TEXT: REQUIRES THE USE OF THE DUNGEONS & DRAGONS PLAYER’S HANDBOOK, PUBLISHED BY  
  WIZARDS OF THE COAST, INC. THIS PRODUCT UTILIZES UPDATED MATERIAL FROM THE V.3.5 REVISION
  A PLAYER’S COMPENDIUM FOR THE THIEVES’ WORLD CAMPAIGN SETTING
  BY LYNN ABBEY, GARY ASTLEFORD, PATRICK O’DUFFY, AND ROBERT J. SCHWALB
  
  A CAMPAIGN SETTING SOURCEBOOK FOR THE D20 SYSTEM
  SPECIAL THANKS
  Robert J. Schwalb thanks his wife Stacee for her constant 
  support, the Thieves World design team for their hard work, 
  Lynn for being wonderful through the entire process, and 
  Chris Pramas for being there.
  Patrick O’Duﬀy thanks Rob, Lynn, and the crew at Green 
  Ronin.
  Gary Astleford would like to thank his wife, Amy, for her 
  constant support (especially considering that she was uncomfortably 
  pregnant while the words were being written); Lynn Abbey, for answering 
  even the silliest questions with a straight face during those countless 
  weekly chats; Rob Schwalb, a force of nature masquerading as a 
  game designer, who deserves a great deal more credit than he 
  is likely to give himself; Patrick O’Duﬀy, for his keen insight 
  into the guts of the game; and Chris Pramas, who gave a 
  new guy a chance to prove that he could swim in the deep 
  end of the pool with the big kids.
  COPYRIGHTS
  Thieves’ World and all related characters are © 2002–2005 
  Lynn Abbey.
  Thieves’ World Player’s Manual is © 2005 Green Ronin 
  Publishing, LLC. All rights reserved. Reference to other 
  copyrighted material in no way constitutes a challenge to 
  the respective copyright holders of that material. Thieves’ 
  World Player’s Manual is published under license by 
  Green Ronin Publishing, LLC.
  DUNGEONS & DRAGONS®, d20 Modern Roleplaying Game, 
  and Wizards of the Coast® are registered trademarks 
  of Wizards of the Coast, Inc., and are used with 
  permission.
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of 
  Wizards of the Coast, Inc. and are used according to the terms of the 
  d20 System License version 6.0. A copy of this License can be 
  found at www.wizards.com/d20.
  OPEN CONTENT
  The following text is Open Gaming Content: All mechanics 
  found in Chapters 2–9, excluding in ALL cases all proper 
  names of characters and gods, places, things, and creatures. To 
  be perfectly clear, the entirety of the Thieves’ World property 
  is CLOSED content.
  GREEN RONIN PUBLISHING
  P.O. Box 1723
  Renton, WA 98057-1723
  Email: custserv@greenronin.com
  Web Site: www.greenronin.com
  Design: Lynn Abbey, Gary Astleford, Patrick O’Duffy, and Robert J. Schwalb
  Editing: Scott Fitzgerald Gray   •   Proofreading: Robert J. Schwalb, Nicole Lindroos  
  Development: Robert J. Schwalb   •   Art Direction and Graphic Design: Hal Mangold
  Interior Art: Ilya Astrakhan, Toren “Macbin” Atkinson, Kent Burles, Jonathan Kirtz, Pat Loboyko, Manoel Moreira, Mike Vilardi 
  Cover Art: James Ryman   •   Cartography: Rob Lazzaretti   •   Executive Producer: Chris Pramas
  Green Ronin Staff: Steve Kenson, Nicole Lindroos, Hal Mangold, Chris Pramas,  
  Evan Sass, Marc Schmalz, and Robert J. Schwalb
  Playtesters: Sam Adams, Tony Altiere, Nick Appleby, Kacey “Kc” Arnold, Joe Baker, Bryce Barrow, Adam Blackwood, Doug Buck, Christian B. Carey,  
  Marlene Carey, Tyler Carey, Jacob Chabot, Martin Chamberlin, Eric Charles, Pat Collins, Jeff Curtis, Travis T. Dale, John Double, Gareth Edel, Stephan Edel,  
  Phil Ekstrand, Robert Eldridge, Brian Fallehey, Tim Ferree, John French, Eric Garcia, Jan-Philipp Gürtler, Brian Gute, Barry Hales, Jim Hart, Kristian Hartmann,  
  Joe Holesinger, Mark Hugo, Rosemary James, Billy Kelch II, Eva Klein, Matthew Klein, Zak Kauffman, Dave Lawrence, Romesh Lhakan, Zach Lint, Veronica  
  Lustre, Andrew McCool, Bob McDonald, Chris Middleton, Russell Moore, Muir Murdoch, Michael B. Pierce, Steve Rushing, Jim Sales, Clemens Schäfer,  
  Conrad Schäfer, Nick Seaman, John Slaughter, Richard Temple, Dave Vershaw, Aaron Wamsley, Jennifer Wamsley, Lydia Wedge, Marc Wiener
  PRINTED IN CANADA
  THIEVES’ WORLD       
  PLAYER’S MANUAL
  
  - 2 -
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  TABLE OF CONTENTS ......................2
  INTRODUCTION ...............................3
  A TALE OF TWO CITIES ..................5
  WELCOME TO THIEVES’ WORLD .....8
  What Is Thieves’ World? ..............................8
  Return to Sacntuary ...................................8
  CHAPTER ONE:  
  A SANCTAN PRIMER ........................10
  The People of Sanctuary ......................... 10
  Law, Government, and Taxes ..................11
  Language and Writing .............................12
  The Passage of Time .................................14
  Sanctan Economics ...................................15
  An Overview of Sanctuary ......................17
  Beyond the City Walls ..............................30
  CHAPTER TWO:  
  CULTURES AND BACKGROUNDS ...32
  The Cultures of Thieves’ World .............. 32
  Culture Name ..........................................32
  Aurveshan ...............................................33
  Caronnese ................................................34
  Cirdonian ................................................35
  Half-Beysib .............................................35
  Ilsigi ........................................................36
  Irrune ......................................................36
  Mrsevadan ..............................................38
  ’Nighter ...................................................39
  Nisibisi ....................................................39
  Raggah ....................................................40
  Rankan ...................................................40
  S’danzo ....................................................40
  Twandan .................................................42
  Wrigglie ...................................................42
  Other Cultures .........................................43
  Character Backgrounds .......................... 44
  CHAPTER THREE:  
  CHARACTER CLASSES ....................50
  General Class Notes .............................. 50
  Barbarian ................................................50
  Fighter ....................................................51
  Thief ........................................................52
  New Classes ........................................... 52
  Assassin .................................................. 52
  Godsworn .............................................. 54
  Initiate ................................................... 58
  Mage ...................................................... 60
  Noble ..................................................... 63
  Priest ...................................................... 65
  Ranger .................................................... 69
  Savant .................................................... 72
  Survivor .................................................. 75
  Witch ..................................................... 77
  CHAPTER FOUR:  
  PRESTIGE CLASSES .........................80
  Acolyte of Lizerene ................................ 80
  Blue Star Adept ..................................... 82
  Caronnese Merchant .............................. 85
  Cirdonian Caravan Master .................... 86
  Crime Lord ............................................ 88
  Gladiator ................................................ 90
  Hazard Mage ......................................... 92
  Healer of Meshpri .................................. 94
  Hell Hound ........................................... 96
  Irrune Raider ......................................... 97
  Mistress of Red Lanterns ....................... 99
  Mrsevadan Sailor ................................. 101
  Nisibisi War Witch .............................. 102
  Raggah Horsemaster ............................ 105
  Rankan Legionnaire ............................. 107
  Sacred Bander ...................................... 108
  S’danzo Fortuneteller ........................... 109
  Spellmaster ........................................... 112
  Adapting Prestige Classes .................... 114
  No Alignments .......................................114
  Reputation Bonus ..................................114
  Magic ....................................................114
  DMG Prestige Classes ............................114
  CHAPTER FIVE:  
  SKILLS AND FEATS .........................116
  Skills .................................................... 116
  New Skill ..............................................116
  Existing Skills .......................................117
  Feats ..................................................... 119
  Missing Feats ........................................119
  Metamagic Feats ....................................119
  New Feats .............................................120
  CHAPTER SIX:  
  SUPPLEMENTAL RULES .................126
  Getting Hurt ........................................ 126
  Massive Damage ...................................126
  Severe Injuries .......................................127
  Infection ................................................127
  Reputation ........................................... 128
  Reputation Checks .................................129
  Contacts ............................................... 129
  CHAPTER SEVEN:  
  EQUIPMENT AND RESOURCES ......131
  Weapons & Armor .............................. 131
  Disguised Weapons .................................131
  Special Materials ...................................131
  Tools and Equipment .......................... 132
  Alchemical Items ....................................132
  Herbs .....................................................133
  Drugs ....................................................134
  Poisons ..................................................135
  Magic Items ......................................... 136
  Appropriate Magic Items ........................136
  Inappropriate Magic Items .....................136
  CHAPTER EIGHT:  
  SORCERY .......................................137
  Sources of Power .................................. 137
  Divine ...................................................137
  External ................................................138
  Internal .................................................138
  Mana ....................................................138
  Techniques ........................................... 139
  Magic ....................................................139
  Prayer ...................................................139
  Witchcraft ..............................................139
  Spellcasting .......................................... 139
  The Casting Check ..................................139
  Mana Thresholds ....................................140
  Taking More Time .................................140
  Performing Rituals ................................140
  Concentration ........................................141
  The Eﬀects of Mana ...............................142
  Other Sorcerous Inﬂuences ......................144
  Astrological Events ................................144
  The Planes ..............................................145
  Spell Levels ............................................145
  The Price ................................................145
  Known and Familiar Spells ....................146
  Special Spellcasting Tactics ......................146
  Curses .................................................. 148
  Types of Curses .......................................148
  Bestowing the Curse ...............................150
  Magic Items and Other Equipment .... 152
  Making Magic Items ..............................152
  New Magic Item Types ...........................153
  CHAPTER NINE:  
  SPELLS ...........................................155
  Swift and Immediate Actions .................155
  Spells in Thieves’ World ...........................155
  Mage Spells ............................................156
  Priest Domains ......................................160
  Priest Spells ...........................................166
  Witch Spells ...........................................169
  New Spells ........................................... 172
  APPENDIX I: 
  GODS OF SANCTUARY  ............180
  Ilsigi Pantheon ..................................... 180
  Rankan Pantheon ................................. 181
  Independent and Outsider Deities ....... 182
  APPENDIX II: 
  CHARACTER GLOSSARY  .......... 184
  INDEX ..........................................188
  LICENSE ......................................190
  TABLE OF CONTENTS
  
  INTRODUCTION
  - 3 -
  INTRODUCTION
  INTRODUCTION
  When Robert Asprin and I ﬁrst created Thieves’ World, we often described our concept as Dungeons & Dragons® for people who write.
  —Lynn Abbey
  Years and years ago, I sat in a game store in Nashville, Tennessee, and looked up from the table—we were playing a superhero 
  game, or maybe a miniatures game with giant robots—to see this oddly evocative cover. It was an action scene, two warriors in 
  studded leather armor ﬂanking a third, who looked like the others except for the silvery blue star on his forehead. What is this? 
  Thieves’ World? Huh. The game commenced, but over the next couple of hours, I stole a few glances at the book, wondering 
  how the guy in the middle got the symbol. Tattoo, magic sigil, curse, what? Lacking the cash (I was a lad after all) I didn’t buy 
  it and I left when my dad picked me up. Even though the book remained on that shelf, the image stuck with me.
  Later (probably months), I went to a bookstore to ﬁnd out what the “star” was all about. I picked up the ﬁrst Thieves’ World 
  anthology, read the stories and learned the secrets. I discovered the possessor of the star was Lythande, and that the star was a 
  magical tattoo that fueled her powers. I also met Jubal, Hakiem, Kadakithis, Enas Yorl, Tempus, One-Thumb, the Hell Hounds, 
  and a slew of other characters, each sparking some new idea, opening new doors to new worlds of fantasy. I was hooked.
  The Thieves’ World anthologies shaped my personal RPG campaigns from that point on. I named the biggest, coolest city in 
  my world Sanctuary. I populated it with criminal guilds, powerful wizards, demons and undead. Hell, one of my poor players 
  even gained the silver star, modiﬁed naturally to my (even then) sinister bent. Sure, other fantasy series inﬂuenced my games, 
  but none as insidiously as Thieves’ World.
  So a hundred years later, Chris Pramas, who was by this time my boss, called me to ask what I thought about Thieves’ World 
  while I hammered out the ﬁnal touches on the Black Company Campaign Setting. (It was one of our typical conversations that 
  starts on one subject, and soon after spins off into a dozen other topics and cool ideas.) I was ﬂabbergasted. Man, I had just 
  torn apart all ten books of the Black Company series, and the prospects of doing it again (but this time with ﬁfteen books) 
  made me hesitate. 
  But I remembered that cover. The wizard with the sword (impossible in those days!), star gleaming, face contorted into a mask 
  of rage. I remembered the Sanctuary of my past campaigns, the characters in the books, the Beysibs, sexy and naughty Ischade, 
  and all the other details that hooked me as a kid. My hesitation lasted exactly one second. And after almost a year, here I am, 
  writing the introduction to a new line of game books, detailing a world I know so well that I can tell you with authority that 
  Sly’s Place has better beer than the Vulgar Unicorn (but you have to ask for it), though if it’s krrf you want, One-Thumb’s 
  your man. Spyder has the best weapons, and the Irrune (while better masters than the Dyareelans) can never compare to Prince 
  Kittycat at the height of his power.
  If you’re reading this, you’re probably a fan, as giddy as I am about walking the streets of your favorite haunts, dodging the 3rd 
  Commando or ﬁghting in a secret war against the bloody cultists of the Mother of Chaos. Then again, maybe you have no idea 
  what Thieves’ World is about. Maybe like me years ago, you sat in your favorite game store, playing a game (card, miniatures, 
  or even better, an RPG) when you saw this evocative cover on the shelf. “Who’s the guy with the green electricity crackling 
  from his ﬁngertips? Oh my, what’s with the dead guy with the painted eyes? And what’s the argument about?” You picked up 
  the book, ﬂipped a few pages and had your imagination sparked. If so, buckle your seatbelt, because you’re in for a cool ride. 
  Welcome to Sanctuary, friends. Welcome to Thieves’ World.
  —Robert J. Schwalb 
  January 21, 2005
  
  - 4 -
  A TALE OF TWO CITIES
  A TALE OF TWO CITIES
  
  A TALE OF TWO CITIES
  - 5 -
  A TALE OF TWO CITIES
  “What happened next?” Bec asked with all the curiosity a boy could 
  muster.
  The sot who called himself Hazard Eprazian drew his ﬁngertips into a 
  cone. “I blasted those bravos,” he said, jabbing at Bec. The boy started, 
  half-expecting magic. Old Ep stared down at his impotent ﬁngers. 
  “There was mana all around in those days.”
  Bec nodded. He’d heard that story before. “And then?” he coaxed the 
  self-proclaimed mage.
  “I was done for the day. Nothing to do but scatter the corpses and 
  promise the family I’d come back to ward their treasure the next day.”
  “Did you?”
  Ep tidied his tattered tunic. “Absolutely, but they were gone—the 
  whole family. Not a trace. Never knew if they got away or if Dyareela’s 
  Bloody Hand got them after all. The hole was ﬁlled in when I arrived. 
  I warded it anyway.”
  “You didn’t dig to see what they’d left?”
  Another tug. The creases smoothed, but there was nothing to be done for 
  the stains. “I’d taken their money. 
  Given my word.”
  “So, it’s still there?”
  “Maybe,” Ep shrugged. “Maybe 
  they came back. Magic fades, boy. 
  Nothing lasts forever.”
  He stared past Bec’s shoulder and 
  sighed. His breath was ripe enough 
  to kindle tinder. Bec recognized 
  the signs of fading concentration. 
  He produced ﬁve padpols and laid 
  them in Ep’s palm. “Thanks for 
  the story.”
  It felt strange, paying a man older 
  than his father for a story, but Bec was serious about his storytelling 
  and story collecting. Hakiem, Prince Kadakithis’ legendary storyteller, 
  had always paid for his stories. Molin Torchholder had said so, and the 
  Torch had known Hakiem and the prince, both; and Bec had known 
  the Torch.
  The ﬁnger-cone gesture alone had been worth ﬁve padpols. A storyteller 
  needed more than words, and for a moment, Old Ep had almost had 
  a mage’s bearing. As for the story itself, it was like so many others Bec 
  had collected about the Time of Troubles when the Bloody Hand had 
  closed its ﬁst around Sanctuary. He’d share it with Cauvin—get his 
  foster-brother’s opinion, and the Torch’s too, if Cauvin was in a good 
  mood.
  Cauvin had inherited the Torch’s memories. They made him froggin’ 
  strange, sometimes, but very useful for a budding storyteller.
  Bec waited until after supper to approach Cauvin’s loft above the 
  stoneyard’s workroom. He paused beside the mule’s stall, gauging 
  Cauvin’s probable humor. Cauvin was sharpening his prized and 
  seldom-worn sword. The sweet, long skree of the whetstone against 
  steel seemed a good omen. Bec set his foot on the second rung of the 
  ladder—
  “I hear you coming,” Cauvin called from above.
  The lightness in Cauvin’s voice made up for Bec’s disappointment: 
  someday he was going to sneak up successfully.
  Light came from a single lamp hung from a rafter. The shadows were 
  harsh and made Cauvin seem more intimidating than usual, though 
  Bec had never shied from wrestling with his older and far-larger foster-
  brother. Cauvin set the sword aside and held his arm steady while Bec 
  struggled to move it. After a few fruitless moments, he grabbed Bec 
  and wrestled him easily to the ﬂoor before letting him go.
  When he’d caught his breath, Bec said, “Old Ep told me a story about 
  buried treasure today.”
  “Froggin’ sure it’s a story.”
  “Maybe…maybe not. He was hired to ward some treasure for a family, 
  right before the Troubles, ’cause they were going to leave and come back 
  when things got better—”
  Cauvin snorted and picked his sword.
  “Only there was an ambush. Ep says he blasted the bravos with his 
  magic, then had to promise he’d come back to do the warding. ’Cept 
  the family was gone when he did. The hole’d been ﬁlled, so he warded 
  it anyway, ’cause he’d been paid. He said the family never came back.”
  “Ep never had enough froggin’ magic to shoo a mouse,” Cauvin said 
  with a conﬁdence that might have 
  meant he was remembering. “And, 
  if he did, he’d have dug up any 
  buried treasure and drunk it down 
  long ago.”
  Bec grimaced. Everybody—meaning 
  Momma and Poppa—said Bec 
  was way smarter than Cauvin, 
  but Cauvin had a way of looking 
  through things that took all the fun 
  out of them. “He told me where the 
  treasure is…was…. In a ruined shop 
  on the Arm.” Bec produced the slate 
  on which Old Ep had sketched a 
  map for two of his ﬁve padpols. “I 
  thought, maybe, we could go and check it out? You’re always sayin’ how 
  there’s not enough money in Sanctuary.”
  Actually, Cauvin never said that; the Torch said that and Cauvin 
  complained, crudely, about having another man’s opinions messing 
  with his.
  Cauvin stared at the slate. “Oﬀ the Arm?” he mused, then blinked and 
  said, “Ahh—the Court of Arms,” which was a name Bec didn’t recognize 
  and led the boy to think—hope—that Cauvin was remembering. “No 
  way. There’s nothing left.”
  “We could look. No harm in looking.”
  That earned another snort. Cauvin had no sense of adventure. Hardly 
  anyone did who’d lived through the Troubles. It was as if they expected 
  the Troubles to brew up again. Now that he was collecting stories, Bec 
  had a better understanding of how bad things had been, but it seemed 
  to him that the survivors should be happy, not forever glum.
  Disappointed, Bec erased the slate. He tried to get Cauvin talking 
  about the city in general, since sometimes that would free the Torch’s 
  memories. But something about the Court of Arms, or maybe Old Ep 
  himself, had quieted Cauvin, and while he wasn’t snarly, it was pulling 
  teeth to get him to talk. Finally, Bec gave up and climbed down the 
  ladder.
  • • •
  A TALE OF 
  TWO CITIES
  BY LYNN ABBEY
  
