounds.)
  6: Both humanoids and monsters have a weapon 
  completely compromised. Manufactured weapons 
  are either sundered or disarmed and land out of 
  reach, while natural weapons are shattered. Their 
  attacking arm (or mouth or tentacle or whatever) is 
  wounded and future attacks take at least a -4 penalty 
  to damage rolls.
  7+: As above, and the warrior can also affect crea-
  tures much larger and stronger than himself.
  
                                    DCC RPG Open Beta, June 2011
  Page 75
  PUSHBACKS
  Pushbacks include shield bashes, tackles,  bull rush-
  es, tables hurled into enemies, doors smashed into 
  opponents on the other side, and so on. Generally 
  speaking, any attempt to use brute strength to force-
  fully move an opponent is considered a pushback.
  ATTACK DIE ROLL: PUSHBACK RESULT
  3: A creature the same size as the warrior is pushed 
  back a few feet – enough space to open access to a 
  door or staircase the target was defending.
  4: A creature the same size as the warrior is pushed 
  back a distance equal to half the warrior’s movement. 
  A humanoid creature up to 50% larger than the war-
  rior, such as a large orc or a small ogre, is pushed back 
  a few feet. A stable, quadrupedal creature such as a 
  horse or cow can also be pushed back a few feet.
  5: The warrior can shove back a creature up to twice 
  his size, such as a fully-grown ogre or a small giant, 
  a distance equal to his full movement. Furthermore, 
  he can pick up and hurl such a creature up to half 
  his normal movement. This can allow the warrior to 
  shove creatures off a nearby cliff, through a railing, 
  out a chapel’s stained-glass window, and so on.
  6: The warrior can push back several oncoming op-
  ponents, such as a charging mass of goblins or a wall 
  of marching men-at-arms. He can shove back a crea-
  ture up to three times his size and can even budge 
  creatures like small dragons and large basilisks.
  7+: As above, and the warrior can affect creatures 
  that would be seemingly impossible for someone  his 
  size to push back.
  TRIPS AND THROWS
  Trips and throws include any attempt to knock an en-
  emy off its feet. Whether it’s hooking an enemy’s leg, 
  stabbing a kneecap, knocking an opponent off-bal-
  ance, hurling an enemy away, sweeping an enemy’s 
  legs, or some other maneuver, these Deeds allow the 
  warrior to knock an enemy prone, limit his move-
  ment, and potentially keep him down.
  ATTACK DIE ROLL: TRIPS AND THROWS 
  RESULT
  3: The warrior can knock an enemy off-balance. The 
  enemy gets a Ref save against the warrior’s attack 
  roll. Failure means the enemy is knocked prone and 
  must spend its next attack action standing up. Re-
  member that melee attacks against a prone opponent 
  receive a +4 bonus.
  4: Against a normal human-sized opponent, the war-
  rior automatically knocks the target prone. Creatures 
  up to 50% larger than the warrior or those that are 
  quadrupedal or otherwise sure-footed receive a Ref 
  save to avoid being knocked prone.
  5: A human-sized opponent is knocked down and 
  thrown up to 10 feet away. Creatures up to twice the 
  size of the warrior can be knocked down, but they 
  receive a Ref save to avoid being knocked prone.
  6: A creature up to twice the size of the warrior can be 
  thrown up to 10 feet away automatically. Addition-
  ally, the warrior can use his next action to continue to 
  pin down the opponent, forcing him to remain prone. 
  Exceptionally strong opponents may be able to make 
  an opposed Strength check to stand up.
  7+: As above, and the warrior can trip or throw crea-
  tures that seem far too large to be affected.
  
  DCC RPG Open Beta, June 2011
  Page 76
  RALLYING MANEUVERS
  The mighty hero, bounding to the front of combat, 
  can restore order to broken ranks. A bellowing war 
  cry, a heroic charge, a frothing bloodthirsty maniac 
  exemplifying bloody prowess: the right rallying ma-
  neuver by a great warrior can make an army ﬁght 
  better than it ever has before.
  ATTACK DIE ROLL: RALLYING MANEUVER 
  RESULT
  3: The warrior can let loose a war cry or perform 
  some ﬂashy maneuver that rallies his troops around 
  him. Nearby hirelings and retainers that have failed 
  a morale check get a second check and recover their 
  wits if they succeed.
  4: The warrior urges his allies to form up around him 
  and leads the charge! He must be at the forefront of 
  the battle, succeeding in his attacks and setting an 
  example for his followers, who receive a +1 bonus to 
  morale checks for the remainder of the round.
  5: The warrior performs some dramatic combat ma-
  neuver that inspires courage. Allies and followers re-
  ceive a +1 bonus to morale checks for the rest of the 
  round. Additionally, if the warrior kills his opponent 
  this round or causes a critical hit (or some other spec-
  tacular blow), all allies and followers receive a +1 at-
  tack bonus for the next round.
  6: The warrior’s incredible maneuver affects not only 
  nearby allies and followers, but potentially an en-
  tire army. The beneﬁts are as above, but extend to as 
  many as 100 followers, as long as they can see the 
  hero.
  7+: As above, and the beneﬁts extend to as many 
  followers as can see the hero – potentially an entire 
  army of thousands of men!
  PRECISION SHOTS
  A precision shot is one that boggles the mind with 
  its accuracy. These feats of precision include severing 
  the hangman’s noose with a well-placed arrow from 
  twenty paces, lodging a sword in the dragon’s mouth 
  so it cannot loose a breath weapon, and smashing the 
  evil cleric’s anti-holy symbol so he loses control over 
  his un-dead minions. When declaring a precision 
  shot, the warrior must declare exactly which target 
  he is attempting to affect. For example, “I hurl my 
  spear and try to shatter the hinge on the enemy’s hel-
  met visor” or “I swing my sword and try to sever the 
  knight’s stirrup.”
  This category also includes called shots that attempt 
  to do additional damage. For example, aiming for an 
  opponent’s head, trying to sever a monster neck, a 
  belly shot against a lumbering chaos beast, and so on. 
  Called shots may do additional damage based on the 
  roll, as noted below.
  ATTACK DIE ROLL: PRECISION SHOT 
  RESULT
  3: The warrior can hit a small object that is nearby 
  – either at melee range or very close range via missile 
  ﬁre. For example, he can hit a holy symbol displayed 
  by a cleric, a banner ﬂown by a cavalier nearby, or an 
  ogre’s big ugly tusk. A called shot here may do up 
  to 1d4 points of additional damage (judge’s discre-
  tion).
  4: The warrior can hit a target that is normally within 
  the province of only the most skilled swordsmen or 
  archers. For example, he can shoot an apple off some-
  one’s head or hit the bull’s-eye at 100 yards. A called 
  shot here may do up to 1d5 points of additional dam-
  age (judge’s discretion).
  5: The warrior can make a near-impossible precise 
  shot that includes slicing a narrow rope with an ar-
  row from 100 yards away, hurling a dagger into a 
  coin from across a moat, or stabbing a sword through 
  the one vulnerable scale on the vast scaly hide of an 
  ancient dragon. A called shot here may do up to 1d6 
  points of additional damage (judge’s discretion).
  6: The warrior can make precise shots, such as the 
  ones above, while also blinded and deafened – he 
  relies on his other senses to attempt such an incred-
  ible maneuver. A called shot here may do up to 1d7 
  points of additional damage (judge’s discretion).
  7+: The warrior can make shots that seem beyond 
  the abilities of mortal man – provided he can con-
  trive an explanation. For example, he can shoot an 
  arrow through a doorway to hit the evil wizard in the 
  throat in the room beyond,  explaining that the arrow 
  actually went through the narrowest crack between 
  the door and its frame. He can hurl a stone more than 
  a half-mile to knock out the goblin kidnapper as he 
  gallops away on horseback, explaining that a passing 
  hawk carried the stone in its beak for several hun-
  dred yards, then let it continue on its original trajec-
  tory. A called shot here may do up to 1d8 points of 
  additional damage (judge’s discretion).
  
                                    DCC RPG Open Beta, June 2011
  Page 77
  DEFENSIVE MANEUVERS
  In certain circumstances, a warrior’s greatest Deed 
  may be allowing his comrades to live to ﬁght another 
  day. Shield walls, ﬁghting withdrawals, and back-
  to-back combat maneuvers can sometimes allow the 
  warrior to support his entire party.
  ATTACK DIE ROLL: DEFENSIVE 
  MANEUVER RESULT
  3: The warrior ﬁghts defensively, improving his 
  chances of surviving. He receives a +1 AC bonus for 
  the next round.
  4: The warrior organizes a defensive formation among 
  his allies, such as a shield wall, that is well-suited to 
  the opponent he ﬁghts. In addition to causing dam-
  age, he positions himself to “anchor” the defensive 
  maneuver, granting a +1 AC bonus to himself and 
  two allies who must be adjacent for the next round.
  5: The warrior forms up his allies to best defend them-
  selves. None of the participating allies can move or 
  the defensive position is disrupted. As long as none 
  of the allies move, the warrior and the allies receive 
  a +1 AC bonus for the next round. Up to four allies 
  can beneﬁt.
  6: As above, and the warrior organizes a particularly 
  effective defensive position that grants a +2 AC bo-
  nus to himself and up to four allies, as long as no one 
  moves. The warrior must continue using his Deed for 
  this speciﬁc use to maintain the position. Subsequent 
  Deed rolls do not need to roll 6 or higher, but the war-
  rior cannot attempt another Deed without disrupt-
  ing the defensive formation. If the warrior chooses to 
  move and he scores an attack die roll of 6 or better, he 
  can maintain a +1 AC bonus for himself and his four 
  allies, provided they move in the same direction at 
  the same speed and maintain their formation.
  7+: As above, and the AC bonus is +3 if not moving 
  or +2 if moving.
  
  DCC RPG Open Beta, June 2011
  Page 78
  DAMAGE AND DEATH
  I
  f a defender is wounded, the attacker rolls 
  for damage. Roll the appropriate die for the 
  weapon.
  If the attack was made with a melee weapon, add the 
  attacker’s Strength bonus. Add other bonuses due to 
  spells, magic items, or class abilities. 
  Deduct this value from the defender’s hit points.
  A successful attack always inﬂicts a minimum of 1 
  point of damage, even if the attacker has a negative 
  Strength modiﬁer.
  Bleeding out: A character or monster dies when it 
  reaches 0 hit points. However, there is a chance of 
  saving a dead character by healing him very quick-
  ly (such as with a cleric’s ability to lay on hands). A 
  0-level character that reaches 0 hit points is irrevo-
  cably killed, but a 1st-level character that reaches 0 
  hit points collapses and begins bleeding out. Such a 
  character has 1 round in which he can be healed to 
  prevent his death. If he is healed on the round he’s 
  killed or the next round, he is healed per the result of 
  the lay on hands check (treat his hit points as starting 
  at 0). If he is not healed before the second round, he 
  may be permanently killed (see below).
  For each level past the ﬁrst, a character has one more 
  round of bleeding before he is permanently killed. 
  For example, a 3rd-level character can be saved if he 
  is healed within 3 rounds.
  A character that was bleeding out but was saved suf-
  fers permanent physical trauma from his near-fatal 
  injuries. Anyone who is saved from bleeding out 
  suffers a permanent loss of 1 point of Stamina. In ad-
  dition, he gains a terrible scar from the wound that 
  downed him.
  Recovering the body: If the body of a dead ally can 
  be recovered, there is a chance the ally may not be 
  truly killed. He may have been knocked unconscious 
  or simply stunned. If a character reaches a dead al-
  ly’s body within one hour, the dead character may 
  make a DC 10 Luck check when his body is rolled 
  over. On a successful check, the dead character was 
  badly injured but is not permanently killed, and the 
  ally is able to keep him alive. The “dead” character 
  was simply knocked out, stunned, or otherwise in-
  capacitated. Once an ally shakes the downed charac-
  ter awake, he recovers to 1 hit point. The character is 
  groggy for the next hour (-4 penalty to all rolls) and 
  sustains a permanent injury of some kind, reﬂected 
  as a permanent -1 penalty to Strength, Agility, or 
  Stamina (determine randomly).
  HEALING
  Wounds heal with rest. A healed character can never 
  exceed his natural hit point maximum.
  A character who actively adventures and gets a good 
  night’s rest heals 1 hit point. If the character gets a 
  day of bed rest, he heals 2 hit points per night.
  Critical hits heal when the associated damage heals. 
  For example, imagine that a character takes a -10’ 
  penalty to speed due to a kneecap strike that also in-
  ﬂicted 4 extra points of damage. The wounded knee-
  cap heals when the character has recovered 4 points 
  of damage. Note that critical hits heal when the char-
  acter recovers all lost hit points. If the same charac-
  ter had taken 7 points of damage in total, of which 4 
  points came from a kneecap strike, he would recover 
  his normal movement rate when he recovered all 7 
  hit points.
  Ability score loss, except for Luck, heals at the same 
  rate: 1 point with a good night’s rest and 2 points 
  with a day of bed rest.
  A character may heal both ability score loss and hit 
  point loss on the same night’s rest.
  Luck, however, does not heal. Repeat: lost Luck does 
  not heal. A character who burns Luck does so perma-
  nently. (The only exceptions are halﬂings and thieves, 
  as noted in their class descriptions.) Luck can be re-
  stored in the same way that a man normally gains 
  good or bad luck: by appealing to the gods. Great 
  acts of courage in defense of one’s deity may earn a 
  boon, just as acts in opposition to a devil may earn a 
  curse. The judge can tell you more about Luck…
  SAVING THROWS
  Saving throws represent the character’s ability to re-
  sist extraordinary trauma, whether it’s poison, magi-
  cal ﬂame, or a dangerous trap. A character’s class and 
  ability scores determine his saving throw modiﬁer for 
  Fortitude, Reﬂex, and Willpower. To make a saving 
  throw, roll 1d20 and apply the character’s modiﬁer. If 
  the result is equal to or greater than the appropriate 
  DC, the saving throw succeeds. Otherwise, it fails.
  MORALE
  Not all monsters ﬁght to the death – some ﬂee or sur-
  render. Monsters, retainers, and non-player charac-
  ters make a morale check at certain times in battle. 
  This determines if they stay to ﬁght or retreat to live 
  another day. Player characters never make morale 
  checks; their behavior is up to the players.
  A morale check is made at these times:
  
                                    DCC RPG Open Beta, June 2011
  Page 79
  • With a group of monsters: when the ﬁrst creature 
  is slain and when half the creatures have been 
  killed or incapacitated.
  • With a single monster: when it has lost half its hit 
  points.
  • With a retainer: when he ﬁrst encounters combat 
  or danger (e.g., a trap) in each adventure and at 
  the end of each adventure.
  The morale check is made by rolling 1d20 and add-
  ing the creature’s Will save. A result of 11 or higher 
  is success – the creature can keep ﬁghting. On a 10 or 
  less, the check is failed – the creature attempts to es-
  cape the combat. Retainers also add their employer’s 
  Personality modiﬁer. In some cases, the DC may be 
  higher than 11, particularly when magical effects are 
  involved.
  The judge may apply a modiﬁer of up to +4 or -4 to the 
  check if the creature has sufﬁcient motivation to ﬁght 
  or ﬂee. For example, a mother defending her cubs 
  would receive a +4 bonus as would a goblin shaman 
  defending his sacred shrine. However, a goblin slave 
  willing to see his ogre overlord slain might have a 
  -4 modiﬁer as would a mindless giant centipede that 
  just wanted food, not a ﬁght!
  Some monsters are immune to morale checks. Au-
  tomatons, animated statues, golems, and other mind-
  less creations do not fear death and thus do not make 
  morale checks. The same is true of unintelligent un-
  dead such as zombies and skeletons.
  BURNING LUCK
  As noted earlier, a character can permanently burn 
  Luck to give a one-time bonus to a roll. For example, 
  a character could burn 6 points to get a +6 modiﬁer 
  on a roll, but his Luck score is now 6 points lower. 
  The following rules govern the burning of Luck:
  • A character can only burn Luck to affect his own 
  die rolls (except for halﬂings as noted in their 
  class description). Luck cannot be burned to af-
  fect the die roll of other characters or monsters, 
  even if they affect the character. (Note that the 
  character’s Luck modiﬁer does apply to enemy 
  crits against him, but this Luck modiﬁer is differ-
  ent from burning off Luck.)
  • Luck is typically used to affect a character’s attack 
  rolls, damage rolls, spell checks, thief checks, and 
  saving throws, but it can also be used for other 
  purposes.
  • A character can declare his intent to burn Luck 
  before or after his die roll. He then speciﬁes how 
  many points he will burn. But he can only burn 
  Luck once per roll.
  TWO-WEAPON FIGHTING
  With sufﬁciently high Agility, a character can wield 
  a lightweight secondary weapon (such as dagger, 
  short sword, or knife) in his off hand while using a 
  sword or other primary weapon in his natural hand. 
  The character typically attacks using a smaller die, 
  depending on the hand and the character’s Agility, 
  as shown on the table below.
  TABLE 4-3: TWO-WEAPON ATTACKS
  Agility
  Primary Hand
  Off Hand
  Critical Hits
  7 or less
  Cannot ﬁght two-handed
  Cannot ﬁght two-handed
  N/A
  8-9
  1d12
  1d10
  Cannot crit ﬁghting two-handed
  10-11
  1d14
  1d12
  Cannot crit ﬁghting two-handed
  12-13
  1d16
  1d14
  Primary hand crits on attack 
  result of exactly 20*; off hand 
  cannot crit
  14-15
  1d16
  1d16
  Primary hand crits on attack 
  result of exactly 20*; off hand 
  cannot crit
  16-17
  1d16
  1d16
  Both hands crit on attack result 
  of exactly 20*
  18+
  1d20
  1d20
  As normal
  * Warriors who can crit on 19-20 (or better) are still limited to attacks that exactly sum to 20.
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 80
  Two-weapon attacks are less likely to hit, but the 
  character may make two attack rolls where he would 
  normally make one. Because a character’s off hand is 
  usually not as strong or coordinated as his primary 
  hand, his secondary attack rolls usually require a dif-
  ferent attack die. Critical hits are determined as indi-
  cated on the table below.
  Halﬂings are an exception to the two-weapon ﬁght-
  ing rule, as described in the halﬂing class entry.
  A character ﬁghting two-handed cannot use a shield 
  (obviously).
  If the character uses a secondary action die for two-
  weapon ﬁghting, neither the primary hand attack 
  die nor the off-hand attack die can be larger than the 
  character’s secondary action die. For example, a war-
  rior with action dice of 1d20+1d14 could choose to 
  attack with two weapons. If his Agility was 14, his 
  ﬁrst action die would give him two attacks: 1d16 
  with the primary hand and 1d16 with the off hand. 
  The second action die would also give him two at-
  tacks, but neither die could exceed his second action 
  die of 1d14.So his second two attacks would both be 
  at 1d14 despite his Agility score. 
  WITHDRAWAL
  Once a character is engaged in melee, he cannot back 
  away without opening himself up to attack. If a char-
  acter or monster withdraws from an active melee 
  – whether to retreat, move to a new position, or at-
  tempt some action – its combat opponents immedi-
  ately receive a single free attack.
  OTHER COMBAT RULES
  Ability loss: Some attacks cause ability loss. A target 
  reduced to 0 Personality or Intelligence is a babbling 
  idiot incapable of feeding himself. A target reduced 
  to 0 Strength or Agility is incapable of movement. A 
  target reduced to 0 Stamina faints and remains un-
  conscious. A target reduced to 0 Luck suffers such 
  constant, bizarre mishaps that he is effectively un-
  able to accomplish anything. Ability loss heals over 
  time, as described on page 78.
  Charge: Reckless warriors can use 1 action to declare 
  a charge. They must move at least half their speed. 
  They gain a +2 bonus to attack rolls but suffer a -2 
  penalty to AC until their next turn.
  Dropping a torch: A torch dropped onto the ground 
  has a 50% chance of being extinguished.
  Falling: Falling causes 1d6 damage per 10’ fallen. 
  For every damage die that comes up a 6, the victim 
  breaks a bone. For each broken bone, the charac-
  ter permanently loses 1 point of Strength or Agility 
  (player’s choice). The affected limb, rib, or vertebrae 
  never heals quite right and affects the character’s 
  functioning from then on.
  Firing into melee: Combat is a constant swirl of ac-
  tivity. A character who uses a bow, crossbow, dart, 
  thrown dagger, or other missile ﬁre weapon against 
  an opponent engaged in melee may hit an ally. If 
  the attack misses the intended target, there is a 50% 
  chance it hits an ally engaged in the melee. Deter-
  mine that ally randomly. 
  
                                   DCC RPG Open Beta, June 2011
  Page 81
  Grappling: Each party makes opposed attack rolls, 
  adding the higher of their Agility or Strength modi-
  ﬁer. An attacker twice the opponent’s size adds +4 
  to the opposed roll; an attacker triple the opponent’s 
  size adds +8 to the opposed roll; an attacker qua-
  druple the opponent’s size adds +16 to the opposed 
  roll; and so on. If the attacker wins the opposed roll, 
  he has grappled and pinned his opponent. If the at-
  tacker loses the opposed roll, the grapple fails.
  A pinned target cannot move or take any signiﬁcant 
  action until he frees himself from the pin. This is done 
  by succeeding in another grapple check, as above.
  Melee attacks against a grappled creature are treated 
  similar to ﬁring a missile ﬁre into melee. Any failed 
  melee attack against a grappled creature has a 50% 
  chance of wounding the ally who is maintaining the 
  pin.
  Recovering armor: When someone is slain, the ar-
  mor he wears ends up pierced, dented, and other-
  wise compromised. Armor recovered from a fallen 
  foe (or ally) has a 25% chance of being useless. It can 
  be repaired by an armorer, typically for one-quarter 
  to one-half the original cost of the armor. 
  Demi-humans are of an unusual physiognomy and 
  cannot wear armor sized for a human. If not other-
  wise speciﬁed, there is a 75% chance that randomly 
  discovered armor is human-sized.
  Recovering missile ﬁre weapons: Characters can re-
  cover missile weapons that miss their target. There is 
  a 50% chance that recovered arrows, sling stones, jav-
  elins, and other weapons are destroyed; otherwise, 
  they can be re-used.
  Subdual damage: You can use the ﬂat of your sword 
  to subdue an opponent you wish to capture alive. If 
  a character is proﬁcient in one of the following weap-
  ons, he can inﬂict subdual damage with it: swords, 
  axes, clubs, spears, and staves. There is no attack pen-
  alty, but subdual damage is one die lower than nor-
  mal for the weapon, on this progression: 1d10 -> 1d8 
  -> 1d6 -> 1d4 -> 1d3. An opponent brought to 0 hit 
  points via subdual damage collapses unconscious.
  Touch attack: Some spells or items require the attack-
  er to merely touch the defender. The attacker rolls a 
  melee attack as usual. (Strength matters because it 
  allows the attacker to power through blocks or par-
  ries.) The defender’s Armor Class is treated as 10 + 
  Agility modiﬁer; on touch attacks, there is no beneﬁt 
  to wearing armor or carrying a shield.
  Unarmed combat: Unarmed characters inﬂict sub-
  dual damage of 1d2 + Strength modiﬁer.
  TURNING UNHOLY
  B
  y wielding his holy symbol and uttering 
  holy words, a cleric can turn away the en-
  emies of his faith. A cleric can attempt to 
  turn away un-dead, demons, and devils. Some clerics 
  of particular faiths may be able to turn away other 
  kinds of creatures, depending on what powers their 
  deities award them.
  A turn check is mechanically similar to a spell check, 
  except that Luck matters. A d20 is rolled and added 
  to the cleric’s caster level. The cleric’s Personality and 
  Luck modiﬁers are also included. Compare the result 
  of the turn check to table 4-4. 
  Turned monsters usually receive a Will save to resist 
  being turned. The save is made against the cleric’s 
  spell check. At sufﬁciently high results, a cleric may 
  turn groups of weaker creatures automatically; they 
  do not receive a saving throw.
  Each turn check results in a cumulative -1 penalty 
  to future spell checks as normal for a spell cast by a 
  cleric.
  If a cleric raises his holy symbol to turn a group of 
  mixed creatures, the player should indicate a speciﬁc 
  target. Apply the results of the turn check based on 
  the HD of the target creature. “Overﬂow” HD affect 
  lower-HD creatures at the indicated effect. For exam-
  ple, if a cleric were charged by a band of 1 HD skel-
  etons led by a 4 HD vampire commander, the player 
  could designate whether he targets the skeletons or 
  the vampire. If he targets the skeletons and rolls 19, 
  he turns 1d4+CL of these lesser un-dead but does not 
  affect the vampire. If he targets the vampire and his 
  next check is 24, he turns 1d4+CL 4 HD creatures. If 
  he rolls 5, that means he could turn the vampire and 
  4 of the skeletons. 
  
  DCC RPG Open Beta, June 2011
  Page 82
  TABLE 4-4: TURN UNHOLY RESULT BY HD
  Check
  Turn 
  Range
  Holy 
  Smite
  1 HD
  2 HD
  3-4 HD
  5-6 HD
  7-8 HD
  9-10 HD
  11-12 HD
  1-11
  –
  –
  NE
  NE
  NE
  NE
  NE
  NE
  NE
  12-13
  30’
  –
  T1
  NE
  NE
  NE
  NE
  NE
  NE
  14-17
  30’
  –
  T1d3+CL
  NE
  NE
  NE
  NE
  NE
  NE
  18-19
  30’
  –
  T1d4+CL
  T1
  NE
  NE
  NE
  NE
  NE
  20-23
  60’
  –
  T1d6+CL
  T1d3+CL
  T1
  NE
  NE
  NE
  NE
  24-27
  60’
  Beam, 
  60’, 1d3 
  dmg
  T1d8+CL, 
  D1d4 (no 
  save)
  T1d4+CL
  T1d3+CL
  T1
  NE
  NE
  NE
  28-29
  60’
  Cone, 
  30’, 1d4 
  dmg
  T2d6+CL, 
  D1d4 (no 
  save)
  T1d6+CL
  T1d4+CL
  T1d3+CL
  T1
  NE
  NE
  30-31
  120’
  Cone, 
  60’, 1d5 
  dmg
  K1d8+CL 
  (no save)
  T1d8+CL, 
  D1d4 (no 
  save)
  T1d6+CL
  T1d4+CL
  T1d3+CL
  T1
  NE
  32+
  240’
  Cone, 
  120’, 
  1d6 
  dmg
  K2d6+CL 
  (no save)
  T2d6+CL, 
  D1d4 (no 
  save)
  T1d8+CL, 
  D1d4
  T1d6+CL
  T1d4+CL
  T1d3+CL
  T1
  NE = No Effect.
  T = Creatures up to this HD are turned in a quantity indicated. For example, “T1” means one creature is 
  turned; “T1d4+CL” means a number of creatures of this HD are turned equal to 1d4 + caster level. Un-
  less indicated, turned creatures receive a saving throw (Will vs. spell check DC). A turned creature moves 
  away from the cleric at maximum speed or cowers if unable to retreat. A turned creature continues to ﬂee 
  for 3d10 minutes.
  D = Creatures are turned, and they take the indicated damage on the ﬁrst round of turning. For example, 
  T1d4+CL, D1d4 means the cleric can turn a number of creatures of this HD equal to 1d4+CL, and those 
  creatures also take 1d4 damage.
  K = Creatures are automatically killed. The number of creatures killed is indicated after the K. For ex-
  ample, K1d8+CL means the cleric kills a number of creatures of that HD equal to 1d8 + caster level.
  Holy Smite = At high levels, a cleric’s turn attempt produces holy energy that smites unholy creatures in 
  close proximity. This is in addition to the turning effect and can be directed in the same direction as the 
  cleric’s line-of-sight for the turning attempt. The effect and range varies, as described below, and all un-
  holy creatures affected take the indicated damage automatically with no save. The damage occurs once per 
  turn attempt; another spell check is required the following round to attempt again. 
  Beam: a concentrated ray of light that the cleric can direct against one target within 60’. Cone: a cone 30’ 
  long and 30’ wide at its end.
  