  - 6 -
  A TALE OF TWO CITIES
  A TALE OF TWO CITIES
  Cauvin watched the boy go, saying nothing while visions of a Sanctuary 
  he didn’t remember oozed through his mind. He cursed the Torch, 
  knowing full well that he had no power over the dead, witch-blooded 
  priest and that he’d have a stewing headache until he took himself to 
  what remained of the Court of Arms.
  The next day, sheer stubbornness kept Cauvin doing the stoneyard’s 
  work on a collapsed doorway until the lintel was repaired and the sun 
  was long past noon. He threw his tools into the mule cart and tugged 
  the mule’s halter to the west, away from the stoneyard. The she-mule 
  made an impressive racket, but when it came to stubborn, she always 
  followed Cauvin, especially when he humored her with an apple.
  There was nothing left in the Court of Arms—now simply called 
  the Arm—to show that it had 
  once been home to a thriving 
  community of Rankan armorers 
  and Ilsigi weapons dealers. Like 
  so many quarters of Sanctuary, it 
  had been abandoned by empire 
  and kingdom alike, battered by 
  storms, decimated by disease, 
  and ﬁnally squeezed hard by the 
  Hand. Folk had trickled back 
  over the last ten years, starting 
  in the sturdiest of the abandoned 
  buildings, but the place Old Ep 
  had marked on the slate had yet 
  to rise from the dead.
  For a padpol, Cauvin left the 
  mule in the care of a street boy. 
  Then, with a shovel balanced 
  across his shoulders, he climbed 
  carefully through the gaping 
  windows and over the charred, 
  tumbled roof-beams. The walls 
  had held; even now, a man with 
  a small fortune, or merely a 
  good living, could turn the ruin 
  back into a home. Until that 
  man came along, though, this 
  elbow of the Arm was scarcely 
  ﬁt for rats.
  A man with a skull full of 
  another man’s memories could 
  easily recall a few chalk marks 
  on slate. Cauvin had no trouble 
  picking out the corner where Old Ep had marked his warded pit. The 
  dirt was buried beneath a hip-high heap of rubble, but Cauvin had the 
  brawn for heavy, thankless work.
  Sweat tempered Cauvin’s inherited memories. The froggin’ priest had 
  been nobody’s fool, and easily the richest man in Sanctuary. The Torch 
  had believed he could never have enough treasure squirreled away, 
  but his wealth was more than simple greed or ostentation. In the ﬁnal 
  decades of his life, the Torch had waged a one-man war to change 
  Sanctuary’s fortunes, straw by straw, padpol by padpol. What folk had 
  often believed to be the luck of their gods had been, instead, the priest 
  crossing their path, usually through his numerous spies—
  Not that anyone knew he was a spy for Lord Molin Torchholder. Shite 
  for sure, the old priest had been devious, collecting from informers who 
  collected from other informers who were nothing more than gossips. 
  The old priest’s way of covering his tracks had made it easier for Cauvin 
  to continue greasing a deserving wheel now and again.
  Shadows had grown long when Cauvin started a third pit. His enthusiasm 
  for the work ebbed with the light. He needed to have the mule home by 
  dark. One more, he thought, shoving the blade into the hard dirt.
  “You ﬁnd anything!?”
  Cauvin spun about with the shovel. He saw the intruder and recognized 
  his foster brother before any harm was done…except to his pounding 
  heart.
  “Does it look like I’ve found anything?” Cauvin put his anger against the 
  shovel and plunged the blade in up to the haft. “Old Ep’s a sheep-shite 
  fool…and I’m a bigger one for 
  believing him…and you—”
  The sensation that passed 
  through the shaft into Cauvin’s 
  arms was nothing so simple as 
  a thud. More like a tingle, or a 
  sigh…like an old spell fading 
  away.
  “ W h a t  w a s  t h a t ? ” B e c 
  demanded.
  “Nothing. Stay away.”
  It was easier, and more eﬀective, 
  to command rain to fall up than 
  curb Bec’s curiosity. The boy 
  was on his knees, plucking out 
  dirt clods, as Cauvin gingerly 
  worked the shovel around what 
  gradually became a good-sized 
  earthenware jar with a broken, 
  wax-sealed neck.
  Bec whooped with joy. 
  “Treasure!”
  Cauvin shooed the boy back as if 
  he were a chicken. “Quiet—you 
  want the whole city to know?”
  Dropping the shovel, he knelt 
  to brush aside the last bits of 
  dirt and free the jar from its 
  grave. Oddly, Bec seemed to 
  have taken Cauvin’s advice. That 
  alone should have roused Cauvin’s 
  suspicions, but he, too, had been caught by the prospect of mystery and 
  treasure. He worked his ﬁngers beneath the earthenware neck.
  “Easy…easy…” Cauvin advised himself.
  “Easy is right,” came the echo from an unfamiliar, unfriendly voice. “Lift 
  it out, nice and easy, and set it right here.”
  Cauvin’s heart tightened. He obeyed the command, because obedience had 
  kept him alive in the Bloody Hand’s pits, and because obedience might 
  now buy the time he needed. Standing up with the jug in his arms, he got 
  his ﬁrst look at the bearded bravo—a man maybe his own age, slightly 
  built—holding a knife to Bec’s throat. He was measuring his options—the 
  chance that he could heave the jug into the bravo’s grinning face before the 
  knife slit Bec’s skin—when a third man, a bit older and sturdier and armed 
  with a drawn sword, appeared in the corner of Cauvin’s eye.
  
  A TALE OF TWO CITIES
  - 7 -
  A TALE OF TWO CITIES
  Two against one, both armed, and one of the two holding a knife to 
  a boy’s throat. If Cauvin had his sword… But, no—for all that the 
  Torch’s pet duelist and assassin had been giving him lessons for the 
  past year, the sword was not Cauvin’s weapon. He was a brawler, and 
  a froggin’ good one at that, trained by the Bloody Hand when it had 
  been kill or be killed.
  “Let the boy go.” He made the words a command, not a plea.
  “The jug ﬁrst,” the second bravo said. He spoke Wrigglie—that dialect 
  of Ilsigi unique to Sanctuary—but with an accent Cauvin couldn’t place 
  without an eﬀort he could ill aﬀord.
  Cauvin ﬁxed his stare on the bravo with the knife. “Catch!” he barked, 
  but heaved the jug blind at the second bravo as he stomped his foot on 
  the shovel’s blade and brought the handle into reach.
  The wood smacked into one palm. Cauvin spun the shaft and took a 
  two-handed grip before swinging the heavy, iron blade ﬂat against the 
  ﬁrst bravo’s ear. Bec shrieked—an odd sound that Cauvin heard as if 
  it were coming from far away. Cauvin reversed the shovel and caught 
  the bravo across the face. The bravo lost his grip on his knife and on 
  Bec, too. The boy was unharmed; no blood on his neck or anywhere 
  else—no blood of his own, anyway. The bravo dropped to the ground 
  like an unstrung puppet, a bloody mess already blooming on the left 
  side of his face.
  Cauvin didn’t spare the fallen bravo a glance, but pivoted around with 
  the shovel braced across his body to face whatever threat might come 
  from the second bravo and his sword.
  The second bravo hadn’t caught the jug…hadn’t moved at all. His sword 
  tip pointed at the ground and his eyes never left the business end of 
  the shovel. Froggin’ fools who thought the only weapon was one with 
  a honed edge. Cauvin stepped into a feint at the frozen man’s legs. The 
  daunted bravo unthawed quick enough and bolted for the street, taking 
  his sword but leaving his partner behind.
  Bec let his breath out with an awestruck, “Shite—”
  ”Watch your mouth!” Cauvin exploded, “And don’t be following me! 
  You led them here—”
  “Did not.”
  “You could have been killed.”
  “Then maybe it’s time you started teaching me how to take care of 
  myself, like you do.”
  The boy had a point—two points—but Cauvin wasn’t in the mood to 
  listen. “You get home… now!”
  “Not until we see what was in the jug.”
  “You stay there,” he told Bec, who seemed, for the moment at least, to 
  have grasped the value of obedience.
  Before checking out the jug, Cauvin inspected the fallen bravo who 
  wasn’t moving. It was far from the ﬁrst time he’d smashed the life out 
  of someone, and not the ﬁrst corpse Bec would have seen, either. Cauvin 
  pocketed the bravo’s knife—it was decent metal and, maybe, it was time 
  to start schooling Bec in the basics of self-defense. He strode over to 
  the rubble where the jug had landed after the foreign bravo had failed 
  to catch it. The earthenware was shattered. Cauvin had a healthy respect 
  for magic and the damage even an ebbing spell could do; he nudged the 
  larger pieces apart with the shovel and let them air out a moment.
  After ﬂipping the crockery aside, Cauvin beheld a small, glittering pile 
  atop the shards. Most of the glint came from little silver coins. He 
  plucked one up for a closer view, conﬁrming his guess that they were 
  Rankan soldats from back in the days when the empire’s currency had 
  been the best in the world. Old Ep’s magic had kept them shiny and 
  sharp. A broad-winged eagle ﬂew on one side of the coin, and if he 
  stared at the proﬁle on the reverse long enough, Cauvin was sure he’d 
  recognize the commemorated emperor—which was more information 
  than he wanted to have. So, Cauvin contented himself by counting 
  the coins, twenty-seven in all, with one big, golden coronation at the 
  bottom of the heap. There was a golden ring, too, sized for a woman’s 
  hand, and a little clay horse on wheels—a child’s toy.
  Cauvin could guess why someone might include a toy with their most 
  precious treasure. Considering what the Bloody Hand had done to 
  children—what they’d done to him—he hoped the toy’s owner had 
  died, not disappeared into the pits the way so many of his companions 
  had been swept up and stolen.
  The toy and its implications put a crimp in Bec’s sails. Though the boy 
  was too old for such things he asked for it, to put on the shelf above 
  his bed where his own toys now earned their dust.
  Cauvin hesitated. “You’ve got to promise to stay on Pyrtanis Street. 
  You can listen to Old Ep and Batty Dol tell their stories from one 
  end of the day to the next, but stay where you’re known. Don’t go 
  wandering oﬀ.”
  Before Bec could make a promise he’d never keep, their attentions were 
  drawn to the ﬁrst bravo who, it seemed, was not as dead as Cauvin 
  had thought.
  “Hit him again!” Bec urged as the bravo pushed himself up, groaning, 
  to his hands and knees.
  Reluctantly, Cauvin handed the wheeled horse over to his foster-brother 
  and reached for the shovel. The bravo’s face was a mess, with a mashed 
  ear, a broken nose, a mouthful of broken teeth, and blood streaming 
  everywhere. An hour ago, he’d been halfway handsome. Cauvin, who 
  sported a thick and wayward nose himself, had no desire to add to the 
  damage he’d already done. He shifted his grip on the shovel and kept 
  his distance as the bravo rose slowly to his feet.
  “Not my idea,” the bravo muttered…or words that could be mistaken 
  for that sentiment. “Robb’ry, tha’s all. No harm.”
  Cauvin knew better than to believe, though maybe the bravo had 
  had no intention of drawing the knife he’d held against Bec’s throat. 
  Maybe—like so many other Sanctans—he’d let himself get sweet-
  talked by some foreigner. The odds were scant, but Cauvin picked up 
  one of the soldats and tossed it across the ruins. The bravo managed 
  the easy catch.
  “Give it to Pel Garwood, up along the Promise of Heaven,” Cauvin 
  suggested. “He’ll stitch you up. And get an honest job when you’re 
  done.”
  The bravo studied the coin with his good eye before saying, “Ils have 
  mercy,” and taking the ﬁrst of several wobbly steps toward the street.
  “Do you think he’s going to?” Bec asked when they were alone.
  Cauvin shouldered the shovel and, laying a hand atop Bec’s head, 
  whirled him toward the street.
  “If he’s clever,” Cauvin said as they stepped over the rubble. “But if he 
  was clever, he wouldn’t be in Sanctuary, would he?”
  
  - 8 -
  WELCOME TO THIEVES’ WORLD
  WELCOME TO THIEVES’ WORLD
  The Thieves’ World Player’s Manual is the deﬁnitive sourcebook for 
  creating and playing characters in Sanctuary and in the Thieves’ World 
  campaign setting. This volume starts with an overview of Sanctuary, 
  designed to give you, the player, the information needed to get started 
  in a Thieves’ World game. Subsequent chapters contain all the crunchy 
  nuggets that add on to the rules of your Player’s Handbook in order 
  to transform your games into Thieves’ World games. You’ll ﬁnd this 
  work chock-full of prestige classes, feats, spells, and a slew of useful 
  options—whether you haunt the streets of Sanctuary or not.
  While we made every eﬀort to stick closely to the d20 system, we 
  made several changes to the way the game plays to remain true to the 
  novels. First oﬀ, spellcasting is signiﬁcantly diﬀerent from the standard 
  d20 rules. Throughout all ﬁfteen Thieves’ World books, we see a variety 
  of spellcasters—including priests, witches, and mages—but all are 
  beholden to the amount of magical energy permeating an area. As a 
  result, we rebuilt spellcasting to reﬂect the inﬂuence of magical energy 
  (mana), as well as exploring the distinction between spellcasting and 
  ritualcasting, further diﬀerentiating the styles of sorcery that can be 
  employed in a Thieves’ World game.
  The Player’s Manual also dispenses with alignments, as concrete notions 
  of good and evil just don’t ﬁt the complexities of this setting. Naturally, 
  chaos and law are major forces, but they rarely deﬁne individual heroes 
  and villains. We also included a Reputation system, modiﬁcations to 
  combat, new uses for standard skills, several new base classes (including 
  the survivor and godsworn), plus modiﬁcations to existing classes such 
  as the ranger.
  Like any other d20 sourcebook, you need not apply all the recommended 
  changes presented in this book. If you prefer the standard magic system, 
  you can easily adapt these rules to standard play. Want alignments back? 
  Go for it. Heck, you can just keep the prestige classes and feats and have 
  your Freeport characters cross the veil of mysteries and enter Sanctuary, 
  linking this world to others. This book is yours. Dust oﬀ that black cloak, 
  strap on your knives and throwing stars, aﬀect a grim demeanor, never 
  look a passerby in the eyes, and always, always, watch your back. The 
  streets of Thieves’ World have never been more dangerous.
  WHAT IS THIEVES’ WORLD?
  For those not in the know, Thieves’ World was the ﬁrst anthology in 
  a twelve-book series edited and compiled by Robert Asprin in 1978. 
  It presented a gritty world of thieves, mages, prostitutes, nobles, 
  and intrigues. Sanctuary, the setting, was a ﬁlthy city. The stories 
  never ﬂinched from exploring the worst traits of humanity, covering 
  everything from drugs to prostitution, murder to rape, and all the sins 
  in between. Asprin, Lynn Abbey, C.J. Cherryh, Andy Oﬀutt, Poul 
  Anderson, Marion Zimmer Bradley, and dozens of others delighted 
  a rapidly growing fan base with the tales of their characters, tracing 
  the exploits of engaging protagonists like Ilyra and Kadakithis, while 
  making us laugh at the cocky Shadowspawn, or shudder at the excesses 
  of doomed Tempus. 
  One book spawned another, and then another, and then many more, 
  with some authors replacing those who came before them, some leaving 
  but returning, and all creating an eclectic mixture of tales that dealt 
  with war, plague, sorcery, and true wickedness. In 1989, Stealer’s Sky 
  marked the end of an era, bringing the series to a close.
  Or did it?
  RETURN TO SANCTUARY
  In 2003, Lynn Abbey, either from a masochistic bent or maybe just 
  nostalgia (though she claims it was ﬂying pigs), dusted oﬀ the old notes 
  and relaunched Thieves’ World with the epic novel Sanctuary. Here, 
  WELCOME TO  
  THIEVES’ WORLD
  
  WELCOME TO THIEVES’ WORLD
  - 9 -
  WELCOME TO THIEVES’ WORLD
  Sanctuary is ﬁfty years older, fallen from the bright future hinted at in 
  Stealer’s Sky. The Beysibs have returned to their homelands; Kadakithis, 
  Chenaya, and others are gone. Abbey shocked us with the dark years, 
  describing how many of our beloved characters met their ends, from 
  the compelling Ilyra to the infamous Molin Torchholder. 
  Yet she did not take away without giving something back in return. 
  Abbey introduced us to new faces, new characters we immediately like 
  (or like to hate). She gave us Cauvin and Bec, Soldt and the Dragon, 
  and breathed life once more into this venerable city. Even as we squirm 
  when we read the deaths of our favorite characters, she replaces them 
  with new ones equally as exciting as any of the old.
  After Sanctuary came a new series of anthologies, beginning with Turning 
  Points and continuing with the new Enemies of Fortune. Told by newcomers 
  to Thieves’ World, including Jeﬀ Grubb, Mickey Zucker Reichert, Selina 
  Rosen, Dennis McKiernan, Jody Lynn Nye, and Raymond Feist, these 
  books also herald the return of Andrew Oﬀutt, Diana L Paxson, Robin 
  Wayne Bailey, and of course, Lynn Abbey, all of whose stories blaze the 
  trail into Sanctuary’s uncertain future. And though the characters are all 
  (or at least mostly) new, there is a sense of familiarity, excitement, and (of 
  course) thievery. Thieves’ World is back, and back with a vengeance.
  The Thieves’ World Player’s Manual  is your gateway to into the dark and 
  dangerous world of Sanctuary.   Your journey starts now! 
  CANONICAL BOOKS
  Thieves’ World starts with the original twelve books published in the 
  late 1970s and throughout the 1980s, plus the Sanctuary novel and 
  the ﬁrst two books of the new anthologies. 
  Though many authors spun off novels featuring Thieves’ World 
  characters, such as Janet Morris’ Beyond Sanctuary, Beyond 
  Wizardwall, and Beyond the Veil, Andrew J. Oﬀutt’s Shadowspawn, 
  and the scattered tales of other characters by Poul Anderson, Marion 
  Zimmer Bradley, David Drake, and Gordon R. Dickson, only these 
  core ﬁfteen books are considered canon.
  THIEVES’ WORLD
  Authors: Lynn Abbey, Poul Anderson, Robert Asprin, Marion Zimmer 
  Bradley,  John Brunner, Christine DeWees, Joe Haldeman, Andrew 
  Oﬀutt.
  TALES FROM THE VULGAR UNICORN
  Authors: Lynn Abbey, Robert Lynn Asprin, David Drake, Philip José 
  Farmer, Janet Morris, Andrew Oﬀutt, A.E. van Vogt.
  SHADOWS OF SANCTUARY
  Authors: Lynn Abbey, Robert Asprin, C.J. Cherryh, Vonda N. 
  McIntyre, Janet Morris, Diana L. Paxson.
  STORM SEASON
  Authors: Lynn Abbey, Robert Lynn Asprin, C.J. Cherryh, Janet 
  Morris, Andrew J. Oﬀutt, Diana L. Paxson.
  THE FACE OF CHAOS
  Authors: Lynn Abbey, Robert Lynn Asprin, C.J. Cherryh, David 
  Drake, Janet Morris, Diana L. Paxson.
  WINGS OF OMEN
  Authors: Lynn Abbey, Robert Lynn Asprin, Robin W. Bailey, C.J. 
  Cherryh, Diane Duane, Chris and Janet Morris, Andrew Oﬀutt, 
  Diana Paxson.
  THE DEAD OF WINTER
  Authors: Lynn Abbey, Robert Lynn Asprin, Robin W. Bailey, C.J. 
  Cherryh, Diane Duane, Janet Morris, Andrew Oﬀutt, Diana L. 
  Paxson.
  SOUL OF THE CITY
  Authors: Lynn Abbey, C.J. Cherryh, Janet Morris.
  BLOOD TIES
  Authors: Lynn Abbey, Robert Lynn Asprin, Robin Wayne Bailey, C.J. 
  Cherryh, Diane Duane, Janet Morris and Chris Morris, Andrew 
  Oﬀutt and Jodie Oﬀutt, Diana L. Paxson.
  AFTERMATH
  Authors: Lynn Abbey, Robert Lynn Asprin, John Brunner, David 
  Drake, Janet Morris, Andrew Oﬀutt, Mark C. Perry.
  UNEASY ALLIANCES
  Authors: Lynn Abbey, Robert Lynn Asprin, Robin Wayne Bailey, C.J. 
  Cherryh, Jon DeCles, Chris Morris, Diana Paxson, C.S. Williams.
  STEALER’S SKY
  Authors: Lynn Abbey, Robert Lynn Asprin, Robin Wayne Bailey, 
  C.J. Cherryh, John DeCles, Duane McGowen, Andrew Oﬀutt, 
  Diana Paxson.
  SANCTUARY
  Authors: Lynn Abbey
  TURNING POINTS
  Authors: Lynn Abbey, Robin Wayne Bailey, Raymond Feist, Jeﬀ 
  Grubb, Dennis McKiernan, Jody Lynn Nye, Andrew Oﬀutt, Diana 
  Paxson, Selina Rosen, Mickey Zucker Reichert.
  ENEMIES OF FORTUNE
  Authors: Lynn Abbey, Robin Wayne Bailey, Steven Brust, C.J. 
  Cherryh, Jane Fancher, Jeff Grubb, Dennis McKiernan, Jody 
  Lynn Nye, Andrew J Oﬀutt, Diana L. Paxson and Ian Grey, Selina 
  Rosen.
  FIRST BLOOD
  This volume contains all the stories found in the original Thieves’ 
  World and Tales from the Vulgar Unicorn anthologies, plus a previously 
  unpublished Cappen Varra story by the late Poul Anderson.
  