                                    DCC RPG Open Beta, June 2011
  Page 83
  SPELL DUELS
  A 
  wizard seeks superiority over his fellows 
  and attains that through demonstration 
  of magical ability…at any cost. When two 
  wizards meet, there is always conﬂict; and when wiz-
  ards conﬂict, there are spell duels. A clap of thunder, 
  the smell of brimstone, the staggering concussion 
  of contested dominance, and, ﬁnally, the pile of ash 
  where once a man stood – these are the marks of a 
  spell duel.
  Spell duel resolution: A spell duel is where one 
  spellcaster casts a spell that is countered by a second 
  caster, and the two proceed to throw spells until one 
  dominates. These are the basic rules of spell duels. 
  Full details are described below.
  1. Both wizards and clerics can spell duel. A wizard 
  can counter the spells of a cleric and vice versa. 
  In rare circumstances, other classes can also spell 
  duel (e.g., a thief reading from scrolls).
  2. Spell duels are a special rule subsystem that 
  breaks some standard combat mechanics, spe-
  ciﬁcally parts of the initiative system. Casters 
  involved in a spell duel may ﬁnd themselves act-
  ing in response to each other prior to actions by 
  other party members.
  3. Only some spells can be used to counter each 
  other. Generally speaking, there are two kinds of 
  counterspells: “same spell” (i.e., ﬁreball used to 
  counter ﬁreball) and “defensive” (i.e., magic shield 
  used to counter magic missile or ﬁre resistance used 
  to counter ﬁreball).
  4. Spell duels proceed in initiative order. A wizard 
  later in the initiative order may counterspell the 
  spell cast by a wizard who went before him. A 
  caster who is last in the order cannot have his 
  spells countered.
  5. Counterspell mechanics involve the comparison 
  of the attacker’s spell check to the defender’s 
  spell check and a resolution based on that com-
  parison.
  6. Successes build and failures compound in a spell 
  duel. A wizard who wins a few counterspells will 
  ﬁnd himself building momentum.
  7. Finally, untoward things can occur in a spell 
  duel. It is, after all, a direct collision of unearthly 
  energies.
  Initiative: When one wizard or cleric casts a spell, 
  a wizard or cleric later in the initiative order may im-
  mediately declare he is counter-spelling. If multiple 
  casters attempt a counter-spell, the outcome is re-
  solved in initiative order. 
  The combat round immediately pauses for resolution 
  of the spellcaster actions. When each spellcaster has 
  completed his action, combat initiative resumes. 
  The spellcasters effectively “skip ahead” strictly for 
  purposes of counterspelling, and then lose their nor-
  mal initiative action. 
  However, the spellcasters remain in their same initiative 
  order. On the next round they may choose to act nor-
  mally, and thus initiative order must be maintained.
  When a spellcaster chooses to counterspell, he may 
  cast a counterspell and that is all. He may not take any 
  other action that round. The counterspell action lets 
  him skip ahead in order but limits his options.
  The spellcaster who is last in initiative order has the 
  advantage of being able to counterspell anyone be-
  fore him and the disadvantage of only being able to 
  respond to spells, not initiate the spell duel. The spell-
  caster who is ﬁrst in initiative order has the advan-
  tage of setting the tone for the spell duel by choosing 
  the initiating spell, but he cannot counterspell.
  Spells that counter: Generally speaking, common 
  sense will dictate which spells can counter each oth-
  er. Here is a general list:
  OPPOSED SPELLS THAT CAN BE USED 
  TO COUNTER EACH OTHER
  Fire resistance : Fireball, scorching ray
  Magic shield : Magic missile, ﬁreball, scorching ray, 
  lightning bolt
  Dispel magic : Any spell
  Invoke patron : Invoke patron (depending on patrons)
  Any attack spell : Counters same attack spell (for 
  example, ﬁreball counters ﬁreball)
  The Counterspell in Action: When a caster declares 
  he is counterspelling, follow these steps:
  1. First, at the very start of the spell duel, all casters 
  set a d20 in front of them. This is the momentum 
  tracker. At the start of the duel, all casters set the 
  d20 to 10.
  2. Next, the attacker declares the spell he is casting 
  and makes his spell check.
  3. The defender (counterspeller) declares a coun-
  terspell and makes his spell check.
  4. The winner is the high roller. Increment the win-
  ner’s momentum tracker by 1. For example, if the 
  
  DCC RPG Open Beta, June 2011
  Page 84
  attacker wins, move his d20 to 11. If the defender 
  wins, his d20 is incremented by 1.
  5. Cross-reference the two spell checks on table 4-5: 
  Spell Duel Check Comparison.
  6. Roll the indicated die and compare to table 4-6: 
  Counterspell Power. If the attacker had the high-
  er spell check, use the “Attacker High” column; 
  otherwise, use the “Defender High” column. 
  Modify the result by the difference between the two 
  momentum trackers. For example, if the attacker’s 
  momentum tracker now shows 13 because he 
  had 3 successes, and the defender’s is still at 10, 
  the Counterspell Power would be at +3 if the at-
  tacker won or at -3 if the defender won.
  7. There is one exception: if the two spell checks are 
  identical, table 4-6: Spell Duel Check Compari-
  son will refer to Table 4-7: Phlo-
  giston Disturbance. This is the 
  most dangerous arena of magic, 
  where different effects become 
  commingled 
  and 
  dangerous 
  things may happen!
  8. Resolve any spell effects at the 
  resulting spell check.
  9. Finally, proceed back to “nor-
  mal” initiative. Other character 
  classes receive their normal ac-
  tions. When the counterspeller’s 
  count turns up, skip him and 
  move onto the next character.
  Special notes: Here are some clariﬁ-
  cations on spell duels.
  Spell check success: The attacker’s 
  spell check must succeed per the nor-
  mal spell result table to have any ef-
  fect (of course). The defender’s spell 
  check must also succeed (of course). 
  This means that a level 1 spell check 
  needs a minimum result of 12+ to 
  counterspell; a level 2 spell needs a 
  minimum result of 14+; and so on.
  Who goes ﬁrst? Generally speaking, 
  the effects of counterspells happen 
  simultaneously, unless noted oth-
  erwise. That means it is possible 
  for two wizards to both die as they 
  launch dueling ﬁreballs. Sometimes 
  the tables below will indicate that 
  one wizard’s spell takes effect ﬁrst, 
  which may affect the second spell. If 
  order of resolution matters, the caster 
  with the higher spell check always acts ﬁrst.
  Multiple counterspellers: Two spellcasters may attempt 
  to counterspell a single caster. Resolve all spell check 
  comparisons, then refer to the spell tables to deter-
  mine what happens. Again, generally speaking, the 
  effects of spells and counterspells happen simultane-
  ously, unless noted otherwise on the tables.
  Aiding a counterspell: Wizards may not “aid each 
  other” in a spell duel. Each counterspell is deter-
  mined separately, though results may stack against 
  the caster. For example, if a wizard casts ﬁreball and 
  three defenders counterspell with returning ﬁreballs, 
  the impact of multiple mitigations of the attacker’s 
  ﬁreball could mean his spell has no effect.
  Patron invocation: A wizard who invokes his patron 
  can be countered by a wizard invoking the same or a 
  
                                    DCC RPG Open Beta, June 2011
  Page 85
  different patron. If a defender invokes the same patron 
  as the attacker, and both spell checks succeed, both 
  spells are automatically cancelled – ignore the results of 
  tables 4-5 and 4-6. If the defender and attacker invoke 
  different patrons, resolve the effect as normal.
  Loss of spell: Certain spell duel results can reduce the 
  check result of the attacker or defender. A wizard los-
  es a spell for the day only if his initial, unmodiﬁed spell 
  check is below the minimum threshold. If his initial 
  check summons sufﬁcient eldritch power to set the 
  spell duel in motion, he does not count as losing the 
  spell. The same goes for the defender’s initial, unmod-
  iﬁed spell check. For clerics, the same rule applies in 
  regards to their accumulation of casting penalties.
  Delaying actions: Wizards who are ﬁrst in initiative or-
  der may wish to delay their initiative to be in a better 
  position for counterspelling. This is acceptable. But if 
  multiple wizards all decide to delay, the ﬁnal “order 
  of actions” is still resolved by initiative order, with the 
  highest roll going ﬁrst and the lowest roll going last.
  A counterspell is all: A caster may use the counterspell 
  mechanic only to cast a spell that speciﬁcally counters 
  a previously cast spell. The counterspell “special ini-
  tiative action” may not be used to “cast just any old 
  spell.”
  The counterspell may kill creatures out of initiative order: 
  A counterspell allows a wizard with a later initiative 
  count to effectively “skip ahead,” and thus the coun-
  terspell may have consequences for creatures that, 
  technically, had a higher initiative count than the 
  counterspeller. For example, a ﬁreball countered with 
  a ﬁreball – where both spells go off – may kill warriors 
  whose initiative count was before that of the wizard 
  who counterspelled. So be it: counterspells are spe-
  cial.
  TABLE 4-5: SPELL DUEL CHECK COMPARISON
  Compare attacker’s spell check (column headers) to defender’s spell check (row headers). If a die type 
  is indicated, roll that die on table 4-6: Counterspell Power. If the two spell checks are the same result, the 
  table shows PD and you should refer to table 4-7: Phlogiston Disturbance.
  Invoke patron has special results – see accompanying text.
  Attacker’s Spell Check*
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28+
  Defend-
  er’s Spell 
  Check*
  12
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  d7
  d7
  d8
  d8
  d10
  d10
  d12
  d12
  d14
  d16
  13
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  d7
  d7
  d8
  d8
  d10
  d10
  d12
  d12
  d14
  14
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  d7
  d7
  d8
  d8
  d10
  d10
  d12
  d12
  15
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  d7
  d7
  d8
  d8
  d10
  d10
  d12
  16
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  d7
  d7
  d8
  d8
  d10
  d10
  17
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  d7
  d7
  d8
  d8
  d10
  18
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  d7
  d7
  d8
  d8
  19
  d7
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  d7
  d7
  d8
  20
  d7
  d7
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  d7
  d7
  21
  d8
  d7
  d7
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  d7
  22
  d8
  d8
  d7
  d7
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  d6
  23
  d10
  d8
  d8
  d7
  d7
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  d6
  24
  d10
  d10
  d8
  d8
  d7
  d7
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  d5
  25
  d12
  d10
  d10
  d8
  d8
  d7
  d7
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  d5
  26
  d12
  d12
  d10
  d10
  d8
  d8
  d7
  d7
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  d4
  27
  d14
  d12
  d12
  d10
  d10
  d8
  d8
  d7
  d7
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  d3
  28+
  d16
  d14
  d12
  d12
  d10
  d10
  d8
  d8
  d7
  d7
  d6
  d6
  d5
  d5
  d4
  d3
  PD
  * Note that both spell checks must succeed at the normal spell check threshold as a prerequisite to compar-
  ison on this table. For example, a level 2 spells need a minimum result of 14 to be useful in a spell duel. 
  
  DCC RPG Open Beta, June 2011
  Page 86
  TABLE 4-6: COUNTERSPELL POWER
  Roll
  Defender High
  Attacker High
  1
  Mitigate d4: roll d4 and subtract this from 
  the attacker’s spell check. Attacker’s spell 
  still carries through at this lower spell 
  check; defender’s spell is lost.
  Push-through d4: roll d4 and subtract this from 
  defender’s spell check. Defender’s spell takes ef-
  fect at this lower result, and attacker’s spell takes 
  effect simultaneously at normal spell check result.
  2
  Mitigate d6: roll d6 and subtract this from 
  the attacker’s spell check. Attacker’s spell 
  still carries through at this lower spell 
  check; defender’s spell is lost.
  Push-through d8: roll d8 and subtract this from 
  defender’s spell check. Defender’s spell takes ef-
  fect at this lower result, and attacker’s spell takes 
  effect ﬁrst at normal spell check result.
  3
  Mitigate d8: roll d8 and subtract this from 
  the attacker’s spell check. Attacker’s spell 
  still carries through at this lower spell 
  check; defender’s spell is lost. 
  Overwhelm: attacker’s spell takes effect and de-
  fender’s spell is cancelled.
  4
  Mutual mitigation d10: roll d10 and sub-
  tract this from the attacker’s spell check 
  and the defender’s spell check. Both spells 
  take effect simultaneously at this lower 
  spell check result. 
  Overwhelm: attacker’s spell takes effect and de-
  fender’s spell is cancelled.
  5
  Mutual cancellation: both attacker’s and 
  defender’s spells are cancelled.
  Overwhelm: attacker’s spell takes effect and de-
  fender’s spell is cancelled.
  6
  Push-through d6: roll d6 and subtract 
  from defender’s spell check. Defender’s 
  spell takes effect at this result, and attack-
  er’s spell is cancelled.
  Overwhelm and reﬂect d8: roll d8 and subtract 
  this from defender’s spell check. Attacker’s spell 
  takes effect simultaneously at normal spell check 
  result, and defender’s spell check is reﬂected 
  back on him at this lower spell check result.
  7
  Push-through d4: roll d4 and subtract 
  from defender’s spell check. Defender’s 
  spell takes effect at this result, and attack-
  er’s spell is cancelled.
  Overwhelm and reﬂect d8: roll d8 and subtract 
  this from defender’s spell check. Attacker’s spell 
  takes effect ﬁrst at normal spell check result, and 
  defender’s spell check is reﬂected back on him at 
  this lower spell check result.
  8
  Overwhelm: attacker’s spell is cancelled, 
  and defender’s spell takes effect at nor-
  mal result.
  Overwhelm and reﬂect d6: roll d6 and subtract 
  this from defender’s spell check. Attacker’s spell 
  takes effect ﬁrst at normal spell check result, and 
  defender’s spell check is reﬂected back on him at 
  this lower spell check result.
  9
  Reﬂect: defender’s spell is cancelled, and 
  attacker’s spell reﬂects back on him at the 
  spell check result rolled.
  Overwhelm and reﬂect d4: roll d4 and subtract 
  this from defender’s spell check. Attacker’s spell 
  takes effect ﬁrst at normal spell check result, and 
  defender’s spell check is reﬂected back on him at 
  this lower spell check result.
  10+
  Reﬂect and overwhelm: defender’s spell 
  takes effect at normal result, and attack-
  er’s spell reﬂects back on him at the spell 
  check result rolled.
  Reﬂect and overwhelm: attacker’s spell takes ef-
  fect at normal spell check result, and defender’s 
  spell check is reﬂected back on him at normal 
  spell check.
  
                                    DCC RPG Open Beta, June 2011
  Page 87
  TABLE 4-7: PHLOGISTON DISTURBANCE
  Roll 1d10, regardless of spells involved.
  Roll 
  Result
  1 
  Pocket dimension. Both casters are instantaneously transferred to a pocket dimension that is spontaneously 
  created by the interaction between their spells. They remain within the pocket dimension until one is killed, 
  at which point the interaction of their spells ceases and the survivor is transferred back to the material plane 
  one millisecond after his departure. Observers see only a brief ﬂicker and the disappearance of the loser, 
  whose body is lost forever. The pocket dimension appears as (roll 1d6) (1) a mountaintop surrounded by red 
  clouds, (2) a bubble adrift in space, (3) a sweltering island in a sea of lava, (4) an upside-down forest where 
  the trees grow down from the sky above, (5) a dust mote atop the point of a needle, (6) the left nostril of an 
  intergalactic whale.
  2 
  Alignment rift. Both casters are transferred to an alignment plane. If both are the same alignment, they go to 
  that plane; if they are opposed, or if either is neutral, they transfer to the plane of neutrality. They return to 
  the material plane after (roll 1d4) (1) one caster is killed (both bodies return), (2) 1d8 days, (3) 3d6 rounds for 
  each caster, rolled separately, (4) The End of Days.
  3 
  Time accelerates. Both casters see everything around them seem to slow; in reality, they are accelerating, and 
  surrounding characters see them move at incredible speeds. Resolve an additional 2d4 rounds of combat 
  between the casters only; no other characters may act in this time. At the end of this time, they slow back into 
  the mainstream ﬂow of time.
  4 
  Time slows. The casters perceive the world around them as normal but observers see their reactions slow to a 
  crawl. Roll 1d3 and resolve that many rounds of combat among other participants before the casters can react 
  again.
  5 
  Backward loop in time. The casters are tossed backward in time to relive the last few moments repeatedly. 
  Roll 1d4 and repeat the last spell interaction that many times, re-rolling spell checks and incrementing mo-
  mentum trackers but ignoring any subsequent Phlogiston Disturbance results (treat same-check results as 
  “both spells cancelled”). For example, if the attacker cast magic missile and the defender cast magic shield, the 
  two would repeat 1d4 repetitions of that same spell check result. No spell can be lost during this time – a 
  below-minimum result indicates only a failure, and the spell cast repeats on the next loop. When this time 
  loop is concluded, the two casters re-enter the normal initiative count.
  6 
  Spells merge. In a freak of eldritch energy, the two spells merge to create something greater than both. This 
  result requires judge mediation. Generally speaking, the resulting effect is centered directly between the two 
  casters and is either: (a) twice as powerful as the normal spell (if two opposing spells had cancelled each 
  other), or (b) some weird agglomeration of spell effects (if two different spells were used). For example, if 
  two ﬁreballs were cast, there may be a super-ﬁreball that impacts between the two casters. Or, if ﬁre resistance 
  countered ﬁreball, a ﬂameless ﬁreball could be set off, generating concussive noise and astounding force but 
  no ﬂames.
  7 
  Supernatural inﬂuence. The casters create a rift in space and some supernatural inﬂuence ﬁlters through. 
  Both spells fail and roll 1d4: (1) a randomly determined elemental energy suffuses the surrounding around, 
  causing minor effects (for example, ﬂames and heat ﬁll the air to cause 1 damage to everyone within 50’ or 
  a massive rainstorm erupts centered on the casters); (2) negative energy drains through, granting +1d8 hit 
  points to all un-dead and demons nearby; (3) shadow energy ﬁlls the air, limiting eyesight to half normal 
  range; (4) ethereal mists swirl about, and 1d4 randomly determined ghosts enter the world.
  8 
  Supernatural summoning. The combined spell results inadvertently pull a supernatural creature through the 
  fabric of space and time. Randomly determine the nature of the supernatural creature: (roll 1d3) (1) elemen-
  tal, (2) demon, (3) celestial. The creature has 1d4+1 HD. Determine the creature’s reaction by rolling 1d5: (1) 
  hostile to all, (2) hostile to one caster (randomly determined) and neutral to other, (3) friendly to one caster 
  (randomly determined) and hostile to other, (4) neutral to all parties, (5) friendly to all parties.
  9 
  Demonic invasion. 1d4 randomly determined demons are summoned at the exact midpoint between the two 
  casters. Determine their reaction randomly as on result 8 above. The demons are of a type as determined 
  here: (roll 1d4) (1) type I, (2) type II, (3) type III, (4) type IV.
  10 
  Mutual corruption. Both spells fail, and both casters suffer 1d4+1 corruption results. Roll corruption as nor-
  mal but ignore and re-roll any spell malfunctions that occur.
  
  DCC RPG Open Beta, June 2011
  Page 88
  Example of Spell Dueling: The combat consists of 
  The Emerald Sorcerer, his two emerald soldiers, his 
  nemesis Magnus the Gray, and Magnus’ apprentice 
  Athle the Astounding. Initiative rolls are as follows:
  17 = The Emerald Sorcerer
  15 = the two emerald soldiers
  12 = Magnus the Gray
  6 = Athle the Astounding
  Round one. The Emerald Sorcerer casts magic missile. 
  Magnus immediately declares a counterspell of magic 
  shield. Athle the Astounding declines to counterspell. 
  Even though the emerald soldiers are next in initia-
  tive order, the spell duel is resolved ﬁrst. 
  Both players lay a d20 momentum tracker in front of 
  them, showing a starting ﬁgure of 10. 
  The Emerald Sorcerer rolls 13 on his spell check, 
  while Magnus rolls 16. Both checks succeed. The de-
  fender’s roll is high. Therefore, Magnus the Gray’s 
  momentum tracker is incremented to 11. 
  Comparing the spell check results of 16 and 13 on 
  Table 4-5: Spell Duel Check Comparison, we get a roll 
  of d5. The difference in momentum trackers is 1 (11 
  on one die and 10 on the other), so the defender rolls 
  d5+1 on Table 4-6: Counterspell Power. 
  The result of 3 shows that Magnus’s magic shield fails, 
  but he reduces the magic missile check by d8. Mag-
  nus rolls 4 on the d8, so The Emerald Sorcerer’s spell 
  check of 13 becomes 9. That is below the minimum 
  threshold of 12 for success, so both spells fail.
  Even though both spells failed to take effect, both 
  casters were able to summon sufﬁcient energy to ini-
  tiate their spells. Therefore, neither loses the ability to 
  cast their spells.
  Now that the spell duel is resolved, the combat round 
  proceeds:
  • The emerald soldiers attack Magnus and normal 
  attack process is resolved. 
  • At Magnus’ initiative count, he can take no ac-
  tion because he already counterspelled. 
  • Athle the Astounding did not counterspell, so 
  he moves and casts magic missile against The 
  Emerald Sorcerer. The Emerald Sorcerer could 
  not counterspell anyway because he is ﬁrst in 
  initiative order, and because he already used his 
  action. Magnus rolls 15, succeeds in his check, 
  and damages The Emerald Sorcerer with a spell 
  check.
  Round two. In the second round, The Emerald Sorcer-
  er launches another magic missile. In this round, both 
  Magnus the Gray and Athle the Astounding choose 
  to counterspell. Magnus casts magic shield again, 
  while Athle casts magic missile.
  The Emerald Sorcerer rolls an 18 on his spell check. 
  Magnus rolls 19, and Athle rolls 14.
  A d20 momentum tracker set at 10 is now placed 
  in front of Athle, since he has now entered the spell 
  duel. The Emerald Sorcerer lost his comparison to 
  Magnus, so Magnus’ existing 11 is incremented to 12. 
  The Emerald Sorcerer won his comparison to Athle, 
  so his 9 is now incremented back to 10.
  Comparing The Emerald Sorcerer’s 18 and Magnus’ 
  19 spell checks to Table 4-5: Spell Duel Check Com-
  parison, we get a roll of d3. The difference in momen-
  tum trackers is 2 (10 on The Emerald Sorcerer’s die 
  and 12 on Magnus’), so Magnus rolls d3+2 on the 
  “defender high” column in Table 4-6: Counterspell 
  Power. 
  Simultaneously, comparing the Emerald Sorcerer’s 
  18 and Athle’s 14 spell checks, we get a roll of d5. The 
  difference in momentum trackers is 0 (10 on The Em-
  erald Sorcerer’s die and 10 on Athle’s), so the Emer-
  ald Sorcerer rolls a straight d5 on the “attacker high” 
  column in Table 4-6: Counterspell Power.
  And now our example ends, but you get the drift of 
  it. At this point you can see how there can be mul-
  tiple defending and attacking spells interacting with 
  each other.
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 89
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 90
  CHAPTER FIVE
  MAGIC
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 91
  
  DCC RPG Open Beta, June 2011
  Page 92
  M
  agic comes from gods and demons who 
  are capricious and unconcerned with your 
  character’s ﬂyspeck of a life. Those who 
  would use magic are best served to always have a 
  backup plan.
  Summoning magical energies is arduous, expensive, 
  and dangerous. No wizard does it lightly. As a result, 
  there are no mundane magicks, no spells used sim-
  ply to light a corridor, for example. Use a torch, fool; 
  it is much safer.
  KINDS OF MAGIC
  W
  izards and clerics tap into different kinds 
  of magic. Wizards specialize in the better-
  known ﬁelds of black magic, elemental 
  magic, and enchantment. Clerics receive the direct 
  assistance of their gods in a style of magic called idol 
  magic, which may or may not be similar to the pow-
  ers of wizards.
  Black magic is learned from demons’ lips. It includes 
  witchcraft, shamanism, and totems, as well as necro-
  mancy, diabolism, mind control, and other concen-
  trations of negative energy. Black practitioners hold 
  power over mortals but are slaves to their demon 
  masters. Cthulhu cults practice black magic, as do 
  zombie masters, witches, and voodoo shamans. Bind-
  ing and summoning are considered black magic.
  Elemental magic includes invocations relating to 
  earth, air, ﬁre, and water, including the energies 
  and other forms associated with them (such as light, 
  fog, ﬂight, and other such things). Some elemental 
  magicks harness the purest form of an element, while 
  others are based on pacts with mighty elemental 
  lords.
  Enchantment, also known as white magic, is the most 
  mundane of the magicks, as it is grounded in the 
  overlap of the material plane of existence with other 
  planes. White magicians manipulate the nature of 
  things to conjure, divine, trick, and obfuscate. Astral 
  projection, ethereal travel, and journeys to the lands 
  of unnatural geometries are part of enchantment. 
  Dwarves use runes to practice enchantment; gypsies 
  do it with entrails. The best alchemists often know 
  a bit of minor enchantment. Astrologists practice a 
  quotidian form of the extraplanar aspects of enchant-
  ment.
  Idol magic, or divine magic, is any magic granted by 
  worship of a god or other higher power. Most clerics 
  practice idol magic. Falling out of favor with one’s 
  idol will sever access to this kind of magic.
  SPELL CHECKS
  W
  hen your character casts a spell, you roll 
  1d20 and add your caster level. This is 
  called a spell check. You also add your 
  Personality modiﬁer if you are a cleric or your Intel-
  ligence modiﬁer if you are a wizard. Wizards also 
  apply modiﬁers for wearing bulky armor (see Table 
  3-3), and there may be other modiﬁers speciﬁc to cer-
  tain situations.
  Compare the result to the casting table for that spell. 
  In general, your spell succeeds if your spell check is 
  equal to or higher than a base DC of 10 + (2x spell 
  level). The higher you roll, the more extraordinary 
  the result, according to the casting table.
  Make the spell check when the spell is ﬁrst cast, even 
  if the casting time is more than one round. High re-
  sults may reduce casting time.
  A novice wizard cannot cast magic beyond his com-
  prehension, but he may attempt to cast a spell of any 
  level he has learned. This means he may attempt to 
  cast spells where he suffers a signiﬁcant chance of 
  failure, based on his spell check modiﬁer. If he judges 
  the attempt worthwhile, so be it; but there are conse-
  quences to failure.
  Criticals and fumbles: A spell check result of a natu-
  ral 20 is a critical success. The caster receives an ad-
  ditional bonus to his check equal to his caster level. 
  Compare to the casting table for that speciﬁc spell for 
  the result.
  A spell check result of a natural 1 is always a failure. 
  A result of 1 also results in corruption or disapproval, 
  as described below.
  Concentration: Some spells require concentration. 
  While concentrating, a wizard or cleric can walk at 
  half speed, but that is all. He may take no actions. 
  Combat damage, a fall, or other signiﬁcant interrup-
  tions require him to make a Will save against DC 11 
  or lose his concentration.
  Spell checks by other classes: Foolish warriors have 
  been known to read magical scrolls in dangerous at-
  tempts to wield magic. A warrior, thief, or other char-
  acter untrained in magic may attempt to cast a spell 
  from magical instructions he encounters. Characters 
  of untrained classes roll 1d10 for their spell check in-
  stead of 1d20, and they do not add any modiﬁer for 
  an ability score or caster level. A trained thief may 
  roll a higher die, as shown on Table 1-9.
  Reversing spells: Some spells can be reversed to per-
  form the opposite function they were intended for. As 
  an example, mend can be reversed to tear an object, or 
  
                                    DCC RPG Open Beta, June 2011
  Page 93
  enlarge can be reversed to shrink an object. Although 
  spell reversal sounds simple and straightforward as a 
  concept, think about it in practical terms: it’s not that 
  easy. To use an analogy, can you un-cook a chicken 
  pot pie by following the instructions in reverse? No. 
  Magic cannot be simply reversed. To reﬂect the difﬁ-
  culty of reverse-spellcasting in practical terms, these 
  simple rules apply:
  • A wizard can learn a spell in one of its versions, 
  normal or reversed. For example, he can learn 
  mend as a spell slot, or he can learn tear as a spell 
  slot. He casts either of these spells as normal.
  • If the wizard attempts to cast the reverse of a 
  spell in his repertoire, he makes the spell check 
  at one die lower than normal, using this progres-
  sion: d30 -> d24 -> d20 -> d16 -> d14 -> d12.
  SPELLBURN
  B
  lood aids great sorcery,” quoth the mummy, 
  and he was right. A magic-user can har-
  ness more magical energies if he is willing 
  to make mortal sacriﬁce: offer part of his soul to a 
  demon, foster a demi-god’s greedy growth by leech-
  ing his strength, or even burn the very life energy in 
  his own cells. Before rolling any spell check, a wizard 
  may declare he will attempt spellburn. In attempting 
  spellburn, the wizard temporarily expends points of 
  his Strength, Agility, or Stamina score to enhance his 
  spell check. For every ability point he expends, he 
  adds +1 to his spell check.
  For example, a wizard in a life-or-death situation 
  may need absolute certainty that his next spell func-
  tions. He calls to an archdemon ﬁend with whom he 
  has had past dealings. In offering the demon a share 
  of his life-force, he trades 7 points of Strength to give 
  himself a +7 bonus to his next spell check.
  Ability scores lost in this way return as the spellcaster 
  heals. Each day thereafter where he does not attempt 
  spellburn, he recovers 1 point of ability score. 
  Some spells and magical items require spellburn to 
  function, as noted in their descriptions.
  Automatic criticals: There is one additional option 
  for spellburn. A wizard who sacriﬁces a full 20 points 
  of ability scores in one fell swoop automatically treats 
  his next spell check as roll of natural 20.
  Regaining spells via spellburn: A wizard may use 
  spellburn to cast spells he has lost for the day. If a wiz-
  ard expends the spell’s level in ability score points, 
  he can cast the spell as if he still had it. For example, 
  a wizard could burn 2 points of ability scores to cast 
  a level 2 spell he had lost for the day. The wizard 
  must expend additional spellburn to gain a bonus to 
  the spell check. For example, a wizard could burn 4 
  points of ability scores to cast a level 2 spell at a +2 
  bonus to the spell check.
  Failed spellburn: Any magic-user who rolls a natu-
  ral 1 on a spell check while using spellburn suffers 
  the loss of ability points and the associated corrup-
  tion (see below), and also loses 1 point of ability score 
  permanently.
  Spellburn by clerics: Spellburn is a form of magic 
  generally reserved for wizards. However, under 
  highly unusual circumstances (mostly associated 
  with great magic items or rare formulae), clerics 
  can also utilize spellburn. Clerics can never utilize 
  spellburn for normal spells; only under specialized 
  circumstances which the judge will specify. When a 
  cleric does utilize spellburn, it invariably involves 
  ritualized behavior associated with the worship rites 
  of his deity.
  Spellburn in practical terms: The wizard player 
  should role-play the action that drives spellburn, as 
  appropriate to the ability score sacriﬁced. Alternate-
  ly, you can roll on table 5-1 to provide some illustra-
  tion.
  