  - 10 -
  CHAPTER ONE: A SANCTAN PRIMER
  You’ve never been 
  here before, you 
  say? In that case, 
  you’re in for a real treat! Sanctuary is a veritable hotbed of adventure, 
  intrigue, and daring, replete with sorcery, witchcraft, powerful gods, 
  evil cults, and plans within plans within plans. It’s not a safe place; not 
  at all. But if you wanted security, you should’ve stayed on the boat or 
  wagon that brought you here in the ﬁrst place.
  If you’ve got keen 
  wits, sharp senses, 
  a strong sword 
  arm, and a thirst for adventure, though, by all means stay and explore 
  these shadowy streets. Visit the winding alleys of the Maze, the rich 
  homes lining the Processional, or the destroyed temples that crumble 
  on the Promise of Heaven. You might just ﬁnd your fortune here—or 
  your death.
  THE PEOPLE OF SANCTUARY
  When dealing with the outside world, the native folk of Sanctuary refer 
  to themselves as Sanctans. In their own circles, however, they sometimes 
  refer to themselves as Wrigglies. The term “Wrigglie” occasionally 
  presents some problems, in that it was originally coined as a derogatory 
  slur—a dire insult. But as they developed into their own people, the 
  citizens of Sanctuary acquired a sort of “Wrigglie pride,” uniting them 
  on a societal, if not social, level. When used by Sanctans in reference 
  to themselves, Wrigglie is almost a term of endearment; when used by 
  outsiders, it takes on the cast of a bitter insult—one worthy of being 
  avenged with clenched ﬁsts.
  Wrigglies trace their humble beginnings back to the escaped Ilsigi 
  slaves that settled the Sanctuary valley nearly two centuries ago. In the 
  time since, many have oppressed them: the Kingdom of Ilsig, which 
  conquered them shortly after Sanctuary was established; the Empire 
  of Ranke; the ﬁsh-eyed Beysib from across the sea; the cultists of 
  Dyareela, the chaos goddess; and, most recently, the nomadic Irrune. 
  These conquering factions left their indelible mark on Sanctan culture, 
  mixing their own customs, fashions, languages, and genes into the 
  muddy melting pot that Sanctuary has become. Nearly all cultures are 
  represented in Sanctuary’s extended (and often estranged) family.
  So much has transpired between Sanctuary’s walls over the decades 
  that Sanctans typically accept things normally considered unthinkable 
  in other cities. Tales of epic proportions have sprung from Sanctuary’s 
  checkered past, and the reverberations of these happenings echo 
  throughout the city. Gods have walked these streets, the dead have 
  risen from their graves, and wars between nations have been sparked in 
  the winding alleyways of the Maze. Games of life and death have been 
  played out in the dark shadows and under the blazing sun. Powerful 
  mages, witches, and sorcerers have fought magical battles above, below, 
  and within the city, with the gods of both Ilsig and Ranke standing as 
  witnesses (and occasional instigators).
  Those Sanctans old enough to remember the past pass on their wisdom 
  and history to the children who will rule the city (openly or secretly) 
  tomorrow. Sanctuary’s newest generation can barely imagine the trials 
  and tribulations of the city’s unusual history, despite the cautionary 
  tales of their elders. Blinded by their youth, they see only the lot they 
  have inherited, but are nonetheless aware of their city’s reputation. As a 
  result, even though they might fervently wish to leave cursed Sanctuary 
  behind in an eﬀort to explore the rest of the world, they, too, feel a 
  bond with their home.
  CHAPTER ONE:  
  A SANCTAN PRIMER
  WELCOME TO SANCTUARY, THE SEEDIEST CITY IN FANTASY FICTION!
  
  - 11 -
  CHAPTER ONE: A SANCTAN PRIMER
  LAW, GOVERNMENT, AND TAXES
  Sanctuary today is under the control of the Irrune—a society of nomadic 
  raiders whose help Molin Torchholder ﬁnagled in order to oust the 
  Dyareelan despots that threatened to destroy the city. As payment for 
  their services, Torch bestowed Sanctuary’s governance upon the Irrune. 
  Arizak, the Irrune chief, is the de facto ruler. He was visible during the 
  early period of his reign, but after he suﬀered a terrible injury when 
  his horse fell on top of him, he has withdrawn for the most part to 
  the Governor’s Palace. Rumors about the state of his health run wild 
  through the streets, and many wonder which of his sons will claim his 
  place after his seemingly inevitable death.
  While the Irrune won Sanctuary from the followers of the chaos 
  goddess, they are by no means familiar with the bureaucracy inherent 
  in a city’s infrastructure. As such, the day-to-day administration of 
  the city falls to those who can do it best. The Peers (also referred 
  to as magnates, merchant-princes, or oligarchs) are the remnants 
  of a Rankan-dominated group of petty aristocrats and traders who 
  attempted to maintain their contacts within the imperial heartland. 
  As the futility of that eﬀort became increasingly apparent, the Rankan 
  domination of the Peers lessened, and the richest men and women in 
  the city, regardless of their ethnicity, assumed control over the group.
  The Peers run the city’s day-to-day aﬀairs, levying and collecting taxes, 
  enforcing law and order, and keeping the city’s bureaucratic machine 
  functioning as smoothly as they can. The Irrune allow them to do so, 
  primarily because they lack the experience necessary to perform the job 
  themselves. This does not indicate that the Irrune are simple or unaware 
  of what transpires within their domain, though. In fact, many Irrune 
  are quickly taking to their new responsibilities, and may very well take 
  a stronger role in the city’s aﬀairs than the Peers might care for.
  Just like anywhere else, death and taxes are two things that are constant 
  in Sanctuary. No one enjoys paying taxes, but the people have had 
  more than enough chaos, violence, disorder, and anarchy over the 
  past few decades. So long as the Peers and the Irrune maintain peace 
  within the city, administer acceptable justice, and take responsibility 
  for public services, Sanctans aren’t likely to complain too loudly. In 
  such a small city, it’s a rare person who doesn’t have some connection 
  to one of the Peers.
  In a city dubbed Thieves’ World, one would not expect a strong sense of 
  law and order to prevail. But in fact, Sanctuary invests a great deal into 
  its peacekeeping eﬀorts. The Peers use levies collected to fund the city 
  guard and the city watch. Sanctuary’s city guard is the more skilled and 
  formally organized of the two groups, consisting of trained military men 
  and women, some of whom originally served in the imperial legions of 
  Ranke. Guards are uniformed, armored, and well armed. Most of them 
  live within the Palace barracks, performing their duty from that location, 
  or from any one of a number of watch stations scattered throughout 
  the city and along the walls. Guards patrol the streets in small groups, 
  though there are some places in the city (such as the Hill quarter) where 
  even they refuse to tread. Most guards speak Rankene as well as the 
  local Wrigglie dialect. Though their spoken Wrigglie is often better than 
  their Rankene, they tend to think of themselves as upholding imperial 
  tradition, even if they no longer serve the empire.
  The city watch, by comparison, is more of an organized militia. Members 
  of the watch do not wear any kind of standard uniform, nor are they 
  particularly well supplied, having poor weaponry and armor. Some 
  members wear a belt or baldric in an eﬀort to proclaim their status, 
  but such devices are an exception to the rule. Unlike city guards, who 
  live in the barracks, members of the watch return to their homes and 
  
  - 12 -
  CHAPTER ONE: A SANCTAN PRIMER
  families at the end of their shifts. Their job is mostly to keep an eye on 
  the city, reporting incidents to the Palace or the guard if the situation 
  warrants.
  Members of the guard and the city watch alike do not ﬁt any particular 
  mold. Largely, they are honest, although there are always a few bad apples. 
  The average peacekeeper pursues justice for its own sake, though he’ll 
  work a little harder with added incentive. Such supplementary income 
  isn’t necessarily seen as a bribe by Sanctans, but as a necessary service 
  charge. The dangerous work intrinsic to the activities of the watch and 
  guard is low-paying, and most Sanctans consider a couple of padpols here 
  and there a small price to pay for more motivated security.
  The Sharda make up a third peacekeeping force in the city. Largely 
  unoﬃcial and privately funded, the Sharda are often found investigating 
  cases for the Hall of Justice. The word “sharda” itself is Irrune in origin, 
  referring to a particularly persistent breed of hunting dog. Though 
  they have no speciﬁc powers of arrest within Sanctuary, the Sharda 
  can muster the support of the guard in times of need, especially when 
  a high-proﬁle crime is involved.
  LANGUAGE AND WRITING
  On any given day, you may hear half a dozen languages spoken in 
  Sanctuary. Given its position as a port town, it is not surprising that 
  folk from many diﬀerent countries come to trade in the city’s markets. 
  This inﬂux of languages, combined with the city’s history as an oft-
  conquered prize, results in a strong local dialect that is both unique 
  and diﬃcult for nonnatives to master. Luckily, Sanctans speak at least 
  one additional language, typically Rankene or Ilsigi.
  Literacy is the exception to the rule among the city’s residents. While 
  many ethnic Rankans (especially those who live out at Land’s End) 
  are able to read and write Rankene, most Wrigglies are illiterate. The 
  local dialect (referred to as Sanctan by the educated and as Wrigglie by 
  everyone else) has no written form. While many of the signs and markers 
  posted along the city’s streets are written in a combination of Rankene 
  and Ilsigi script, they go largely unnoticed by the rank and ﬁle.
  Detailed here are the languages commonly spoken in Sanctuary, both 
  by the citizens of the city and its visitors. Languages are noted with 
  an S (the language is spoken), a W (the language has a written form), 
  or both.
  AURVESHAN (S/W)
  Aurveshan is spoken extensively in the Gray Wastes. A throaty and 
  guttural tongue, it shares a lot with the Raggah tongue, perhaps even 
  descending from the same root language.
  BEYSIN (S/W)
  Though rarely spoken in Sanctuary these days, Beysin left its indelible 
  mark on the local Wrigglie dialect. Beysin infers as much meaning 
  through inﬂection and tone as it does through posture, and it can be 
  a diﬃcult language to master unless taught by a native speaker. The 
  written form of Beysin is ﬂorid and extravagant.
  CARONNESE (S/W)
  The people of Caronne have a lilting speech that is very well suited 
  for poetry and song. Similar in many ways to Ilsigi, some scholars 
  consider it to be a distant cousin of that tongue. Despite its propensity 
  for artistic applications, Caronnese possesses an intricate system of 
  numeric and mathematical symbols, something Caronnese merchants 
  make great use of. Caronnese has a written form with an alphabet 
  descended from Ilsigi.
  CIRDONIAN (S/W)
  Cirdonian is as old as the languages of Enlibar and Yenized, and it has 
  changed little in the millennia over which it has been spoken. A terse 
  language, Cirdonian allows a speaker to communicate a great deal with 
  only a few words. The Cirdonian alphabet is similar in some ways to 
  Old High Yenized, but the two are mutually exclusive. It should be 
  noted that in Cirdonian, the word used for “liar” and “enemy” are both 
  the same.
  WRIGGLIE CHARACTERS
  When creating a character who is a native Wrigglie, make sure you take his or her age into consideration. The average Sanctan over the 
  age of twenty somehow managed to survive the worst of the Dyareelan excesses accompanying the Troubles, but few managed to do so 
  unscathed, either mentally or physically. Most Sanctans over the age of ﬁfty remember plagues, storms, the coming and going of empires, 
  the ﬁsh-eyed Beysib with their snakes, dead folks walking the streets, gods in the skies, whirlwinds of ﬁre rising above Pyrtanis Street, and 
  the day it rained ﬁsh all over town.
  As such, it takes a lot to impress a mature Sanctan. They are the very deﬁnition of cynical, and are extremely resistant to change. They prefer to 
  keep things more or less the same way they’ve always been, and are willing to ﬁght in order to maintain the status quo. The zeal displayed by 
  the Dyareelan cult during the Convulsions gave many Sanctans a gut-level aversion to overt displays of religious fervor. Magic is also highly 
  suspect to Wrigglies, though less so than the power of prayer. Religion remains an important facet of many Sanctans’ lives, but practices of 
  faith are personal now, and on the whole, very quiet.
  Every Wrigglie who survived the Convulsions suﬀers from a recurring nightmare or two. Many survivors managed to endure the Troubles 
  because they deﬂected bad luck onto their neighbors and friends. No one talks about collaborating with the Dyareelans, and most say sincerely 
  they did everything within their power to resist the depredations of the cultists.
  This is, of course, patently false. Had the population risen up and ousted the fanatics, life would have been much less exciting and the story 
  would have had a diﬀerent ending. As it stands, fear was the rule of the day in those times, and fear is an unpredictable inspiration.
  If you plan to create a character who is a native of Sanctuary, then you need to determine what happened to that character during the Troubles. 
  Consider the sorts of guilty secrets that such characters carry around with them on a daily basis, and apply that knowledge to their actions. 
  Does anyone else know what they went through during the Troubles? Does anyone else know what they might’ve done in that turbulent time? 
  And if so, what will the character do in order to keep those secrets hidden?
  
  - 13 -
  CHAPTER ONE: A SANCTAN PRIMER
  ENLIB (S/W)
  Enlib is a dead tongue, known now to only a few dusty scholars and 
  sorcerers (and then almost exclusively in its written form).
  ILSIGI (S/W)
  Ilsigi is one of the most commonly spoken languages in Sanctuary (as 
  would be expected from the city’s once being an Ilsigi colony). Rankans 
  typically perceive Ilsigi as harsh and low-pitched compared to Rankene, 
  while the people of Ilsig see Rankene as stuﬀy and overly formal. Ilsigi’s 
  alphabet is the most frequently used system of writing in Sanctuary, 
  even in the transcription of other dialects.
  IRRUNE (S)
  Irrune has no written form. It is heavy on inﬂection and limited in 
  vocabulary, and its rhythmic structure makes it diﬃcult for nonnative 
  speakers to distinguish between a statement and a question. When 
  the Irrune arrived in Sanctuary, they had no words in their language 
  to describe a body of water as large as the sea. In the years since, the 
  Irrune adopted Sanctan words to represent such things, though the 
  more conservative Irrune see these additions as corruptions.
  MRSEVADAN (S/W)
  Mrsevadan is a variation of Caronnese, and it uses the same Ilsigi-
  derived alphabet. The similarity stops there, however, as Mrsevadan 
  is spoken in a radically diﬀerent way—almost as if the niceties of the 
  Caronnese tongue had been removed from it (which isn’t far from the 
  truth). A speaker of Caronnese can easily understand someone who 
  speaks Mrsevadan, and vice versa, so long as both speak slowly.
  NISI (S/W)
  Nisi is the dying language of the Nisibisi. It is known by only a few people 
  in Sanctuary (most commonly sorcerers, scholars, and witches), and those 
  who do know it rarely speak it in polite company, for it is a hissing, sibilant 
  tongue. The Rankan Empire banned the use of Nisi, even going so far as 
  to cut the tongues from the mouths of those who would speak it.
  RAGGAH (S)
  The Raggah tribes of the Gray Wastes speak their own language, similar 
  in some respects to Aurveshan. The Raggah tongue is coarse and guttural, 
  more like a series of growls and coughs than actual speech (at least to those 
  not familiar with it). The Raggah refuse to speak their language in the 
  presence of outsiders, using a sophisticated system of sign language (see 
  following) when away from their camps. Raggah has no written form.
  RAGGAH SIGNING (S)
  The sign language of the Raggah tribes is remarkably reﬁned, given 
  the growling tone of their spoken tongue. All Raggah learn Raggah 
  signing at a young age.
  RANKENE (S/W)
  Rankene is a cultured tongue often used in trade, business, and politics. 
  At the height of the Rankan Empire, almost every major settlement 
  across the continent spoke Rankene. In the years since Ranke’s decline, 
  use of the language outside of the empire’s borders diminished. People 
  from nations formerly subjugated by the empire were often forced 
  to learn Rankene, making it unpopular in those places abandoned 
  by Rankan legionnaires. Imperial Rankene is an elevated form of 
  Rankene—ﬂowery, complex, and academic when compared to vulgar 
  Rankene. Reserved for theater, oﬃcials, and scholars, it sees little use 
  outside the upper strata of Sanctuary society.
  SANCTAN (S)
  Also known as “Wrigglie,” Sanctan is Sanctuary’s peculiar dialect. 
  Based heavily on trade tongue (see following), Sanctan blends Ilsigi and 
  Rankene components with bits and pieces of Beysin, Irrune, and nearly 
  every language spoken in a dozen other lands. While Wrigglies have 
  little trouble deciphering the pure Ilsigi tongue, the Sanctan dialect is 
  nearly incomprehensible to native Ilsigis. Sanctan has no written form, 
  and is instead transcribed into either Rankene or Ilsigi by knowledgeable 
  folk. When transcribed into Ilsigi, native speakers of Ilsigi can read and 
  understand Sanctan with some diﬃculty.
  S’DANZO (S)
  The secretive S’danzo teach their language to no one. Unlike the Raggah, 
  they speak their tongue freely in front of outsiders, comfortable in 
  knowledge that the suvesh (non-S’danzo) around them have no hope of 
  understanding what they say. Due to the S’danzo oral tradition, much of 
  the language’s vocabulary is symbolic in one way or another. The S’danzo 
  string allegory and metaphor together into expressive phrases which are 
  often very diﬃcult to translate. S’danzo lacks a written form.
  SHERRANPIP (S/W)
  Sherranpip is one of the rarer languages in Sanctuary, spoken by only a 
  few wanderers. It originates from far across the sea, on the island nation 
  of Sherranpip. The words of the language ﬂow rhythmically together 
  into a stream of speech that makes sentences sound like lengthy words 
  unto themselves.
  
  - 14 -
  CHAPTER ONE: A SANCTAN PRIMER
  TRADE TONGUE (S)
  Trade tongue is an Ilsigi/Rankene pidgin language used to communicate 
  simple ideas between merchants and traders. Though it has no written 
  form, it does feature a simple system of numbers and digits that allows 
  for the recording of transactions. Anyone who can speak trade tongue 
  understands its limited written shorthand.
  TWANDAN (S/W)
  Twandan is a corruption of Rankene and Aurveshan, sometimes referred 
  to as “low Rankene” for its earthier, less ornate quality as compared 
  to the traditional Rankene language. Twandan’s written form uses the 
  Rankene alphabet.
  YENIZED (S/W)
  Yenized consists of two interconnected dialects: Low Yenized and Old 
  High Yenized. Old High Yenized is an ancient language with clipped 
  speech patterns and very formal undertones. Though often considered 
  a dead language, people in isolated village across the continent still 
  speak this tongue, and speakers of one form of Yenized can easily 
  understand speakers of the other. Both dialects make use of the same 
  Yenizedi alphabet.
  TABLE 1–1: WEEKS AND MONTHS
  DAYS OF THE WEEK
  Ilsigi
  Rankan
  Modern
  Ilsday (“Ils”)
  Savankhday
  Sunday
  Orulsday (“Oruls”)
  Sabellday
  Monday
  Thuﬁrday (“Thuﬁr”)
  Vashankhday
  Tuesday
  Eshisday (“Eshis”)
  Kalashday
  Wednesday
  Falanday (“Falan”)
  Azunday
  Thursday
  Anensday (“Anens”)
  Halakday
  Friday
  Shiprisday (“Shipris”)
  Memnillday
  Saturday
  THE MONTHS OF SANCTUARY
  Month Name
  Description
  Modern
  Breen
  1st month of winter
  December/January
  Andaria
  2nd month of winter
  January/February
  Moruthus
  3rd month of winter
  February/March
  Drellan
  1st month of spring
  March/April
  Eseris
  2nd month of spring
  April/May
  Sperraz
  3rd month of spring
  May/June
  Hespar
  1st month of summer
  June/July
  Languel
  2nd month of summer
  July/August
  Pordur
  3rd month of summer
  August/September
  Gethur
  1st month of autumn
  September/October
  Escharia
  2nd month of autumn
  October/November
  Volnar
  3rd month of autumn
  November/
  December
  THE PASSAGE OF TIME
  Minutes pass into days, days into weeks, weeks into months, and months 
  into years. Sanctans measure the passage of time in much the same 
  way as others do, with each day divided up into 24 hours, and each 
  hour divided into four quarter-hours (minutes are beyond the average 
  Sanctan’s ability to grasp or track).
  Several diﬀerent methods are used to keep track of the passage of 
  time. During the day, the progress of the sun across the sky is a simple 
  technique that anyone can use to approximate the hour. During the 
  evening hours, the movement of the heavens is a reliable method of 
  timekeeping on clear nights, though it requires some study in order 
  to be accurate.
  For the wealthier folk, large “by-hour” candles are incrementally 
  marked to measure time as they burn. Caronnese artisans create 
  beautiful hourglasses from stained glass and colored sand, but these 
  are expensive and not at all common. The ordinary folk of Sanctuary 
  use simpler methods to track time after dark, such as by monitoring 
  the decline of heat from a banked hearth. Night is divided into two 
  watches: Early Watch is from sunset to midnight, and Late Watch is 
  from midnight to sunrise.
  Both Rankans and Ilsigis use a seven-day week to track their days, 
  since both cultures derive their calendars from the reckoning of the 
  ancient Enlibrite Empire. Both Ranke and Ilsig dedicated speciﬁc days 
  to speciﬁc deities, but the gods diﬀer depending on which pantheon 
  is being used. Since Sanctuary is fundamentally Ilsigi in origin, it is 
  common for Sanctans to use Ilsigi reckoning in identifying the days of 
  the week. Rankan reckoning is still used by diehard citizens of Rankan 
  extraction, especially those who make their homes at Land’s End.
  It is common for the Ilsigi names of weekdays to be shortened, especially 
  when using the local Wrigglie dialect. Ilsigi word structure makes it 
  easy to drop the “day” from Ilsday, so that the name of the day itself 
  would be shortened to “Ils.” The structure of Rankene makes it diﬃcult 
  for the “day” syllable to be dropped, and as a result, this truncation is 
  rarely made by Rankans.
  Months in Sanctuary are kept track of in thirty-day increments, with 
  the extra ﬁve (and sometimes six) days of the year preceding the New 
  Year’s celebration. Because they are derived from the calendar of 
  ancient Enlibar, the names of the twelve months are the same for both 
  Rankan and Ilsigi alike. Most other nations within the Rankan and 
  Ilsigi spheres of inﬂuence use the Enlibrite calendar, though many have 
  replaced the names of the month with vernacular equivalents. This isn’t 
  all that important, since the base meanings of the month names have 
  been lost to ordinary folk.
  Given that not everyone in Sanctuary is comfortable with (much less 
  capable of) counting to thirty, it is less common to hear someone plan 
  an event for the 28th of Drellan than it is to hear them say that an event 
  will take place on the fourth Ilsday of Drellan. Events are planned in 
  relation to local festivals and holidays, because most people know the 
  dates and times of major Rankan and Ilsigi celebrations.
  Most know that a year consists of 365 days, but the year itself is reckoned 
  by one of three methods: Ilsigi, Rankan, or Sanctan.
  The Ilsigi calendar keeps track of years based on the presumed beginning 
  of the world, placing the Ilsigi chronology in its 3,671st year. The highly 
  
  - 15 -
  CHAPTER ONE: A SANCTAN PRIMER
  ordered priesthood in Ilsig ensures that time is meticulously kept within 
  the Kingdom’s borders. Ranke’s calendar, which was imposed on much of 
  the world during its conquest, measures years by tracking the age of the 
  empire itself. This puts the Rankan Empire’s calendar in its 104th year.
  Though Sanctans are accustomed to the Ilsigi calendar, its number 
  of years presents a large, awkward number to most citizens. Because 
  of this, Sanctans prefer to track their chronology based on the year 
  that Ranke stopped extracting tax revenue from the city. By Sanctan 
  reckoning, it is currently the 44th year since Ranke retreated from the 
  governance of Sanctuary.
  SANCTAN ECONOMICS
  The monetary system in Sanctuary is far from standardized. Dozens 
  of coins of varying denomination and nationality are in circulation, 
  and estimating the value of these various currencies in relation to one 
  another can challenge even the most experienced moneychanger. Most 
  coins are minted from silver of dubious purity. Gold coins exist, but are 
  rare and diﬃcult to exchange.
  SHABOOZH
  The principle coin in Sanctuary is the shaboozh (sh). Shaboozh are square 
  silver coins that measure about 1-1/3 inches (3-1/2 centimeters) edge 
  to edge. Originally based on Ilsigi coinage, Sanctan shaboozh are now 
  minted by the Irrune. A number of counterfeiting operations produce 
  coins throughout the city, and rumor holds that some nobles and powerful 
  merchants mint their own coins as well. The purity of the silver in these 
  coins is always in question, given that their origin is not always obvious. 
  The only certainty is that coins minted by the Irrune ironically tend to 
  have a lower silver content than those pressed by the counterfeiters.
  PADPOLS
  Shaboozh are routinely cut into small pieces, which are known as 
  padpols. Padpols (pd) are Sanctuary’s small change. There are typically 
  sixteen padpols per shaboozh, and they are often snipped, cut, or 
  broken oﬀ into irregular shapes and sizes. Some merchants insist on 
  weighing padpols to ensure they are getting an even exchange based 
  on the weight of the fragments, but given the purity of the silver in 
  these coins, their value ﬂuctuates nonetheless. The Palace regularly 
  collects padpols, melts them down, and remints them into shiny new 
  shaboozh. In Ilsig, padpols were once known as padpools and had their 
  own denomination, though it has been at least a generation since one 
  of these coins circulated in Sanctuary.
  ROYALS
  The most valuable Ilsigi coin in Sanctuary is the royal (ro). Royals are 
  round gold coins, a little over 1/2 inch (1-1/2 centimeters) in diameter. 
  Not oﬃcially minted in Sanctuary, they are available only in small 
  quantities. The oﬃcial Ilsigi exchange rate is ten silver shaboozh to the 
  royal, but given the ﬂuctuating purity of shaboozh in Sanctuary, about 
  the best anyone can hope for is an exchange of ﬁfteen shaboozh for a 
  royal (and most people are happy if they can trade at twenty to one).
  While this might seem a beneﬁt for a merchant or noble who wishes 
  to exchange his royals for shaboozh in Sanctuary, in truth, anyone 
  wishing to trade royals for shaboozh will likely have a hard time ﬁnding 
  a moneychanger willing to make an honest exchange. Flashing gold 
  coins in many parts of the city is a good way to ﬁnd oneself robbed, if 
  not killed outright.
  SOLDATS
  While the Irrune in the Palace mint coins using copies of Ilsigi dies, 
  taxes and other transactions within the city are still reckoned in Rankan 
  soldats (so). The soldat is a round silver coin about 3/4 of an inch (2 
  centimeters) in diameter. As with shaboozh, the purity of the silver in 
  TABLE 1–2: CURRENCY
  ILSIGI CURRENCY
  —Exchange Value—
  Currency
  PD
  SH
  RO
  Padpol (pd)
  =
  1
  1/16
  1/160
  Shaboozh (sh)
  =
  16
  1
  1/10
  Royal (ro)
  =
  160
  10
  1
  RANKAN CURRENCY
  —Exchange Value—
  Currency 
  PD
  SO
  CO
  Padpols (pd)
  =
  1
  1/4
  1/200
  Soldats (so)
  =
  4
  1
  1/50
  Coronations (co)
  =
  200
  50
  1
  AURVESHAN CURRENCY
  —Exchange Value—
  Currency 
  PL
  SN
  Piels (pl)
  =
  1
  1/8
  Souns (sn)
  =
  8
  1
  CARONNESE CURRENCY
  —Exchange Value—
  DE
  PA
  LA
  Denne (de)
  =
  1
  1/6
  1/12
  Plira (pa)
  =
  6
  1
  1/2
  Lira (la)
  =
  12
  2
  1
  CONVERSION RATES
  Shaboozh
  Soldats
  Souns
  Plira
  1
  =
  4
  =
  8
  =
  2-2/3
  Soldats
  Souns
  Plira
  Shaboozh
  1
  =
  2
  =
  2/3
  =
  1/4
  Souns
  Plira
  Shaboozh
  Soldats
  1
  =
  1/3
  =
  1/8
  =
  1/2
  Plira
  Shaboozh
  Soldats
  Souns
  1
  =
  3/8
  =
  2
  =
  3
  D20 CURRENCY
  Gold pieces
  Shaboozh
  Soldats
  Souns
  Plira
  1
  1
  4
  8
  2-2/3
  
  - 16 -
  CHAPTER ONE: A SANCTAN PRIMER
  soldats is always questionable, but this inconsistency is more a result of 
  anarchy in the Rankan Empire than Sanctan corruption, as there are 
  no known coin dies for the minting of soldats in Sanctuary. The going 
  exchange rate is four soldats to one shaboozh. Individual soldats can be 
  clipped into four evenly sized pieces, which are also known as padpols, 
  and have the same approximate value.
  CORONATIONS
  The Rankan coronation (co) is a gold coin that is almost as large as 
  a shaboozh. The oﬃcial exchange rate is ﬁfty soldats per coronation. 
  Coronations are mostly a notational currency in Sanctuary, given that 
  the coins themselves are rarely, if ever, circulated. Outside of Land’s 
  End and the sparkers there (a Wrigglie term for those with a particular 
  blend of wealth and worthless character), most Sanctans have never 
  even seen a coronation.
  OTHER CURRENCY
  Although the coins primarily used in the city are Ilsigi or Rankan 
  in origin, there are a number of foreign currencies commonly 
  found in the purses of visitors to Sanctuary. Many countries and 
  regions, such as Twand, have no native currencies of their own, 
  and instead utilize the coinage of their Rankan conquerors.
  AURVESHAN MONEY
  The silver soun (sn), an octagonal coin common in Aurvesh, is 
  worth about 2 padpols. The piel (pl) is another coin of Aurvesh, 
  minted of copper, with a single triangular hole in its center. The 
  common exchange rate is four piels to the padpol, but piels are rarely 
  exchanged in Sanctuary, as copper has little to no value there.
  CARONNESE MONEY
  Caronne is an economic powerhouse, and its currency retains 
  its value in Sanctuary much more readily than other foreign 
  moneys. Like Sanctuary, Caronne’s government still uses 
  Rankan coinage to tabulate tax revenues. The trade guilds, on 
  the other hand, use Caronnese denominations in their day-
  to-day business. Mrsevada has long used an approximation of 
  Caronnese currency in its transactions, and the denominations shared 
  between the two countries are more or less the same.
  The Caronnese lira (la) is a tiny gold coin used for transactions. Each lira is 
  worth three soldats (or twelve padpols). The silver plira (pa) is the workhorse 
  of Caronnese currency, and is the most common coin of Caronne to be found 
  circulating in Sanctuary. A single plira can be swapped for six padpols. The 
  least valuable of the Caronnese coins is the denne (de), a bronze piece that is 
  somewhat larger than a soldat. Denne are valued at a single padpol.
  SANCTUARY’S CURRENCY IN D20 TERMS
  On a day-to-day basis, the shaboozh is the standard monetary unit in 
  Sanctuary. For all intents and purposes, one shaboozh is equal to one 
  gold piece in most other fantasy settings. Table 1–2: Currency lists 
  coin values relative to one another.
  REGIONAL GEOGRAPHY AND CLIMATE
  Sanctuary is located near the southern tip of a vast, equator-straddling 
  continent. Bordered by the sea to the south, the Queen’s Mountains 
  to the west, and the Gray Wastes to the north and east, Sanctuary and 
  its client villages represent an important stop along the sea-lanes and 
  caravan routes between the Kingdom of Ilsig to the west, and what 
  remains of the Rankan Empire in the east. Because of its strategic value, 
  Sanctuary has been a highly contested prize for nearly two centuries.
  Traveling north, away from Sanctuary, the terrain rises and becomes 
  hilly. Scant pine forests cluster around the banks of the White Foal 
  River, which eventually ﬁnds its roots in the mountains. These forests 
  provide a small amount of local timber to the city and environs, yet 
  wood is still a much-prized commodity. The Queen’s Mountains sit in 
  the west, their peaks capped in white much of the year. This expansive 
  range (also known as the World Spine Mountains by the Rankans, 
  or the Gunderpah by the mountain folk themselves) runs north for 
  thousands of leagues.
  Past the highlands north of the city, the land turns arid, with sparse 
  vegetation. These parched plains are the western roots of the Gray 
  Wastes, a wide expanse of sandy deserts that reach ever east. Few can 
  survive easily there except for the nomadic Raggah tribes and herds 
  of desert horses and camels. Small oases are strung like emeralds 
  along the trade routes winding through the dunes and canyons of the 
  Wastes. Though dangerous, these routes provide the quickest possible 
  way for overland caravans and travelers to reach cities such as Dar, 
  Ranke, and Lirt.
  To the south and west of Sanctuary, the ground turns low and marshy, 
  becoming what Sanctans have come to call the Great Morass. The land 
  there is so wet and inhospitable that the area remains largely empty and 
  unsettled. The Morass stretches from the Swamp of Night Secrets to 
  the tip of the Hammer’s Tail, a peninsula that represents the southern 
  tip of the World Spine Mountains.
  Out at sea, just south of Sanctuary, lies Inception Island. Part of a small 
  archipelago known collectively as the Smuggler’s Islands, Inception was 
  at one time Sanctuary’s only colony. The Kingdom of Ilsig has since 
  absorbed the settlement. Trade between Inception and Sanctuary is 
  constant, as the island has little in the way of natural resources. With 
  
  - 17 -
  CHAPTER ONE: A SANCTAN PRIMER
  no ground-fed streams, water and grain are both valuable commodities 
  to the Ilsigis who dwell there.
  Weather in Sanctuary has grown cold and damp in the past few decades. 
  Large storms ride in oﬀ the coast at least two or three times a year, 
  usually during the autumn months. These storms cause the White Foal 
  and Red Foal Rivers to ﬂood, which in turn wreak havoc in the city. 
  Though summers are generally warm and dry, the winters are bitterly 
  cold, and snow is becoming more common. Older residents predict 
  that snow will become an annual certainty sometime within the next 
  quarter-century.
  AN OVERVIEW OF SANCTUARY
  Sanctuary represents the most prosperous deep-water port in the 
  region. Though only 3 or 4 miles in diameter, the city is home to nearly 
  2,500 souls. Outlying villages and farming communities raise the local 
  population to about 6,000 in total, but these numbers are still low when 
  compared to the city at its height. Sanctuary’s population suﬀered a 
  signiﬁcant dip during the plagues and famines that preceded the Troubles, 
  but there has been a steady upward swing in numbers in the ten years 
  since the Irrune burnt the Dyareelan cultists out of the city.
  Sanctuary rises from the sea, gradually climbing into the northern hills. 
  The eastern and western borders of the city are deﬁned by the White 
  Foal and Red Foal Rivers, respectively. Villages of varying sizes dot the 
  countryside to the north and east, lending direct support to Sanctuary’s 
  overall economy. Sanctuary is a trading hub for these communities, and 
  most (if not all) of these villages are represented at the city’s farmer’s 
  market that occurs three times per week.
  Construction in the city has always consisted predominantly of adobe, but 
  with the climate’s increased propensity toward dampness, the sun-dried 
  bricks have fallen out of fashion. Stone is the preferred building material 
  now, but there is precious little to be had locally. Most Sanctans make do 
  with what they have, but those who can aﬀord to renovate their homes 
  and shops have already done so.
  The city consists of several quarters, or neighborhoods, that vary 
  dramatically in size. Nearly all of these districts contain both residential 
  and commercial elements. Each is presented here in minor detail, starting 
  with the ’Tween, which lies at Sanctuary’s southeastern corner, and 
  working in a clockwise direction around the city. The information that is 
  presented details what the typical Sanctan knows, though exceptions are 
  nigh unavoidable. For more information on Sanctuary and its inhabitants, 
  check out Green Ronin’s Shadowspawn’s Guide to Sanctuary and the new 
  Thieves’ World anthologies published by Tor Books.
  
  - 18 -
  CHAPTER ONE: A SANCTAN PRIMER
  THE ’TWEEN
  Sanctuary’s newest district is the ’Tween. Originally devised as a caravan 
  terminus by Molin Torchholder, it has since become more of a traveler’s 
  district than a center of trade within the city. The ’Tween begins at the 
  eastern wall of the city, where the Prince’s Gate (also known as the 
  Gate of Gold) allows travelers to enter the ’Tween via the Wideway. 
  Guards stationed at the Prince’s Gate examine travelers and their 
  cargoes, collect taxes, and ensure that visitors enter and exit the city in 
  an orderly fashion. Eventually spanning the entire breadth of the city, 
  the Wideway continues west from the Prince’s Gate.
  The entirety of the ’Tween is surrounded by new stone walls. The 
  northern and western walls butt up against the Red Foal river, which 
  ﬂows in a brackish stream around the quarter’s exterior and into the 
  harbor. The northern, western, and southern walls of the district were 
  constructed after the sack of Ranke. Despite the fact that they are newer, 
  they are not as well-built as the older walls that deﬁne the ’Tween’s 
  eastern edge. A second gate stands at the quarter’s western edge and 
  cuts the ’Tween oﬀ from the rest of the city. The city’s watch guards 
  this gate, and it typically remains open after nightfall.
  Like most of the walls surrounding it, the buildings ﬁlling the ’Tween 
  are of newer construction (largely of stone or brick) than the rest of 
  Sanctuary. The guardhouses ﬂanking the Prince’s Gate are of solid 
  Rankan construction. Most of the ’Tween’s streets aren’t paved except 
  for the Wideway, which continues through the quarter and onward 
  toward the wharf. The rest of the quarter’s roads are made of dirt and 
  hard-packed sand, which quickly turn into quagmires during Sanctuary’s 
  rainy season.
  Much of the ’Tween’s business consists of hostels, taverns, inns, and 
  stables that cater primarily to visitors. These businesses line the Wideway 
  on both sides, each clamoring for the attention of travelers as they move 
  from one end of the quarter to the other. Coin of any kind is good 
  here, and several moneychangers are scattered randomly throughout 
  the district. The ’Tween is a lively place, ﬁlled with all manner of people, 
  their various languages creating a constant hum. Combined with the 
  foreign fashions worn by its itinerant population, there is a feeling of 
  the exotic to this quarter matched only by the Bazaar.
  THE PUBLIC BATHS
  One of the most popular stops after coming through the western gate is 
  the public bathhouse. For a few padpols, travelers can scrub themselves 
  with soapweed and rinse oﬀ beneath a hand-cranked waterwheel. For 
  ten padpols, one can request a hot bath in one of the many communal 
  pools, and private accommodations are available to those who don’t mind 
  paying a few padpols more. Two shaboozh or more can buy the services 
  of an attendant, some of whom seem to be a little too young for their 
  line of work. Speculation is rampant as to where the Baths ﬁnd these 
  juvenile employees, as many of them are obviously not Sanctan natives. 
  It is rumored they are imported as slaves from Caronne, Mrsevada, or 
  Twand, but no one has gone to any great lengths to ﬁnd out the truth.
  Besides its role as a house of soap and warm water, the Bathhouse 
  also serves as a meeting place for foreigners and Sanctans who wish to 
  discuss business. The nature of the place makes it diﬃcult for thieves 
  or assassins to smuggle weapons into the baths. As well, a half dozen 
  ex-gladiators, ostensibly trained in Rankan ﬁghting schools, patrol the 
  grounds. Security is not foolproof, however, and on occasion, a slave will 
  ﬁnd a body ﬂoating in a pool, drowned or beaten to death.
  MEERASH’S OILS
  Meerash was an Aurveshan businessman who sold olive and other 
  imported oils in the southern part of the ’Tween. Although his shop 
  still stands there, a pyramid of glass bottles glinting in the front 
  window, little oil is sold these days. The shop’s latest proprietor, an 
  aged and homely woman named Cassata, seems to do most of her own 
  business with a gang of ruﬃans known as the Kintairs. The Kintairs, 
  in turn, have been strong-arming businesses in the ’Tween, extorting 
  protection money from them, and engaging in minor acts of larceny. 
  None are sure where Meerash has gone, nor can anyone say with any 
  certainty why a matron like Cassata would be traﬃcking with the likes 
  of the Kintairs.
  THE STAIRS
  Just outside the western gate of the ’Tween is a long ﬂight of stairs 
  acting as an oft-used shortcut to the heights of the city. The stairs, 
  LIFE IN THE ’TWEEN
  Though there are a few residences in the ’Tween, much of the 
  quarter’s population is itinerant in nature. Most Sanctans who 
  call the ’Tween home live in their shops, and are themselves often 
  from faraway lands. The residential portion of the ’Tween lines 
  the district’s southern walls, consisting mostly of cheaply-made 
  housing and apartments for lower and lower-middle class citizens. 
  Because of the varied nature of the ’Tween’s residents, nearly any 
  type of character can reasonably call the place home. Professionals, 
  such as savants, are in the majority, as are survivors (see Chapter 
  Three: Character Classes) and unskilled laborers. Language and 
  communication skills are of great value in the ’Tween, given its 
  cosmopolitan nature. Nearly everyone who lives in the ’Tween speaks 
  at least two languages, and is familiar with others besides.
  