  DCC RPG Open Beta, June 2011
  Page 94
  TABLE 5-1: SPELLBURN ACTIONS
  Roll (d20) 
  Result
  1 
  The wizard sacriﬁces one pound of ﬂesh per spell level, which he must carve from his 
  own body with a knife that is holy to a powerful outsider.
  2 
  The wizard must spill his own blood – one tablespoon per spell level.
  3 
  The wizard swears an oath to a minor demi-god, who aids him in his time of need but 
  curses him with weakness until the oath is fulﬁlled.
  4 
  The wizard cuts off one of his ﬁngertips.
  5 
  The wizard must yank out his hair and burn it.
  6 
  The wizard magically enervates his body in order to fuel the spell.
  7 
  The wizard promises his soul to serve a powerful demon in the afterlife.
  8 
  The wizard agrees to aid followers of a patron saint.
  9 
  The wizard uses a hot iron to brand a supernatural symbol on his arm or torso.
  10 
  The wizard must tattoo a mystical symbol on his cheek, forehead, or hand.
  11 
  The wizard must pull out a ﬁngernail and burn it with incense.
  12 
  The wizard must speak aloud his own true name, weakening himself as a result.
  13 
  The wizard develops a bleeding sore that will not heal until he pays back the aid of the 
  power that assisted him.
  14 
  The wizard must notch his ear in acknowledgment of each time he has been aided.
  15 
  The wizard is required to ritually scarify his back, chest, or biceps with the symbol of a 
  powerful supernatural creature.
  16 
  The wizard sees maggots drip from his sleeves. When not wearing a shirt, nothing hap-
  pens and his torso appears normal. However, when wearing a shirt, he constantly sees 
  maggots falling from his sleeves. 
  17 
  The wizard starts to itch! He has strange, uncontrollable itches and scratches constantly.
  18 
  The wizard develops an odd tic: he twitches his nose, tilts his head, or blinks one eye 
  constantly.
  19 
  The wizard begins muttering under his breath, repeating the name of the entity that has 
  aided him. He can’t stop.
  20 
  Roll again twice.
  
                                    DCC RPG Open Beta, June 2011
  Page 95
  REGAINING SPELLS
  S
  pellcasting is draining. A spellcaster can ex-
  ert himself a ﬁnite number of times in one 
  day before he is exhausted and unable to 
  cast another spell. Depending on the kind of magic, 
  this can be a reﬂection of mental recall, godly favor, 
  access to a demon’s plane, soul-drain, magical ingre-
  dients, or other factors.
  Each spell’s casting table will indicate “lost” or “not 
  lost” in each result entry. A result of “lost” means 
  your character cannot cast that spell again in that 
  day. “Not lost” means the character retains the use of 
  that spell. Generally, only wizard spells are lost when 
  a casting fails.
  Clerics suffer a different difﬁculty. Each time a cleric 
  attempts to cast a spell, he suffers a cumulative pen-
  alty to future casting checks for the balance of the 
  day. More information on this penalty is in the cleric 
  class description.
  In general, spells are regained within a day of be-
  ing lost. The exact trigger depends on the magic in 
  question. White magic is regained at the next sunrise; 
  black magic upon the moon crossing the sky in full; 
  demon magic after a full eight hours of rest; divine 
  magic after resting and praying to the cleric’s god; 
  and so on, as agreed between player and judge based 
  on the nature of the character’s magic.
  MERCURIAL MAGIC
  T
  he ﬁrstborn son of a witch hanged at trial 
  wields black magic adroitly. An orphan 
  raised by satyrs is a precocious student of 
  druidry. Cosmic caprice determines skill in magic: 
  birth order, family lineage, horoscope, and matters 
  even more abstruse have as much inﬂuence on a wiz-
  ard’s spellcasting as his hard work and native intel-
  ligence.
  As a result, the effect of a magical spell varies accord-
  ing to he who casts it. A magical rite invoked by one 
  mage may be more powerful – or even different – than 
  the same ritual exercised by a peer. These variega-
  tions are not predictable, as the subtleties that pro-
  duce them can never be fully catalogued.
  The mercurial nature of magic is reﬂected in game 
  terms. When a wizard learns a new spell, he rolls on 
  table 5-2 to determine how that spell manifests in his 
  hands. This 1d20 roll is adjusted by his Luck modi-
  ﬁer.
  The player rolls on table 5-2 for every spell he learns, 
  with the effects being speciﬁc to that spell.
  
  DCC RPG Open Beta, June 2011
  Page 96
  TABLE 5-2: MERCURIAL MAGIC
  Roll
  Adjustment to spell effect
  0 or 
  less
  Extremely difﬁcult to cast. Instead of rolling 1d20 on a spell check, the wizard rolls 1d14.
  1
  Difﬁcult to cast. Instead of rolling 1d20 on a spell check, the wizard rolls 1d16.
  2
  Luck distortion. For 1d4 rounds following the spell, the wizard suffers a -2 penalty to all rolls.
  3
  Anima drain. The wizard suffers corruption every time he casts the spell, regardless of spell check, unless 
  he spellburns.
  4
  Magical reverb. For 1d4 rounds after the spell is cast, a backwash of eldritch energy passes over the wiz-
  ard. Any spell checks the wizard makes during that time suffer a -4 penalty.
  5
  Primordial channel. Memories from before the time of Man ﬂood the caster’s mind as he takes on a 
  primitive demeanor. Every time he casts this spell, the wizard devolves to sub-human tendencies for 1d4 
  rounds thereafter. During this time, he cannot speak intelligently, cannot cast other spells, cannot use 
  complex devices, cannot read or write, etc.
  6
  A great rush of wind occurs every time the spell is cast, originating from the caster toward his target. 
  Torches ﬂicker and may go out (50% chance).
  7
  Prismatic distortion. Nearby light is distorted. Roll 1d6: (1) area within 20’ darkens to shadow; (2) all 
  light sources (torches, lanterns, etc.) within 20’ are extinguished magically; (3) incandescent ﬂash upon 
  completion of spell; (4) all colors are drained from within 20’ of wizard for 1d4 rounds; (5) light takes on a 
  green/orange/blue/yellow hue for 1d4 rounds; (6) shadows multiply from different directions, as if there 
  were additional, invisible light sources, for 1d4 rounds after completion.
  8
  Auditory feedback. Spell is always associated with unusual sounds. Roll 1d6: (1) crack of thunder, (2) 
  loud buzzing, (3) faint whispers; (4) rush of water; (5) roaring of animals; (6) wailing of bereavement.
  9
  Strange growths appear in immediate area whenever spell is cast. Roll 1d6: (1) toadstools; (2) pools of 
  slime; (3) ﬂowers; (4) black fungus; (5) crystals; (6) ﬁelds of wheat.
  10-13
  No change – spell manifests as standard.
  14
  Silenced. At his discretion, the wizard is able to cast the spell completely silently. He need not speak, and 
  any auditory effects of the spell can be suppressed.
  15
  Mentalism. The wizard can cast the spell using ESP alone. He need not move, speak, breathe, or use any 
  material ingredients to invoke the effects.
  16
  Terrible to behold. The wizard becomes fearsome when casting the spell. Roll 1d6: (1) he appears to grow 
  in size; (2) he takes on a horrid expression; (3) he glows a ﬁery red; (4) his body is shadowed while his face 
  is brightly lit; (5) the aspect of his patron towers above him; (6) the wind whirls around him.
  17
  Energy burst. When successfully casting this spell, the wizard is surrounded by a burst of energy. Roll 
  1d6: (1) wreathes of ﬂame, which do not affect the wizard but ignite ﬂammable objects within 5’ and cause 
  1d6 damage to melee opponents; (2) crackles of electricity, which arc to the nearest enemy within 10’ and 
  cause 1d6 damage; (3) aura of frost, which causes 1d4 cold damage to everything within 10’ and automati-
  cally snuff torches and lanterns in range; (4) cloud of ash, which the wizard can see through but obscures 
  the sight of all others within 5’; (5-6) instead of determining effect at time of spell acquisition, roll 1d4 each 
  time the spell is cast and compare to above results.
  18
  Gibbering allies. Chittering, mephitic, rat-sized demons scurry forth from the wizard’s pockets and 
  sleeves, scattering around him in a scratching fury. They attack enemies within 10’ (atk +2, 1d4 dmg) and 
  aid the spell as appropriate before dissipating in a cloud of ash after 1 minute. 
  19
  Psychic focus. Casting this spell clears the caster’s mind and prepares him to channel further energy. For 
  1d4 rounds after the spell is cast, the wizard receives a +4 bonus to other spell checks. This effect does not 
  stack with itself.
  20
  Powerful caster. Instead of rolling 1d20 on a spell check, the wizard rolls 1d24.
  21+
  Natural born talent. Instead of rolling 1d20 on a spell check, the wizard rolls 1d30.
  
                                    DCC RPG Open Beta, June 2011
  Page 97
  CORRUPTION
  L
  ow-level wizards are powerful. High-level wizards fear for their souls. Continual use of magic 
  results in…changes. Exposure to demons, radiation from other planes, elemental energies in toxic 
  quantities, the servants of Chaos: these and other factors affect a wizard over the course of his 
  career. Higher-level wizards seek pacts with demons and elementals to sustain their health so they may con-
  tinue to advance.
  Each and every time a wizard rolls a natural 1 on a spell check, he suffers the effect of the spell failure. More-
  over, he must roll on table 5-3: Corruption. The roll is 1d20 minus spell level plus the wizard’s Luck modiﬁer. 
  In select circumstances, other modiﬁers may apply as well (e.g., a curse). Certain kinds of black magic may 
  trigger corruption more often, as indicated and adjusted by the spell table.
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 98
  TABLE 5-3: CORRUPTION
  Roll
  Corruption
  -10 or 
  lower
  A sliver of soul energy is claimed by a demon lord. Character experiences unearthly pain, suf-
  fering 3d6 damage, -2 to all ability scores, and an additional -2 to Luck.
  -9
  Decay. Character’s ﬂesh falls off in zombie-like chunks. Character loses 1d4 hp per day. Only 
  magical healing can stave off the decay.
  -8
  Character’s head transforms into bestial form in a painful overnight transformation. Roll 1d6: 
  (1) snake; (2) goat; (3) bull; (4) rat; (5) insect; (6) ﬁsh.
  -7
  Character’s limbs replaced by suckered tentacles. One limb is replaced at random each week 
  for four months. At end of four months, it is impossible to hide the character’s inhuman na-
  ture.
  -6
  Small tentacles grow around the character’s mouth and ears. The tentacles are maggot-sized at 
  ﬁrst, but grow at rate of 1” per month to a mature length of 12”.
  -5
  Third eye. Roll 1d4 for location: (1) middle of forehead; (2) palm of hand; (3) chest; (4) back of 
  head.
  -4
  Fingers on one hand fuse while the thumb enlarges. After one week, the hand has transformed 
  into a crab claw. Character gains a natural attack for 1d6 damage and can no longer grasp nor-
  mal weapons and objects.
  -3
  Character grows a tail over 1d7 days. Roll 1d6: (1) scorpion tail that can attack for 1d4 damage 
  plus poison (DC 10 Endurance check or target loses 1d4 Str permanently); (2) scaly snake tail; 
  (3) forked demon tail (grants +1 Agility); (4) ﬂeshy tail ending in a useable third hand; (5) fused 
  cartilaginous links ending in spiked stump that can attack for 1d6 damage; (6) bushy horse’s 
  tail.
  -2
  Bodily transformation. Roll 1d6: (1) character grows scales across his entire body; (2) character 
  grows gills; (3) character sprouts feathers; (4) character develops webbed toes and feet.
  -1
  Character grows a beak in place of his mouth. Transformation starts as a puckering of the lips 
  that slowly turns into a full-ﬂedged bird or squid beak over the next 1d12 months. Character 
  gains a bite attack for 1d3 damage.
  0
  Febrile. Character slowly weakens over 1d4 months, suffering a. -1 penalty to Strength for each 
  month.
  1
  A duplicate of the character’s face grows on his back. It looks just like his normal face. The eyes, 
  nose, and mouth can be operated independently.
  2
  Consumption. Character’s body feeds on its own mass. Character loses 2d10 pounds in one 
  month and suffers a-1 to Stamina.
  3
  Corpulence. Character gains 6d12 pounds in one month. The weight gain imposes a -1 penalty 
  to Agility, and the character’s speed is reduced by 5’.
  4
  Character crackles with energy of a type associated with the spells he most commonly casts. 
  The energy could manifest as  ﬂames, lightning, cold waves, etc.
  5
  Character’s height changes by 1d20-10 inches. There is no change in weight; the character’s 
  body grows thin and tall or short and fat.
  6
  Demonic taint. Roll 1d3: (1) character’s ﬁngers elongate into claws, and he gains an attack for 
  1d6 damage; (2) character’s feet transform into cloven hoofs; (3) character’s legs become goat-
  like.
  7
  Character’s skin changes to unearthly shade. Roll 1d8: (1) albino; (2) pitch black; (3) clear; (4) 
  shimmering quality; (5) deep blue; (6) malevolent yellow; (7) ashen and pallid; (8) texture and 
  color of ﬁshy scales; (9) thick bear-like fur; (10) reptilian scales.
  8
  Small horns grow on the character’s forehead. This appears as a ridge-like, simian forehead for 
  the ﬁrst month; then buds for the second month; goat horns after the third month; and ﬁnally, 
  bull horns after six months.
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 99
  TABLE 5-3: CORRUPTION, CONTINUED
  Roll
  Corruption
  9
  Character’s tongue forks and his nostrils narrow to slits. The character is able to smell with his 
  tongue like a snake.
  10
  Character’s hair suffused with dark energy. Roll 1d4: (1) hair turns bone white; (2) hair turns 
  pitch black; (3) hair falls out completely; (4) hair sticks straight up.
  11
  Eyes affected. Roll 1d4: (1) eyes glow with unearthly color; (2) eyes gain light sensitivity (-1 to 
  all rolls in daylight); (3) character gains infravision (see heat signatures at range of 100’); (4) 
  eyes become large and unblinking, like a ﬁsh.
  12
  One of the character’s legs grows 1d6”. Character now walks with odd gait.
  13
  Character develops horrid pustules on his face. These pustules do not heal and impose a -1 
  penalty to Personality.
  14
  Character develops painful lesions on his chest and legs and open sores on his hands and feet 
  that do not heal.
  15
  Ears mutate. Roll 1d5: (1) ears become pointed; (2) ears fall off (character still hears normally); 
  (3) ears enlarge and look like an elephant’s; (4) ears elongate and look like a donkey’s (character 
  also gains braying laugh); (5) ears shrivel and fold back.
  16
  Chills. Character shakes constantly and cannot remain quiet due to chattering teeth.
  17
  Character’s facial appearance is permanently disﬁgured according to the magic that was sum-
  moned. If ﬁre magic was used, his eyebrows are scorched and his skin glows red; if cold magic 
  was used, his skin is pasty white and his lips are blue. If ambiguous magic was used, his ap-
  pearance grows gaunt and he permanently lose 5 pounds.
  18-20
  Spell fumble. Roll 1d6 on table 5-4: Spell Fumbles.
  21+
  Character passes out. He is unconscious for 1d6 hours or until awakened by vigorous means.
  TABLE 5-4: SPELL FUMBLE
  Roll
  Spell Fumble
  1
  Nearest ally is partially transformed into an animal (Will save to resist; DC = 10 + (2x spell 
  level)). Roll 1d6 to determine body part: 1 = arms; 2 = legs; 3 = skin; 4 = head; 5-6 = body. Roll 
  1d8 for animal type: 1 = chicken; 2 = gorilla; 3 = cow; 4 = lizard; 5 = snake; 6 = horse; 7 = dragon; 
  8 = eagle. The duration of this effect is 1d7 days. On a roll of 7, re-roll as 1d7 weeks. On a second 
  7, re-roll as 1d7 months.
  2
  Different spell effect! The wizard inadvertently channels the wrong spell energies. Randomly 
  determine a different spell of the same level. Have the wizard make a spell check roll for that 
  spell. If the spell check is a failure, nothing happens. If it is a success, follow the results.
  3
  Rain! But it’s not water. The wizard inadvertently causes a torrential downpour of (roll 1d6): 
  1 = ﬂower petals; 2 = garden snails; 3 = cow dung; 4 = rotten vegetables; 5 = iron ingots; 6 = 
  snakes (5% chance they are poisonous).
  4
  Explosion centered on nearest creature! That creature takes 1d3 damage per spell level.
  5
  Transformation! One randomly determined creature among the six closest is transformed into 
  (roll 1d6): 1 = stone; 2 = crystal; 3 = earth; 4 = iron; 5 = water; 6 = ﬁre. (Will save to resist, DC 
  = 10 + (2x spell level)). There is a 10% chance the transformation is permanent; otherwise, the 
  creature returns to normal in 1d7 days. 
  6
  Inadvertent corruption! Roll d12+5 on the corruption table and apply the result to one ran-
  domly determined creature among the six closest (no Will save to resist).
  7
  Fireworks! Brilliant colored lights explode all around the caster, creating thundering booms. 
  This effect deals no damage but draws attention to the caster.
  8
  Cloud of ash! Everyone within 20’ of the caster is coated in ﬁne ash.
  
  DCC RPG Open Beta, June 2011
  Page 100
  DEITY DISAPPROVAL
  A 
  cleric must serve his immortal master 
  well, lest he fall in disfavor. The cleric who 
  risks disapproval by his deity ﬁnds that he 
  quickly loses access to the extraordinary beneﬁts of 
  being a cleric.
  Each and every time a cleric rolls a natural 1 on a spell 
  check, he must roll 1d20 on table 5-5: Disapproval. 
  The roll is 1d20 plus the cleric’s Luck modiﬁer. 
  THE WIZARD GRIMOIRE
  A
  ll wizards are jealous with their knowledge, 
  as a wizard’s safety is only ensured insofar 
  as he can best his strongest rival. There are 
  no schools of magic, only masters willing to take ap-
  prentices. Yet masters are miserly in their training, 
  lest the prices of their devil-bargains be bargained 
  higher by too many callers. There are secrets in the 
  deep places, and he who knows the most gains an 
  advantage.
  As such, a wizard’s spell book, or grimoire, is nev-
  er particularly thick. Its contents are determined as 
  much by the chance falling of cosmic dust as by any-
  thing else. Every spell is rare and powerful. Ingredi-
  ents are scarce, rituals are lengthy, and mind, soul, 
  and body can be threatened with each casting. Thus, 
  grimoires are guarded ﬁercely.
  A grimoire can have many forms. White wizards use 
  spell books; shamans use strings of carved bones; 
  necromancers record spells on scrolls of ﬂayed ﬂesh; 
  Cthulhu cults have rune-inscribed stones; clerics use 
  prayer beads; idolaters utilize sacred gongs; and star-
  sayers record constellations whose forms contains 
  power.
  An experienced wizard learns to recognize magic in 
  all its form, so that he can better steal it.
  Determining spells at a new level: A wizard knows 
  spells as indicated on table 1-12: Wizard. At each 
  level, the wizard chooses the level of spell he wish-
  es to learn, as limited by the Max Spell Level for 
  his wizard level, and randomly determines which 
  spell it is. Duplicate results may be re-rolled.
  The random results reﬂects the cacophony of fate: a 
  spell is a result of ﬁnding a transcription, translat-
  ing and understanding it, communing with what-
  ever powers are necessary to cast it, acquiring the 
  requisite ingredients, and, ﬁnally, succeeding in 
  the associated rituals. At any given time a wizard 
  may be working on unlocking a variety of spells, 
  but the ones in which he succeeds are limited.
  In the course of his travels, a wizard may come across 
  recordings of spells. He may steal another wizard’s 
  grimoire. He may ﬁnd etchings in a lost tomb. He 
  may make acquaintance with a generous demon. 
  Should a wizard have a source of knowledge for a 
  new spell, he may choose to learn that spell when he 
  reaches a new level instead of rolling randomly.
  Learning a spell: Just because a wizard ﬁnds a de-
  scription of how to cast a spell doesn’t mean he can 
  actually pull it off. Your character must make a check 
  to learn the new spell to which he is exposed. Your 
  judge will give you the criteria for this check.
  Picking and rolling: Although the concept of ran-
  domly determined spells is entertaining and ﬁts with 
  the original concept of Vancian magic, the author has 
  found that it can be disruptive in actual play. No one 
  wants to play the wizard with four useless spells! If 
  the random determination results in a level 1 wizard 
  with useless spells, the author recommends allowing 
  the player to drop up to half the randomly produced 
  spells and choose replacements.
  RITUALIZED MAGIC
  T
  he spells listed here are primarily oriented 
  around an adventuring wizard. As such, 
  they do not include the great rites and ritu-
  als of the era: those magical invocations which take 
  days or weeks to complete and which can tap into re-
  condite energies beyond the scope of this work. Know 
  that there are more powerful rituals, of a longer du-
  ration and more difﬁcult casting time, than described 
  here. These rituals typically mandate spellburn and 
  sacriﬁces of various kinds and can summon forth un-
  earthly creatures from beyond space and time, whose 
  powers are not limited by the physics we know. Such 
  works of magic are reserved for future volumes.
  
                                    DCC RPG Open Beta, June 2011
  Page 101
  TABLE 5-5: DISAPPROVAL
  Roll
  Disapproval
  2 or 
  less
  The cleric’s deity wishes to test whether the cleric is a man of the faith or a man of the ﬂesh. Calculate 
  the cleric’s total net worth in gold pieces. The cleric immediately incurs a permanent -4 penalty to all spell 
  checks. The only way to remove this penalty is for the cleric to sacriﬁce his material possessions. For every 
  20% of his net worth sacriﬁced to the deity, one point of penalty is removed. Or, in other words, sacriﬁcing 
  80% of what he owns will return the cleric to a normal spell check penalty. A sacriﬁce can be destruction, 
  consecration, donation, transformation into a temple or statue, etc.
  3
  The cleric must endure a test of faith. He gains an illness that costs him 1d4+1 points each of Strength, 
  Agility, and Stamina. The ability score loss heals at the normal rate of 1 point per day. The cleric may not 
  use magic to heal the loss. If the cleric endures the test adequately to the satisfaction of the deity, he retains 
  his magical abilities.
  4
  The cleric incurs an immediate -4 penalty to all attempts to lay on hands until he goes on a quest to heal 
  the crippled. This quest is of his own design, but generally speaking, must result in signiﬁcant aid to the 
  crippled, blind, lamed, sickly, etc. Once the quest is completed, the deity revokes the penalty. While the 
  penalty remains, it applies to all attempts to lay on hands, even if the “normal” spell check penalty has 
  been reduced back to 0.
  5
  The cleric immediately incurs an additional -4 penalty to all spell checks. Mark off as if the cleric had in-
  curred a -4 penalty through normal failed spell checks. This penalty can be mitigated through the normal 
  means; i.e., rites, sacriﬁces, etc.
  6
  The cleric immediately incurs an additional -2 penalty to all spell checks. Mark off as if the cleric had in-
  curred a -4 penalty through normal failed spell checks. This penalty can be mitigated through the normal 
  means; i.e., rites, sacriﬁces, etc.
  7
  The cleric loses access to 1d4+1 spells, randomly determined from all the character knows. These spells 
  cannot be cast for the next 24 hours.
  8
  The cleric is ordered by his deity to meditate on his faith and come to a better understanding of what he 
  has done to earn disapproval. The cleric incurs an immediate and permanent -2 penalty to all spell checks. 
  The only way to lift this penalty is for the cleric to mediate. For every full day of meditation, the cleric can 
  make a DC 15 Will save. Success means the spell check penalties are removed.
  9
  The cleric loses access to two randomly determined level 1 spells. These spells cannot be cast for the next 
  24 hours.
  10
  The cleric is temporarily disowned by his deity. For the rest of the day, the character cannot accumulate XP 
  and may not gain class levels as a cleric. After the time period expires, the character begins to accumulate 
  XP again as normal but does not accrue “back pay” (so to speak) for XP missed while he was disowned.
  11
  The deity is not forgiving on this day. When the cleric rests for the night, he does not “reset” his spell 
  check penalties at the next morning – they carry over from this day to the next. The following day they 
  will reset as normal.
  12
  The cleric loses access to one randomly determined level 1 spell. This spell cannot be cast for the next 24 
  hours.
  13
  Cleric is temporarily barred from use of his lay on hands ability. The deity will not grant healing powers 
  for the next 1d4 days. After that time, the cleric regains the use of his healing abilities.
  14-15
  Cleric is temporarily unable to turn unholy creatures. The cleric regains the ability after 1d4 days.
  16-17
  The cleric is stained with the mark of the unfaithful. This physical mark appears like a brand, tattoo, or 
  birthmark, with the symbol determined by the cleric’s faith. The symbol is automatically visible to all 
  worshippers of the cleric’s faith, even through clothing, but may be invisible to others. To all who see 
  and comment on the mark, the cleric must explain his sin and describe what he is doing as penance. If he 
  continues to sustain his faith for a week while retaining the mark, it disappears.
  18+
  The cleric’s ability to lay on hands is restricted. The ability works only once per day per creature healed 
  – no one character can be healed more than once per day. After 24 hours, the ability’s use reverts to nor-
  mal.
  