  - 19 -
  CHAPTER ONE: A SANCTAN PRIMER
  constructed of weathered wooden planks and equipped with a rough 
  rail, are 5 feet wide and nearly 60 feet long, and scale a sheer, weathered 
  rock face sitting well above the ’Tween’s western walls. For citizens who 
  do not wish to make the roundabout journey to the Processional via 
  the Wideway in order to get to Pyrtanis or the Promise of Heaven, the 
  stairs are a godsend. They also pose a danger for travelers after dark, as 
  Hillers often wait in ambush at the top for folk who don’t care to stick 
  to safer routes at night.
  PYRTANIS
  In years past, Pyrtanis was one of Sanctuary’s most prestigious streets. 
  The well-to-do merchants and crafters who made their homes there 
  were only one step below the Rankan and Ilsigi nobility who resided 
  along the Processional. These days, rumors of ghosts, foul sorcery, and 
  legends that are best spoken of behind closed doors haunt this district. 
  The folk who live here are still privileged compared to most, but the 
  quarter’s glory days are long gone, scarred by the happenings and 
  disasters of generations past.
  Pyrtanis lies just south of the Old Jeweler’s Quarter, and north of the 
  Wideway. Bordered to the east by the walls of the ’Tween, and to the 
  west by Copper Corner and the Corridor of Steel, it was once a central 
  portion of the Old Jeweler’s Quarter. However, since the sack of Ranke, 
  it has taken on a life of its own as an artisan’s district of sorts. Most of the 
  homes and buildings lining Pyrtanis Street are large and solid, making 
  them valuable real estate. As one travels south through the quarter, the 
  buildings become less robust, however, ﬁnally giving way to the salt-
  crusted warehouses lining the northern edge of the Wideway.
  Paved with tidy cobblestones, Pyrtanis street is wide by Sanctuary’s 
  standards. Several local landmarks, such as the empty lot where famed 
  mage Enas Yorl’s mansion once stood, or the ruins surrounding Tasfalen 
  Lancothis’ home, give the street its sinister reputation in modern times. 
  Nevertheless, the street is one of the city’s major thoroughfares, and it 
  bustles with activity throughout the day. Largely residential in nature, 
  Pyrtanis is also home to several local businesses, restaurants, cafes, 
  and taverns.
  Though crime occurs in Pyrtanis, it is not the threat it is in other areas 
  of the city. A person can walk the streets of the quarter in relative safety 
  after dark, though people still tend to move about in small groups 
  rather than individually—this is simply a way of life in Sanctuary. The 
  neighborhood as a whole is close-knit, and cries for help are more likely 
  to be heeded here than in other parts of town.
  ENAS YORL’S MANSION
  Enas Yorl’s mansion no longer stands on Pyrtanis Street, and even if it 
  does, mortal eyes cannot see it. For whatever reason, the mage’s home 
  vanished many years ago, not seen since except by drunkards who have 
  little else to do but spin tales of their hallucinations at the Lucky Well. 
  Nevertheless, locals avoid the empty lot sitting on the northeastern 
  corner of Pyrtanis Street and Safe Haven, especially after dark. No 
  one has yet dared to claim the lot, much less build upon the cursed 
  ground there.
  Unsubstantiated rumors abound as to Yorl’s manse appearing for brief 
  periods when the moon wanes to a sliver and the fog of the wharf 
  sweeps inland with the ocean breeze. It is during these dark times that 
  strange sounds can be heard emanating from the mists infesting the 
  lot—bestial growls, hissing, and haunting laughter that seems to echo 
  from a very great distance. It is whispered that basilisks, the legendary 
  guardians of Yorl’s home, still wander the grounds, seeking shelter in 
  some hidden place during the daylight hours.
  GRABAR’S STONEYARD
  Grabar, a stonemason of some skill, keeps his home and business near 
  the east end of Pyrtanis Street. He is in his middle forties, and of 
  obvious Ilsigi stock. His family includes Mina, his wife, their young 
  son, Becvar, and Grabar’s adopted son, Cauvin. As Grabar has aged, 
  Cauvin has been obliged to take more of a stock in the operation of the 
  stoneyard, though the two can often be seen working together. Cauvin 
  often combs the ruins outside the city for workable stone, which he 
  carts back to be worked or fashioned as needed.
  The stoneyard was established when the walls of Sanctuary were being 
  expanded, and it acts as a building supply depot and recycling station. 
  Very little in the way of new stone is shaped in the stoneyard, but 
  Grabar and Cauvin salvage what they can from old buildings, selling 
  recycled stone at a modest proﬁt. The stoneyard is also a good source 
  for new brick.
  THE LUCKY WELL
  The Lucky Well sits at the end of Pyrtanis Street. As far as taverns go, 
  it is a poor substitute, but it serves as a local gathering spot for many of 
  the quarter’s citizens. Cheap, locally produced wine and beer are the most 
  common libations available in the Well’s smoky interior, yet it remains a 
  good place to pick up information and news relevant to the folk who call 
  Pyrtanis their home. The tavern’s furnishings consist of wooden benches, 
  stained tables, and a serviceable but well-scarred bar.
  SWIFT’S SMITHY
  Swift’s Smithy is a small establishment just oﬀ Pyrtanis Street, though 
  the size of the premises is more ﬁt to repairing the pots and pans 
  of Pyrtanis’ residents than to forging swords and axes. Swift does a 
  decent business regardless, as there are always metal items in need of 
  mending, horses and mules in need of shoeing, and money that needs 
  changing. Swift also knows a few of the Palace blacksmiths, for whom 
  he sometimes does work. Given his occasional forays to the Palace’s 
  forge, he has been known to hear useful rumors or interesting news, 
  making him a good friend to cultivate on Pyrtanis street.
  OLD JEWELER’S QUARTER
  Despite the fact that there are no longer any jewelers plying their trade 
  within the Old Jeweler’s Quarter, the name has stuck. Once a large 
  district encompassing much of Pyrtanis, the Old Jeweler’s Quarter 
  shrank to nearly a quarter of its size when Sanctuary was under Rankan 
  rule. The quarter is now bordered to the south and west by Pyrtanis, 
  to the north by the Promise of Heaven, and to the east by the slums 
  THE FOLK OF PYRTANIS STREET
  Pyrtanis is home to Sanctan natives, folk who have lived in the city 
  all their lives. Many of Pyrtanis’ older generation recall the Troubles 
  quite clearly, while the youth of the quarter are often blissfully 
  ignorant of Sanctuary’s checkered past. Though brighter days may be 
  in store, optimism is guarded here if it exists at all. Characters living 
  in the Pyrtanis quarter often include savants who run businesses 
  and survivors looking for work. A few ﬁghters, employed by the 
  City Guard, reside in the southern portion of the quarter as well. 
  The population is necessarily diverse, with the only constant being 
  that most of the citizens are natives of Sanctuary. Given the small-
  town feel of the district, folks here watch outsiders with suspicion, 
  singling them out easily.
  
  - 20 -
  CHAPTER ONE: A SANCTAN PRIMER
  of the Hill. Most of the structures in the quarter are recent, as most of 
  the original buildings were burned or destroyed during the Troubles. 
  These newer buildings and homes are clustered close together, giving 
  the district a claustrophobic air.
  The quarter’s proximity to the Hill is troubling to the people who live there. 
  Hillers occasionally venture down from their slums into the streets of the 
  Jeweler’s Quarter, looking for easy prey. As such, most residents bar their 
  doors at night and rarely dare to go outside after dark. Several small gangs 
  (mostly youths and bravos who fancy themselves vigilantes) use the locals’ 
  fears of the Hillers as an excuse to extract protection money from their fellow 
  citizens. More often than not, these gangs do little to earn their racketeering 
  proﬁts, and ﬁghts between competing gangs over territory are more common 
  than any conﬂicts that may be sparked with the Hillers themselves.
  While the Jeweler’s Quarter was a rich district during the Rankan 
  occupation, it has sunk to new lows since the time of the Troubles and 
  the subsequent occupation by the Irrune. Most of the citizens who 
  call the place home do so only because they have no other choice. The 
  Guard or Watch occasionally patrols the quarter’s streets, but not so 
  much since Molin Torchholder’s death.
  LUMM THE STAVER
  One of the few noteworthy businesses in the Jeweler’s Quarter is a 
  humble shop operated by Lumm the Staver. Lumm makes barrels, 
  hires himself out as a carpenter, and up until a short while ago, rented 
  rooms to a handful of residents in order to make ends meet. His home 
  was destroyed recently during a storm, forcing him and a handful of his 
  surviving tenants to relocate. Lumm associates with a linguist, scrivener, 
  and scholar known as Heliz Yunz. Despite his acerbic nature and haughty 
  attitude, Yunz reads and writes letters for Sanctuary’s illiterate citizens. 
  His patience is thin, however, and he does his work grudgingly.
  PEOPLE OF THE JEWELER’S QUARTER
  Thieves and survivors are the most common character classes to come out of the Jeweler’s Quarter. As there is little else to keep them 
  occupied, many of the quarter’s young men get their start as members of one of the district’s street gangs. Though by no means akin to the 
  Maze, the Jeweler’s Quarter is still a tough place to live, and the people who call it home learn early on that life is far from fair.
  
  - 21 -
  CHAPTER ONE: A SANCTAN PRIMER
  THE DIAMOND
  The Diamond is less a gem than a piece of cheaply cut glass. Situated 
  near the southwest corner of the Old Jeweler’s Quarter, the tavern 
  occupies one of the few original buildings that did not succumb to the 
  ﬂoods and ﬁres of the Troubles. The Diamond’s patrons consist mostly 
  of ruﬃans who have nothing better to do than drink sour wine, suck on 
  opah rags, and brawl with one another over harlots. One of the quarter’s 
  largest gangs, the Cutters, claims the dive as its headquarters. The tavern’s 
  owner, a stringy-looking Ilsigi known only as Karis, doesn’t approve of 
  his clientele, but he is smart enough to keep his mouth shut when the 
  gang and its aﬃliates are present.
  COPPER CORNER
  Copper Corner was once the Central Merchant’s Quarter of Sanctuary, 
  dominated by coppersmiths and other metalworkers. Since the days of 
  Rankan occupation, it has included much of what was once the Eastern 
  Merchant’s Quarter. The Path of Money, the Court of Arms, and the 
  Street of Goldsmiths have been all been folded into Copper Corner as 
  well. The quarter is deﬁned by the Path of Money on its northern border, 
  the Corridor of Steel to the east, the Wideway to the south, and the 
  Processional to the west. For all its size and reputation, Copper Corner’s 
  population is comparatively low. Though a handful of metalworkers 
  still call the place home, there aren’t nearly as many as there were when 
  Ranke held sway.
  The only thing keeping Copper Corner from declining into a slum 
  similar to the Hill is the fact that most residents are willing to take 
  violent action in order to keep undesirable types out. Independent 
  militias formed of hired mercenaries and thugs patrol the Processional 
  side of the quarter. Funded by a loose confederation of noble families 
  who wish to keep property values high in Copper Corner, these militias 
  (called “Peacekeepers”) are often given leave by the Guard to do whatever 
  they wish, so long as their activities appear to have some modicum of 
  legality. Although Peacekeeper patrols rarely wander the length of the 
  quarter, the east half of Copper Corner is appreciably safer than it might 
  be otherwise.
  Copper Corner’s streets and alleys are relatively clean and safe, even 
  after dark. This sense of security increases the closer one gets to the 
  Processional—at least until the militias take notice and make it their 
  personal business to shake you down in order to see if you really belong 
  there or not. Citizens caught in the west end of Copper Corner after dark 
  can ﬁnd themselves beaten and sometimes robbed by the Peacekeepers, 
  unless they can prove that they are a member of a noble’s household, a 
  resident of Copper Corner, or are otherwise expected by someone of 
  even minor inﬂuence. Daytime visits to Copper Corner rarely end with 
  such interrogations, but the Peacekeepers are careful to make sure that 
  their presence is noticed.
  The architecture of Copper Corner is reminiscent of Sanctuary’s golden 
  days. Ediﬁces and homes near the Processional are strongly built, and 
  are often fortiﬁed with iron gates and guard animals. As one ventures 
  farther east toward Pyrtanis, the structures show increased signs of age 
  and vacancy. Homes constructed of cracked and weatherworn adobe 
  are common. Residents of Copper Corner’s east end who can aﬀord to 
  renovate their homes with stone and wood generally do so, sometimes 
  one stone at a time.
  THE INN OF SIX RAVENS
  Midway toward the Processional along the Street of Glass sits the Inn 
  of Six Ravens. Because of its reputation for security, cleanliness, and 
  exorbitant price, it is one of the most respectable inns in Sanctuary. 
  The Six Ravens is well equipped to serve anyone with money enough 
  to pay the room rate up front, and stable his animals besides. A high 
  stone wall surrounds the inn’s grounds, hiding the relative luxury of 
  the place from passersby. A stable, a small courtyard complete with 
  fountain, and a closed iron gate locked from the inside are only a few 
  of the inn’s attractive features.
  It is said that the Inn of Six Ravens is a place where a rich man might 
  lodge his wife, daughter, or favorite mistress without ever worrying 
  for her safety or virtue. Beyond the richness of the inn’s interior 
  accommodations, this has much to do with the security of the place, for 
  a host of trained guards (each armed, lightly armored, and liveried in 
  green) secures the inn. These men are purported to be trained soldiers 
  who demonstrate an amount of professionalism that Copper Corner’s 
  Peacekeepers lack.
  THIBALT THE RANKAN
  Some say Thibalt is the only true jeweler remaining in Sanctuary. Though 
  likely a falsehood, the Rankan jeweler does little to discourage such talk, 
  enjoying the attention and free publicity it provides. His richly appointed 
  shop sits undisturbed near the west end of Copper Corner, just shy of the 
  Processional. He sees few customers these days, but the ones paying him 
  regular visits are wealthy enough to pay for his skill. Much of Thibalt’s 
  work involves gemstones and jewels. He knows his way around precious 
  metals, too, but he prefers the cold portability of gems to spools of gold, 
  silver, or platinum wire. For a price, he can appraise gems, cut or polish 
  raw stones, and in a pinch, will be more than happy to pay a fraction of 
  a stone’s value to take it oﬀ a desperate thief ’s hands.
  THE WIDEWAY
  Stretching from the Prince’s Gate at the eastern end of the city all 
  the way to the banks of the White Foal River at its western edge, the 
  Wideway is the longest and (at times) widest stretch of road in all of 
  Sanctuary. Paved with cobblestones as it ranges from the ’Tween to the 
  harbor, it transforms into a wide boardwalk as it passes the waterfront. 
  The northern edge of the Wideway consists of salt-crusted homes near 
  Pyrtanis, giving way to warehouses and waterfront shops and taverns 
  when it nears the wharf.
  In recent times, a bustling marketplace has sprung up along the 
  Wideway. Thanks to the inﬂux of trade from the Kingdom of Ilsig and 
  Inception Island, the Wideway’s market now rivals Sanctuary’s farmer’s 
  COPPER CORNER NATIVES
  Although the eastern end of Copper Corner is nearly as wealthy as 
  Pyrtanis street, the western portions are dominated by the wealth 
  that trickles down from the nobles who call the Processional their 
  home. Characters living in Copper Corner are typically savants 
  with some valuable skill, as few others would be able to aﬀord the 
  price of their lodgings. Fighters and those who are skilled with arms 
  may very well ﬁnd a job with the quarter’s Peacekeepers. Thieves 
  will doubtless ﬁnd a number of tempting homes to rob, so long 
  as they can avoid notice or capture by the Corner’s paid patrols. 
  Rumor holds that at least one mage makes his home in Copper 
  Corner, but none can say for sure which stone-faced manse is his. 
  For those citizens caught in the Corner after hours by wandering 
  Peacekeepers, a quick wit (and polished Bluﬀ and Diplomacy skills) 
  are probably the only hope.
  
  - 22 -
  CHAPTER ONE: A SANCTAN PRIMER
  market in size and scope. Sanctans are all too happy to have another 
  option when shopping for food and wares. The hustle and bustle of the 
  crowd presents Sanctuary’s roaches with new opportunities for crime, 
  and as with any open-air market, cutpurses and other thieves abound. 
  So, too, do the acts of minstrels, musicians, and acrobats, performing 
  for bored shoppers in the hopes of snatching a few padpols for their 
  troubles.
  The largest of the city’s trade complexes continue to be the governor’s 
  warehouses, nearly two blocks east of the ﬁsh market. The Irrune and 
  their Sanctan bureaucrats oversee the trade done here by the ever-
  growing Ilsigi merchant ﬂeet sailing from Ilsig and its colony on 
  Inception Island. Despite the heavy presence of both the City Guard 
  and the Palace’s guards, a good deal of smuggling and black market 
  transactions go on near the wharves.
  At night, public lanterns (an Irrune innovation) light the Wideway. This 
  makes the area safer than it was during the Rankan occupation, as well 
  as providing a clear view of the city for ships arriving after sundown. 
  Though the market shuts down at night, there is still a signiﬁcant 
  amount of foot traﬃc between the wharves and the waterfront’s inns, 
  taverns, and brothels.
  THE BROKEN MAST
  Supported by wooden beams descending into the murky water of the 
  harbor, the Broken Mast hangs out over the water’s edge. Though 
  quite close to the stretch where Sanctuary’s ﬁshermen tie their boats, 
  ﬁshermen rarely patronize the tavern. A dark and imposing structure, 
  its patrons include sailors, smugglers, and pirates. Mrsevadan seafarers 
  with knotted ﬁsts and surly faces come and go from the tavern at all 
  hours, as do gaudily-dressed foreigners, thick-bladed swords and knives 
  hanging from their broad belts. Inside, the atmosphere is dim and 
  gloomy, the air polluted with krrf smoke. Rumor has it that Sanctans 
  who venture too close to the Broken Mast are sometimes pressed into 
  service aboard foreign ships, never to be seen again.
  THE FISH MARKET
  The Fish Market operates along the Wideway, north of the Empire 
  Wharf, just as it has since the time of the Rankan occupation. Fishermen 
  and their families bring their hard-caught bounty to the blood-slimed 
  tables, oﬀering the best the sea has to oﬀer to the hungry folk of the 
  city. As the ﬁshermen sail with the tides, the Fish Market’s peak times 
  change depending on the season and time of day. Though the ﬁshermen 
  are skilled at their trade, the sea is ﬁckle, and not every venture results 
  in a good catch.
  NERISIS
  Nerisis is perhaps the most well-known barber in all of Sanctuary. 
  Trimming hair and beards with a skill that belies his expansive size, 
  Nerisis takes great pride in his work. A Twandan immigrant with a 
  ﬂair for the dramatic, he sings happily to his clients as his scissors and 
  combs do their stylish work. Irrune law states that women may not cut 
  the hair of men, nor can men cut or style the hair of women. Nerisis 
  is only too happy to comply with the law, as his list of clients consists 
  of some of Sanctuary’s most successful merchants. Not even Irrune 
  customs can put a dent in his rather sizeable business.
  THE WHARVES
  There are two wharves in Sanctuary—the Old Wharf and the Empire 
  Wharf. The Old Wharf was built nearly two hundred years ago when 
  the Kingdom of Ilsig ﬁrst conquered the city. The sweat and blood of 
  hundreds of Sanctans stains every foot of the Old Wharf, so much 
  so that it is common practice for Wrigglie ﬁsherfolk and sailors to 
  solemnly refer to the wharf itself as “grandfather.” In their minds, the 
  blood of enough Sanctans was spilled in the wharf ’s construction that 
  it eﬀectively unites all Wrigglies as defacto family. As sentimental as 
  such proverbs are, stories of the atrocities committed by the city’s Ilsigi 
  overlords are still told to this day, intensifying distrust of the Ilsigis by 
  Sanctuary’s citizens.
  Though rarely spoken of by city bureaucrats, the old hatreds manifest in 
  some of the city’s regulations directly involving maritime trade. For example, 
  Ilsigi ships cannot to dock at the Old Wharf out of respect for the Sanctans 
  who built it under Ilsigi whips. The public reason for this obscure law is that 
  the Old Wharf is worn and in disrepair, and the amount of cargo loaded 
  onto and oﬀ of Ilsigi ships in recent years might cause more damage to 
  its failing structure. This is a preposterous excuse, given that the Empire 
  Wharf is in a similar state of disrepair, yet Ilsigi captains and merchants 
  continue to see it as a courtesy that is their due.
  Ranke constructed the Empire Wharf during their occupation of the 
  city. As an important port, Rankan politicians felt a second wharf would 
  increase trade in the region, as well as allow imperial naval vessels a 
  secure place to dock. While Sanctan citizens shouldered much of the 
  labor, the empire rightfully employed them, paying them for their 
  labor. Once completed, the Empire Wharf proved to be quite popular. 
  Its advanced construction, matched with the ingenuity of the Rankan 
  engineers who led the project, resulted in a durable wharf that served 
  Sanctuary for many years..
  Despite its improved architecture, the Empire Wharf is now in bad 
  shape thanks to the frequent storms that plagued the city preceding 
  the Troubles. And although the Irrune are by no means lovers of the 
  sea, they recognize that brisk trade increases Sanctuary’s wealth, and 
  have decreed the wharves be restored. Thus far, progress has been slow, 
  owing to the increased maritime trade both from the Kingdom of Ilsig 
  and from its client, Inception Island.
  THE PROCESSIONAL
  The Processional, Sanctuary’s main thoroughfare, is the city’s high-rent 
  district. Beginning at the Wideway, it runs north at a gradual incline 
  until it reaches the Processional Gate, and the city has taken great 
  care to preserve the splendor of the Processional through the years. 
  PEOPLE OF THE PROCESSIONAL
  One thing unites all of the Processional’s residents: money. It costs 
  a lot to live in this quarter, and only those who can aﬀord it call the 
  Processional home. Servants make up the majority of the quarter’s 
  poor and middle-class population, but even they regard themselves 
  as being above many of Sanctuary’s other residents. Those who don’t 
  live with their masters often make their homes in Copper Corner, 
  Pyrtanis, or in the Shambles.
  Characters who live in the Processional include many of the best-
  educated and wealthiest residents of Sanctuary, and most are nobles. 
  Fighters (especially those working as guards for noble estates) and 
  savants with a penchant for business are also common here. The 
  occasional noble thief may go slumming in the Maze, pretending 
  he isn’t what he seems, but pity him if he’s ever caught by his less-
  fortunate companions. The wealthy are also likely to crave power, and 
  the Processional generates its fair share of mages and priests.
  
  - 23 -
  CHAPTER ONE: A SANCTAN PRIMER
  Though the Troubles left a terrible mark on the quarter’s rich homes 
  and aﬄuent residents, the damage was not nearly as bad as it could 
  have been, since many of the city’s wealthiest citizens collaborated with 
  Dyareela’s cultists in the Convulsions’ earliest days.
  The Processional’s boundaries extend several blocks to the east and 
  west of the street. The closer to the Palace one gets, the more opulent 
  the homes become. Few shops have storefronts here, and those that do 
  cater only to those with enough money to aﬀord their wares. Beyond 
  the Processional itself, the homes become less glamorous. Expensive 
  restaurants, street-side cafes, and shops are more common in these back 
  alleys, like hidden gems among the smaller homes and estates.
  As on the Wideway, public lanterns light the Processional. As well, the 
  City Guard mercilessly patrols the street at night in search of burglars 
  and scoﬄaws, and most residents (especially those who reside close to 
  the gates of the Palace) keep armed guards on their payroll. Merchants 
  and nobles of both Rankan and Ilsigi extraction rarely leave the safety 
  of their homes without an escort, and locals say that some of the larger 
  homes employ magical wards to keep intruders at bay. Few streets in 
  Sanctuary are as safe.
  THE QUALIS GROVE
  One of the Processional’s upscale cafes is the Qualis Grove. An outdoor 
  eating spot with a garden atmosphere, its clientele includes merchants, 
  minor Wrigglie nobles, and the occasional palace aristocrat. Surrounded 
  by an iron fence and patrolled by guards, the Qualis Grove oﬀers a 
  peaceful spot for the Processional’s residents to enjoy conversation over 
  a carafe of ﬁne wine. The grounds of the cafe are complete with lush 
  hedges, topiary sculptures, and hanging vines forming generous curtains 
  of green leaves. The price of a meal at the Qualis Grove is prohibitive 
  to most of Sanctuary’s citizens, but the cafe’s guards will turn away any 
  customer that lacks the proper bearing and manner of a noble (even 
  those that can aﬀord the menu).
  THE MAZE
  When people think of Sanctuary, they invariably think of the Maze. 
  The Maze is a central component of the city’s west side, but though 
  the seediest part of the city, it is far from being the slum that rumors 
  and legends make it. The Maze is roughly deﬁned by Stink Street on 
  the west, Shadow Street on the east, Tanner’s Row to the north, and 
  Straight Street to the south. It is a roughshod part of town consisting 
  of weathered buildings and shacks built above the leavings of previous 
  generations.
  The streets and alleyways of the Maze are in constant ﬂux, rarely staying 
  the same for more than a month at a time. Getting lost in the Maze is 
  not only possible but entirely likely, even for folk who claim to know 
  it well. The constant development of new or recycled buildings gives 
  the place a cobbled-together appearance where consistent landmarks 
  are scarce. Those Sanctans who live in the Maze on a day-to-day basis 
  are accustomed to the constant changes visited upon it. Collapses, ﬁres, 
  ﬂoods, and other such disasters are regular dangers here, and constantly 
  drive the shifting streets and sudden appearance of new shacks.
  Most locals shy away from the Maze, and for good reason. Even those 
  who call the quarter home are wary when venturing out after dark, and 
  rarely will they do so alone. There is little to be gained by tempting fate 
  except for those who are themselves hunting for victims, but even this is 
  risky, as the hunter can easily become the hunted in one of the Maze’s 
  many dead ends and cul-de-sacs. Screams issued in the Maze fall on deaf 
  ears, and the city guard never ventures there unless the circumstances 
  are extraordinarily dire. The ruling Irrune seem to appreciate the Maze’s 
  TABLE 1–3: NAVIGATING THE MAZE
  Last Time in the Maze
  Maze Navigation DC
  One day
  15
  One week
  20
  One month
  25
  Three months
  30
  Six months or more
  35
  Never
  40
  TABLE 1–4: MAZE NAVIGATION DC MODIFIERS
  Knowledge (local) 
  DC Modiﬁer
  Condition
  +5
  Destination is obscure  
  (example: the Paddling Duck tavern)
  –5
  Destination is well-known (example: the 
  Vulgar Unicorn)
  +5
  Navigating the Maze after dark
  –5
  Moving at half speed
  +0
  Moving at normal speed
  +10
  Moving at twice normal speed
  NAVIGATING THE MAZE
  The Maze is a treacherous place of shifting alleys and hidden 
  avenues. Only the folk living here know their way around, and even 
  they are careful to stick to well-traveled routes. For people who have 
  never set foot in it, the Maze can be dizzying, as there are few obvious 
  landmarks among the clutter and crowding of the makeshift houses 
  overrunning the quarter. The Maze’s reputation is intimidating all 
  by itself, adding another level of stress when someone attempts to 
  get from one point to another.
  Whenever a character enters the Maze with a particular destination 
  in mind, he must make a Knowledge (local) check. The check DC 
  depends on how long it has been since the character was last in 
  the Maze, as listed on Table 1–3: Navigating the Maze. For every 
  hour the character spends searching for his destination, he gains 
  a +2 circumstance bonus on his Knowledge (local) check. Other 
  modiﬁers also apply as described on Table 1–4: Maze Navigation 
  DC Modiﬁers. Leaving the maze (which is to say, ﬁnding a safe 
  route out) requires the same check.
  This check can only be rerolled once the allotted time has expired, 
  and even then, the character must start all over again. You cannot 
  take 10 or take 20 on this check. At the GM’s discretion, a roll of 1 
  on this check results in a complication, which might include natural 
  hazards (such as a collapsing building), adversaries (such as a gang 
  of robbers or a pack of hungry dogs), or additional time wasted in 
  search of the destination.
  Characters searching within the maze should expect to face 
  increasingly numerous (and probably dangerous) random encounters 
  depending on how long their search lasts. GMs can tailor such 
  encounters to the party, or see Shadowspawn’s Guide to Sanctuary 
  for further ideas.
  
  - 24 -
  CHAPTER ONE: A SANCTAN PRIMER
  anarchy, however, as it suits their sense of propriety rather well. The 
  citizens of the Maze adhere to no government or law, unless it is the 
  unwritten code of survival that rules these streets.
  Unlike Sanctuary’s other quarters, the Maze is wholly complete, a 
  microcosm unto itself. The Maze’s economy is independent from the 
  rest of the city, based almost entirely on the proﬁts of illicit trade, barter, 
  and extortion. There are always small shops and storefronts in the Maze, 
  but they come and go quickly. These businesses sell just about anything, 
  including many commodities not normally available in other parts of 
  the city. The real trick to shopping here is ﬁnding what you need, which 
  isn’t always easy unless you know the streets particularly well.
  THE VULGAR UNICORN
  The Vulgar Unicorn is probably the most famous establishment in 
  the maze. It is a tavern, bar, brothel, and inn all at once—a gathering 
  place for the most inﬂuential of the city’s criminal subculture and 
  larcenous elite. The clientele is not always sophisticated, and the menu 
  never was impeccable, yet the place serves a valuable purpose to anyone 
  who is looking for a safe place to discuss business. No quarter is asked 
  nor given, but brawls rarely break out here. The Vulgar Unicorn is 
  essentially sacred ground, and few violate it.
  Since the time of the Rankan occupation, the Vulgar Unicorn has 
  relocated on at least four occasions due to ﬁre, storm, ﬂood, and unrest. 
  Longtime proprietor One-Thumb is long gone, replaced by a thin and 
  ill-tempered fellow folks call the Stick. From time to time, the Stick 
  claims to be the owner of the Vulgar Unicorn, but how he came into 
  possession of the place isn’t certain. His sullen demeanor and ill temper 
  suit the establishment well enough, and he keeps an uneasy peace 
  between the Unicorn’s often unruly customers.
  MADAME PERSPECIA’S
  With the Street of Red Lanterns’ business in decline, the city’s 
  prominent ﬂesh merchants relocated to the Maze. Madame Perspecia’s 
  is one example, being a rather successful brothel existing somewhere 
  to the northwest of the Vulgar Unicorn. Though it doesn’t claim to be 
  the equal of legendary brothels such as the Aphrodesia House or the 
  Lily Garden, Madame Perspecia’s manages to ﬁll an important niche 
  in the Maze’s economy. Many of the girls who work for Perspecia are 
  addicted to krrf or, more commonly these days, opah.
  THE PADDLING DUCK TAVERN
  One of the Maze’s more obscure watering holes is the Paddling Duck 
  Tavern. Named for the twisting street that it sits upon, the Paddling 
  Duck is everything that the Vulgar Unicorn is not. Situated in a 
  seemingly small two-story building, the few S’danzo that still reside 
  in Sanctuary frequent this place. Some claim a S’danzo fortuneteller 
  lives in the apartments above, though she sees few suvesh clients. The 
  SO, YOU WANT TO BE FROM THE MAZE…
  Living in the Maze is dangerous. People residing here rarely venture 
  out in broad daylight, preferring to conﬁne their activities to the 
  relative anonymity of the shadows. Thieves comprise the majority 
  of Maze-born characters, with ﬁghters and survivors running a 
  close second. Stealth is key to surviving in the Maze, for moving 
  from one street to the next without being noticed can often mean 
  the diﬀerence between life and death. Second only to remaining 
  unseen and unheard is the art of maintaining a ﬂawless awareness 
  of your surroundings. Spot and Listen are especially important in 
  this regard, as ambushes in the cramped conﬁnes of the Maze are 
  frequently deadly.
  
  - 25 -
  CHAPTER ONE: A SANCTAN PRIMER
  tavern is larger than its compact exterior might suggest. Inside, the air 
  is thick with sweet incense and the exotic smells of S’danzo cuisine. 
  Thick tapestries of colorful cloth hang on the walls, and doors feature 
  the traditional S’danzo beads. Non-S’danzo are encouraged to leave, 
  though not violently so. They are instead shunned and ignored by staﬀ 
  and patrons, and are served poorly (if served at all). Most sensible people, 
  fearing S’danzo curses, avoid the Paddling Duck entirely, preferring the 
  dubious hospitality of the Vulgar Unicorn and other establishments.
  THE SHAMBLES
  The Shambles is a place of strong odors, where several tanners and dyers 
  do business in the quarter. Once one gets used to the smell, the few 
  charms of this ramshackle quarter become clear to anyone willing to 
  look close enough. West of the Maze, south of the Bazaar, and east of 
  the White Foal River, poverty and squalor deﬁne the Shambles. Though 
  not the poorest part of town (that dubious honor belongs to the Hill), 
  signs of people living a hand-to-mouth existence can be seen everywhere. 
  Beggars congregate at Shambles Cross searching for a handout from 
  passersby, children play in the gutters, and ratcatchers sell rodents two 
  for a padpol.
  Much of the architecture in the Shambles consists of adobe and wooden 
  structures. Many of these homes and shops show signs of damage, and 
  only a few have weathered well over the past few decades. Water and 
  ﬁre have taken their toll, especially with the quarter’s proximity to the 
  ﬂood-prone White Foal River. New construction springs up every now 
  and then, but the people of the Shambles make do with what the gods 
  give them, and can rarely aﬀord to improve their lot.
  Older Shambles residents recall tales of corpses walking through the 
  streets and alleyways of the quarter, and of a vampire woman who lived 
  near the White Foal and used its currents to dispose of her victims. 
  Though the walking dead have long passed on to one end or another, 
  Sanctuary’s citizens live on in the shadows of the past. The youth 
  of the Shambles listen intently to these tales, only half disbelieving, 
  while the men and women who survived such times compare them 
  (sometimes favorably) to the Convulsions and the Dyareelan excesses 
  that accompanied them.
  With Ranke’s departure from Sanctuary, the Shambles became home to 
  countless immigrants and laborers. During the time of rebuilding, when 
  the city erected new walls and the Troubles had not yet been foreseen, the 
  atmosphere was light and full of hope. There was work to be had, Ranke 
  had retreated, and freedom had never been so sweet. The drought, ﬂood, 
  famine, and disease of later years killed any optimism that the people of 
  the Shambles might have cultivated, but the exotic and ethnic ﬂavor lent 
  to the quarter by its many immigrants remains to this day.
  BEZUL THE CHANGER
  Bezul is a pawnbroker living and working on the border of the old West 
  End and the Maze, at the end of Wriggle Way. His shop is easy to ﬁnd, 
  given its location and the incessant honking of the many geese he keeps 
  as guard animals. In his late thirties, Bezul is a pale and often disheveled-
  looking Wrigglie who is notorious in the Shambles for his good-natured 
  integrity, his well-stocked shop, and the vast stores of trivial knowledge 
  he possesses. Bezul’s wife, Chersey, aids in the running of his shop. She 
  is often cheerful and optimistic, willing to lend an ear to a customer for 
  either sad or happy tales.
  Every inch of Bezul’s shop contains a slew of goods, from boots and 
  clothes to old swords and lanterns. Customers can ﬁnd nearly anything on 
  his shelves, and Bezul’s ever-changing stock holds commonplace, useful, 
  and just plain odd items. Bezul rarely questions customers looking to 
  trade or sell items in his shop, and criminals often use him as a fence for 
  stolen goods of low to moderate value. In addition to buying and selling 
  unique items, Bezul also acts as a moneychanger and banker.
  Given the amount of valuables and money kept in the shop, security 
  is of paramount importance. During the day, Ammen and Jopze, two 
  ex-soldiers, guard the place. At night, a ﬂock of geese serve as sentinels 
  in the fenced yard between the shop and Wriggle way. Bezul’s family, 
  including his mother, brother, and his two small children, live in the 
  shop as well.
  FROG AND BUCKET
  The Frog and Bucket is a Shambles tavern sitting a short distance from 
  Bezul’s changing house. Consisting of a decaying two-story building, 
  the Frog and Bucket isn’t a respectable drinking establishment by any 
  means. This sour reputation is due in part to the tavern’s association with 
  Makker, a known criminal and opah dealer who lives in relative comfort 
  above the tavern. Drinks include cheap wine and a weak beer brewed 
  on the premises.
  FISHERMAN’S FOOTBRIDGE
  The Fisherman’s Footbridge (rarely used by ﬁshermen) spans a major 
  sewage channel passing west in a thick, slow-moving current toward the 
  White Foal River. The bridge, which is narrow and built from thick planks 
  of wood, serves as a shortcut between the Shambles and the western side 
  of the city, including Fisherman’s Row, the farmer’s market and caravan 
  depot, and the Rumor of Heaven. Only one person can cross the bridge 
  at a time, often with nose or breath (or both) ﬁrmly held to avoid the 
  stinking reek from beneath it.
  Citizens who do not wish to elbow their way through the Bazaar have the 
  option of paying the bridgekeeper a padpol so that they can shave several 
  minutes oﬀ their trip. The bridgekeeper is ostensibly a city employee, 
  paid to collect the toll from crossings. Folk who cannot aﬀord the toll 
  can instead try to stretch across the ditch, but failure to do so carries 
  dire and foul-smelling consequences. Most sensible folk either pay the 
  toll or go the long way.
  FISHERMAN’S ROW
  In the 11th year after the Rankan withdrawal from Sanctuary, the melting 
  of the interior snows caused both the Red and White Foal Rivers to ﬂood. 
  The catastrophic deluge literally washed away old Fisherman’s Row along 
  with Downwind. While the Downwinders ﬂed to the Hill or left to eke 
  a life from the mud of the newly-expanded Swamp of Night Secrets, the 
  ﬁshermen took their families, boats, and nets, and rebuilt their homes 
  in what was once the southern portion of the caravan square, northwest 
  of the Shambles. Though the storms devastated their community, their 
  intimate familiarity with such disasters allowed them to bounce back 
  with surprising speed.
  SHAMBLES CHARACTERS
  Characters who live in the Shambles are typically lower or middle 
  class folks just trying to get by. They encompass all character classes, 
  though magic-using characters are rare among them. Thieves and 
  survivors are common, as are savants and ﬁghters. The ethnic 
  breakdown is relatively diverse, with a good number of Twandan 
  refugees, Ilsigi expatriates, and Aurveshan laborers living in the 
  quarter, alongside many other cultures from all over the world. 
  And, of course, Wrigglies. 
  
  - 26 -
  CHAPTER ONE: A SANCTAN PRIMER
  The current site of Fisherman’s Row is farther from the harbor than was 
  the old Row. The homes are cobbled together from scrap wood, adobe, 
  and whatever other materials the residents could salvage. A few of the 
  newer buildings exhibit pieces of wood and debris taken from a strange 
  vessel that beached itself on the shoals outside the harbor some months 
  back. Nets, canvas, and boat hulls are scattered about, all in various states 
  of disrepair. The smell of drying and smoking ﬁsh, ﬁlleted and laid out 
  on racks, serves as a constant reminder of the community’s purpose and 
  profession.
  The ﬁsherfolk are a close-knit community, representing perhaps the 
  strongest cultural bond in all of Sanctuary. For all they’ve been through 
  in the past forty-odd years, the residents of Fisherman’s Row persevere. 
  During the daylight hours, while the men are out to sea, most women 
  remain behind to care for their families and mend damaged nets. Though 
  women sometimes take to the water with their husbands, it is considered 
  bad luck to take a female onto any sort of vessel, especially if she is to be 
  put to some kind of work typically thought of as the purview of men.
  FARMER’S MARKET AND CARAVAN DEPOT
  Sanctuary’s largest open-air market lies due west of the Bazaar, and just 
  inside the Gate of Triumph. Local farmers and herders come to the 
  market on Orulsday, Eshisday, and Shiprisday to sell their wares. Most 
  produce is locally grown, with more exotic fare available in the Bazaar 
  seven days a week. As far as price is concerned, however, the farmer’s 
  market can’t be beat. Local vegetables and grains, much of which come in 
  from Land’s End and neighboring farms, are fresh and of good quality.
  The caravan depot lies along the market’s eastern border, near the western 
  entrance to the Bazaar. Caravans from faraway lands come and go on 
  an almost daily basis, bringing valuables and trade goods to Sanctuary’s 
  Bazaar. Exotic animals, silks, spices, and foods, as well as mundane items 
  such as tools, clothes, ore, and lumber, are all imported to Sanctuary in 
  copious amounts. City tax collectors wander the grounds, collecting tariﬀs 
  and bribes in equal quantity.
  While trade in the farmer’s market and attached caravan depot is 
  supposed to be above board and legal, a good deal of shady transactions 
  go on every day. Smugglers earn a hefty proﬁt bringing narcotics, slaves, 
  and other goods of dubious legality to the city’s marketplaces. These items 
  aren’t traded openly, for few merchants would be so brazen. The city’s tax 
  collectors ask few questions, and those that do can be easily answered 
  by a few quiet coins. Though much illegal trade ﬁlters up to the Hill’s 
  infamous marketplace, the Crook, plenty happens in the caravan depot 
  if one knows where to look and who to ask.
  On occasion, the farmer’s market and adjoining caravan depot are 
  converted into a makeshift arena. The city erects stands along the 
  perimeter of the ﬁeld for the beneﬁt of fans. Though these bleachers 
  aren’t particularly safe (especially when full), mishaps are miraculously 
  rare. The hosted sporting events are usually gladiatorial in nature, and 
  draw large crowds from the city. The Irrune also race chariots and horses 
  on oﬀ-market days.
  Oddsmakers, each competing ﬁercely with their peers for wagers, prowl 
  the arena looking for folk willing to risk a padpol or two on a long shot 
  bet. The most successful of these men and women employ bodyguards, 
  lest they lose their purses (and lives) to unscrupulous would-be gamblers. 
  The rest stay to the shadows, rarely noticed unless they stray too far into 
  another bookie’s territory.
  THE SWAMP FERRY
  At the western edge of the caravan depot, near the remnants of the old 
  Downwind bridge, lies a makeshift dock made from warped wooden 
  planks. Moored to the end of this dock on most days is a rickety raft 
  festooned with cleats and fraying ropes. The pilot who steers this 
  ﬂoundering vessel oﬀers a trip to the Swamp of Night Secrets for anyone 
  brave or foolhardy enough to pay him the padpol fare. Though the White 
  Foal’s current is not usually turbulent, taking a ride upon the ferry is risky. 
  The ’Nighters who live in the swamp make up the majority of the ferry’s 
  customers, using it to enter the city for trade.
  THE BAZAAR
  Like the ’Tween, Sanctuary’s Bazaar is walled oﬀ from the rest of the city, 
  but while the ’Tween is far from autonomous, the Bazaar is very nearly 
  a small city in its own right. The four walls surrounding it date back to 
  before the Rankan occupation. Residents of the Bazaar often jokingly 
  refer to the walls as theirs, built to keep the rest of the city out. This is 
  hardly true, yet it presents a valid point: the folk who live in the Bazaar do 
  not easily identify with those who live in the surrounding city. Theirs is not 
  precisely a siege mentality, however, as the rest of Sanctuary’s population 
  provides the Bazaar with a welcome source of income.
  The walls around the Bazaar butt up against the Shambles to the south, 
  the caravan depot to the west, the Palace to the northeast, and the city 
  cemetery to the north. A small gate, referred to as the Common Gate, 
  allows residents to enter or exit the Bazaar through the northern wall. 
  City guards watch the Common Gate at all hours, and close and bar it 
  at night when the Bazaar is oﬃcially closed to the public. Within the 
  walls of the Bazaar lies a small city of semi-permanent dwellings, most 
  consisting either in whole or part of a motley collection of canvas tents. 
  The structures lining the crumbling walls are sturdier, many of them 
  dating back to the Rankan occupation of Sanctuary.
  Although it is only oﬃcially open for business during the daylight 
  hours, the Bazaar never truly sleeps. Like a village within the city, 
  there are people who live in the Bazaar who rarely (if ever) leave it. By 
  day, the Bazaar is a combination of ﬂea market, gourmet grocery, and 
  import/export emporium. Shoppers can purchase nearly anything for 
  a price if one cares to look for it. Food carts and stands thrive amidst 
  the tented shops and emporiums, oﬀering a variety of exotic breads, 
  sweet meats, fruits, and beverages. While the cost of goods in other 
  marketplaces throughout the city is cheaper by far, none have quite the 
  variety that the Bazaar has.
  For decades, the Bazaar held a large community of S’danzo. Their culture 
  lent a distinctive ﬂavor to its atmosphere, but their inﬂuence has long 
  since passed into legend. Most S’danzo pulled up stakes and left Sanctuary 
  in the summer of the city’s 21st year for reasons unknown. The S’danzo 
  who remained behind would say nothing except that their people had 
  migrated to the south, where the weather was ﬁne, the food was plentiful, 
  and “gold can be found at the bottom of every stream.”
  DENIZENS OF THE BAZAAR
  The people of the Bazaar come from a variety of diﬀerent molds, 
  and (depending on who you talk to) will be described as skilled 
  crafters, savvy merchants, or capable thieves. Characters calling the 
  Bazaar home are often thieves, savants, or survivors. Initiates set up 
  stalls and tents, oﬀering to read bones or cards for clients who want 
  know what their futures hold. The ability to bargain is perhaps the 
  most important skill one can possess in the Bazaar, and Bluﬀ and 
  Diplomacy are both highly-respected arts here. Craft skills are also 
  signiﬁcant, as many of the Bazaar’s residents rely on their trade for 
  their very survival.
  