  DCC RPG Open Beta, June 2011
  Page 102
  KNOWN SPELLS OF THE CURRENT ERA
  T
  here are 716 wizard spells. No more, no less. This number is known because Leetore the Limicker, a 
  great mage of the fourth aeon, successfully contacted a somnolent elder god that sussurated several 
  secrets (in limerick form, of course) before drowsing off forever. It is the measure of success for ev-
  ery wizard to ﬁll his spell book with as many of these 716 spells as can be found in his lifetime.
  Thus, the spells that follow are by no means all the spells in the world. They are merely some that are known 
  among the more quotidian wizards of Aereth. As most wizards will never see more than a few of these spells 
  recorded together, they are listed here together as a convenience for play, nothing more. Should your charac-
  ter ever know more than this many spells, he will be a great mage.
  Cleric spells are not so rigidly deﬁned. Each god’s domain offers both powers and limitations, such that the 
  boundaries of a cleric’s magic are a bit more ﬂexible. And the gods themselves change over time, of course.
  Spells are organized alphabetically. The tables below organize the spells by level, while each spell entry pro-
  vides more detail. (Note to reader: for purposes of this public beta, we have only included 1st-level spells. A 
  more complete spell table appears in the complete DCC RPG.)
  LEVEL 1 WIZARD SPELLS
  1 
  Animal summoning
  2 
  Cantrip
  3 
  Charm person
  4 
  Chill touch
  5 
  Choking cloud
  6 
  Color spray
  7 
  Comprehend languages
  8 
  Detect magic
  9 
  Enlarge
  10 
  Find familiar
  11 
  Invoke patron*
  12 
  Magic missile
  13 
  Magic shield
  14 
  Mending
  15 
  Patron bond*
  16 
  Read magic
  17 
  Ropework
  18 
  Runic alphabet, mortal
  19 
  Sleep
  20 
  Spider climb
  21 
  Ventriloquism
  22 
  Ward portal
  23 
  (Patron spell)**
  * If either patron bond or invoke patron is rolled, the 
  wizard receives both of these spells, but they count as 
  only one spell slot.
  ** Ignore this result if the wizard does not have the 
  spell patron bond. If the wizard has that spell, he also 
  gains the appropriate patron spell. Consult your 
  judge for more information.
  LEVEL 1 CLERIC SPELLS
  Blessing
  Darkness
  Detect evil
  Detect magic
  Holy sanctuary
  Paralysis
  Protection from evil
  Resist cold
  Second sight
  Word of command
  
                                   DCC RPG Open Beta, June 2011
  Page 103
  TABLE OF SPELL RESULTS
  LEVEL 1 WIZARD SPELLS
  Animal Summoning
  Level
  1
  Range
  20’
  Duration
  Varies
  Casting time
  1 round
  Save
  None
  Manifestation
  Roll 1d6: (1) an egg shimmers into existence, then hatches into the animal summoned; 
  (2) a ﬂash of dark clouds and the animal appears; (3)  the animal’s skeleton appears ﬁrst, 
  then organs appear, then muscles knit them together, then skin grows, and the animal 
  appears; (4) animal erupts from the ground fully formed.
  General
  You invoke animal spirits to summon forth a mundane animal. You must be familiar 
  with the animal type and have some material remnant to expend in casting the spell (e.g., 
  hair, fur, paw, tooth, skull, etc.).
  1-11
  Lost. Failure.
  12-13
  You summon one mundane animal of 1 HD or less. Animal will remain for up to 1 hour, 
  though it hungers, thirsts, and rests as normal. Animal will obey your commands within 
  normal bounds; suicidal commands or those contrary to its nature (e.g., ordering a rabbit 
  to consume meat) have a 50% chance of releasing the animal from service, in which case 
  it returns to whence it came. Due to the nature of the summoning, you cannot directly 
  harm the creature summoned.
  14-17
  As above, but you may summon up to two 1 HD animals or one 2 HD animal.
  18-19
  As above, but the spell’s duration is extended to 2 hours.
  20-23
  As above, but suicidal or contrary commands have only a 25% chance of failure.
  24-27
  As above, but you  may summon up to four 1 HD creatures, two 2 HD creatures, or one 
  4 HD creature.
  28-29
  As above, but the spell’s duration is extended to 4 hours. In addition, suicidal or contrary 
  commands have only a 10% chance of failure.
  30-31
  As above, but you may summon up to eight 1 HD creatures, four 2 HD creatures, two 4 
  HD creatures, or one 8 HD creatures.
  32+
  As above, but the spell’s duration is extended to 24 hours and contrary or suicidal com-
  mands have only a 1% chance of failure.
  
  DCC RPG Open Beta, June 2011
  Page 104
  Cantrip
  Level
  1
  Range
  Varies
  Duration
  Varies
  Casting time
  1 action
  Save
  Will vs. spell check as applicable
  Manifestation
  Varies
  General
  As wizards learn their craft, they practice many minor incantations that produce simple 
  visual or auditory effects. This spell can be used to apply magical energy to many minor 
  tasks. With the inherent risks that come from spellcasting, few wizards are so bold as to 
  frequently invoke cantrips, but their availability is sometimes valuable. The cantrip spell 
  can be used to enact any effect the caster pronounces at casting, within the limits of the 
  spell, as outlined on the spell check table below.
  1-11
  Lost. Failure.
  12-13
  You can create a simple visual effect at a distance of up to 20’ per caster level. For ex-
  ample, a ﬂash of light, dancing lights, a ray of moonlight, or a patch of darkness.
  14-17
  As above, or you can create a simple auditory effect at similar range. For example, a 
  whispered sentence, enhancing his voice to a booming shout, a fake dog bark, or basic 
  ventriloquism.
  18-19
  As above, or you can create a simple kinetic effect at similar range. For example, shove 
  a mug off a table, tear the buttons off a dress, twist a knob, or cause a deck of cards to 
  shufﬂe itself.
  20-23
  As above, or you can generate a dangerous ﬂuid or energy of some kind, that does up to 
  1d3 damage. For example, a dollop of acid or a freezing chill.
  24-27
  As above.
  28-29
  As above.
  30-31
  As above.
  32+
  As above.
  
                                    DCC RPG Open Beta, June 2011
  Page 105
  Charm Person
  Level
  1
  Range
  120’
  Duration
  Varies
  Casting time
  1 round
  Save
  Will vs. check
  Manifestation
  Roll 1d6: (1) ﬂash of light’ (2) lulling harmony; (3) black cloud; (4) glittering pixie dust; 
  (5) black beam; (6) moonbeam from above
  General
  You charm an enemy to become your friend! Any mundane living humanoid can be af-
  fected normally. Druids can also use this spell on animals. Wizards can attempt this spell 
  on monsters and un-dead with a -2 check penalty and attempt to affect outsiders and 
  demons with a -4 check penalty.
  1-11
  Lost. Failure.
  12-13
  The target must make a Will save or be dazed for 1d4 rounds. Dazed targets can move at 
  half speed but can perform no other actions.
  14-17
  The target must make a Will save or fall under your complete control, as if it were your 
  friend. However, the target will not perform actions that are suicidal or which a devoted 
  friend would not otherwise perform. Unfortunately, the target’s willpower must be forc-
  ibly subverted for you to exercise control, so it is but a shell of its former self, operating 
  at a -4 penalty to all ability scores while under your control. The target receives another 
  save to break the charm according to its original Intelligence, as follows: Int 3-6 = one 
  month; Int 7-9 = three weeks; Int 10-11 = two weeks; Int 12-15= one week; Int 16-17 = 
  three days; Int 18+ = next day. While affected by the spell, the target is marked by a sign 
  of your control. Roll 1d4: (1) odd facial tic; (2) deep bags under eyes; (3) posture and facial 
  expressions resemble caster; (4) hair stands straight up.
  18-19
  As above, but the target willfully submits with no penalty to ability scores.
  20-23
  As above, but there are no signs of control.
  24-27
  As above, but the spell affects a number of targets equal to caster level.
  28-29
  As above, but the spell affects a number of targets equal to 1d6 + caster level.
  30-31
  As above.
  32+
  As above, but the spell affects a number of targets equal to 2d6 + caster level.
  
  DCC RPG Open Beta, June 2011 
  Page 106
  Chill Touch
  Level
  1
  Range
  Touch
  Duration
  Varies
  Casting time
  1 action
  Save
  Will vs. check
  Manifestation
  Roll 1d4: (1) your hands glow blue; (2) your hands turn black; (3) you emit a strong odor 
  of corruption; (4) your hands appear skeletal.
  General
  This necromantic spell delivers the chill touch of the dead. You must spellburn at least 1 
  point when casting this spell.
  1-11
  Lost. Failure.
  12-13
  Your hands are charged with necromancy. On the next round, the next creature you at-
  tack takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of 
  damage.
  14-17
  As above, and you gain a +2 bonus to the attack roll.
  18-19
  As above, and your hands stay charged with negative energy for 1 turn. During that 
  time, you can continue to touch enemies and inﬂict damage.
  20-23
  As above, and your touch also inﬂicts 1d4 Strength damage.
  24-27
  Your touch inﬂicts an additional 2d6 damage plus an additional 1d4 points of Strength 
  loss. You receive a +4 bonus to the attack roll, and the effect continues for 1 turn.
  28-29
  As above, and the spell’s duration is 2 turns.
  30-31
  As above, and you receive a +6 bonus to the attack roll.
  32+
  As above, and the spell’s duration is 1 hour.
  
                                    DCC RPG Open Beta, June 2011
  Page 107
  Choking Cloud
  Level
  1
  Range
  20’
  Duration
  Varies
  Casting time
  1 action
  Save
  None
  Manifestation
  Roll 1d8: (1) black cloud; (2) translucent mist; (3) explosion of ash; (4) geyser that erupts 
  from the ground below the target; (5) yellow-green cloud; (6) red mist; (7) thick, oily fog; 
  (8) blue cloud.
  General
  You summon forth a cloud of caustic, acidic mist that chokes your target.
  1-11
  Lost. Failure.
  12-13
  One target is engulfed in a caustic, stinking cloud for 1d4 rounds, suffering a -1 penalty 
  to attack rolls, damage rolls, and saves during that time. The cloud follows the target; it 
  cannot escape.
  14-17
  As above, but up to 1d4 small individual clouds appear around selected multiple tar-
  gets.
  18-19
  A single acidic, poisonous cloud appears with a radius of 20’. For 1d6 rounds, targets in 
  the cloud suffer a -2 penalty to attacks rolls, damage rolls, and saves, and take 1 point of 
  damage each round. You can direct the cloud by concentrating; it moves up to 50’ per 
  round at his command.
  20-23
  As above, but the cloud lasts 2d6 rounds. In addition, targets must make a one-time Fort 
  save or be poisoned (-1d4 to Agility).
  24-27
  As above, but the cloud causes 2 points of damage for every round of exposure.
  28-29
  As above, but the cloud causes 4 points of damage for every round of exposure.
  30-31
  As above, but you can conjure two clouds, each with a radius of 40’.
  32+
  As above, but you can summon one cloud per caster level.
  
  DCC RPG Open Beta, June 2011
  Page 108
  Color Spray
  Level
  1
  Range
  40’
  Duration
  Instantaneous
  Casting time
  1 action
  Save
  Will vs. check
  Manifestation
  Roll 1d8: (1) spray of colored arrows; (2) rainbow from above; (3) ﬂash of variegated 
  hues; (4) spotlight of rotating colors from the sky; (5) cloud of many colors or a single 
  color; (6) shadow of subdued, washed-out colors; (7) inversion of colors in the affected 
  area; (8) rope-like coils of light that emanate from the caster’s ﬁngertips.
  General
  You summon forth a spray of brilliant colors that blind and dazzle your target.
  1-11
  Lost. Failure.
  12-13
  One target within range must make a Will save vs. spell check DC or be blinded for 1d4 
  rounds. Sightless creatures are immune.
  14-17
  As above, but up to two targets.
  18-19
  As above, but up to three targets are knocked unconscious and blinded for 2d4+1 
  rounds.
  20-23
  As above, but creatures of 2 HD or less receive no saving throw.
  24-27
  A blast of colored chaos affects all targets in a cone 40’ long and from 10’ to 30’ wide (at-
  tacker can decide). All targets, including your allies, within the cone are knocked uncon-
  scious and blinded for 3d4+1 rounds. Creatures of 2 HD or less receive no save; others 
  can attempt a Will save to resist. Sightless creatures are immune.
  28-29
  As above, but creatures of 4 HD or less receive no saving throw.
  30-31
  As above, but the cone can be up to 100’ long and from 10’ to 30’ wide.
  32+
  As above, but creatures of 6 HD or less receive no saving throw.
  
                                    DCC RPG Open Beta, June 2011
  Page 109
  Comprehend Languages
  Level
  1
  Range
  Self
  Duration
  Varies
  Casting time
  1 turn
  Save
  None
  Manifestation
  Roll 1d4: (1) your eyes glow; (2) text glows; (3) letters of text ﬂow into new, legible shapes; 
  (4) none.
  General
  You are able to understand non-magical words or images (such as treasure maps) that 
  would otherwise be unintelligible.
  1-11
  Lost. Failure.
  12-13
  You can read writing in one terrestrial language for 1 turn. Terrestrial languages are those 
  spoken by mortal, earthbound creatures, such as dwarves, giants, and goblins. Some 
  sample of the language in question must be visible in front of you.
  14-17
  As above, and you can also understand the language in spoken form.
  18-19
  As above, and you can also speak the language in a very simple form, at the speech level 
  of a young child. For example, you can communicate basic desires but nothing com-
  plex. 
  20-23
  As above, but the language can be supernatural or extraplanar in origin. For example, 
  you could speak with a demon or an elemental. 
  24-27
  As above, and the spell’s duration is extended to 1 turn per caster level.
  28-29
  As above, or you can opt to cast this spell on a target to allow it to comprehend a lan-
  guage, either terrestrial or supernatural in origin, as per the effect above. If the target is 
  unwilling, it receives a Will save against your spell check.
  30-31
  As above, but the spell’s duration is extended to 1 hour per caster level.
  32+
  As above, but the spell’s duration is extended to 1 day per caster level.
  
  DCC RPG Open Beta, June 2011
  Page 110
  Enlarge
  Level
  1
  Range
  Touch
  Duration
  1 turn per caster level
  Casting time
  1 round
  Save
  None
  Manifestation
  Roll 1d4: (1) target visibly enlarges; (2) target disappears then re-appears at greater size; 
  (3) hundreds of tiny workmen appear to chop apart the target’s body and re-assemble 
  it in greater volume; (4) target reverse-ages to the size and appearance of a baby, then 
  amazingly grows back to adult appearance at larger than its former size.
  General
  By touching a creature or object, you cause it grow in size! In this manner, ropes can 
  become longer, doors thicker, tables heavier, swords larger, and so on. Magical objects 
  so increased retain their original magical potency; e.g., a +1 sword does not become a +2 
  sword, it simply becomes a larger magical sword. You can learn the reverse of this spell, 
  reduce, which is used to make things smaller. Multiple castings of this spell do not stack, 
  though reduce may be used to cancel enlarge.
  1-11
  Lost. Failure.
  12-13
  The target increases in size and mass by 10%. It becomes visibly larger and potentially 
  intimidating, but not enough to confer statistical bonuses. Armor and equipment worn 
  by the target are similar enlarged.
  14-17
  The target increases in size by 25%, conferring a +1 bonus to Strength for living crea-
  tures.
  18-19
  The target increases in size by 50%, conferring a +2 bonus to Strength for living crea-
  tures.
  20-23
  The target doubles in size. A normal man becomes ogre-sized with this result, receiving 
  a +3 bonus to Strength.
  24-27
  The target triples in size. A normal man is becomes giant-sized with this result, receiving 
  a +4 bonus to Strength.
  28-29
  As above, but the sum of 200% growth may be spread among a number of targets equal 
  to caster level, within a range of 20’. For example, one target may grow 200% (to become 
  3x normal size), or two targets may each grow 100% (to each become 2x normal size), or 
  four targets may each grow 50%, or eight targets may each grow 25%, and so on.
  30-31
  As above, but the spell’s duration is doubled to 2 turns per caster level.
  32+
  As above, but the spell’s range is extended to 40’ and its duration to 3 turns per caster 
  level.
  
                                    DCC RPG Open Beta, June 2011
  Page 111
  Find Familiar
  Level
  1
  Range
  Self
  Duration
  Lifetime
  Casting time
  1 week
  Save
  None
  Manifestation
  Varies
  General
  This lengthy ritual prepares you to bond with a familiar. The familiar makes itself known 
  during the ceremony 50% of the time; otherwise, you make its acquaintance sometime 
  in the weeks following the ritual. The spell check is made upon completion of the ritual, 
  and a minimum spellburn of 10 points is required to cast this spell. 
  You gain hit points equal to the familiar’s and other powers as well, depending on the 
  creature summoned. Once you have summoned a familiar (whether you have met it or 
  not), you cannot summon another until the current one dies and a full moon passes.
  If your familiar dies, you immediately keel over in intense pain, lose twice the familiar’s 
  hit points permanently, and suffer a -5 spell check penalty until the next full moon. 
  Your judge will provide more information. 
  1-11
  Failure. Unlike normal spells, the spell is lost for an entire month, not simply one day.
  12-13
  Per judge.
  14-17
  Per judge.
  18-19
  Per judge.
  20-23
  Per judge.
  24-27
  Per judge.
  28-29
  Per judge.
  30-31
  Per judge.
  32+
  Per judge.
  
  DCC RPG Open Beta, June 2011
  Page 112
  Invoke Patron
  Level
  1
  Range
  Self
  Duration
  Varies
  Casting time
  1 round, and the spell may be cast only a limited number of times, according to results 
  of patron bond.
  Save
  None
  Manifestation
  Varies
  General
  In order to learn this spell, you must ﬁrst cast patron bond. The particulars of this spell 
  vary according to the terms of your patron. In casting this spell, you invoke the name of 
  your supernatural patron to request aid. This spell requires at least 1 point of spellburn. 
  The patron responds by sending aid according to the nature of its followers; your judge 
  will provide speciﬁcs. Note that continued casting of this spell may taint the wizard 
  spiritually and physically.
  1-11
  Failure. Unlike other spells, invoke patron may not be lost for the day. Depending on the 
  results of patron bond, you may still be able to cast it.
  12-13
  Per judge.
  14-17
  Per judge.
  18-19
  Per judge.
  20-23
  Per judge.
  24-27
  Per judge.
  28-29
  Per judge.
  30-31
  Per judge.
  32+
  Per judge.
  
                                    DCC RPG Open Beta, June 2011
  Page 113
  Magic Missile
  Level
  1
  Range
  150’ or more
  Duration
  Instantaneous
  Casting time
  1 action or 1 turn (see below)
  Save
  None
  Manifestation
  Roll 1d10: (1) meteor; (2) ﬂaming arrow; (3) force arrow; (4) screaming, clawing eagle; 
  (5) black beam; (6) ball lightning; (7) splash of acid; (8) ray of frost; (9) force dagger; (10) 
  force axe.
  General
  You hurl a magical missile that automatically hits your enemy.
  1-11
  Lost. Failure.
  12-13
  You can throw a single missile that does 1 point of damage. You must have line of sight 
  to the target. The missile ﬂows unerringly and never misses, though it may be blocked 
  by certain magic (e.g., magic shield).
  14-17
  As above, but you hurl a single missile that does damage equal to 1d4 + caster level.
  18-19
  As above, but you hurl 1d4 missiles that each do damage equal to 1d4 + caster level. All 
  missiles must be aimed at a single target.
  20-23
  As above, but you hurl 1d4+2 missiles that each do damage equal to 1d6 + caster level. 
  Each missile can be aimed at a separate target.
  24-27
  As above, but you hurl one extremely powerful missile that does damage equal to 4d12 + 
  caster level. Range is increased to 1,000’, provided line of sight is maintained.
  28-29
  As above, but you hurl 1d6+2 missiles that each do damage equal to 1d8 + caster level. 
  Range is increased to line of sight, as long as the missiles travel in a direct path.
  30-31
  As above, but you hurl 2d6+1 missiles that each do damage equal to 1d8 + caster level. 
  Each missile can be aimed at a separate target. Range is line of sight, regardless of wheth-
  er a direct path exists; e.g., you may launch a magic missile through a crystal ball or other 
  scrying device. These missiles have limited ability to defy magic shield and other protec-
  tions; compare this spell check against the spell check used to create the magic shield. If 
  the magic missile check is higher, the magic shield has only a 50% chance of absorbing the 
  missiles (roll individually for each missile). Any missiles that make it through do damage 
  equal to 1d8 + caster level, as noted above.
  32+
  As above, but you hurl 3d4+2 missiles that each do damage equal to 1d10 + caster level. 
  You may direct these missiles individually as a single action, or you may direct them all at 
  a single target that is not present or visible, provided you have speciﬁc knowledge of that 
  target. In this case, you must have a physical memento of the target (hair, ﬁngernail, vial 
  of blood, etc.) and spend 1 turn concentrating to cast the spell, then continue concentrat-
  ing as the missiles seek their target. The missiles seek out this target even if it is concealed 
  or invisible, though they have a maximum range of 100 miles. The missiles turn, curve, 
  re-trace their route, and make every effort to reach the target, although they cannot cross 
  planes. The missiles can travel up to 10 miles per second provided no obstacles are pres-
  ent, but speed is much lower if, for example, they must navigate underground caverns. 
  Provided a direct route exists, the missiles strike the target unerringly.
  
  DCC RPG Open Beta, June 2011
  Page 114
  Magic Shield
  Level
  1
  Range
  Touch
  Duration
  Varies
  Casting time
  1 action
  Save
  None
  Manifestation
  Roll 1d6: (1) disc of shimmering blue force; (2) yellowish force-ﬁeld; (3) giant hand that 
  picks off attacks; (4) buckler that emits radiant light; (5) black, bottomless tear in the seam 
  of reality; (6) whirlwind of air that buffets attackers.
  General
  You conjure up a magical shield that defends you from opponents.
  1-11
  Lost. Failure.
  12-13
  You receive a weak shield that provides a +2 bonus to AC for 1d6 rounds.
  14-17
  You receive a shield that provides a +4 bonus to AC for 2d6 rounds.
  18-19
  You are able to control a shield that provides a +4 bonus to AC for 1d4 turns. When cast-
  ing the spell, you can apply the shield to yourself or one target you can touch.
  20-23
  As above, but the shield also blocks magic missiles automatically (missiles usually have no 
  effect; see magic missile spell description).
  24-27
  As above, and the shield also blocks attacks from mundane projectiles. You reduce dam-
  age from any arrow, sling stone, bolt, dart, or other ranged weapon by 10 points per at-
  tack for the duration of the spell.
  28-29
  As above, but two shields are created. You are automatically shielded, and you can apply 
  the other shield to one other you touches while casting the spell.
  30-31
  As above, but the shield provides a +6 bonus to AC.
  32+
  As above, but you can shield yourself and up to 1d6 other creatures you touch when cast-
  ing the spell (e.g., by linking hands).
  
                                    DCC RPG Open Beta, June 2011
  Page 115
  Mending
  Level
  1
  Range
  5’
  Duration
  Varies
  Casting time
  1 round
  Save
  None
  Manifestation
  Roll 1d4: (1) object glows; (2) object disappears then reappears mended; (3) swarm of 
  tiny gnomes crawl out from under nooks and crannies to repair object with hammer and 
  anvil; then they run away; (4) object melts and then reforms mended.
  General
  You can repair damaged objects, generally of a simple and mundane nature. The reverse 
  spell, tear, can cause minor defects and offers a Fort save to the affected object.
  1-11
  Lost. Failure.
  12-13
  You can repair a minor defect in a simple object of non-magical, non-living nature. The 
  defect to be repaired must be of a single material, be no more than 1 cubic foot in vol-
  ume, and contain no moving parts or complex mechanisms. Once repaired, the object is 
  as good as new. Examples: mend a torn shirt, repair a dent in a helmet, connect the two 
  halves of a broken sword, or restring a broken bow. The repair lasts for 24 hours. 
  14-17
  As above, but the repair lasts for one week.
  18-19
  As above, but the repair is permanent. There is a 10% chance that the repaired object is 
  actually substituted for a similar whole object. For example, instead of mending a torn 
  tunic, an intact but different tunic appears. Somewhere, someone’s intact tunic was re-
  placed by your torn one!
  20-23
  You can permanently repair one complex object with moving parts and multiple ele-
  ments. For example, you could repair a crossbow or a locked door. The size of the object 
  can be up to your weight or volume. There is no chance of substitution.
  24-27
  As above, but the spell’s range is extended to 100’.
  28-29
  As above, but you can repair large, complex objects up to a weight of one ton per caster 
  level. For example, you could reform the broken battlements of a tower with this spell. 
  Larger objects take longer to mend, typically requiring concentration of one round per 
  ton of weight.
  30-31
  As above, but you can now repair magical objects as well. Note that the speciﬁc object in 
  question may require additional components beyond the scope of the normal casting of 
  this spell. For example, a chinked magic sword could be mended normally, but mending 
  a broken wizard staff may require the same elemental energies that were present when 
  it was created.
  32+
  As above, but you can now mend living things. Casting this spell on a living creature 
  heals one wound per casting, or the equivalent of 2d6 hit points of damage.
  
  DCC RPG Open Beta, June 2011 
  Page 116
  Patron Bond
  Level
  1
  Range
  Self or touch (see below)
  Duration
  Lifetime
  Casting time
  1 week + quests as ordered
  Save
  None
  Manifestation
  Varies
  General
  You commit yourself to the service of a supernatural lord, forming a pact to gain its sup-
  port as your patron so long as you continue to please it with your service. Your patron 
  may be a demon, devil, ghost, spirit, elemental, angel, chaos lord, or other supernatural 
  being who accepts your service. The initial ceremony takes one week to complete. Once 
  the pact is made, you may invoke your patron’s support with the spell invoke patron, and 
  it may or may not answer as it sees ﬁt. In return for your patron’s assistance, it may ask 
  you to do certain things. You must act faithfully in its service at all times, lest it cast you 
  off. You may perform more than one ceremony to serve multiple masters, but doing so 
  may raise questions as to your true loyalties. Be advised that this is dangerous magic. 
  A supernatural patron is not the same as the deity that a cleric may worship. You are in 
  communion with almighty spirits: be forewarned.
  Alternately, once you have formed a bond with your patron, this spell may be cast to 
  create a bond between another mortal and your patron. The mortal need not be a spell-
  caster; in fact, they usually are not. In this case, both you and the recipient must spend a 
  week on the ceremony, which requires a mighty oath to declare allegiance to the patron. 
  Very powerful creatures are more likely to successfully bond with patrons (who look 
  more favorably upon powerful followers). Typically, a casting of patron bond on behalf 
  of another receives a bonus of +2 if the subject is of 5th-level (5 HD) or higher, and +4 
  if the subject is of 9th-level (9 HD) or higher. At the end of the ceremony, the casting of 
  the spell seals the bond. Recruiting additional followers for your patron will bring you 
  favor, and may grant boons to the other followers; though, their patron will ask fealty of 
  them in exchange.
  Note that continued casting of this spell may taint you, both spiritually and physically.
  When Cast on Self
  When Cast on Other
  1-11
  Failure. Unlike normal spells, this spell is lost for an entire month, not simply one day.
  12-13
  You make contact with your patron and 
  successfully negotiate the terms of your 
  compact. You learn the spell invoke patron 
  as it relates to your patron, but you may 
  only cast it once per week. Each time 
  you cast invoke patron, you are indebted 
  to your patron, who will call in the debt 
  at some point. Your patron marks you as 
  its servant via an inconspicuous brand 
  or symbol somewhere on your body.
  You form a simple bond between the subject 
  and your patron. The patron is aware of this 
  subject, who is one among many. The subject 
  may attempt a DC 20 Luck check once per 
  month to ask a minor favor from the patron, 
  which manifests in a non-magical manner. 
  (For example, if short of gold to pay for a fer-
  ry crossing, the subject may be lucky enough 
  to ﬁnd a ﬁsherman willing to offer a free trip 
  across the river.) Each time such a Luck check 
  is attempted, there is a 1% cumulative chance 
  that the patron asks for something in return. 
  You are looked upon favorably for bringing 
  more followers to your patron; for every 10 
  followers recruited and bonded, you receive 
  a +1 bonus to future patron bond and invoke 
  patron checks (max +5 bonus).
  
                                    DCC RPG Open Beta, June 2011
  Page 117
  Patron Bond (continued)
  14-17
  As above, and you are considered a use-
  ful pawn. You receive a prominent mark 
  of the patron on your hand or face. You 
  may cast invoke patron once per day.
  As above, and the subject is more attuned to 
  the desires of his patron. The subject receives 
  a prominent mark of the patron on his hand 
  or face, and his once-monthly Luck check has 
  a DC 18 threshold.
  18-19
  As above, and the patron offers you a 
  mark of favor. The mark grants a +1 bo-
  nus to your spell checks when casting 
  invoke patron.
  As above, and the subject is important to the 
  patron. The once-monthly Luck check has a 
  DC 16 threshold.
  20-23
  As above, and you can cast invoke patron 
  up to twice per day.
  As above, and the patron is inexplicably fond 
  of the subject. The patron probably has some 
  use for this subject in the future, which both 
  of you will discover when the time is right. 
  The patron bestows a minor boon to both you 
  and the subject, in the form of (roll 1d4): (1) 
  +1 hit point; (2) +1 to the ability favored by 
  the patron; (3) +50 XP; (4) +1 Luck.
  24-27
  As above, and the patron gives a gift (for 
  which a counter-gift is to be expected, 
  of course). The gift grants a +2 bonus 
  to one attribute as long as you maintain 
  your pact.
  As above, and  this subject can make a DC 16 
  Luck check once a month to ask a minor favor 
  from the patron (at a 1% chance per request of 
  a counter-favor being requested), and he also 
  receives a randomly determined minor boon. 
  Additionally, the subject ﬁnds himself to be 
  extremely useful to the patron. The patron 
  sends followers to aid the subject’s natural 
  actions. The followers consist of 1d4+1 war-
  riors, each of level 1d3. All bear the mark of 
  the patron. They serve with absolute loyalty 
  (no morale checks are ever required) and ask 
  for nothing in return save adherence to the 
  principles of your mutual patron.
  28-29
  As above, and your patron considers you 
  indispensable to his long-term goals. He 
  is eager to solicit your service. You can 
  cast invoke patron up to three times per 
  day.
  As above, and the subject may ask for major 
  favors with his DC 16 Luck check, which may 
  manifest in a magical manner. For example, if 
  attempting the same ferry crossing referenced 
  above, the subject may suddenly ﬁnd a giant 
  eagle comes to ﬂy him across the river. Each 
  request now comes with a 2% cumulative 
  chance that the patron asks for something in 
  return.
  30-31
  As above, and you receive a +2 bonus to 
  spell checks for invoke patron.
  As above, and the patron grants a major boon 
  (in addition to the minor boon) to both you 
  and the subject. The major boon consist of 
  (roll 1d4): (1) +1d4 hit points; (2) +100 XP; 
  (3) +2 Luck; (4) +1 to saving throw of your 
  choice.
  32+
  As above, and you can cast invoke patron 
  up to four times per day.
  As above, and the threshold for favors is re-
  duced to a DC 14 Luck check.
  
  DCC RPG Open Beta, June 2011
  Page 118
  Read Magic
  Level
  1
  Range
  5’
  Duration
  Varies
  Casting time
  1 round
  Save
  None
  Manifestation
  Roll 1d4: (1) your eyes glow; (2) text glows; (3) letters of text ﬂow into new, legible shapes; 
  (4) none.
  General
  You are able to read magical text, such as magical scrolls, books, and tomes, as well as 
  magical inscriptions on swords, arches, and the like. This allows comprehension but does 
  not activate the spell. You can learn the reverse of this spell, called obfuscate magic, which 
  renders magical text illegible (even with the aid of this spell).
  1-11
  Lost. Failure.
  12-13
  You can read magic for 1 round, long enough to read a single sentence or phrase. You re-
  tain understanding of this phrase even after the duration ends. Reading a complete spell 
  scroll typically takes 1 turn per spell level, so this is not enough time to read a complete 
  spell.
  14-17
  As above, but you can read for up to 1 turn.
  18-19
  As above, but you can read for up to 2 turns.
  20-23
  As above, but you can read for up to 3 turns.
  24-27
  As above, but the spell allows all viewers within 5’ of you to understand the writing.
  28-29
  As above, but the spell’s duration is 1 hour.
  30-31
  As above, but the spell’s duration is 1 day.
  32+
  As above, but the spell’s duration is 1 week.
  
                                    DCC RPG Open Beta, June 2011
  Page 119
  Ropework
  Level
  1
  Range
  30’ or more
  Duration
  Varies
  Casting time
  1 round
  Save
  None
  Manifestation
  Roll 1d4: (1) normal rope appears from thin air; (2) rope drops down from above; (3) rope 
  explodes from the ground like a serpent, then changes to look like rope; (4) multi-colored 
  threads sprout from the ground and coalesce into a rope.
  General
  You are able to summon a rope from nowhere and command it to do your bidding. The 
  rope can be used to entangle foes, climb walls, cross ravines, lift friends or enemies, 
  shape itself into writing, or do other amazing things. Unlike other spells, casting ropework 
  allows you to choose any result at or below your spell check.
  1-11
  Lost. Failure.
  12-13
  You can summon a rope of up to 100’ in length from nowhere. The rope remains in exis-
  tence for 1 turn.
  14-17
  You can summon a rope as above. Using an existing rope or the summoned one, you can 
  command the rope to rearrange itself into any shape. This can be a symbol (such as an 
  arrow or square), writing (cursive or block), numbers, or anything else. The rope takes 
  1d4 rounds to arrange itself, depending on the complexity of the request.
  18-19
  You can summon a rope as above. Using an existing rope or the summoned one, you can 
  command the rope to entangle one target. The rope rapidly loops itself around the target, 
  then constricts. The target receives a Reﬂex save against the spell check DC to escape; 
  otherwise, it is constrained. A constrained target cannot move or take any action other 
  than to talk. Once constrained, the target can attempt on future rounds to escape with a 
  Strength or Agility check (to burst the rope or wiggle free) against the spell check DC.
  20-23
  You can summon a rope as above. Using an existing rope or the summoned one, you can 
  command the rope to rise into the air. The rope can rise straight up, at an angle, or hang 
  in the air horizontally. It does not need to be anchored to anything and will support up 
  to 400 pounds of weight without being anchored (anchoring it may allow it to support 
  more weight). The rope can be climbed as normal. The rope will remain in this position, 
  magically ﬂoating in the air, for up to 1 turn, at which point it drops to the ground.
  24-27
  You can summon a rope as above. Using an existing rope or the summoned one, you can 
  command the rope to lift a target into the air. The rope will loop itself lightly around the 
  legs and waist of the target (requiring about 5 feet of its total length), then lift the target 
  to whatever height you  indicate, as long as the base of the rope still touches the ground. 
  The rope can lift a target that weighs up to 400 pounds. The target can be lifted straight 
  up or at an angle, at a speed of 50’ per round.
  28-29
  You can summon a rope as above. Using an existing rope or the summoned one, you can 
  command the rope to entangle a target (as result 18-19 above) or lift it up (as result 24-27 
  above), and then also have the rope move as an inchworm, holding the target, at a speed 
  of up to 30’ per round. The rope can be commanded to move up to 1 turn as long as one 
  end of it is within 30’ of you.
  30-31
  As any result above, and the spell’s range is extended to 300’.
  32+
  As any result above, and the spell’s duration is increased to 1 hour.
  
  DCC RPG Open Beta, June 2011
  Page 120
  Runic Alphabet, Mortal
  Level
  1
  Range
  One inscribed rune
  Duration
  Until triggered
  Casting time
  1 turn
  Save
  Will save vs. spell check; -2 penalty if of opposed alignment to caster
  Manifestation
  Inscribed rune
  General
  Wizards learn alphabets of magic symbols, which, when traced, cause incredible things 
  to happen. There are different alphabets: dwarven runes, elder sigils, the hieroglyphs of 
  the sphinxes, and the signs of individual mages. With this spell, you can render the sim-
  plest runes, those comprehensible to mortals. Your alignment is imbued in the rune you 
  trace, and a being triggering the rune of an opposing alignment suffers more dire effects. 
  You trace the sign using costly rare materials that must be purchased ahead of time for 
  50 gp per rune. The spell check is made, determining which energies you can imbue in 
  your rune; you can choose one rune at or below the result of the check, with the choice 
  made when the rune is inscribed. The rune can be traced in any object: brooch, book, 
  tombstone, archway, door, ﬂoor, tabletop, etc. Subtract -2 from the spell check to trace the 
  run in mid-air; -4 to trace the run invisibly; or -8 to trace the rune permanently (does not 
  vanish when triggered). The effect is triggered per the speciﬁc sign as described below: 
  when touched, passed, gazed upon, etc. On a failed spell check, the sign ﬁzzles and dis-
  solves, and the materials use to make it are lost. On a success, the spell check becomes 
  the DC for the opposing save. You can identify an unknown rune with a successful spell 
  check against the caster’s check result.
  1-11
  Lost. Failure.
  12-13
  Alarm. A loud alarm sounds when the target object (up to man-sized) is disturbed (no 
  save). At +4 to the spell check DC, you can cause the alarm to notify you mentally and 
  emit no audible noise.
  14-17
  Message. The rune chants a predetermined message when triggered (no save). The mes-
  sage may be repeated up to three times.
  18-19
  Block. Creatures are unable to pass through or by the target door, window, portal, or in-
  animate object (Will save resists).
  20-23
  Immobility. Creatures attempting to move the target object (up to man-sized, including 
  aggregated objects such as a pile of coins) cannot lift or move it (Will save resists).
  24-27
  Veracity. Creatures cannot lie or deceive within sight of this rune (Will save resists).
  28-29
  Forgetfulness. Creatures viewing the target object (up to size of one man per caster level) 
  forget that it exists the moment their attention is removed from it (Will save resists).
  30-31
  Sleep. Creatures viewing the triggering rune fall asleep (Will save resists). The sleep is 
  normal and the target can be awakened through normal means.
  32+
  Curse. The rune delivers a minor curse to the creature that views it (Will save resists). The 
  curse drains 1d6 points of Luck and may have one other irritating secondary effect. (See 
  appendix C for more info.)
  
                                   DCC RPG Open Beta, June 2011
  Page 121
  Sleep
  Level
  1
  Range
  60’
  Duration
  Varies
  Casting time
  1 action
  Save
  Will vs. check
  Manifestation
  Roll 1d4: (1) ray of shimmering dust; (2) swan’s wings which rise from the earth to enfold 
  target; (3) soft white clouds that engulf target’s head; (4) waves of blue light.
  General
  You lull a target into a deep, sound sleep.
  1-11
  Lost. Failure.
  12-13
  One target within range must make Will save vs. spell check DC or fall asleep for 1d6 
  turns. Target can be awakened through normal means. When casting the spell, you must 
  specify an interrupt condition which automatically awakens the target. For example, be-
  ing kissed by a prince, smelling the fragrance of a rose, or hearing a clock strike midnight. 
  You must possess material components related to the interrupt condition.
  14-17
  As above, but up to two targets.
  18-19
  As above, but up to three targets, and they sleep for 1d4 hours.
  20-23
  Four targets as above or one single target that is placed in supernatural sleep for 1d4 
  hours. Aside from the interrupt condition, this sleep cannot be disrupted by mortal 
  means. Only a dispel magic spell, the touch of an extraplanar creature, or similar anti-
  magic or cancellation effects disrupts the sleep. 
  24-27
  As above, but up to eight targets are placed into a supernatural sleep for 1d7 days or one 
  target suffers the same effect with no saving throw.
  28-29
  As above, but the spell’s duration is 3d10 weeks.
  30-31
  As above, but the spell’s duration is 2d6 years.
  32+
  As above, but the spell’s duration is indeﬁnite until interrupted.
  
  DCC RPG Open Beta, June 2011
  Page 122
  Spider Climb
  Level
  1
  Range
  Self or touch (see below)
  Duration
  1 turn per caster level
  Casting time
  1 action
  Save
  None
  Manifestation
  Roll 1d4: (1) four extra spider-like limbs sprout from your torso; (2) your hands and feet 
  ooze sticky goo; (3) your ﬁngers and toes glow with a strange orange light; (4) you grow 
  six additional eyes.
  General
  You are gifted with the spider’s ability to climb vertical surfaces. 
  1-11
  Lost. Failure.
  12-13
  You become much more skilled at climbing, gaining a +10 bonus to Climb checks as long 
  as your hands and feet are bare. Items weighing less than 5 lbs. stick to your hands dur-
  ing this time, making spellcasting impossible for the duration.
  14-17
  As above, but you gain a +20 bonus to Climb checks. 
  18-19
  You gain the actual climbing ability of a spider. You can hang upside down, climb com-
  pletely vertical surfaces with no hand holds, move across spider webs, and even scurry 
  along upside down at obtuse angles. You move at your normal speed and need never 
  make Climb checks. You are immune to web spells. Your hands and feet must remain 
  bare, and your ability to handle objects is limited as above.
  20-23
  As above, but you need not have bare hands or feet.
  24-27
  As above, but you can affect yourself or one other person you touch when casting the 
  spell.
  28-29
  As above, but your ability to handle objects is not hindered. You can cast other spells 
  while under the effects of this one.
  30-31
  As above, but the spell’s duration is extended to 1 hour per caster level.
  32+
  As above,  but the spell’s duration is extended to 1 day per caster level.
  
                                    DCC RPG Open Beta, June 2011
  Page 123
  Ventriloquism
  Level
  1
  Range
  Varies
  Duration
  Varies
  Casting time
  1 action
  Save
  Will vs. check
  Manifestation
  Varies with check (see below). Roll 1d4: (1) “heat waves” in area of sound; (2) puffs of air 
  and disturbance of dust, as if someone were speaking from that position; (3) sparkling 
  air; (4) echo or reverberation.
  General
  You project the sound of your voice from another place, such as an adjacent room, an 
  animal or statue, down a hallway, etc.
  1-11
  Lost. Failure.
  12-13
  You can project one short phrase in your own voice to a place within 30’ and within line 
  of sight. The position of origin is subject to the visual manifestation described above. 
  Listeners receive a Will save (rolled by judge), or they hear the voice from its true origin 
  (your mouth).
  14-17
  As above, but you can simulate another sound or voice you have heard. For example, 
  you can make the goblin captain appear to shout “Retreat!” in the goblin’s own voice.
  18-19
  As above, but there is no visual manifestation.
  20-23
  As above, but there is no visual manifestation, and listeners receive no save. In short, you 
  project your own voice or a sound or voice you have heard to a spot within 30’.
  24-27
  As above, but the spell’s range is extended to 60’, and you can issue forth ongoing sounds 
  for up to 1 turn, as long as you concentrate. The sounds can be alternating voices, such 
  that you can simulate a conversation.
  28-29
  As above, but the spell’s range is extended  up to 300’, and  the spell persists as long as 
  you concentrate, for up to 24 hours.
  30-31
  As above, but the spell’s range is extended to 1 mile.
  32+
  As above, but the spell’s range is effectively unlimited, as long as you have visibility 
  to the location where you throw your voice. This can include using the spell through 
  scrying objects and crystal balls. Transfer of your voice to another plane or dimension 
  requires a separate, additional spell check against DC 30.
  
  DCC RPG Open Beta, June 2011
  Page 124
  Ward Portal
  Level
  1
  Range
  10’
  Duration
  Varies
  Casting time
  1 action
  Save
  None
  Manifestation
  Roll 1d6: (1) sigil engraved upon portal; (2) portal clouded by unnatural shadow; (3) 
  portal turns to stone/iron/steel/rock; (4) magic circle encloses portal; (5) mass of chains 
  and ropes binds portal; (6) no visible effect.
  General
  You magically ward a portal against passage. Any door, trap door, gate, portcullis, grate, 
  or other such portal can be affected.
  1-11
  Lost. Failure.
  12-13
  Portal is stuck fast but can still be opened by mortal means with immense effort (DC 30 
  Strength check).
  14-17
  Portal is held in place for 2d6x10 minutes. It cannot be opened by mortal means, though 
  a knock spell or powerful magical creature can open it.
  18-19
  Portal is held in place as above but for 2d6 x 10 hours.
  20-23
  Portal completely disappears, leaving in its place only a blank space of wall. During this 
  time, no passage is possible via normal means. Portal can be detected with a detect invis-
  ibility spell; if detected, it is treated as locked, per above. Portal re-appears in 2d6 x10 
  hours, at which point it is locked as above.
  24-27
  As above, but the portal disappears for 2d6 x10 days and is locked thereafter for 2x6 x10 
  weeks. Additionally, any creature that opens the portal during this time (through magi-
  cal means, of course) is subject to a curse: Will save or -4 Luck (permanent).
  28-29
  As above, but the spell’s duration is doubled.
  30-31
  As above, and a guardian is summoned. Any creature that attempts to open the door is 
  attacked by something that lashes out from the door: (1) tentacles; (2) fangs; (3) claws; 
  (4) barbed tail. The attacking appendage has the following statistics: Atk +12, 2d6 dmg, 
  AC 18, 40 hp.
  32+
  As above, but the portal disappears for entire period.
  
                                    DCC RPG Open Beta, June 2011
  Page 125
  
  DCC RPG Open Beta, June 2011
  Page 126
  LEVEL 1 CLERIC SPELLS
  Blessing
  Level
  1
  Range
  Self or touch
  Duration
  1 turn or more
  Casting time
  1 action or more (see below)
  Save
  N/A
  Manifestation
  Roll 1d4: (1) target glows; (2) target receives a brilliant aura; (3) target manifests an an-
  gelic crown; (4) the heavenly host sings softly when the blessing is present.
  General
  You beseech the blessing of your god. If bestowed, this blessing can be a great boon to the 
  success of your endeavors. You can cast the spell on yourself, on an object, or on an ally. 
  The spell is most effective on allies with the same alignment. Casting this spell on a target 
  with a different alignment incurs a -2 penalty to the spell, and casting on a target with an 
  opposite alignment incurs a -4 penalty. 
  The casting time reﬂects prayer and meditation as you use your holy symbol to conduct 
  the blessing ritual. Blessings cast under auspicious circumstances receive a bonus of +1 
  to +4, according to your judge’s discretion. Such circumstances include casting in the 
  temple of your god, casting on a sacred holiday, or casting with the use of a holy relic. 
  Likewise, casting under inauspicious circumstances, such as in an unholy enemy temple, 
  receives a -1 penalty.
  When Cast on Self
  When Cast on Ally
  When Cast on Object
  1-11
  Failure.
  12-13
  A god’s favor grants suc-
  cess to your efforts. You 
  receive a +1 bonus to all 
  attack rolls for 1 turn.
  The ally receives a +1 bo-
  nus to all attack rolls for 1 
  round.
  Failure.
  14-17
  You receive a +1 bonus to 
  all attack rolls, damage 
  rolls, saving throws, and 
  checks for 1 turn. 
  The ally receives a +1 bo-
  nus to all attack rolls for 1 
  turn.
  You can bless a vial of liquid 
  to create holy water. The holy 
  water does 1d4 damage when 
  splashed upon unholy crea-
  tures. It remains holy for 1 day, 
  as long as it is still used in the 
  service of your deity.
  18-19
  You receive a +2 bonus to 
  all attack rolls, damage 
  rolls, saving throws, and 
  checks for 1 turn.
  The ally receives a +1 bo-
  nus to all attack rolls, dam-
  age rolls, saving throws, 
  and checks for 1 turn.
  You can create holy water (as 
  above) or bless a small amulet. 
  The amulet is considered holy 
  and magical for the duration 
  of the spell, which is 1 day. The 
  amulet grants a +1 bonus to the 
  saving throws of its wearer, as 
  long as it is used in the service 
  of your deity. 
  
                                    DCC RPG Open Beta, June 2011
  Page 127
  Blessing (continued)
  20-23
  You receive a bonus to 
  all attack rolls, damage 
  rolls, saving throws, and 
  checks. The bonus is equal 
  to 1d3+1 (rolled at time 
  of casting) and lasts for 
  1 turn. In addition, you 
  radiate a holy aura. Al-
  lies within 5’ of you also 
  receives the same bless-
  ing as long as they remain 
  within the aura.
  The ally receives a +2 bo-
  nus to all attack rolls, dam-
  age rolls, saving throws, 
  and checks for 1 turn.
  You can create holy water, a 
  holy amulet (as above), or bless 
  a weapon. A blessed weapon 
  grants a +1 bonus to attack and 
  damage rolls or a +2 bonus to 
  attack and damage rolls against 
  unholy creatures. The weapon 
  remains holy for 1 day and is 
  considered magical. 
  24-27
  As above, except you 
  radiate a holy aura within 
  10’. All allies within 10’ 
  receive the same blessing 
  as you.
  The ally receives a bonus 
  to all attack rolls, damage 
  rolls, saving throws, and 
  checks. The bonus is equal 
  to 1d3+1 (rolled at time of 
  casting) and lasts for 1 turn
  You can create holy water, a holy 
  amulet, or a holy weapon, as 
  above with the following changes: 
  holy water remains potent 
  permanently, holy amulets grant a 
  +2 bonus, and holy weapons grant 
  a +2/+3 bonus. You ask much of 
  your deity, and you lose the ability 
  to cast this spell for the remainder 
  of the day.
  28-29
  You radiate an aura of 
  exquisite holiness. Everyone 
  within 30’ of you receives 
  a blessing that grants a +4 
  bonus to all attack rolls, 
  damage rolls, saving throws, 
  and checks. The bonus lasts 
  for one hour.
  The ally receives a bonus 
  to all attack rolls, damage 
  rolls, saving throws, and 
  checks. The bonus is equal 
  to 1d3+1 (rolled at time of 
  casting) and lasts for 1 turn. 
  In addition, the ally radiates 
  a holy aura. Allies within 
  5’ of the ally also receives 
  the same blessing as long as 
  they remain within the aura.
  As above, and holy amulets and 
  weapons remain potent for a full 
  month. As above, you lose the 
  ability to cast this spell for the 
  remainder of the day.
  
  DCC RPG Open Beta, June 2011
  Page 128
  Blessing (continued)
  30-31
  At this level of power, 
  the blessing applies not 
  just to you, but also to an 
  enterprise you serve in the 
  name of your deity. This 
  can be an army, a mission to 
  liberate a princess, a castle, 
  a sea voyage to new lands, 
  or other such endeavors. 
  The judge’s discretion 
  governs this power; it is 
  intended to be the blessing 
  of a cleric on, for example, 
  a sacred pilgrimage to a 
  distant shrine. All persons 
  involved in the enterprise 
  with you receive a +1 bonus 
  to all activities associated 
  with the enterprise, as long 
  as it remains in the service 
  of your deity. The bonus 
  lasts for 7 days. This is such 
  a mighty drain of strength 
  than you lose the ability to 
  cast this spell for the same 7 
  days. If at any point you fall 
  out of favor with your deity, 
  the blessing is revoked. 
  The blessing is magical in 
  nature and can be dispelled 
  temporarily.
  As above, except the aura is 
  a 10’ area.
  As above, and holy amulets and 
  weapons remain potent for a full 
  year. You ask much of your god, 
  and cannot cast this spell again for 
  1d7 days.
  32+
  As above, except the 
  blessing you bestow to 
  an ongoing enterprise is 
  permanent, as long as it is 
  favored by your deity. You 
  cannot cast this spell again 
  for 1d20 days. The bonus is 
  equal to +1 at a spell check 
  result of 32-33; +2 at 34-
  35; +3 at 36-37; or +4 at 38 
  or above. It is magical in 
  nature and can be dispelled 
  temporarily.
  As above, except the aura is 
  a 20’ area.
  As above, and the duration is 
  increased to permanent as long as 
  the object remains in the service 
  of your deity. You cannot cast 
  this spell again for 4d7 days or 
  until you have performed an act 
  of cleansing in the eyes of your 
  deity.
  
                                    DCC RPG Open Beta, June 2011
  Page 129
  Darkness
  Level
  1
  Range
  20’ radius or more
  Duration
  1 turn or more
  Casting time
  1 action or more
  Save
  N/A
  Manifestation
  Roll 1d3: (1) shadowy cloud of darkness; (2) absolute blackness; (3) thick oily black 
  mist.
  General
  You extinguish the light of the sun, demonstrating the great power of your deity. From 
  a distance, the darkness appears to be a space of deepest night; no light will penetrate it. 
  Creatures within are blinded.
  1-11
  Failure.
  12-13
  The space immediately surrounding you, to a radius of 20’, goes completely dark, as if 
  all light had been extinguished. The darkness remains ﬁxed to its location (it does not 
  follow you) and lasts for 1 turn.
  14-17
  You can designate a point within 20’ and create a 20’-radius sphere of darkness that re-
  mains ﬁxed at that point for a duration of 1 turn.
  18-19
  You can designate a point within 100’ and create a 20’-radius sphere of darkness that 
  remains ﬁxed at that point for a duration of 1 turn.
  20-23
  As above, and you can move the darkness up to 40’ per round when you concentrate.
  24-27
  As above, except all values are doubled: range 200’, radius 40’, movement speed 80’, 
  duration of 2 turns.
  28-29
  You can actually extinguish sources of light. You designate a point within 200’ and a 
  sphere of darkness 40’ in radius appears there, which you can move at a speed of 80’ 
  with concentration. It lasts for 1 hour. In addition, all terrestrial sources of light within 
  the darkness are extinguished. Torches go out, lanterns sputter and die, glowworms 
  fade, 
  30-31
  As above, and you can see through the darkness. Furthermore, you can designate that 
  the sphere of darkness follow you at a certain pace (for example, remain always 100’ 
  behind you). It will do so without concentration on your part for 1 hour.
  32+
  You can blot out the sun, the moon, the stars, or other sources of light. This extraordinary 
  display of divine power requires great concentration. If this result is achieved, you may 
  continue to concentrate. All light sources that illuminate a space 500’ from you in all 
  directions begin to fade. For every round you concentrate, they fade 1d20%. Torches still 
  burn, but their ﬂames seem to emit less light each round. The judge rolls each round you 
  continue to concentrate. When the total breaks 100%, they have been completely extin-
  guished, and the countryside around you is completely darkened (at least to the eyes of 
  all within 500’ – the sun still seems to shine in other kingdoms). The effect continues as 
  long as you concentrate. When your concentration is broken, the light reappears at the 
  same rate it was extinguished; e.g., if it took 7 rounds to fade, it takes 7 rounds to reach 
  full strength again. 
  
  DCC RPG Open Beta, June 2011
  Page 130
  Detect Evil
  Level
  1
  Range
  60’ or more
  Duration
  6 turns
  Casting time
  1 action
  Save
  Will vs. spell check DC (sometimes)
  Manifestation
  General
  You hold up your holy symbol and detect emanations of evil within a ray that extends 
  straight out 5’ wide and 60’ (or more) ahead of the symbol. Depending on the strength 
  of the spell, it may detect evil alignments, evil intentions, or even subtle dangers. This 
  spell does not reveal creatures that are otherwise hidden, but does let you know that evil 
  intentions radiate from a certain position. This spell may be reversed to detect good. 
  1-11
  Failure.
  12-13
  Creatures of evil alignment are potentially detected, as well as objects inherently evil in 
  nature (such as cursed weapons). Evil creatures receive a Will save vs. spell check DC to 
  remain undetected by this spell.
  14-17
  As above, but no save is allowed. You are immediately aware of all evil creatures and 
  objects within range.
  18-19
  As above, but the spell’s range is extended to 120’.
  20-23
  You are immediately aware of all evil creatures and objects within 180’. In addition, evil 
  creatures and objects shine with a faint, unearthly glow that is also obvious to allies.
  24-27
  As above, but you are also aware of creatures with intentions harmful to you, even if the 
  creatures are not evil in alignment. For example, a mindless but aggressive spider would 
  be detected, as would a hungry bear thinking of eating you.
  28-29
  As above, but evil creatures are pained by the light of truth, suffering a -1 penalty to at-
  tacks and saves while in range.
  30-31
  As above, but the penalty is increased to -2.
  32+
  As above, but the spell’s range is extended to 240’.
  