  - 27 -
  CHAPTER ONE: A SANCTAN PRIMER
  The few S’danzo that remained in Sanctuary found 
  themselves blamed for a plague that struck the city 
  two years later. Those that could not hide were hunted 
  down and killed by gangs of Dyareelan cultists, who 
  put the better part of the Bazaar to the torch. Though 
  a few S’danzo have returned to Sanctuary in the years 
  since the Convulsions, the S’danzo population of the 
  Bazaar isn’t nearly what it was during the Rankan 
  occupation. Other people, such as those of Twandan 
  and Aurveshan descent, ﬁlled the cultural void left by 
  the S’danzo exodus.
  DAVAR’S FORGE
  Davar is one of only ﬁve blacksmiths in Sanctuary, so 
  his services are in high demand. From his shop along 
  the Bazaar’s northern wall, he provides quality services 
  at reasonable prices to the Bazaar’s residents. He also 
  does work for Sanctans who live outside the Bazaar, 
  but he is less likely to grant them the same discounts he 
  gives his neighbors. Like many of the folk who live in 
  the Bazaar, Davar views those who live outside its walls 
  with a mixed amount of pity and disdain.
  With thick, knotted arms that are seemingly longer 
  than his legs, Davar looks like a man compressed. His 
  black beard is streaked with gray, and is kept tied in three stiﬀ braids. His 
  well-maintained tools are typical of his craft, though his anvil makes an 
  interesting diversion for anyone perceptive enough to notice it. The anvil 
  itself is old, and marked on one side with a depiction of a shattered face 
  that seems to bleed oﬀ the edges. Those folk familiar with S’danzo cards 
  may recognize this symbol as the Face of Chaos.
  In truth, Davar’s forge sits in the exact spot that Dubro’s did many years 
  before, and the anvil he uses is the very one Dubro used. Angry Dyareelan 
  gangs killed both Dubro and his half-S’danzo wife, Illyra, in Sanctuary’s 
  23rd year. The anvil remained behind, claimed by a handful of would-be 
  blacksmiths until Davar took possession of it.
  ONE-EYE REESCH
  Folk looking for glass and metal containers eventually seek out One-Eye 
  Reesch’s large wooden stall in Sanctuary’s Bazaar. Reesch is an elderly 
  Ilsigi man with a single eye who was once a glass blower. His lungs lost 
  their strength as he aged, but he continues to sell glassware imported 
  from everywhere. Bottles and other vessels of glass and metal abound in 
  his shop, as do goblets and metal lamps. No two items are the same shape, 
  and each one is a tribute to the glass blower or metalworker’s craft.
  Reesch supplements the income he earns from glassware by selling fortune 
  oils imported from Caronne and Aurvesh. Such oils reputedly bring luck 
  when their fragrant smoke is inhaled—blue oil for money, red for true 
  love, green to cure sickness, and black for reversing hexes. Whether they 
  are eﬀective or not is a matter of conjecture, but many people (especially 
  One-Eye Reesch) swear earnestly that fortune oils work.
  THE CEMETERY
  Outside the city wall, near the Gate of Triumph, the crumbling 
  monuments within Sanctuary’s cemetery grow thick with lichens and 
  weeds. In the two centuries since Sanctuary’s founding, the Wrigglie 
  population buried their honored dead in the Ilsigi tradition within the 
  cemetery’s walls. Today, holes and pits pock the grounds, as the cemetery 
  is unguarded and grave robbing is rampant. Few people bury their dead 
  with any sort of valuables, knowing that fresh graves will only remain 
  undisturbed for a few scant hours before thieves deﬁle them.. Grave 
  robbing is a capital oﬀense in Sanctuary, but violators are rarely caught. 
  Even if they were, it is doubtful whether the ruling Irrune would deign 
  to prosecute such crimes, given their own beliefs.
  It is the lot of the poor and unlanded citizens of the city to ﬁnd their 
  ﬁnal resting place in Sanctuary’s cemetery. Members of the nobility have 
  private tombs and monuments erected on their personal estates, and thus 
  have no need to inter their bones alongside the city’s common citizens. 
  Solemn services are given for the dead here, and the names of the Ilsigi 
  gods are invoked to guide and protect the souls of the departed. While 
  prayers to Ils and Shipri are predominant at Sanctan funerals, silent 
  pleas are also uttered to Shalpa in the hope of preventing a grave from 
  being plundered.
  The folk of Ilsig are unique in Sanctuary for their burial practices. Rankan 
  and Irrune cremate the dead, yet that is as close as the two cultures come 
  to an agreement on funerary practices. The Irrune solemnly scatter ashes 
  on the open plains, believing that the wind must spread their substance 
  across the face of the world before they are reborn in some other form. 
  Rankans, on the other hand, collect the ashes of their loved ones, place 
  them into decorated urns, and keep them in an honored place within the 
  home. They also keep items of value cherished by the departed, typically 
  hiding them beneath ﬂagstones or within walls.
  THE RUMOR OF HEAVEN
  The Irrune forbid open worship of gods within the city, forcing all religious 
  practices outside the Gate of Triumph. There, makeshift temples, fanes, 
  and altars stand on the edges of the General’s Road and the Street of Red 
  Lanterns, between the city walls and the two fords crossing the slow-
  ﬂowing inland creek that swells with the occasional rains. Ironically, many 
  of the brothels and gambling dens that once operated on the northern 
  side of the Street of Red Lanterns have been co-opted by priests and 
  their followers. This motley place of worship has been dubbed the “Rumor 
  of Heaven” by more cynical Sanctans, yet the faithful of many cultures 
  continue to congregate here to pray to their gods on holy days.
  Before the Troubles, the western portion of the Rumor of Heaven 
  was wooded and idyllic. Several small cottages and estates stood there, 
  
  - 28 -
  CHAPTER ONE: A SANCTAN PRIMER
  including that of Kurd, the infamous Rankan vivisectionist. Following the 
  Dyareelan occupation of Sanctuary, the city culled the woods to rebuild 
  communities decimated during the purges. Only a few trees remain, most 
  of them saplings, and they stand as mute testimony to the once-proud 
  woodlands of the past.
  THE STREET OF RED LANTERNS
  The General’s Road forks beyond the Gate of Triumph, with one 
  path heading north and the other east. The eastern fork becomes the 
  Street of Red Lanterns, once-famed home of Sanctuary’s brothels 
  and bordellos. Though it encompassed both sides of the street during 
  the Rankan occupation of the city, the Red Lantern district has since 
  split in half. What remains of the district is restricted to the southern 
  half of the street, just north of the Palace wall, though even this is 
  shrinking as brothels migrate to the Maze. With the establishment of 
  the Rumor of Heaven, a strange dichotomy arose along the Street of 
  Red Lanterns, as gamblers, drunks, and prostitutes rub shoulders daily 
  with priests and laity.
  Over four decades, the Street of Red Lanterns has shrunk from its 
  former bawdy glory. The brothels, gambling houses, and taverns once 
  standing north of the street are now gone, replaced by tenements, 
  artisan shops, and the makeshift shrines and temples of the Rumor 
  of Heaven. Many of the district’s bordellos relocated to the Maze to 
  avoid the Dyareelan chaos accompanying the Troubles. A few of the 
  larger brothels (such as the Aphrodesia House and the Lily Garden) 
  still remain, but both are under new management and are hardly 
  representative of their past success.
  Despite the ill fortunes the district has suﬀered, it would seem the Street 
  of Red Lanterns is making a comeback. Part of this resurgence owes to 
  the fact that the men of the ruling Irrune enjoy the pleasures of women 
  just as much as the men of other cultures do. As well, though, the trade 
  that has been rekindled between Sanctuary and Ilsig regularly ﬁlls the 
  harbor with ships, and with scores of sailors who have been too long 
  without a woman’s touch. The Street of Red Lanterns is more accessible 
  to these potential customers than the brothels that litter the winding 
  alleys of the Maze.
  The Irrune don’t typically enjoy paying for anything, much less the 
  intimate services of professional courtesans, yet the Street of Red Lanterns 
  provides them with a convenient place to vent their sexual frustrations. 
  The noted Irrune barbarian Ariz the Dragon is said to frequent the Lily 
  Garden when he is in the city, though he has never paid a single padpol 
  for the privilege. The women who entertain the Irrune have grown adept 
  at separating men from their wealth, though, so these proud raiders 
  typically end up paying one way or another.
  THE APHRODESIA HOUSE
  The Aphrodesia House still stands on the Street of Red Lanterns. Myrtis, 
  the Aphrodesia’s eternally lovely mistress, is gone, replaced by a young 
  and vibrant Rankan lady who calls herself Thelene. Thelene aspires to 
  return the Aphrodesia House to the prominence it held under Myrtis’ 
  guidance, but she has a long road ahead of her. The Lily Garden, which 
  represents her only real competition here, has proved thus far to be a 
  much more successful enterprise than the renovated Aphrodesia House. 
  Despite this, Thelene enjoys the challenge.
  It is uncertain how Thelene manages to keep her struggling bordello in 
  business. Rumors suggest she has a powerful and wealthy benefactor 
  somewhere in the city, some even stating that the crimelord Lord Night 
  (believed to be Shumen Noordiseh) may be part owner of the house. If 
  this is the case, it fairly ensures Thelene’s eventual success, but regardless, 
  
  - 29 -
  CHAPTER ONE: A SANCTAN PRIMER
  the Aphrodesia House remains a high-class establishment, only opening 
  its doors to those customers wealthy enough to indulge in its distinguished 
  list of services.
  THE PALACE
  The Governor’s Palace has changed hands many times since Ranke held 
  Sanctuary. Once home to Prince Kadakithis, it also housed the Beysa 
  and her entourage, as well as providing a safe haven for Dyareelan 
  cultists during the Convulsions. When Irrune raiders swept into 
  Sanctuary at Molin Torchholder’s request, their siege of the Palace 
  left the Dyareelans holding it in disarray, unable to mount an eﬀective 
  defense. In the ensuing battle, the Palace burned, destroying nearly a 
  third of the structure.
  In the years since the Irrune occupation, the new masters of Sanctuary 
  rebuilt the Palace, though it took several years to convince the Irrune 
  that repairs were needed. Wrigglie carpenters, stonemasons, and 
  engineers are a common sight on Palace grounds, and through their 
  eﬀorts, it is now whole again. Though hardly as luxurious as it once was, 
  the Irrune occupying it don’t seem to notice the lack of amenities.
  Though Arizak rules Sanctuary, the true masters of the Palace are 
  the Sanctans working within it. Many of the building’s mysteries lie 
  hidden, including secret and concealed doorways, unseen passages, and 
  lost or forgotten storerooms ﬁlled with supplies, equipment, and other 
  valuables. The Wrigglies of Sanctuary have revealed a secret or two 
  to whatever group currently occupies the Palace, but there are many 
  others they keep secret, faithfully passing them from one generation 
  to the next.
  Stone walls surround the Palace grounds, which are themselves enclosed 
  by another series of fortiﬁcations. Since Ranke’s sack, the city’s leaders 
  extended the walls around the granaries north of the Palace. Four gates 
  allow access to the interior—two to the south (the Processional Gate 
  and the West Gate), one to the northwest (the Headman’s Gate, which 
  leads to the Street of Red Lanterns), and one to the northeast (the Gate 
  of the Gods, which exits onto the Avenue of Temples). The central 
  parade ground, still referred to as Vashanka’s Square, dominates the 
  area just south of the Palace. Other structures within the walls include 
  stables, barracks, armories, storage rooms, and guard houses. These are 
  wooden buildings, built along the base of the enclosing walls.
  THE HALL OF JUSTICE
  The courts, bureaucracy, and laws of Sanctuary operate within the Hall of 
  Justice, an impressive structure attached to the Palace. Its marble halls are 
  as close as most of Sanctuary’s citizens ever get to the Palace itself. The 
  Irrune, lacking any kind of interest in complicated courtroom procedure, 
  leave the administration of law to their Wrigglie subjects.
  Vashanka’s Square still serves as the site of public executions and other 
  punishment, which always draws a crowd. The Irrune are every bit as brutal 
  in their application of justice as were the Rankans and Beysibs before them, 
  and they prosecute suspected cultists and other criminals with extreme 
  prejudice. An Irrune death sentence typically requires that the condemned 
  be sewn into a cloth bag and trampled by mounted horses.
  THE PROMISE OF HEAVEN
  The Promise of Heaven and the adjoining Avenue of Temples stand upon 
  the highest land in all of Sanctuary, higher even than the Governor’s 
  Palace. In Sanctuary’s past, the Promise of Heaven and the Avenue of 
  Temples housed the city’s many altars. When Ranke seized the city, a 
  temple to Vashanka was raised upon the Promise’s grounds, near to the 
  Temple of Ils. This sparked all manner of conﬂict between both gods and 
  subjects, eventually culminating in the destruction of Vashanka’s temple, 
  and possibly precipitating Ranke’s eventual demise.
  Contrasting with the pious devotion of Sanctuary’s citizens were the 
  prostitutes who worked in the gardens at night. These women, not pretty 
  or skilled enough to work on the Street of Red Lanterns, haunted the 
  gardens for customers short on coin or too desperate to reach better 
  mistresses elsewhere.
  During the Convulsions, the Dyareelan cultists transformed the Promise 
  of Heaven into a macabre place of evil. Here, they performed the worst of 
  their excesses before the ruined temples of Sanctuary’s traditional gods. 
  Priests who could not escape, or who would not join with Dyareela’s 
  chosen, died slowly, along with anyone who dared to raise a voice in 
  protest against the cult. In the end, their blasphemies saw Sanctuary’s 
  temples reduced to smoking ruins, for the Dyareelans allowed no other 
  gods before the Mother of Chaos.
  With the Irrune now in power, the Promise of Heaven is still deserted 
  due to prohibitions against worship within the city’s walls. The quarter is 
  slowly returning to life, though, with the coming of the Sisters of Sabellia 
  and a healer by the name of Pel Garwood. The dispossessed folk of the 
  Hill can be found wandering the Promise as well, searching for valuables 
  and victims in equal measure. Given its proximity to the Hill, the Promise 
  of Heaven remains a dangerous place.
  PEL GARWOOD’S SHOP
  Pel is a healer and apothecary who set up shop in Meshpri’s old temple, 
  just oﬀ the Promise of Heaven. He is a relative newcomer to Sanctuary, 
  and has cultivated a good reputation among citizens in need of healing. 
  He provides cures and apothecary services in exchange for labor, especially 
  when it relates to the restoration of Meshpri’s temple. Due to the Irrune 
  prohibition against practicing religion within the city walls, Pel seems 
  reluctant to restore Meshpri’s altar to its former glory.
  THE SISTERHOOD OF SABELLIA
  A group of female missionaries from Ranke recently arrived in Sanctuary. 
  Though they worship the Rankan goddess Sabellia, they are not a 
  proselytizing sect. Instead, they minister to Sanctuary’s downtrodden, 
  helping and healing folk in whatever way they can. The Sisterhood 
  currently consists of five women, ranging in age from their early 
  twenties to their middle ﬁfties. They live within Sabellia’s old temple 
  LIFE IN THE RED LANTERNS
  Characters coming from the Street of Red Lanterns are a varied bunch. Those who frequent the fanes and temples of the Rumor of 
  Heaven are often aﬃliated with the priesthood in some way, while those who dally in the brothels, taverns, and game houses to the south 
  of the Rumor practice less wholesome occupations. Priests and godsworn are common here, especially those who worship the gods of the 
  Ilsigi pantheon. Because of the debauched establishments along the southern side of the street, ﬁghters and survivors are also present in 
  great numbers. The ladies employed by the Red Lanterns’ ﬂesh merchants typically have at least a single level of thief, though many are 
  accomplished savants, amazingly good at what they do.
  