                                   DCC RPG Open Beta, June 2011
  Page 131
  Detect Magic
  Level
  1
  Range
  30’ or more
  Duration
  2 turns
  Casting time
  2 actions
  Save
  Will vs. spell check DC (sometimes)
  Manifestation
  General
  You know if there has been an enchantment laid upon a person, place or thing within 
  range. The range is a cone, 30’ long and 30’ wide at its end, emanating from your holy 
  symbol. 
  1-11
  Failure.
  12-13
  You are aware of magical enchantment on any object or creature within range. This in-
  cludes weapons or armor worn by a creature, as well as spells. A creature enchanted by 
  a spell registers simply as “magical,” as does a creature completely enclosed in a magical 
  cloak, so the true extent and nature of the magic is not always evident.  You do not receive 
  any information on the nature of the magical enchantment, only its existence. Intelligent 
  magic creatures and creations that wish to hide their magical nature can do so with a Will 
  save. Objects behind 3’ of wood, 1” of solid metal, of 1’ of wood are not detected.
  14-17
  As above, but no Will save is available to resist detection.
  18-19
  As above, but you can precisely determine exactly which objects are enchanted. Further, 
  you receive a rough gauge of the magic’s strength, revealed as the approximately level of 
  a spell, the general range of bonus (or “plus”) for weapons or armor, and so on.
  20-23
  As above, but the spell also reveals creatures of non-mortal origin (e.g., extraplanar crea-
  tures, demons, devils, celestials, un-dead, etc.). You can distinguish between magical 
  creatures and non-mortal creatures.
  24-27
  As above, and you are also able to discern the type and level of magic with precision (e.g., 
  +2 sword or 3rd-level ward portal spell).
  28-29
  As above, but the spell’s range is extended to 120’.
  30-31
  As above, but the spell’s duration is extended to 4 turns.
  32+
  As above, but the spell’s range is extended to 240’.
  
  DCC RPG Open Beta, June 2011
  Page 132
  Holy Sanctuary
  Level
  1
  Range
  Self or more
  Duration
  1 round or more
  Casting time
  1 action
  Save
  Will save vs. spell check
  Manifestation
  Roll 1d4: (1) glowing aura,;(2) angelic halo; (3) beam of light from above,;(4) “lightness of 
  feet” that makes you seem to ﬂoat just above the ground.
  General
  You invoke a place of sanctuary where you and your friends are safe from harm.
  1-11
  Failure.
  12-13
  Enemies ﬁnd it difﬁcult to focus on attacking you. They are distracted, and you are more 
  easily able to dodge their attacks. All attacks against you for the next round suffer a -2 
  penalty.
  14-17
  Enemies are compelled to focus their attacks against other targets. As long as an attacker 
  can reasonably attack some other enemy instead of you, it must choose to do so. In order 
  to resist this compulsion and attack you, it must make a Will save vs. spell check DC. If 
  you are the only reasonable target, the creature need not make a save to attack you. This 
  effect lasts for 1 turn. It is immediately dispelled if you attack or take aggressive action 
  in any way.
  18-19
  As above, except enemies must make a Will save to attack you, even if you are the only 
  reasonable target nearby.
  20-23
  As above, and any creature of 4 HD or less simply cannot attack you. Creatures of 5 HD 
  or more or those armed with magical weapons may attempt a Will save vs. spell check 
  DC to attack.
  24-27
  As above, and you can extend the sanctuary to encompass your allies. You may designate 
  up to 2 additional creatures to share the holy sanctuary. They must remain within 5’ of 
  you or the effect is broken. If anyone affected by this spell attacks, the spell is lost.
  28-29
  You may designate a place as a holy sanctuary. This must be a single building or self-
  contained location; e.g., a church, forest grove, or cave. This effect lasts for 1d7 days. 
  Creatures within this place share the beneﬁts of a holy sanctuary as follows, provided they 
  are in the service of your deity: enemies of less than 6 HD cannot attack unless they use 
  magical weapons, and enemies of 7+ HD or those using magical weapons must make a 
  Will save vs. spell check DC to attack. The effect on any one individual is dispelled if that 
  creature makes an aggressive action. Note that enemies can still enter the place and con-
  verse with its residents; they simply cannot attack or make other aggressive actions.
  30-31
  As above, except the spell’s duration is 1d12 months.
  32+
  As above, except the place you designate as a holy sanctuary becomes sanctiﬁed forever, 
  as long as your deity retains respects for your work and actions.
  
                                   DCC RPG Open Beta, June 2011
  Page 133
  Paralysis
  Level
  1
  Range
  Touch or more
  Duration
  1 round or more
  Casting time
  1 action
  Save
  Will save vs. spell check
  Manifestation
  Roll 1d4: (1) crackle of electricity; (2) black ropy binds; (3) white pallor; (4) ethereal gray 
  mist.
  General
  The light of your lord prevents your enemies from raising a hand to perform baleful 
  deeds.
  1-11
  Failure.
  12-13
  Your touch is charged with the energy of paralysis. You must make an attack on your next 
  round. If it succeeds, your enemy must make a Will save or be paralyzed. The paralyzed 
  creature is unable to move or take any physical action for 1d6 rounds. 
  14-17
  As above, except your touch is charged with the energy of paralysis for the next 1d4+1 
  rounds. During this time, every opponent hit with your attack must make a Will save or 
  be paralyzed.
  18-19
  As above, except you may also paralyze creatures with missile ﬁre attacks – your sling 
  stones and arrows also cause paralysis.
  20-23
  You designate one creature within 30’ and paralyze him with a word. If the creature is 2 
  HD or less, it is automatically paralyzed. If 3 HD or more, it receives a Will save to resist. 
  Paralysis lasts for 1d8 rounds.
  24-27
  You may designate up to three targets within 50’ and attempt to paralyze all of them. Any 
  creature of 4 HD or less is automatically paralyzed. Creatures of 5 HD or more receive a 
  Will save. Paralysis lasts for 2d6 rounds.
  28-29
  You imbue your touch with the power to paralyze an enemy, but the power is not dis-
  charged until you need it. You retain the latent paralysis touch for up to 24 hours. At any 
  point during that time, you may discharge the paralysis with a spoken word. A melee 
  attack may be necessary to touch a resisting target. The creature you touch that round 
  is automatically paralyzed if 6 HD or less. Creatures of 7+ HD receive a Will save. The 
  paralysis lasts 4d6 hours.
  30-31
  You may choose any one of the effects above, and the duration of the paralysis is dou-
  bled.
  32+
  You may choose any one of the effects above, the duration of the paralysis is permanent.
  
  DCC RPG Open Beta, June 2011
  Page 134
  Protection from Evil
  Level
  1
  Range
  Self or more
  Duration
  1 turn
  Casting time
  1 action
  Save
  Varies
  Manifestation
  Roll 1d3: (1) translucent holy symbol; (2) soft, protective aura; (3) glowing halo.
  General
  You call upon your deity to protect you from harm. You are protected even if you are not 
  aware of the danger. This spell may be reversed to protect from good.
  1-11
  Failure.
  12-13
  You receive a +1 bonus to saving throws made against evil effects, evil creatures, un-
  dead, demons, and anything else unholy to your faith.
  14-17
  As above, and all attempts to attack you by evil or unholy creatures are made at a -1 
  penalty by the attacker.
  18-19
  As above, and all wounds suffered from evil or unholy sources have their damage re-
  duced by 1 point per die (minimum damage 1 point per die).
  20-23
  As above, but the beneﬁt of +1 to save, -1 per due of damage, and -1 to enemy attacks are 
  extended to all allies within a 10’ radius.
  24-27
  As above, but all modiﬁers are 2 instead of 1.
  28-29
  As above, but protection aura extends to all creatures within 20’ of caster.
  30-31
  As above, but all modiﬁers are 3 instead of 2.
  32+
  As above, but the spell’s range is 30’.
  
                                    DCC RPG Open Beta, June 2011
  Page 135
  Resist Cold
  Level
  1
  Range
  Self or more
  Duration
  1 round or more
  Casting time
  1 action
  Save
  N/A
  Manifestation
  Roll 1d3: (1) reddish aura; (2) shimmering heat waves; (3) bluish skin tone.
  General
  You repel the chilling effects of cold, protecting yourself and others. You can withstand 
  arctic conditions without discomfort.
  1-11
  Failure.
  12-13
  You counteract the harmful effects of cold upon your body. You can ignore up to 5 points 
  of cold damage in the next round. If more than 5 points is sustained, subtract 5 from the 
  total dice result to determine the ﬁnal damage suffered.
  14-17
  As above, but you can ignore up to 5 points of cold damage per round for the next 1d6 
  rounds.
  18-19
  As above, but you can resist up to 10 points of cold damage per round for the next 1d8 
  rounds.
  20-23
  As above, and you also receive a +4 bonus to all saving throws to resist cold-based ef-
  fects.
  24-27
  You are able to protect others as well as yourself. You produce a sphere of cold resistance 
  that emanates 10’ from your location. Everyone within this sphere can resist up to 10 
  points of cold damage per round, and all receive a +2 bonus to all saving throws against 
  cold-based effects. You must concentrate to maintain the sphere for up to 1 turn.
  28-29
  As above, but the sphere has a radius of 20’. All inside the sphere resist up to 20 points 
  of cold damage per round and receive a +4 bonus to saving throws against cold-based 
  effects. You must concentrate to maintain the sphere, but you may maintain it indeﬁ-
  nitely.
  30-31
  As above, except you do not need to continuously concentrate to maintain the sphere. It 
  lasts 1d10 rounds with no concentration. Each time it is about to expire, you can concen-
  trate for one round to extend the effect another 1d10 rounds.
  32+
  As above, except the range is 50’, and the duration is 6d10 rounds between spates of 
  concentration.
  
  DCC RPG Open Beta, June 2011
  Page 136
  Second Sight
  Level
  1
  Range
  Self
  Duration
  1 round or more
  Casting time
  1 turn
  Save
  N/A
  Manifestation
  Roll 1d3: (1) a third eye appears in your forehead; (2) your eyes glow; (3) your eyes are 
  fused shut but you can still see
  General
  Using sortilege, haruspicy, or some other method appropriate to your character, you 
  augur the future. In doing so, you can insight about the consequences your actions will 
  bring. 
  1-11
  Failure.
  12-13
  For one round, you glimpse the screed of the future. In doing so, you gain great insight 
  into the most effective manner to complete any action. You receive a +4 bonus to a single 
  roll of your choosing on your next round, whether it’s an attack roll, damage roll, skill 
  check, or something else.
  14-17
  You have a hint of possible outcomes. You may spend the following round concentrat-
  ing on a choice that must be made in the next 3 turns. For example, you may be decid-
  ing which direction to turn in a dungeon or whether to enter a room. You get a sense of 
  whether the action will be to your beneﬁt or harm. There is a 75% chance that the sense 
  you receive is accurate.
  18-19
  You receive insight on a single choice, as above, but you may opt to concentrate on that 
  choice at any time in the next hour. At the time you concentrate, the choice must lie 3 
  turns or less in your future. At that time you receive insight.
  20-23
  As above, except that the chance of success is raised to 80%.
  24-27
  For the next turn you receive a premonition regarding every action you take – a sense of 
  foreboding or certitude depending on whether the action bodes well for you (or not). For 
  any given action, there is a 75% chance that the sense is accurate. By concentrating, you 
  can receive a sense of whether a future action (one to be taken within in the next hour) 
  will be a bane or boon.
  28-29
  As above, but the chance of success is 80%.
  30-31
  As above, and the base chance of success is 85%. In addition, the duration of the spell 
  is extended to 2 hours, and you can get a sense of the consequences of actions not to be 
  taken until the following day. The general sense of success is always focused on the ef-
  fect on the caster but can be broader than mere physical consequences. For example, a 
  cleric could divine the results of a great battle to be fought on the morrow, and gain a 
  sense that although he will emerge unharmed from the battle, it will be harmful to his 
  church.
  32+
  You have read the tablets of time. As above, and the base chance of success is 90%. In ad-
  dition, you receive a +1 bonus to all rolls while the second sight is active, reﬂecting your 
  general insight into the consequences of all actions.
  
                                    DCC RPG Open Beta, June 2011
  Page 137
  Word of Command
  Level
  1
  Range
  30’ or more
  Duration
  1 round or more
  Casting time
  1 round
  Save
  Will save vs. spell check
  Manifestation
  Roll 1d4: (1) word resounds in booming voice; (2) word echoes many times; (3) word 
  seems to come from all around, including the air and ground; (4) word appears in the sky 
  in ﬁery letters before dissipating
  General
  You speak a powerful Word that carries with it the commanding will of your deity. Crea-
  tures hearing the word are bound to obey.
  1-11
  Failure.
  12-13
  You speak a single word, which must describe an action. For example, “go,” “attack,” 
  “retreat,” “speak,” “swim,” “grovel,” “silence,” and so on. The word must be spoken in 
  the direction of a single sentient target within 30’. That target receives a Will save to resist; 
  if failed, it must obey the command for its next round. The command is interpreted by 
  the creature’s natural thought processes; e.g., issuing an “attack” command to an herbi-
  vore may have a different response than to a carnivore. The word of command cannot be 
  longer in length than a single word and may be subject to misinterpretation. If the com-
  mand is completely contrary to a creature’s natural instinct, it receives a second Will save 
  at +4 to resist; for example, commanding a desert lizard to “swim” or any command of 
  “suicide.”
  14-17
  As above, and the target must obey the command for 1d6 rounds.
  18-19
  As above, and the word of command may be combined with a gesture that clariﬁes its 
  intent. For example, “attack” or “go” with a pointed ﬁnger.
  20-23
  As above, and the duration is increased to 1d6 turns.
  24-27
  As above, and the word of command may be issued to up to 6 targets within 30’. You 
  decide which targets are affected. Each target still receives a Will save.
  28-29
  As above, and the duration is increased to 1d7 days. The target receives a new Will save 
  each morning.
  30-31
  As above, and the spell’s range is increased to 60’.
  32+
  As above, and the spell’s range is increased to 120’. Additionally, if you possesses a physi-
  cal memento of a speciﬁc target (for example, a lock of hair, ﬁngernail, or favored weap-
  on), the spell may be cast against that target at a range of up to 1 mile without line of 
  sight.
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 138
  CHAPTER SIX
  JUDGE’S RULES
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 139
  
  DCC RPG Open Beta, June 2011
  Page 140
  WIZARD SPELLS
  W
  izard spells are not easily learned. While 
  divine entities may place knowledge in the 
  hearts of clerics, wizard spells result from 
  dangerous interactions that do not follow predictable 
  rules. Magic is not like physics. It is imprecise and the 
  decimal point is hard to place, so to speak; as Harold 
  Shea learned, summoning 1 dragon, 0.1 dragon, or 
  100 dragons is a matter of inculcation, not equations. 
  A supernatural display can be accomplished in more 
  than way; one wizard may chant, another might prac-
  tice a strange ritual, and a third may burn incense, all 
  to produce the same result. Moreover, one wizard’s 
  method of magic may not work for another wizard, 
  due to some trick of bloodline, extraplanar allegianc-
  es, or simple cosmic fate. Magic is just that: magic.
  The wizard’s class progression table shows how 
  many spells he knows. He does not simply learn new 
  spells upon advancing a level, however. This rules 
  convention of “spells known” plays out in game 
  terms as follows.
  General principles of wizard spells: In all conver-
  sations with a player about wizard spells, the judge 
  should remember these principles.
  1.  Knowledge is scarce. There is no “encyclope-
  dia of magic.” The internet doesn’t exist. Even 
  the Gutenberg press does not exist! This is a 
  medieval, feudal society without bookbinding 
  technology. Knowledge is rare, and knowledge 
  of spells and magic is even rarer. Obtaining 
  that knowledge is as often as much a process 
  of adventure than of reading. “Research” in 
  the modern sense of going to a library with or-
  ganized indices to retrieve certain books does 
  not exist. Simply learning that a spell exists is 
  a great accomplishment – much less learning 
  how to cast it.
  2.  Wizards are jealous bastards. No offense, but 
  it’s true. When knowledge is scarce, he with 
  the most knowledge holds an advantage over 
  his peers – and wizards want that advantage. 
  Identifying, obtaining, and learning a spell 
  represents a signiﬁcant investment; no wizard 
  gives away that investment for free. A wizard 
  must pay some price to loosen the lips of those 
  who would share with him.
  3.  The means are mysterious. Even when a wiz-
  ard learns that a spell exists, and ﬁnds a source 
  to teach him, the process of spellcasting may be 
  beyond his grasp. Practice, practice, practice!
  4.  Obtaining magical knowledge should be part 
  of the adventure. Finding new spells and mag-
  ical knowledge should be a motivational goal 
  for any wizard player.
  5.  Wizards seek understanding but are ever im-
  perfect. While clerics use magic to further a 
  cause, wizards seek to understand magic for its 
  own sake. But they are human, and their minds 
  are ﬁnite. The ﬁckle hand of fate – reﬂected in 
  the randomness of the d20 die roll – shall al-
  ways inﬂuence their efforts.
  SUPERNATURAL PATRONS
  Patron magic is powerful. It is the means by which 
  wizards surmount the limits of mortal magic. At low-
  er levels, an invoked patron provides material aid; at 
  higher levels, it can substantially elevate the caster’s 
  level of magical ability.
  Acquiring a Patron: While a cleric worships a de-
  ity out of shared belief, common alignment, similar 
  ethics, and an afﬁliation for the deity’s value, a wiz-
  ard pursues a patron strictly in the pursuit of power 
  – nothing more. A cleric may come to his deity after 
  a life-long quest for meaning; a wizard discovers a 
  terrible invocation that binds demon power to mortal 
  control, and from thenceforth, demands service from 
  said demon. Patron invocation is a function of a wiz-
  ard gaining the upper hand on – or at least a good 
  negotiation position with – a demon, ghost, spirit, el-
  emental, or other supernatural being capable of sup-
  porting his spellcasting.
  The bond between wizard and patron is established 
  after the supplicant completes the appropriate cer-
  emony using the patron bond spell. He then makes a 
  single spell check. Failure means he must try the cer-
  emony again; success means the patron accepts his 
  new servant. Thenceforth, the wizard may invoke 
  his patron with invoke patron at least once a day, and 
  possibly more often depending on the success of the 
  patron bond spell. 
  Quid Pro Quo: The patron will ask things in return 
  for his service. These may be sacriﬁces, quests, or 
  objects. The judge should convey to the player what 
  these requests may be. They may arrive as a whis-
  pered request at each invocation of the patron, come 
  as dreams, or actually be spoken messages delivered 
  by servants of the patron. A wizard who refuses to 
  obey his patron – or is slow in acting – may ﬁnd his 
  patron less apt to aid him in the future. 
  A patron pact is not the same as worship. The patron’s 
  clerics smite his enemies, build temples in his name, 
  and reinforce his creed with action; but a wizard pa-
  tron simply negotiates for power, offering services 
  for aid. It is mercenary exchange, nothing more. 
  
                                    DCC RPG Open Beta, June 2011
  Page 141
  Patrons are not always gods. A patron can be any 
  powerful supernatural creature. In fact they are usu-
  ally demons, devils, and demi-gods, not full deities. 
  To deign low enough to engage in compacts with 
  mortals would not be ﬂattering to a deity’s ego.
  Patron Spells: Invoking the aid of a patron is a high-
  ly unpredictable process. The whims of a demon are 
  such that the aid sought is not always the aid that is 
  given. When invoke patron is cast, the results can vary 
  widely, as described below. But in some cases, a pa-
  tron can also grant access to speciﬁc spells, according 
  to its nature and whims. 
  The spell tables include an entry for a “patron spell” 
  at each level. The examples below describe level 1, 
  2, and 3 patron spells for Bobugbubilz in detail. The 
  judge should feel free to develop similar spells for 
  other patrons. 
  Note that patron spells are, generally speaking, 
  slightly more powerful than other spells of the same 
  level. This comes at a cost. Just as with invoke patron, 
  every casting of a patron spell represents an act per-
  formed on the wizard’s behalf by the patron – who 
  may demand recompense at some future date.
  Spellburn: The player portion of this work includes 
  a table for randomly determining the requests as-
  sociated with spellburn. Role-playing the spellburn 
  interaction reinforces the connection between char-
  acter and patron, and the judge is encouraged to al-
  ways remind the players exactly what is happening 
  when spellburn occurs: it is not just a mechanical 
  game term, but a transaction between a mortal and 
  an immortal. Once patron magic is introduced into 
  your game, the spellburn process can become even 
  more engaging. As you create your own patrons, we 
  encourage you to create customized spellburn tables 
  for those patrons, and perhaps even keep a handy 
  list of what favors they currently have “available for 
  lending,” so to speak. That way, whenever a char-
  acter spellburns, you can easily reinforce the patron 
  bond and create adventure seeds as well. See below 
  for examples of this in practice with Bobugbubilz.
  Patron Taint: The spells cast by patron-based wizards 
  eventually take on the aspect of the wizard’s patron. 
  A wizard of Azi Dahaka, for example, may ﬁnd small 
  clouds of dust kicked up when he casts magic missile, 
  even though that spell is unrelated to his patron.
  The ﬁrst time a wizard casts invoke patron, patron bond, 
  or any other patron-based spell, there is a 1% chance 
  that his spellcasting becomes tainted by the patron. 
  At each subsequent casting, that chance increases by 
  1%. The chance after the second casting is 2%, then 
  3%, then 4%, and so on. 
  The patron taint indicates that the wizard’s ability 
  to use magic is now so deeply integrated with the 
  patron’s aid that almost any spellcasting carries some 
  engagement from the patron. This has visual implica-
  tions, as noted below, and may also carry some bene-
  ﬁt. But, again, the wizard is now even more indebted 
  to the patron. The only way to remove a patron taint 
  is to exorcise the relationship between patron and 
  wizard once and for all.
  If the dice indicate a patron taint is acquired, use the 
  examples below to determine what it is. Each patron 
  will have a number of indications of taint, and each 
  die roll indicating taint gives the opportunity for one 
  kind of taint to manifest. Eventually a spellcaster will 
  acquire all the signs of taint, at which point there is 
  no need to continue rolling.
  Once a patron taint is obtained, the chance to gain a 
  taint resets to 1% on each casting of a patron-based 
  spell. It then increases to 2%, 3%, 4%, and so on un-
  til another taint is earned, at which point it resets 
  again.
  Full examples are given on the pages that follow for 
  Bobugbubilz, and the judge is encouraged to devel-
  op detail for the other patrons given and for his own 
  campaign.
  Common Patrons: The following pages include de-
  tailed descriptions for some patrons well-known to 
  those who seek power. They are:
  Patrons with full invoke patron results, example spells, 
  and taint descriptions:
  Bobugbubilz, demon lord of amphibians (included 
  in the beta rules)
  The King of Elﬂand, ruler of the fey lands beyond 
  the twilight (not included in the beta rules)
  Patrons with full invoke patron results, but no example 
  spells or taint descriptions (not in the beta rules):
  Yddgrrl, the World Root
  Obitu-Que, Lord of the Five
  Ithha, Prince of Elemental Wind
  Azi Dahaka, demon lord of storms and waste
  Efftitin, Elemental Lord of Flame
  
  DCC RPG Open Beta, June 2011
  Page 142
  BOBUGBUBILZ
  Patron
  Bobugbubilz
  Overview
  The demon lord of amphibians, Bobugbubilz demands that his servants protect frogs, 
  toads, and salamanders; spread chaos; and revere the dark swamplands. The putrid 
  week-long ceremony must be completed in the slimy lair of the Toadﬁend. After any 
  major assistance, Bobugbubilz demands minor acts of fealty, usually related to slaying 
  the snakes and other creatures that so often eat his amphibious thralls.
  Invoke Patron check results:
  12-13
  Bobugbubilz is preoccupied. The ground oozes muck, rain falls from a clear sky, and 
  other signs of the Toadﬁend manifest, giving the wizard a surge of energy in the form of 
  +1d6 Strength for the next hour. This may be spellburned as normal.
  14-17
  Bobugbubilz sends a plague of toads. The squishy horde hops onto the scene in 1d6 
  rounds. The thousands of toads collectively occupy approximately a space of 20’x20’, 
  which can overlap with other creatures. The toads attack all enemies of Bobugbubilz, and 
  the caster, within their space. The swarm disperses in 1d6 rounds. Toad horde: Init +0; 
  Atk bite +2 melee against all in 20’x20’ space (dmg 1d4); AC 8; HP 40; MV 10’; Act 1; SV 
  Fort +4, Ref +0, Will +0; AL CN.
  18-19
  The ground surrounding the wizard’s most dangerous nearby opponent grows suddenly 
  moist. It falls away as a yawning toad’s mouth bursts up, crushing the enemy between its 
  lipless jaws. The enemy suffers 2d6 points of damage (DC 20 Fort save for half).
  20-23
  Bobugbubilz sends a devil frog. It arrives in 1d6 rounds. It obeys the caster’s commands 
  until Bobugbubilz needs it elsewhere (caster must make DC 20 spell check every hour or 
  it departs; or judge’s discretion). The devil frog is large enough to be ridden as a mount. 
  24-27
  As above, but Bobugbubilz sends a barbed salamander. This demonic salamander is large 
  enough to be ridden as a mount, provided the character has a saddle that overcomes the 
  barbs. 
  28-29
  Bobugbubilz sends a weak Toadﬁend. This horrid crossbreed of man and amphibian 
  rises immediately from a muddy pit and lurches about chaotically, striking down foes in 
  between croaking gurgles. It remains for one hour. 
  30-31
  The evil god of amphibians sends an avatar. This dark-skinned monstrous toad covered 
  in boils drops from above to attack the caster’s enemies. It remains for 2d6 rounds, dur-
  ing which time it ﬁghts ferociously.
  32+
  Bobugbubilz sends an avatar, as above, and also imbues the wizard with a supernatural 
  burst of toad-strength. The wizard gains a +6 bonus to Strength as long as the avatar 
  remains present.
  PATRON SPELLS: BOBUGBUBILZ
  The demon lord of amphibians grants three unique spells, as follows:
  Level 1: Tadpole transformation
  Level 2: Glorious mire
  Level 3: Bottomfeeder bond
  
                                    DCC RPG Open Beta, June 2011
  Page 143
  PATRON TAINT: BOBUGBUBILZ
  When patron taint is indicated for Bobugbubilz, roll 1d6 on the table below. When a wizard has acquired all 
  six taints at all levels of effect, there is no need to continue rolling any more.
  1 Buzzing, biting ﬂies appear when the wizard casts any spell. They distract and annoy but otherwise do 
  no harm. If this result is rolled a second time, the effect is ampliﬁed such that a large black swarm of ﬂies 
  appears with each spell. The swarm is large enough to distract nearby creatures within 10’, both friend 
  and foe (DC 8 Will save or -1 to all rolls for one round), though the caster is immune. If this result is rolled 
  a third time, the swarm of ﬂies follows the wizard constantly, day and night, whether he is casting spells 
  or doing something else.
  2 The wizard is constantly wet with moisture, as if he were in a sauna or a humid swampland. His brow 
  moistens, he sweats constantly, and by the end of every day his clothes are soaked through. This affects 
  his ability to carry scrolls, paper books, and other such things. If this result is rolled a second time, the 
  wizard sweats so profusely that his clothes are soaked by noontime every day. If this result is rolled a 
  third time, the wizard actually exudes a constant trickle of moisture. He is constantly thirsty and must 
  continually re-hydrate his body, and he leaves puddles behind when he stops moving.
  3 The wizard’s face gains a distinctly batrachian air. His eyes move apart, his brow thickens, and his lips 
  extend and tighten. His voice deepens and takes on a croaking echo. If this result is rolled a second time, 
  the wizard’s face transforms even further to resemble a frog, including the lengthening of his tongue and 
  the appearance of eye ridges. At night he involuntarily and subconsciously makes croaking noises in his 
  sleep. He can still pass for human, some of the time, although only by claiming he’s deformed or oth-
  erwise strange. If this result is rolled a third time, the wizard’s head transforms completely into a frog’s 
  head. He can still speak, in a strange amphibious overtone, but there is absolutely no way he can pass for 
  a normal human.
  4 Every time the wizard casts any spell, the area of effect is ﬁlled with a horrid swampland odor. Like a mix 
  of rotting vegetation and ﬁshy overtones, the smell is in no way pleasant. If this result is rolled again, a 
  noxious smell accompanies the wizard at all times, and is sufﬁciently vile that passersby comment on it. 
  If this result is rolled a third time, the wizard stinks so badly he is not welcome in polite company (but is 
  considered fragrant and delicious by the followers of Bobugbubilz).
  5 Whenever the wizard casts a spell, his legs extend and change their joint structure. They look deformed, 
  and the wizard must then move in short hops for a period of 1d4 rounds, at which point his legs return to 
  normal. (If a spell effect interacts with this, the spell effect takes precedent.) If this result is rolled a second 
  time, the transformation is more complete, such that the wizard’s legs truly resemble frog’s legs for 1d4 
  turns. He does not gain any extraordinary leaping ability but must move in hops rather than steps, which 
  looks strange. If this result is rolled a third time, the wizard’s legs permanently change into frog’s legs. 
  He gains the ability to leap his full movement speed in a single hop (e.g., if he moves 30’ he can cover a 
  full 30’ with one hop, allowing him to jump across ravines and pits).
  6 When the wizard casts a spell, tiny toads appear around him. They drop from the air, crawl from the folds 
  of his clothing, dig out of the ground beneath his feet, and sometimes materialize as part of the spell be-
  ing cast. Then they scamper off into the underbrush. If this result is rolled a second time, the toads appear 
  not just when the wizard casts a spell, but also 1d4 times randomly each day. It may be when the wizard 
  sits down to dinner, or tries to study a spellbook, or draws his dagger for combat: the toads just appear. 
  If this result is rolled a third time, the toads become a permanent accompaniment to the wizard. He is 
  always followed by a retinue of croaking, burrowing, hopping frogs and toads of various sizes, ranging 
  from newly natured tadpoles up to bullfrogs. No matter how many times he shoos them, new ones arrive 
  from unexpected sources. The wizard has a very hard time ﬁtting into polite society.
  
  DCC RPG Open Beta, June 2011
  Page 144
  Tadpole Transformation
  Level
  1 (Bobugbubilz)
  Range
  Self
  Duration
  Varies
  Casting time
  1 round
  Save
  None
  Manifestation
  See below
  General
  A true servant of Bobugbubilz enjoys the calm the deep swamp. The relaxing buzz of 
  mosquitoes and biting ﬂies, the cooling touch of muddy water, the irregular splashes of 
  frogs and ﬁshes, and the deep-throated calls of the swampland bullfrogs: these are the 
  sounds and sights that bring happiness to Bobugbubilz and his thralls. This spell enables 
  you to enjoy such sensations, by changing your body to best accommodate them.
  1-11
  Lost. Failure.
  12-13
  Your legs double in girth, your ankle joint extend, and your legs double-back like a frog’s. 
  You can now hop distances equal to twice your normal walking speed. This means you 
  can make a standing leap clear across chasms and pits or hop rapidly to move at twice 
  your normal speed. The transformation lasts for 1d6 turns.
  14-17
  You grow a stiff, tadpole-like tail. You can now swim at a speed equal to double your 
  normal walking speed. The transformation lasts for 1d6 turns.
  18-19
  You grow gills in the side of your neck. You can now breathe underwater for 1d6 turns.
  20-23
  Your mouth distorts into the wide, gulping maw of a frog, and your tongue lengthens. 
  You gain a bite attack that deals 1d4 damage plus your Strength modiﬁer. Additionally, 
  you can extend your sticky tongue with great accuracy. As a ranged attack, you can target 
  any object within 40’ with your tongue. Success indicates you latch onto the object and 
  can reel it back with an effective Strength of 20 (for purposes of the sticky tongue only) – 
  the target must make an opposed Strength check to resist. The effect lasts for 1d6 turns.
  24-27
  You undergo a broad transformation that grants you frog legs, a stiff tadpole tail, gills, 
  and a frog mouth, as the above four results. The effect lasts for 1d6 turns.
  28-29
  You gain all effects from results 24-27 above, and the duration is extended to 1d6 hours.
  30-31
  The wizard is transformed into a walking avatar of Bobugbubilz. His girth and mass 
  grows to roughly double normal. His arms and legs thicken, he grows a tadpole-like tail, 
  and his frog-like mouth is imposing in size. He gains the hopping, swimming, breathing, 
  biting, and tongue-lashing abilities outlined above for a period of 1d6 hours. In addition, 
  due to his larger size and constitution, he gains 2d6 temporary hit points and is treated 
  as having a Strength of 18 for all normal purposes (including melee combat).
  32+
  As above, and the duration is extended to 24 hours, although you can cut the spell short 
  at any point you desire.
  
                                    DCC RPG Open Beta, June 2011
  Page 145
  Glorious Mire
  Level
  2 (Bobugbubilz)
  Range
  Touch
  Duration
  Varies
  Casting time
  1 round
  Save
  None
  Manifestation
  See below
  General
  The demon lord of amphibians is most comfortable in the endless swamplands of his 
  home plane. These pits of briny mud extend endlessly toward a low brown horizon, en-
  tangled in roots, and sunk amidst stiff gray plants and furry mildewed ruins. With this 
  spell, you transform your immediate surroundings into the swampland that Bobugbu-
  bilz calls home. Stone ﬂoors soften and change to mud, trees destabilize and wobble on 
  their newly liquid foundation, and castles sink into the mire. At low levels you can affect 
  only a small volume of space, but at high levels, this spell can bring down castles.
  1-13
  Lost. Failure.
  14-15
  You can transform a small space to swamp. You must touch the object to be affected. 
  The space is equal to eight cubic feet, or roughly the size of a human-sized door or a 2’ 
  cube. Any mundane, non-living material can be affected (wood, stone, gold, dirt, etc.). 
  The space changes into a semi-liquid muddy pool. If cast on a door, the door slides to the 
  ground into a pool of gunk. If cast on a dungeon ﬂoor, the ﬂoor turns into a muddy pool 
  a few inches deep. Living creatures are not affected, but their belongings (such as armor 
  or a sword) can be. Magical items are not affected. The spell lasts for 1d6 turns, at which 
  point the object reforms to its original dimensions and nature.
  16-19
  As above, but you can affect a larger space equal to 250 square feet, or roughly the size of 
  a large boulder 10’ x 5’ x 5’. The spell lasts for 1d6 turns, at which point the object reforms 
  to its original dimensions and nature. Living creatures that were sitting on the affected 
  area sink into the mud as if they had been dropped into a swamp. If they are lightweight 
  or can swim, there may be no impact, but heavily armored creatures may fall below the 
  surface and drown.
  20-21
  As above, but the spell’s duration is extended to 1d6 hours.
  22-25
  You can transform a large battleﬁeld into swamp. You touch the point of origin, then 
  guide the dimensions of the space to be affected. You must have line of sight to the edges 
  of the space. You can deﬁne a space up to 100’ wide on each side, which is transformed 
  into a swampy pool of mud, muck, and shallow water up to a few feet deep at various 
  points. The battleﬁeld becomes difﬁcult terrain. Lightly armored creatures move at half 
  speed, but heavily armored warriors, as well as heavy creatures such as cows, horses, or 
  minotaurs, become mired and unable to move. Some creatures may actually drown in the 
  shallow water if they cannot be freed. The swampland remains intact for 1d6 days.
  Alternately, you can affect a large solid mass up to the size of a large house. Only mun-
  dane, non-living materials are affected (wood, stone, gold, dirt, etc.). The solid mass liq-
  ueﬁes into a pile of mud and goo. The effect lasts for 1d6 days, at which point the object 
  reforms to its original shape.
  26-29
  You can transform a battleﬁeld or large mass to mud, as above, but the duration is per-
  manent.
  30-31
  You can permanently transform a vast expanse to swampy muck. The space is equal to up 
  to 20,000 cubic feet, or a battleﬁeld 200’ x 100’ to a depth of about a foot. This is also suf-
  ﬁcient to affect a solid mass of almost 60’ x 60’ x 60’, or a large castle.
  32-33
  As above, and you can also affect a single magical object. Affecting a magical object counts 
  as the entire use of the spell. You cannot affect a large cubic volume of normal matter and 
  a magical item; you must choose one or the other. Magical objects receive a Fort saving 
  throw to resist the effect. Otherwise, they are transformed to mud.
  34+
  As above, and you can also affect a single living creature. A living creature must be 
  touched to be affected, and the living creature counts as the entire focus of the spell: you 
  must choose to affect a large cubic volume, a magic item, or a living creature. Living crea-
  tures receive a Fort saving throw to resist the effect. Success indicates they are unaffected. 
  Failure indicates they are transformed to mud and instantly slain.
  
  DCC RPG Open Beta, June 2011
  Page 146
  Bottomfeeder Bond
  Level
  3 (Bobugbubilz)
  Range
  30’ or more
  Duration
  1 turn or more
  Casting time
  2 rounds
  Save
  Will vs. spell check DC for intelligent creatures
  Manifestation
  See below
  General
  Bobugbubilz holds court on a distant plane populated by endless horizons of swamp-
  land. In this place he is lord of all amphibians, as well as many other swamp dwellers, 
  including crocodiles, catﬁsh, venomous snakes, and biting ﬂies. This spell reinforces 
  your bond to Bobugbubilz in the eyes of mortal incarnations of his followers, and with 
  such a bond you gain some degree of control over such creatures.
  1-15
  Lost. Failure.
  16-17
  All mundane swampland creatures that come within 30’ of you regard you with a neu-
  tral disposition. You are just like a rock or tree to them: not an enemy and not food. 
  Swampland creatures include all amphibians, as well as crocodiles, ﬁsh, snakes and 
  other reptiles, insects, and any other mundane creature that lives in a swamp. Intelligent 
  swamp-dwellers, such as lizardmen, receive a Will save to resist the spell effect. If failed, 
  they perceive you as non-threatening. The effect continues for 1 turn, or until you take 
  an action that threatens or harms the creatures.
  18-21
  As above, except even magical, un-dead, or extra-planar swampland creatures regard 
  you as non-threatening. This includes lacedons (water-dwelling ghouls), swamp zom-
  bies, witch doctors, scrags (water-dwelling trolls), and primal variants of swamp-dwell-
  ers. Intelligent creatures receive a Will save to resist, as above.
  22-23
  As above, and you are regarded as non-threatening by all reptilian, amphibian, piscine, 
  and insectoid creatures, as well as the speciﬁc swamp-dwelling varieties. Dragons are 
  not considered reptilian for these purposes. Intelligent creatures receive a Will save to 
  resist, as above.
  24-26
  As above, and the spell’s range is extended to 100’.
  27-31
  As above, and the spell’s duration is extended to 1 hour.
  32-33
  All reptilian, amphibian, piscine, and insectoid creatures within 100’ regard you as not 
  only neutral but potentially as a friend and ally. Unintelligent and mundane creatures 
  of 4 HD or less are automatically affected, while intelligent, magical, and extraplanar 
  creatures, or those of 5 or more HD receive a Will save to resist. Affected creatures hop, 
  slither, and slide to your side in an effort to nuzzle and offer their assistance. The effect 
  lasts for 1d6+2 turns. While under this friendly inﬂuence, the creatures obey your com-
  mands to the best of their ability (limited by their intelligence and physical capabilities, 
  of course). Creatures sent into dangerous situations or those that oppose their nature 
  receive another Will save at a +4 bonus to break the effect. Examples would include ﬁsh 
  ordered out of the water, frogs ordered to ﬁght a creature much larger than themselves, 
  and so on.
  34-35
  As above, and the effect extends to 200’ with a duration of 2d6+4 turns.
  36+
  As above, and the effect is ongoing for 1d6 days, to a range of 200’. Creatures affected re-
  main under the spell’s inﬂuence until its duration ends. By the time the spell ends, you 
  are like the Pied Piper of swampland creatures, trailed by a train of crocodiles, snakes, 
  ﬁsh, toads, frogs, and tadpoles, along with a veritable cloud of insects. When the effect 
  disperses this mass of creatures slithers off into the muck.
  
                                    DCC RPG Open Beta, June 2011
  Page 147
  SPELLBURN: BOBUGBUBILZ
  Bobugbubilz does not reason like Man, and his requests do not always have an immediate end goal. When a 
  wizard utilizes spellburn, roll 1d4 on the table below when a request is made. These ideas should hopefully 
  give you room to expand in your own campaign.
  1 Bobugbubilz needs the blood of a dry-dweller (that is, a creature that lives only on land). The caster’s 
  blood will do (expressed as Stamina, Strength, or Agility loss).
  2 The demon lord of amphibians needs the feet of a man-creature. In this special situation, the character 
  can spellburn up to 10 points of ability score loss, but need not take any physical action or damage. If 
  he sacriﬁces the feet of a man-creature (any humanoid will do) to Bobugbubilz before the next sunrise, 
  the character takes no spellburn. If he fails to ﬁnd such a sacriﬁce, he takes the full 10 points, distributed 
  across ability scores at the judge’s discretion, at the next sunrise.
  3 Bobugbubilz requires the sweet voice of the caster to make an invocation that his own amphibious ser-
  vants cannot pronounce properly. Time slows to a crawl as the wizard character is whisked away to a 
  dizzying plane of close-quartered, moist, womb-like caverns, where is forced to read an text written in 
  the words of his native language but with a recondite meaning utterly beyond his comprehension. Upon 
  completing the invocation, he appears back on his native plane. No time seems to have passed, and he 
  ﬁnds himself weakened by whatever extent he sacriﬁced ability score points for spellburn.
  4 A slithering host of foul serpents wriggles forth from the ground at the caster’s feet, where they promptly 
  bite his ankles and begin sucking his blood. If the caster resists, the serpents ﬂee and the spellburn fails. 
  If he does not resist, the serpents suck blood until the spellburn is complete as normal, then they wriggle 
  back into the earth. As they disappear below the ground, one turns its head back to offer thanks from 
  Bobugbubilz…then it is gone.
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 148
  CHAPTER SEVEN
  MONSTERS
  
  LAYOUT DRAFT DCC RPG Open Beta, June 2011
  Page 149
  
  DCC RPG Open Beta, June 2011
  Page 150
  T
  he Dungeon Crawl Classics Role Playing Game 
  dispenses with traditional monster assump-
  tions. There are no “generic” monsters. The 
  orcs that live in one region may differ from those in 
  another region, and all monster statistics presented 
  here are local variations. This is a world where more 
  is learned from the lips of man than the ink of pen, 
  and accurate knowledge is a rare and valuable thing; 
  thus, both judge and players know the creatures of 
  their town and surrounding valleys, but what mon-
  sters lurk in the next mountain pass remains a thing 
  of mystery.
  With that caveat, judges will need some basic crea-
  tures to use as opponents for the heroes when they 
  playtest this game. Here is a short selection of mon-
  ster statistics for classic creatures. Judges should have 
  a frame of reference for each of these creatures, from 
  prior editions and other games, which should give 
  them a sense of how DCC RPG interprets them.
  BASILISK
  Basilisk: Init -1; Atk bite +5 melee (dmg 1d10) or 
  claw +3 melee (dmg 1d4) or gaze (special); AC 16; 
  HD 5d8; MV 40’; Act 2d20; SP gaze (DC 14 Will); SV 
  Fort +6, Ref +1, Will +1; AL C; XP XXX.
  Basilisks are stout, six-legged lizards with tough 
  hides and a paralyzing gaze. They came once from 
  another plane, and now haunt mountains, hills, and 
  dungeons in relentless search of prey. A basilisk can 
  use an action to lock eyes with a living creature; the 
  target that looks a basilisk in the eye must make a 
  DC 14 Will save or be paralyzed for 2d6 turns. Typi-
  cally, a basilisk gazes to cause paralysis, then uses its 
  second action to bite the target that same round. Ten 
  percent of basilisks have eight legs and the ability to 
  climb vertical surfaces at a speed of 40’. Five percent 
  of basilisks have a gaze that instead turns their vic-
  tim to stone permanently. The rarest type of basilisk 
  is a variety that recently arrived from the Abyss; the 
  abyssal basilisk possesses 8 HD and gains a +2 bonus 
  to attack rolls.
  
                                    DCC RPG Open Beta, June 2011
  Page 151
  BUGBEAR
  Bugbear: Init +1; Atk mace +5 melee (1d6+5); AC 16; 
  HD 4d8+4; MV 30’; Act 1d20; SP infravision 60’; SV 
  Fort +4, Ref +0, Will +2; AL LE; XP XXX.
  Bugbears share a common ancestor with goblins, 
  whom they dominate. A bugbear stands 8’ tall but is 
  a pudgy pear-shaped thing, like a bear that gorged 
  on summer berries far too long. Its uninspiring ap-
  pearance belies 500 pounds of mass, however, and 
  the strength that goes with this mass is impressive. 
  Bugbears are not intellectually impressive but are 
  smart enough to install themselves as the rulers of 
  goblin tribes, who they abuse and misuse as their 
  personal slaves. Typically, there will be one or two 
  families of 3-4 bugbears for every band of goblins. 
  Bugbears rule by brute strength from shabby throne 
  rooms, sending their goblin slaves on raids against 
  easy targets. If forced into direct combat, a bugbear 
  ﬁghts with an enormous spiked mace and a mish-
  mash of armored odds and ends. However, a threat-
  ened bugbear would rather retreat to ﬁnd another 
  easy life of ruling goblin slaves than stand and ﬁght 
  heroes!
  CHIMERA
  Chimera: Init +0; Atk lion bite +5 melee (dmg 2d4) 
  or goat gore +4 melee (dmg 2d4) or snake bite +6 
  melee (dmg 1d10+2) or claws +4 melee (dmg 1d3) or 
  breathe ﬁre; AC 18; HD 5d8+8; MV 30’ or ﬂy 30’; Act 
  3d20; SP breathe ﬁre 3/day; SV Fort +4, Ref +2, Will 
  +2; AL CE; XP XXX.
  The chimera is a winged creature with the body 
  and head of a lion, a second head of a goat, and a 
  snake-headed tail. It is a ﬂying predator that hunts 
  the lowlands where its livestock prey gather. Each 
  round, it has three attacks, one from each head. The 
  snake head can breathe ﬁre 3/day in a cone measur-
  ing 90’x30’, causing 3d8 damage (DC 15 Ref save for 
  half). Ten percent of chimeras have a dragon’s head 
  at the shoulder instead of a snake-headed tail, and 
  ﬁve percent have a bull’s head in place of the goat 
  head. Prime chimeras have double HD, masses of 
  tentacles at the joints, elongated claws granting an-
  other attack, and a chimeric touch ability (DC 18 Will 
  save or target’s touched body part mutates to lion, 
  goat, snake, dragon, or bull).
  
  DCC RPG Open Beta, June 2011
  Page 152
  GHOUL
  Ghoul: Init +1; Atk bite +3 melee (dmg 1d4 plus par-
  alyzation) or claw +1 melee (dmg 1d3); AC 12; HD 
  2d6; MV 30’; Act 2d20; SP un-dead traits, paralyza-
  tion, darkvision 100’; SV Fort +1, Ref +0, Will +0; AL 
  CE; XP XXX.
  A ghoul is a corpse that will not die. Granted eter-
  nal locomotion by means of black magic or demoniac 
  compulsion, these un-dead beasts roam in packs, 
  hunting the night for living ﬂesh. They appear as 
  ragged dead men and attack with ferocious biting 
  and clawing.
  A man-type creature bitten by a ghoul must make a 
  DC 14 Will save or be paralyzed, unable to move or 
  take any physical action for 1d6 hours. Elves are not 
  affected by this paralyzation. A creature killed by a 
  ghoul is usually eaten. Those not eaten arise as ghouls 
  on the next full moon unless the corpse is blessed.
  Ghouls do not make any noise whatsoever. They are 
  un-dead, and thus can be turned by clerics. They do 
  not eat, drink, or breathe, and are immune to critical 
  hits, disease, and poison. As un-dead, they are im-
  mune to sleep, charm, and hold spells, as well as other 
  mental effects and cold damage.
  Smaller ghouls of 1 HD or less are formed from the 
  corpses of goblins or kobolds, and larger ghouls of 
  up to 8 HD are formed from the corpses of ogres, gi-
  ants, bugbears, and such. There exists a marine form 
  of a ghoul called a lacedon, which can swim quickly.
  GOBLIN
  Goblin: Init -1; Atk bite -1 melee (dmg 1d3) or as 
  weapon -1; AC 10 + armor; HD 1d6-1; MV 20’; Act 
  1d20; SP infravision 60’; SV Fort -2, Ref +1, Will -2; 
  AL LE; XP XXX.
  Goblins are small, crooked-faced, bendy-backed, 
  two-legged man-things with gray, tan, brown, or 
  green skin and yellow or red beady eyes. They live 
  in caves, under large rocks, and in the ruins of civi-
  lized lands, being incapable of architectural accom-
  plishments. They are inveterate cowards and avoid 
  conﬂict at all costs, prostrating and genuﬂecting 
  with slavering, whimpering protestations of inno-
  cence. Typically, they would rather run than ﬁght 
  unless accompanied by their evolutionary cousins, 
  the bugbears and hobgoblins, who rule some goblin 
  tribes and motivate them to aggression with lashes 
  and beatings. If a goblin tribes’ bugbear or hobgoblin 
  leader is killed, goblins in combat must make a DC 16 
  morale check or rout.
  Goblins can see in the dark to 60’ and attack with a 
  -1 penalty in bright light. One quarter of goblins ride 
  dire wolves or hunt with them. Goblins ﬁght with 
  slings, clubs, or dull swords, and are armored in pad-
  ded, leather, or hide.
  
                                    DCC RPG Open Beta, June 2011
  Page 153
  HOBGOBLIN
  Hobgoblin: Init +2; Atk sword +2 melee (dmg 1d8+2) 
  or whip +2 melee (1d6 plus DC 14 Ref save or be en-
  tangled); AC 14 (scale mail); HD 1d8+2; MV 30’; Act 
  1d20; SP infravision 60’; SV Fort +1, Ref +1, Will -1; 
  AL LE; XP XXX.
  Hobgoblins are the evolutionary superiors to goblins. 
  They superﬁcially resemble goblins in skin tone and 
  facial features, but stand straight and tall as a man, 
  are intelligent, utilize manufactured armor and arms, 
  and demonstrate a proclivity for military organiza-
  tion. They battle in formation, designating sergeants 
  and lieutenants to serve under a general, with each 
  ofﬁcer commanding a band of conscripted goblins. 
  Were it not for hobgoblins, the goblin race would 
  rarely be encountered by man, but hobgoblins have 
  a racial afﬁnity to ruling goblins (much as an older 
  brother can command his younger siblings) and gob-
  lins are loath to disobey them. The relationship is a 
  strange mixture of respect and fear. Where bugbears 
  rule by force alone, hobgoblins do instill discipline 
  and trust in their goblin charges.
  Usually there is one hobgoblin corporal for every 10-
  20 goblins. There are three or four hobgoblin corpo-
  rals to a sergeant, who has 2 HD and attacks with a 
  +4 bonus to attack rolls. For every two or three ser-
  geants, there is a lieutenant with 4 HD and a +6 bo-
  nus to attack rolls. Above the lieutenants is a general, 
  with 6 HD and +8 bonus to attack rolls.
  Hobgoblins attack elves, which they hate above all 
  else, on sight. They treat bugbears as rivals for lead-
  ership of their goblin minions.
  KOBOLD
  Kobold: Init +1; Atk tiny sword -2 melee (1d4-1); AC 
  11; HD 1d4; MV 20’; Act 1d20; SP darkvision 100’; SV 
  Fort -2, Ref +0, Will -2; AL N; XP XXX.
  Kobolds are rusty-skinned dog-headed demi-hu-
  mans who despise fey. They hail from the deep pits 
  underneath the lands of pixies, nixies, sprites, brown-
  ies, gnomes, and leprechauns. Some wizards believe 
  kobolds are the reincarnations of damned fey. Ko-
  bolds associate elves with their fey enemies and seek 
  to ambush and torture them.
  A tall kobold stands barely four feet tall, with sharp, 
  bared teeth, pert horns, hideous red eyes, and cloth-
  ing that tend toward warm hues. In their natural 
  state, kobolds are squabbling, noisy creatures, and on 
  the material plane they live in squalid swamps, op-
  pressively dank jungles, and claustrophobic tunnels. 
  However, they are sociable, at least with their own 
  kind; kobolds are never found in numbers smaller 
  than thirty, and they often live in overcrowded war-
  rens with hundreds of occupants, including domes-
  ticated boars and weasels, as well as large incuba-
  tion chambers for kobold eggs and young. For every 
  thirty kobolds there is a leader and two guards with 6 
  hp each. For every hundred kobolds, there is a tribal 
  leader with 9 hp and his retinue of ﬁve guards. 
  Kobolds have infravision to 60’ but suffer a -1 pen-
  alty to attacks in bright light.
  
  DCC RPG Open Beta, June 2011
  Page 154
  LIZARD, GIANT
  Lizard, giant: Init -3; Atk bite +5 melee (dmg 3d4); AC 
  17; HD 3d8; MV 40’ or climb 20’; Act 1d20; SP camou-
  ﬂage; SV Fort +2, Ref -2, Will -2; AL N; XP XXX.
  The giant lizard is found in many varieties. Croco-
  diles guard the bogs, iguanas hang from trees, and 
  geckos traverse cave walls. Regardless of type, all gi-
  ant lizards are masters at camouﬂage; they receive a 
  +10 bonus to all attempts at hiding.
  LIZARDMAN
  Lizardman: Init -2; Atk bite +3 melee (dmg 1d4 and 
  roll) or club +2 melee (dmg 1d4); AC 14; HD 1d8; MV 
  30’ or swim 30’; Act 1d20; SP roll, move silently; SV 
  Fort +2, Ref -1, Will -1; AL NE; XP XXX.
  Lizardmen are the furtive, silent witnesses of the 
  swamp. Hermitic by nature and living only in small 
  family groups, they glide silently twixt the hollow 
  reeds, slitted eyes watching eternal. When a fox is 
  lamed, a ﬁsh trapped, or a man mired, the lizardman 
  creeps forth to drag it into the shallow mud, gummy 
  slavering jaws submerging its victim’s last breath 
  ‘neath the gurgling muck.
  A lizardman moves silently in swamp or water (treat 
  as +10 to all checks related to stealth). It attacks with 
  a blunt-toothed bite. Any creature hit by the bite must 
  succeed on an opposed Strength check. For purposes 
  of this check, the lizard man’s prognathous jaw and 
  powerful bite grant it a +8 modiﬁer. If the lizard man 
  wins, it rolls the target under water. While trapped in 
  this manner, the victim begins drowning. Each round 
  it takes 1d6 temporary Stamina damage. When Stam-
  ina is reduced to 0, the target dies. A lizardman occu-
  pied in this manner cannot attack other targets, and 
  the ensnared victim can attack only at a -4 penalty.
  Lizardmen hunting parties consist of 1d3+1 blood-
  related adults. There is a 25% chance they are ac-
  companied by a tamed giant snake or giant crocodile 
  (treat as giant lizard). Five percent of lizardmen are 
  shamans (treat as 1st- or 2nd-level clerics).
  MANTICORE
  Manticore: Init +5; Atk bite +6 melee (dmg 1d8) or 
  claw +4 melee (dmg 1d3); AC 16; HD 6d8+6; MV 40’, 
  ﬂy 50’; Act 3d20; SP tail spikes or barbed tail; SV Fort 
  +5, Ref +4, Will +6; AL CN; XP XXX.
  The manticore is a lazy predator that eschews battle 
  in favor of opportunistic meals. It has the body of a 
  lion, great bat-like wings, and the face of a bearded 
  man. It craves the taste of man-ﬂesh, and willingly 
  attacks women and children, lone travelers, and the 
  wounded survivors of battle – but is not often found 
  seeking a meal from mail-armored swordsmen. It 
  typically follows demi-human hunting parties, only 
  to alight and steal their kills before they can react.
  Fifty percent of manticores have iron tail spikes em-
  bedded in their lion-tails. As a single action, the man-
  ticore can loose a volley of 6 tail spikes, which attack 
  at +6 missile ﬁre (range 100’) for 1d6 damage each. A 
  manticore can release four such volleys per day.
  The other 50% of manticores have barbed scorpion-
  tails. In combat, they can use an action to lash out 
  with a single tail strike per round, at +8 melee (dmg 
  1d10 + poison). The poison requires a DC 16 Fort 
  save or the target loses 1d6 Stamina with each strike.
  MINOTAUR
  Minotaur: Init +8; Atk gore +8 melee (dmg 1d8+4) or 
  axe +8 melee (dmg 1d10+4); AC 15; HD 6d8+6; MV 
  30’; Act 1d20; SP bull charge, never surprised; SV Fort 
  +6, Ref +8, Will +2 (see below); AL CN; XP XXX.
  Minotaurs are mighty bull-headed men cre-
  ated with divine purpose. They do not repro-
  duce naturally and are rarely encountered in 
  places not preordained by the gods. Little do 
  the minotaurs understand their great purpose 
  other than to rend, gore, and kill, functions 
  they serve admirably.
  A minotaur initiates combat with a powerful 
  bull rush ending in its gore. This counts as a 
  special charge: in addition to a +2 attack bonus 
  and a -2 AC penalty, the minotaur gets an extra 
  1d8 damage (for total of 2d8+4) and the target 
  must make an opposed Strength check (treat 
  the minotaur as Str 24) or be hurled back 20’.
  Minotaurs are never surprised and are utterly 
  
                                    DCC RPG Open Beta, June 2011
  Page 155
  fearless. They are not smart but are cunning, like a 
  hunting predator. Minotaurs are resistant to spells 
  that affect their mental faculties (such as charm, scare, 
  and so on), receiving an additional +6 bonus to Will 
  saves against these spells.
  OGRE
  Ogre: Init +2; Atk slam +5 melee (dmg 1d6+6) or 
  great mace +5 melee (dmg 1d8+6); AC 16; HD 4d8+4; 
  MV 20’; Act 1d20; SP bear hug; SV Fort +4, Ref +2, 
  Will +1; AL CN; XP XXX.
  A gray-skinned ape with short legs, long arms, rotund 
  torso, and the thick-featured face of a man, the ogre 
  is a stupid bully easily conquered with guile. Living 
  in fetid caves littered with bones, ogres scavenge and 
  terrorize, but never plan further than their next meal. 
  Their prodigious strength is put to use by the clever 
  and the brave, who beguile them with promises of 
  rich feasts and richer plunder. When not alone in 
  their country lairs, ogres serve as men-at-arms and 
  mercenaries with the armies of giants, sorcerers, and 
  desperate kings.
  In single combat, an ogre grasps its enemy in a 
  mighty bear hug to break his spine. If an ogre lands 
  a slam successfully, its opponent must succeed at 
  an opposed Strength check against the ogre’s 22 
  Strength (+6). Failure means he has been trapped in 
  a bear hug. Each round thereafter, the ogre automati-
  cally inﬂicts another 1d6+6 damage. The victim can 
  attempt to escape each round with another Strength 
  check on his action.
  ORC
  Orc: Init +1; Atk claw +1 melee (dmg 1d4) or as 
  weapon +1; AC 11 + armor; HD 1d8+1; MV 30’; Act 
  1d20; SV Fort +2, Ref +0, Will -1; AL CE; XP XXX.
  Orcs are brutish humanoids created in magical caul-
  drons by a long-dead wizard. They are a product of 
  dark sorceries and sutured body parts. Once com-
  manded by a great general, orcs now wander the 
  wilderness in small bands, raiding and squabbling, 
  never settling. They have piggish faces with tusked 
  mouths and green or grey skin. Female orcs are as 
  muscular as the males. Orcs are always prepared for 
  war, wielding maces, bows, swords, axes, and shields, 
  with armor of chain or plate. Every band has a boss 
  with 4d8+4 HD and an attack bonus of +4. Bands 
  with more than 30 orcs also have a witch doctor of 
  2d8 HD who knows 1d4 1st-level cleric spells and 
  1d3-1 2nd-level spells at a +3 spell check. Prime orcs 
  are enormous and powerful, up to triple HD with an 
  additional +4 bonus to attack and damage rolls from 
  their earthy strength.
  PRIMEVAL SLIME
  Slime: Init (always last); Atk pseudopod +4 melee 
  (dmg 1d4); AC 10; HD 1d8 per 5’ square; MV 5’, 
  climb 5’; Act 1d20 per 5’ square; SP half damage from 
  slicing and piercing weapons; SV Fort +6, Ref -8, Will 
  -6; AL N; XP XXX.
  Man evolved from croaking protoplasm, and his de-
  scendents still crawl amidst the murky swamps and 
  tenebrous caves. Primeval slimes come in many vari-
  eties, none of them safe, all of them oozing slowly in 
  search of organic matter suitable for dissolution. 
  Known to peasants as oozes, jellies, puddings, or 
  slimes, these things are typically a few centimeters 
  or inches thick and up to a quarter-mile in size. Most 
  cover an area of 50 or 100 square feet but can ooze 
  through openings as narrow as one centimeter. Some 
  are lumpy masses many feet in depth, or cubic in 
  shape. All can cling to vertical surfaces and hang up-
  side-down.
  For every 5’x5’ square, a slime has 1d8 hit points and 
  can deploy one pseudopod in its defense. Slimes suf-
  fer half damage from slicing and piercing weapons 
  (swords, daggers, arrows, axes, etc.), as their primor-
  dial mass quickly re-knits such wounds. They may 
  be vulnerable to other attacks, as indicated below.
  Roll 1d8 to determine a primeval slime’s color: (1) 
  yellow; (2) green; (3) red; (4) ochre; (5) black; (6) gray; 
  (7) tan; (8) clear.
  A slime has 1d4-1 special properties. Roll 1d10 to de-
  termine them randomly:
  1 
  Acidic touch. Pseudopods do an additional 
  1d6 damage. Additionally, any creature that 
  steps on the slime takes 1d6 damage. The 
  slime will attempt to move over adjacent tar-
  gets and engulf them. Targets engulfed take 
  1d6 damage and cannot escape or take any 
  action without making an opposed Strength 
  check against the slime (treat the slime as Str 
  12 + 2 per 5’ section).
  2 
  Paralyzing touch. Pseudopods or slime’s 
  touch requires target to make DC 14 Fort save. 
  Failure causes paralysis for 1d6 hours. 
  3 
  Sticky. Any creature touched by the slime 
  must make a DC 15 Str check to pull away. 
  Stuck creatures attack at a -2 penalty to attack 
  rolls and are dragged along by the slime until 
  they pull free. The sticky skin of the slime is 
  encrusted with 2d4 random objects picked up 
  by its sticky travels.
  4 
  Protoplasmic breakdown. The slime digests 
  
  DCC RPG Open Beta, June 2011
  Page 156
  its food by emitting acidic juices on contact. 
  Any creature that contacts the slime (includ-
  ing by attack from a pseudopod) temporarily 
  loses 1d4 Stamina from the digestive juices. 
  A creature that reaches 0 Stamina is immedi-
  ately killed.
  5 
  Metal digestive. Any metal weapon touched 
  by the slime or that strikes the slime is dam-
  aged. A weapon is rendered useless after one 
  touch and metal armor loses one “plus” to 
  Armor Class every round of contact. Magic 
  articles receive a save against DC 12 (add the 
  weapon’s “plus” to the d20 roll).
  6 
  Rapid reproduction. For every 5 hit points of 
  damage inﬂicted by the slime, its area grows 
  by another 5’x5’ and it gains 5 hit points.
  7 
  Sensitive to light. The ooze is either drawn to 
  light or takes 1 point of damage per round of 
  exposure (50% chance of either). 
  8 
  Psionic. The ooze has a latent, primitive intel-
  ligence. It hurls mental blasts against nearby 
  targets in an attempt to subdue them. Each 
  round it gains a new action which is a psychic 
  blast. It can target any living creature within 
  100’ with a psychic blast. A creature struck by 
  the psychic blast must make a DC 14 Will save 
  or take 1d6 points of damage as it reels back in 
  intense mental pain, its nose and ears bleed-
  ing from the pressure within its cranium.
  9 
  Takes double damage from one source. Roll 
  1d6: (1) ﬁre; (2) cold; (3) acid; (4) lightning; 
  (5) force energy (e.g., magic missile); (6) necro-
  mancy (e.g., chill touch).
  10 
  Immune to one kind of attack. Roll 1d6: (1) 
  ﬁre; (2) cold; (3) acid; (4) lightning; (5) force 
  energy (e.g., magic missile); (6) necromancy 
  (e.g., chill touch).
  SKELETON
  Skeleton: Init +0; Atk claw +0 melee (dmg 1d3) or by 
  weapon +0 melee; AC 9; HD 1d6; MV 30’; Act 1d20; 
  SP un-dead, half damage from piercing and slash-
  ing weapons; SV Fort +0, Ref +0, Will +0; AL CE; XP 
  XXX.
  Brittle bones held together by eldritch energies, skel-
  etons are un-dead creatures raised from the grave to 
  do disservice to the living. They rattle and creak as 
  they move across the graveyards and tombs where 
  they can be found. If under the command of a wiz-
  ard or cleric, they understand and obey orders of a 
  sentence or two in length. If found free-willed, they 
  are always in places of death and attack the living 
  on sight. Skeletons attack with claws or the pitted, 
  rusted remains of whatever weapons they carried in 
  life.
  Skeletons take half damage from piercing and slash-
  ing weapons (such as swords, axes, spears, arrows, 
  and pitchforks). They are un-dead, and thus can be 
  turned by clerics. They do not eat, drink, or breathe, 
  and are immune to critical hits, disease, and poison. 
  As un-dead, they are immune to sleep, charm, and hold 
  spells, as well as other mental effects and cold dam-
  age.
  The skeletons of larger or small creatures – from gob-
  lins to giants – may have less than 1 HD or up to 12 
  HD. Skeletons can be animated by many means, and 
  some have special traits. Determine special traits ran-
  domly with d%:
  01-60 
  No special trait.
  61-65 
  The skeleton was cursed before it reani-
  mated. On any successful attack, there is 
  a 25% chance that it also invokes a minor 
  curse (see Appendix C).
  66-70 
  Carrier of grave rot. Any creature dam-
  aged by the skeleton must make a DC 12 
  Fort save or contract grave rot. Grave rot 
  can take one of many forms (roll 1d4): (1) 
  loss of 1 hp per day, and no natural heal-
  ing; (2) temporary loss of -1d4 Strength; 
  (3) temporary loss of -1d4 Stamina; (4) 
  loss of touch sensation, resulting in a -2 
  penalty to all attack rolls. Grave rot can be 
  healed only through magical means.
  71-75 
  Animated by harnessed lightning. Elec-
  tricity courses through the skeleton’s 
  body, giving off brief sparks periodically. 
  A lightning-charged skeleton inﬂicts an 
  additional 1d4 points of shock damage on 
  each hit.
  76-80 
  Reanimated with gemstones in its eye 
  socket. Roll 1d5 to determine gemstone: 
  (1) pearl eyes affect a viewer as a sleep 
  spell; (2) obsidian eyes radiate darkness 
  (as the spell); (3) emerald eyes issue forth 
  a ray of enfeeblement; (4) ruby eyes launch 
  ﬂaming bolts (as if a magic missile); (5) 
  diamond eyes accelerate the skeleton’s 
  speed such that it has an extra action each 
  round. All spell effects are as if a +4 spell 
  check.
  81-85 
  The bones are animated independently 
  of the skeleton itself. When this skeleton 
  
                                    DCC RPG Open Beta, June 2011
  Page 157
  is killed, it collapses into shards of bone 
  that continue to attack. The shards have 
  1d6 hp and attack with a slash at +0 melee 
  (dmg 1d3). Great piles of these animated 
  bone shards can move at a speed of 5’ and 
  engulf creatures, inﬂicting an automatic 
  1d3 damage each round, and can hold the 
  target in place (opposed Str check vs. Str 
  16). Piles of bone shards have 1d6 hp per 
  5’x5’ square.
  86-90 
  This skeleton is formed from a higher-
  level warriors or the more recently dead. 
  It has an additional 1d3 HD, attacks with 
  a +3 bonus to attack rolls, and carries in-
  tact plate mail armor, shield, and sword. 
  These creatures are much more deadly 
  and sometimes lead their more decayed 
  brethren.
  91-95 
  Chilling touch. Any creature touched 
  by the skeleton takes an additional 1d3 
  points of cold damage.
  96-100 Necromantic touch. Any creature touched 
  by the skeleton loses 1d2 points of 
  Strength.
  TROGLODYTE
  Troglodyte: Init +2; Atk bite +2 melee (dmg 1d6) or 
  spear +5 melee (dmg 1d8+4); AC 15 (chain mail); HD 
  1d8+4; MV 30’ or climb 10’; Act 2d20; SP infravision 
  100’; SV Fort +2, Ref +2, Will +3; AL LE; XP XXX.
  Degenerate reptilians of the deep, troglodytes are 
  sub-humanoid conquerors whose nomadic raid-
  ing parties are greatly feared. Hunchbacked and 
  cruel, they lurch forward on crooked legs with hiss-
  ing sounds and ﬂickering forked tongues. Despite 
  crooked spines and odd musculature, they are im-
  mensely powerful, and many a careless warrior has 
  died transﬁxed by a troglodyte spear. 
  Troglodyte raiding parties consist of 10-30 ﬁghters 
  led by a chief. The chief has 4 HD and an additional 
  +4 to attack and damage rolls. Every chief has 4-6 
  henchmen with 2 HD and an additional +2 to attack 
  and damage rolls. Magic-wielders are rare amongst 
  troglodytes.
  
  DCC RPG Open Beta, June 2011 LAYOUT DRAFT
  Page 158
  You’re no hero.
  You’re a reaver, a cutpurse, a heathen-slayer, 
  a tight-lipped warlock guarding long-dead 
  secrets. 
  You seek gold and glory, winning it with sword 
  and spell, caked in the blood and filth of 
  the weak, the dark, the demons, and the 
  vanquished. There are treasures to be won 
  deep underneath, and you shall have them. 
  Return to the glory days of fantasy with the 
  Dungeon Crawl Classics Role Playing Game. 
  Adventure as 1974 intended you to, with modern rules grounded 
  in the origins of sword & sorcery. Fast play, cryptic secrets, and a 
  mysterious past await you: turn the page...
  Available November 2011
  www.goodman-games.com
  
                                    DCC RPG Open Beta, June 2011
  Page 159
  Pre-order now from 
  your local retailer!
  Or pre-order online at 
  www.goodman-games.com
  
  DCC RPG Open Beta, June 2011
  Page 160
  This printing of the Dungeon Crawl Clas-
  sics Role Playing Game is done under ver-
  sion 1.0a of the Open Game License by 
  permission from Wizards of the Coast, Inc.
  Designation of product identity: The 
  following items are designated Product 
  Identity in accordance with Section 1(e) of 
  the Open Game License, version 1.0a: Any 
  and all Dungeon Crawl Classics logos and 
  identifying marks and trade dress, DCC 
  RPG, all proper names, capitalized terms, 
  italicized terms, tables, critial hit and fumble 
  descriptions, spell tables, the term “spell 
  check,” the term “Mighty Deed of Arms,” 
  the term “action die,” the term “spellburn,” 
  the term “mercurial magic,” artwork, maps, 
  symbols, depictions, and illustrations, ex-
  cept such elements that already appear in 
  the System Reference Document.
  Designation of open content: Subject to 
  the Product Identity designation above, all 
  creature and NPC statistic blocks are des-
  ignated as Open Gaming Content, as well 
  as terms and elements that already appear 
  in the System Reference Document.
  Some of the portions of this book which are 
  delineated OGC originate from the System 
  Reference Document and are copyright 
  © 1999, 2000 Wizards of the Coast, Inc. 
  The remainder of these OGC portions of 
  this book are hereby added to Open Game 
  Content, and, if so used, should bear the 
  COPYRIGHT NOTICE “Dungeon Crawl 
  Classics Role Playing Game, ©2011 Good-
  man Games, www.goodman-games.com”
  Dungeon Crawl Classics Role Play-
  ing Game is copyright © 2011 Goodman 
  Games.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wiz-
  ards 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 trans-
  lations (including into other computer lan-
  guages), potation, modification, correction, 
  addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in 
  which an existing work may be recast, trans-
  formed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broad-
  cast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means 
  the game mechanic and includes the meth-
  ods, 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 cov-
  ered by this License, including translations 
  and derivative works under copyright law, 
  but specifically excludes Product Identity. 
  (e) “Product Identity” means product and 
  product line names, logos and identifying 
  marks including trade dress; artifacts; crea-
  tures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depic-
  tions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other 
  visual or audio representations; names and 
  descriptions of characters, spells, enchant-
  ments, personalities, teams, personas, like-
  nesses and special abilities; places, loca-
  tions, environments, creatures, equipment, 
  magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and 
  any other trademark or registered trade-
  mark clearly identified as Product identity 
  by the owner of the Product Identity, and 
  which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its 
  products or the associated products contrib-
  uted to the Open Game License by the Con-
  tributor (g) “Use”, “Used” or “Using” means 
  to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” 
  or “Your” means the licensee in terms of this 
  agreement.
  2. The License: This License applies to any 
  Open Game Content that contains a notice 
  indicating that the Open Game Content 
  may only be Used under and in terms of 
  this License. You must affix such a notice 
  to any Open Game Content that you Use. 
  No terms may be added to or subtracted 
  from this License except as described by 
  the License itself. No other terms or condi-
  tions may be applied to any Open Game 
  Content distributed using this License.
  3.Offer and Acceptance: By Using the 
  Open Game Content You indicate Your ac-
  ceptance of the terms of this License.
  4. Grant and Consideration: In consider-
  ation for agreeing to use this License, the 
  Contributors grant You a perpetual, world-
  wide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, 
  the Open Game Content.
  5.Representation of Authority to Contrib-
  ute: If You are contributing original mate-
  rial as Open Game Content, You represent 
  that Your Contributions are Your original 
  creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6.Notice of License Copyright: You must 
  update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of 
  the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modify-
  ing or distributing, and You must add the 
  title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NO-
  TICE of any original Open Game Content 
  you Distribute.
  7. Use of Product Identity: You agree not 
  to Use any Product Identity, including as 
  an indication as to compatibility, except as 
  expressly licensed in 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 Trade-
  mark in conjunction with a work containing 
  Open Game Content except as expressly 
  licensed in another, independent Agree-
  ment with the owner of such Trademark 
  or Registered Trademark. The use of any 
  Product Identity in Open Game Content 
  does not constitute a challenge to the own-
  ership of that Product Identity. The owner 
  of any Product Identity used in Open Game 
  Content shall retain all rights, title and inter-
  est 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 dis-
  tributing 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 Con-
  tent 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 Con-
  tent using the name of any Contributor un-
  less 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 Li-
  cense 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 License.
  14 Reformation: If any provision of this Li-
  cense is held to be unenforceable, such 
  provision shall be reformed only to the ex-
  tent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, 
  Wizards of the Coast, Inc.
  Dungeon Crawl Classics Role Playing 
  Game, ©2011 Goodman Games, www.
  goodman-games.com
  
  UNGEONRAWLLASSICSHARACTERECORDHEET
  Name
  Title
  Occupation
  Class
  Alignment
  Speed
  AC
  Hit Points
  Max: _____
  Level
  XP
  Equipment
  Treasure
  Weapons
  Armor
  Combat Basics
  Initiative: 
  _______
  Action dice: 
  _______
  Attack: 
  _______
  Crit die: 
  _______
  Crit table: 
  _______
  Melee Attack
  Melee Damage
  Missile Attack
  Missile Damage
  Ref
  Save
  Fort
  Save
  Will
  Save
  Languages
  Lucky Roll
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  Personality
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  Notes
  
  UNGEONRAWLLASSICSHARACTERECORDHEET
  Name
  Title
  Occupation
  Class
  Alignment
  Speed
  AC
  Hit Points
  Max: _____
  Level
  XP
  Equipment
  Treasure
  Weapons
  Armor
  Combat Basics
  Initiative: 
  _______
  Action dice: 
  _______
  Attack: 
  _______
  Crit die: 
  _______
  Crit table: 
  _______
  Melee Attack
  Melee Damage
  Missile Attack
  Missile Damage
  Ref
  Save
  Fort
  Save
  Will
  Save
  Languages
  Lucky Roll
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  Personality
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  Cleric Spells & Abilities
  Deity: ___________________ Starting spell check: _____
  Abilities: divine aid, turn unholy (+Luck mod), lay on hands.
  Lay On Hands (names / alignment step)
  12
  14
  20
  22+
  (same)
  1d6+CL
  1d8+CL
  2d8+CL
  3d8+CL
  (adjacent)
  1d4+CL
  1d6+CL
  1d8+CL
  2d8+CL
  (opposed)
  1d3
  1d4
  1d6
  1d8
  Level 1 Spells
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  Level 2 Spells
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________  
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  Level 3 Spells
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  ___________________________
  Daily
  penalties:
  
  UNGEONRAWLLASSICSHARACTERECORDHEET
  Name
  Title
  Occupation
  Class
  Alignment
  Speed
  AC
  Hit Points
  Max: _____
  Level
  XP
  Equipment
  Treasure
  Weapons
  Armor
  Combat Basics
  Initiative: 
  _______
  Action dice: 
  _______
  Attack: 
  _______
  Crit die: 
  _______
  Crit table: 
  _______
  Melee Attack
  Melee Damage
  Missile Attack
  Missile Damage
  Ref
  Save
  Fort
  Save
  Will
  Save
  Languages
  Lucky Roll
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  Personality
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  Thief Abilities
  Luck die 
  d _____
  Backstab  
  + _____
  Sneak silently* 
   ______%
  Hide in shadows* 
   ______%
  Pick pocket* 
   ______%
  Climb sheer surfaces* 
   ______%
  Pick lock* 
   ______%
  Find trap 
   ______%
  Disable trap* 
   ______%
  Forge document* 
   ______%
  Disguise self 
   ______%
  Read languages 
   ______%
  Handle poison 
   ______%
  Cast spell from scroll 
  d _____
  * Agility modifier applies
  Notes
  Max
  Current
  
  UNGEONRAWLLASSICSHARACTERECORDHEET
  Name
  Title
  Occupation
  Class
  Alignment
  Speed
  AC
  Hit Points
  Max: _____
  Level
  XP
  Equipment
  Treasure
  Weapons
  Armor
  Combat Basics
  Initiative: 
  _______
  Action dice: 
  _______
  Attack: 
  _______
  Crit die: 
  _______
  Crit table: 
  _______
  Melee Attack
  Melee Damage
  Missile Attack
  Missile Damage
  Ref
  Save
  Fort
  Save
  Will
  Save
  Languages
  Lucky Roll
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  Personality
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  Warrior Abilities
  Critical threat range: ___________
  Lucky weapon: _________________
  Add class level to initiative
  Mighty Deeds of Arms
  Notes
  
  UNGEONRAWLLASSICSHARACTERECORDHEET
  Name
  Title
  Occupation
  Class
  Alignment
  Speed
  AC
  Hit Points
  Max: _____
  Level
  XP
  Equipment
  Treasure
  Weapons
  Armor
  Combat Basics
  Initiative: 
  _______
  Action dice: 
  _______
  Attack: 
  _______
  Crit die: 
  _______
  Crit table: 
  _______
  Melee Attack
  Melee Damage
  Missile Attack
  Missile Damage
  Ref
  Save
  Fort
  Save
  Will
  Save
  Languages
  Lucky Roll
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  Personality
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  Wizard Spells & Abilities
  Base spell check: _____
  Familiar:  _____________________________________________________________
  Patron(s):  ___________________________________________________________
  Corruption:  __________________________________________________________
  Other notes:  _________________________________________________________
  Spell Name 
  Level 
  Check 
  Mercurial Effect & Notes
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  Max
  Spellburn
  Max
  Spellburn
  Max
  Spellburn
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  P
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  
  UNGEONRAWLLASSICSHARACTERECORDHEET
  Name
  Title
  Occupation
  Class
  Alignment
  Speed
  AC
  Hit Points
  Max: _____
  Level
  XP
  Equipment
  Treasure
  Weapons
  Armor
  Combat Basics
  Initiative: 
  _______
  Action dice: 
  _______
  Attack: 
  _______
  Crit die: 
  _______
  Crit table: 
  _______
  Melee Attack
  Melee Damage
  Missile Attack
  Missile Damage
  Ref
  Save
  Fort
  Save
  Will
  Save
  Languages
  Lucky Roll
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  Personality
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  Dwarf Abilities
  Infravision
  Underground skills (smell gold/
  gems, find construction)
  Lucky weapon: _________________
  Mighty Deeds of Arms
  Shield bash (d14 action die)
  Notes
  
  UNGEONRAWLLASSICSHARACTERECORDHEET
  Name
  Title
  Occupation
  Class
  Alignment
  Speed
  AC
  Hit Points
  Max: _____
  Level
  XP
  Equipment
  Treasure
  Weapons
  Armor
  Combat Basics
  Initiative: 
  _______
  Action dice: 
  _______
  Attack: 
  _______
  Crit die: 
  _______
  Crit table: 
  _______
  Melee Attack
  Melee Damage
  Missile Attack
  Missile Damage
  Ref
  Save
  Fort
  Save
  Will
  Save
  Languages
  Lucky Roll
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  Personality
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  Elf Spells & Abilities
  Base spell check: _____
  Familiar:  _____________________________________________________________
  Patron(s):  ___________________________________________________________
  Corruption:  __________________________________________________________
  Elf traits: iron vulnerability, heightened senses, Luck mod to one level 1 spell
  Other notes:  _________________________________________________________
  Spell Name 
  Level 
  Check 
  Mercurial Effect & Notes
  Patron bond 
   1 
   _____ _____________________________
  Invoke patron (___/day) 
   1 
   _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  __________________  ____ _____ _____________________________
  Max
  Spellburn
  Max
  Spellburn
  Max
  Spellburn
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  Personality
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  
  UNGEONRAWLLASSICSHARACTERECORDHEET
  Name
  Title
  Occupation
  Class
  Alignment
  Speed
  AC
  Hit Points
  Max: _____
  Level
  XP
  Equipment
  Treasure
  Weapons
  Armor
  Combat Basics
  Initiative: 
  _______
  Action dice: 
  _______
  Attack: 
  _______
  Crit die: 
  _______
  Crit table: 
  _______
  Melee Attack
  Melee Damage
  Missile Attack
  Missile Damage
  Ref
  Save
  Fort
  Save
  Will
  Save
  Languages
  Lucky Roll
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  Personality
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  Halfling Abilities
  Infravision
  Stealth: ____
  Lucky
  Two-weapon fighting
  • Action dice d16+d16
  • Crit on nat 16
  • Fumble only on 2x 1
  • If Agi >16, use normal rules
  Notes
  Max
  Current
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Core/DCC - RPG Beta Rules (DCC).pdf