  - 30 -
  CHAPTER ONE: A SANCTAN PRIMER
  on the Promise of Heaven, and they work to restore the place to some 
  modicum of its former glory. Sabellia is the arbiter of proper mortal and 
  divine behavior, and as such, the sisters work to be the embodiment of 
  such conduct.
  THE HILL
  The most dangerous of Sanctuary’s environs is the expanse of slum known 
  as the Hill quarter. Since Downwind’s destruction, the Hill sprang into 
  existence as a sprawling shantytown dominating much of the city’s 
  northeastern corner. The complex of slums and ghettos stand on what 
  used to be the elite quarter of the city, between the Promise of Heaven 
  and the city’s northern wall. Several estates, including the original Land’s 
  End, once occupied the Hill’s high ground. The foundations of these 
  manors and villas now lie in ruins, providing some shelter to the beggars 
  and miscreants that call the Hill home.
  Prior to the ﬂooding of Downwind, few people lived here, and none 
  who lived here prior to the ﬂood remain. Construction is considerably 
  ﬂimsier than elsewhere in the city, and consists of anything and everything 
  that can provide some shelter from the elements. Locals claim there 
  are several hidden entrances leading to the tunnels honeycombing the 
  ground beneath the city, all said to grant Hillers the ability to move around 
  Sanctuary at will while remaining hidden from prying eyes.
  The Hill is dangerous—so much so that the city guard does not patrol 
  here in anything less than pairs, or preferably trios. Anarchy reigns, life 
  is cheap, and the hungry eyes of the dispossessed and unwanted search 
  out anyone who does not belong. During the day, the Hill is a little less 
  severe, but only the foolish or suicidal dare these streets after sundown. 
  Several gangs of disaﬀected youths stake out territory on the Hill. They 
  compete with one another for turf (often violently), or venture into 
  outlying districts such as the Promise of Heaven or the Old Jeweler’s 
  Corner, terrorizing the residents there.
  Of course, not all of the Hill’s residents are criminals. Many want nothing 
  more than to improve their lot (for they can hardly descend any lower). 
  However, reality quickly quenches these hopes, for few ever escape the 
  quarter’s relentless poverty. The borderlands of the Hill, near Face of 
  the Moon Street and Phoenix Lane, represent a sort of middle ground 
  between the misery of the Hill and the rest of the city. They are still 
  dangerous areas, especially after dark, but are more likely to see visitors 
  from the other quarters of Sanctuary.
  THE CROOK
  The main marketplace in the Hill stands along a widely curving avenue 
  of the same name that encircles the middle part of the district. Though 
  more dangerous than the city’s other markets, most Hillers come here for 
  supplies. Anything can be had for a price in the Crook, and an extensive 
  (and quite illegal) slave market thrives here. Drugs, weapons, and stolen 
  goods are also readily available along the Crook, but deals made on the 
  Hill are notorious for turning sour at the last moment.
  THE PHOENIX INN
  The Phoenix Inn is a small and reputable establishment along Phoenix 
  Lane—more a bed and breakfast than a true inn or tavern. Built upon 
  the ruins of the original Land’s End Estate, it was once the domain of 
  the Vigeles clan in Sanctuary, but was destroyed and scavenged for stone 
  when the newest of the city’s walls were built. Latilla, the proprietor of 
  the Phoenix, is in her middle-ﬁfties and lives in the inn with her family. 
  She is somewhat handy, and has a knack for ﬁxing things.
  THE BLACK SPIDER
  A recent addition to the Hill is the Black Spider, and despite its location 
  on the verge of Sanctuary’s worst slums, it is quite possibly the ﬁnest 
  weapons shop in the entire city. The proprietor, who calls himself Spyder, is 
  obviously a wealthy businessman of some accomplishment, but it remains 
  to be seen why he chose Face of the Moon Street on the Hill for his 
  shop’s location. The Black Spider is a two-story building that recently 
  underwent extensive renovations. Spyder and his mysterious consort, a 
  dark-skinned woman who never utters a word, take their evening meals 
  on the deck above the shop’s entrance.
  The goods sold in the Black Spider are ﬁne weapons imported from 
  all over the world. Caronnese small swords sit on display racks next to 
  Mrsevadan boarding axes and Aurveshan war clubs. Even casual observers 
  can ﬁnd something of interest in one of Spyder’s many display cases, 
  although they may not be able to aﬀord the prices he charges for such 
  excellent and exotic weaponry. Spyder is all too willing to demonstrate 
  the use of unfamiliar weapons, even to folk who are merely curious and 
  unlikely to purchase anything at all. Such demonstrations make it obvious 
  that he is a skilled warrior, a fact that discourages most casual thieves.
  BEYOND THE CITY WALLS
  Not all of Sanctuary’s important locations lie inside the city’s walls, 
  and much of what makes the city unique can be found in the outlying 
  territories. Adventures, as well as the occasional treasure, are there for 
  the taking if one cares to search for it. Old estates, long abandoned by 
  either Ilsigi or Rankan nobility, stand mute and empty in the uplands 
  to the northeast and west of Sanctuary. Examples of such places include 
  High Harbor View, as well as the Eaglenest, a haunted estate sacked by 
  mercenaries several decades ago. Likewise, there are dozens of farming 
  communities that are less than a day’s ride from Sanctuary in any 
  direction.
  HÂLOTT’S TOWER
  An empty and seemingly abandoned tower dating back to the Ilsigi 
  occupation sits to the north of the Gate of Triumph, just oﬀ the General’s 
  Road. The tower isn’t visible to travelers who stick to the roads, yet most 
  of the city’s residents have heard whispered tales of the place over a 
  pint of ale or a glass of cheap wine. This tower is home to Hâlott—a 
  necromancer whose eyes and mouth are sewn shut. He comes and 
  goes from his lonely tower, venturing into the city accompanied by his 
  hideously misshapen (and depraved) lackey. He sometimes frequents 
  the Vulgar Unicorn, though few patrons there are willing to strike up a 
  conversation with him.
  Hâlott’s tower is a vine-choked square constructed of gray stone. Though 
  nearly four stories tall, the tower does not rise any higher than the nearby 
  THE HILLERS
  Sanctuary’s citizens despise Hillers, considering them to be 
  unredeemable scum. Because of the intense prejudice, Hillers have 
  little incentive to try to better their lots. Instead, they allow their bad 
  reputations to work in their favor, taking to trades and occupations 
  that best capitalize on the intimidating character of the Hill. Hiller 
  PCs are often thieves or survivors, and few learn to ﬁght in any kind 
  of organized fashion, making Hiller ﬁghters rare. Some merchants 
  forced to relocate to the Hill from bankruptcy may have one or more 
  levels in the savant class, reﬂecting whatever trade they practiced 
  prior to becoming poverty-stricken.
  
  - 31 -
  CHAPTER ONE: A SANCTAN PRIMER
  trees. This ensures it remains unseen, unless someone speciﬁcally leaves 
  the road in search of it.
  THE LAND’S END RETREAT
  The Land’s End Retreat is 2 miles or so to Sanctuary’s northeast, and 
  though it shares the name of the old Land’s End Estate that once sat 
  near the Avenue of Temples, it is nothing like its namesake. Land’s 
  End is home to the last of Sanctuary’s truly ethnic Rankans, pure-
  blooded imperials who fervently practice the doctrines of the declining 
  empire, looking back on its former glory and dreaming of the day 
  that it will return. The ranking family at the Land’s End Retreat is 
  the Serripines. Their pedigree is every bit as good as they claim, and 
  predates the Rankan Empire by several generations. A handful of 
  old-time, pre-imperial Rankan kings and princes are counted in the 
  Serripines ancestry, and although the family has long been embroiled 
  in imperial politics, they consider themselves above the relatively new 
  aristocracy.
  Vion Larris Serripines is the current elder of the Serripines clan, 
  and holds authority over much of Sanctuary’s Rankan community. 
  Unswervingly loyal to the dying Rankan Empire, he waits for the day 
  when its greatness will be restored. Until that time, he is content with 
  his position as the city’s most active merchant. Vion rarely leaves the 
  Land’s End Retreat, trusting instead in his agents and employees to 
  get things done.
  The Land’s End Retreat consists of a large walled estate. Serfs living 
  outside the estate walls work the farmland, producing large amounts 
  of grain that is eventually sold at market in Sanctuary. Guards wearing 
  the purple livery of the Serripines clan maintain the peace, and ensure 
  that no one comes or goes without Vion Larris’ express permission. 
  Many foolhardy thieves with visions of Rankan coronations have 
  thought to steal into the retreat. Few, if any, return from such endeavors 
  unscathed.
  THE SWAMP OF NIGHT SECRETS
  When the White Foal River ﬂooded, it swept away the slums once called 
  Downwind. Not the only prominent feature washed away by the ﬂooding 
  river, the swirling waters also destroyed Jubal’s old mansion along with 
  several other isolated estates that lay west of the city. The swamp has 
  always been a feature of Sanctuary, but never before was it so great or 
  expansive. Today, the Swamp of Night Secrets extends uninterrupted 
  through the Great Morass and onward to the Hammer’s Tail.
  If Sanctans hate any single group more than the Hillers, it is the 
  ’Nighters—the ﬁlthy riﬀ-raﬀ that claim the swamp as their home. Many 
  are descended from the residents of Downwind who refused to relocate 
  to the Hill following the ﬂoods. They are ﬁlthy, their clothes and skin 
  covered in the mud of their home. ’Nighters rarely enter the city unless 
  they have some urgent need or desire to trade something they found 
  in the swamp for something else that will serve some immediate use. 
  ’Nighter women are rarely, if ever, seen.
  The ’Nighters aside, the Swamp of Night Secrets is forbidding. There are 
  many natural hazards that make traversing the mire risky. Quicksand, 
  wasting diseases, strangling vines, poisonous snakes, and giant carnivorous 
  crabs are only a few of the frightful things awaiting the traveler foolish 
  enough to set foot in the swamp’s stinking quagmire. Even given these 
  hazards, the legends of lost treasure buried deep within ruined estates 
  are all too common and alluring. While most such stories aren’t credible, 
  an occasional tale rings of enough truth to attract one or more fortune-
  seekers.
  
  - 32 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  CHAPTER TWO:  
  CULTURES AND BACKGROUNDS
  In Thieves’ World, everyone is human. You won’t ﬁnd dwarves, elves, 
  goblins or orcs on these streets. But even within the human standard, 
  there is plenty of contrast. Wrigglies have little in common with Nisibisi, 
  Cirdonians are nothing like the ’Nighters. The Bazaar is ﬁlled with a 
  clash of peoples from the world over. Individuals are also deﬁned by their 
  inﬂuence his abilities and outlook. Culture may aﬀect not only how he 
  sees himself, others, and the world, but also how others view him. As in 
  our own world, prejudice and intolerance are an ugly reality, and both 
  are all too common in Thieves’ World.
  CULTURE NAME
  This is a description of the culture, including overall personality of the 
  people, and any issues regarding race relations and religious tendencies 
  (if any).
  PHYSICAL DESCRIPTION
  This section lists the typical physical description of a member of this 
  culture.
  ETHNIC TRAITS
  This section lists recommended cultural feats, as well as any special rules 
  or modiﬁers for a character of this culture. While not all of the feats 
  are required, a character’s 1st-level human bonus feat must be selected 
  from those listed under this heading. A character must still meet all 
  prerequisites to take the selected feats.
  backgrounds—how they were raised, what experiences they underwent 
  prior to becoming a thief, warrior, and so on. This chapter presents 
  two ways to ground your characters, describing where they came from 
  (culture) and what they did (background). Taken together, they replace 
  the standard racial options of the PHB.
  THE CULTURES OF THIEVES’ WORLD
  Sanctuary is a refuge for some and a prison to others, and the winding 
  streets of this “Thieves’ World” are populated by folk from all cultures and 
  occupations. Many of these immigrants come to Sanctuary to escape their 
  pasts, while others are drawn to the city by its legendary freedom. Sanctuary 
  is a true melting pot for peoples from across the known world.
  Ilsigi ancestry colors the blood of the common people of Sanctuary, but 
  Rankan, Irrune, and Beysib inﬂuences mark them thanks to generations 
  of intermarriage. Few of the city’s native residents possess pure blood, 
  and those that do are often of exceptional birth or privilege. Many 
  citizens enviously look beyond Sanctuary’s crumbling walls, yearning 
  to leave the city’s poverty, corruption, and ﬁlth behind them. It is a rare 
  Wrigglie who makes such a journey, though, for most are too poor to 
  attempt such an escape.
  As a port city, Sanctuary sees many immigrants from distant nations with 
  maritime traditions. The ships of Ilsig, both civilian and military, sail to 
  Sanctuary’s docks in order to trade and resupply. Likewise, merchants 
  from Caronne, Mrsevada, Ranke, and Twand frequent Sanctuary, 
  bringing both exotic goods and intrigue to the city. Caravans from distant 
  lands cross the Gray Wastes to the north on their way through Sanctuary’s 
  gates, bringing a wealth of commodities and cultures with them.
  The ﬁrst thing you need to do when creating a character is to choose 
  a culture. This choice represents the character’s cultural roots, and may 
  
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  - 33 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  Many ethnic traits give characters an ethnicity bonus on certain skill 
  checks or saving throws. Though there are no nonhuman races in Thieves’ 
  World (and thus no such thing as racial bonuses in a standard Thieves’ 
  World campaign), ethnicity bonuses and the racial bonuses of a standard 
  d20 game do not stack.
  LANGUAGES
  This section lists the languages every character of this culture can speak 
  and understand (though literacy in these languages is not automatic). In 
  addition, this section also lists the bonus languages a character of this 
  culture can choose to learn. At 1st level, a character gains one additional 
  language per point of Intelligence bonus. These points can be spent to 
  allow a character to either speak a language, or to read and write it. 
  To be completely ﬂuent, a character must spend two points—one to 
  speak the language, and one to be literate in it (though remember that 
  some languages have no written form; see Language and Writing 
  on page 12 for details).
  COMMON CLASSES
  This section lists character classes common to the culture in 
  question.
  AURVESHAN
  Aurvesh is located between Sanctuary and Twand. It fell to 
  Ranke around the same time that both Ilsig and Sanctuary 
  were overwhelmed by the Rankan legions. The majority of 
  the countryside consists of barren steppes, punctuated by 
  verdant areas fed by rivers and streams. These green belts 
  are renowned for their vineyards, and Aurvesh produces 
  some of the ﬁnest wines in the world.
  The people of Aurvesh are descended from nomadic 
  tribes that eventually settled in the greener areas of 
  their land. They are a mild folk, not taken to ﬂights of 
  fancy or extremes of emotion. They take the good and 
  the bad with equal amounts of stoicism, and are 
  unlikely to betray their inner feelings no matter 
  what the circumstances. This leads some people 
  to assume the folk of Aurvesh are unfriendly, but 
  this is hardly the case. Hospitality is an honored 
  tradition among the Aurveshan, who even extend 
  such charity to their enemies.
  PHYSICAL DESCRIPTION
  The people of Aurvesh have a sallow cast, with 
  pale blue or gray eyes and dark hair. Their faces are 
  ﬂat, with high cheekbones and pointed chins. The 
  average Aurveshan is long-boned, and lanky to the 
  point of being gangly. Even though their thin bodies 
  give them the illusion of great height, Aurveshan 
  men are rarely taller than 5 feet 9 inches.
  COMMON CLASSES
  The Aurveshan demeanor, which strikes 
  many as emotionless and cold, ﬁts well 
  with occupations that often perform 
  questionable deeds, and Aurvesh produces 
  successful fighters, thieves, and (especially) 
  
  - 34 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  assassins. Aurveshan are drawn to such professions by their pragmatism, 
  self-awareness, and self-control more than any apparent lack of 
  conscience.
  AURVESHAN ETHNIC TRAITS
  In addition to the standard human traits, Aurveshans have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Endurance, Iron Will, or Negotiator.
  UNEMOTIONAL
  A strong degree of self-control gives Aurveshan characters a +2 ethnicity 
  bonus on saves against enchantment spells and eﬀects. In addition, anyone 
  attempting to use the Sense Motive skill against an Aurveshan character 
  takes a –2 penalty on the check.
  LANGUAGES
  Aurveshan. Bonus Languages: Ilsigi, Raggah, Rankene, Trade Tongue, 
  Twandan.
  CARONNESE
  Caronne is a decadent land of merchants, philosophers, and artists. They 
  are an open-minded people who observe few taboos, and are considered 
  wicked and depraved by the standards of more conservative nations. 
  Accepting of nearly everything and anyone, they have but one prejudice 
  as a people: magic.
  The Caronnese abhorrence for sorcery originates in a long and brutal 
  occupation by Enlibar. The wizards of Enlibar surpassed all other 
  spellcasters in power (except perhaps for Enas Yorl and the very worst of 
  the Nisibisi witches), and in as dark a period as the Dyareelan domination 
  of Sanctuary (and one that lasted far longer), they made slaves of the 
  Caronnese. When the Caronnese fought back, the Enlibar wizards 
  brutally crushed them with terrible magic.
  Enlibar’s empire eventually declined, but Caronne’s newfound 
  independence lasted only until hungry Ranke turned its attention to 
  the northwestern city, conquering quickly and completely. Finding 
  the Caronnese taste in entertainment repulsive, Ranke suppressed the 
  culture beneath the boot of an oppressive regime. Caronnese culture went 
  underground, thriving there until Ranke withdrew its legions and left 
  the beleaguered city to its own fate once more.
  Despite their general mistrust of magic, Caronnese folk are open-minded 
  and tolerant. Given their people’s propensity for art and philosophy, 
  they tend to romanticize things. They love and hate with equal 
  intensity, leading others to see them as overly dramatic and given to 
  sensationalism. Dueling is a popular pastime in Caronne, though such 
  events rarely end in death or serious injury for either participant.
  The Caronnese will trade anything, and they rarely do so without 
  making a substantial proﬁt. Caronne’s principle exports include art 
  objects, slaves, luxury goods, and drugs (the ﬁnest krrf available comes 
  from Caronne, packaged like tea in large bricks).
  PHYSICAL DESCRIPTION
  The Caronnese are tall, lithe, and slender. Caronnese men are often 
  nearly as tall as their Rankan counterparts, with the average male height 
  about 5 feet 6 inches. Light skin is common, as are dark hair and eye 
  
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  - 35 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  coloring. In dress they are ﬂamboyant, and even the poorest Caronnese 
  are conscious of fashion trends.
  COMMON CLASSES
  Trade runs in the blood of all Caronnese, and many of Caronne’s 
  best crafters and merchants are savants. Those Caronnese merchants 
  who deal in contraband goods are often thieves as well. Most guards 
  and soldiers who see service with Caronne are actually Mrsevadan 
  mercenaries, making Caronnese ﬁghters a rarity. Still, in a society rife 
  with Machiavellian plots, there have been many notable and successful 
  Caronnese assassins.
  CARONNESE ETHNIC TRAITS
  In addition to the standard human traits, Caronnese have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Diligent, Negotiator, or Persuasive.
  HAGGLER
  The Caronnese are notorious for getting the better part of any deal. When 
  buying or selling goods, a Caronnese character gains a +2 ethnicity bonus 
  on Bluﬀ, Diplomacy, and Profession (merchant) checks.
  LANGUAGES
  Caronnese, Trade Tongue. Bonus Languages: Cirdonian, Ilsigi, 
  Mrsevadan, Nisi, Rankene.
  CIRDONIAN
  Cirdon is a northern country, conquered by Ranke many years ago, but 
  even with the decline of the Rankan Empire, the Cirdonian people 
  have yet to recover from the shame of conquest. As clients of Ranke, 
  the Cirdonian people could never fully bring themselves to bend their 
  knees to their aggressors unless honor and treaty demanded it, which 
  was often the case.
  The Cirdonians are a proud people, greatly concerned with personal 
  honor, fealty, and familial obligations. They rarely abide false words, 
  and prefer to speak their minds in all things. Though they are quite 
  capable of wariness and are known to be selective with information, 
  Cirdonians are most often blunt to a fault, often making them appear 
  rude in polite company.
  The toad-like fertility deity, Heqt, is worshiped fervently in Cirdon. She 
  represents the harvest, and is the one who brings the spring rains to moisten 
  the ﬁelds of the faithful. Heqt also vehemently opposes Dyareela.
  PHYSICAL DESCRIPTION
  Cirdonians are a large people, with broad faces and shoulders. Their pale 
  skin never tans, but they sunburn easily. Despite their fair skin tones, 
  nearly all Cirdonians have dark hair and eyes, though blue and green 
  eyes are common among highborn Cirdonians.
  COMMON CLASSES
  Cirdonians are a rough and tumble lot, never afraid to get their hands 
  dirty. Whether they ﬁnd themselves performing physical labor, swinging a 
  weapon, or negotiating a trade agreement is of little consequence, so long 
  as they get the job done. Most Cirdonians lean toward the ﬁghter class, 
  though those drawn to the wild places often ﬁnd ranger a more suitable 
  choice. Thieves are rare among the Cirdonians, and their priests almost 
  all worship Heqt, spreading her gospel wherever they travel.
  CIRDONIAN ETHNIC TRAITS
  In addition to the standard human traits, Cirdonians have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Endurance, Self-Suﬃcient, or Toughness.
  FORTHRIGHT
  Because they abhor deceit and dishonesty, Cirdonians ﬁnd it diﬃcult to lower 
  themselves to lying. As such, Cirdonian characters take a –2 penalty on Bluﬀ 
  checks. Because they are known as an honorable people, however, they beneﬁt 
  from a +3 circumstance bonus on all Diplomacy checks when recognized as 
  Cirdonians. In addition, Cirdonians are particularly perceptive when it comes 
  to deception, gaining a +2 ethnicity bonus on Sense Motive checks.
  LANGUAGES
  Cirdonian. Bonus Languages: Aurveshan, Caronnese, Ilsigi, Rankene, 
  Twandan, Yenized.
  HALF-BEYSIB
  The Beysibs are members of an ancient culture from across the sea, and 
  at one time, they held sway in Sanctuary much as the Irrune do now. 
  With the coming of these ﬁsh-eyed folk came the rare, yet unavoidable, 
  mingling of blood between the Beysib and their human subjects. When 
  the Beysibs ﬁnally abandoned Sanctuary, few of their kind willingly 
  chose to remain, and the unfortunate half-blooded sons and daughters 
  of human and Beysib couplings were left behind.
  Those half-Beysib who are aware of their lineage typically keep their 
  bloodline a secret from people they do not trust. While there are only a 
  few folk alive who remember the Beysib occupation of Sanctuary, wild 
  tales of the ﬁsh-eyed folk are all too common, and with such tales come 
  distrust, fear, and superstition.
  HUMAN CHARACTERS
  Regardless of culture, all characters in Thieves’ World are human. In 
  addition to the special features of her chosen ethnicity, a human 
  character also gains the normal beneﬁts of being human. These 
  features are summarized here.
  • Medium: As Medium creatures, humans have no special bonuses 
  or penalties due to their size.
  • Human base land speed is 30 feet.
  • One bonus feat at 1st level, chosen from those listed under 
  Cultural Feats.
  • 4 extra skill points at 1st level and 1 extra skill point at each 
  additional level.
  • Favored Class: Thieves’ World does not impose experience point 
  penalties for multiclassing. Characters can freely multiclass 
  without restriction.
  
  - 36 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  For more information on the Beysib race, see Green Ronin’s Shadowspawn’s 
  Guide to Sanctuary and the Thieves’ World Gazetteer.
  PHYSICAL DESCRIPTION
  Visually, there is little to distinguish a half-Beysib from a typical Wrigglie. 
  Their skin tone is fair when compared to most of Sanctuary’s denizens, but 
  not nearly as light as is their Beysib forebears. Half-Beysibs have brown 
  or green eyes, and light brown or dark blond hair. Their physical build 
  is somewhat larger than average, and they appear sturdy in comparison 
  to most pureblooded humans. The only distinctively inhuman traits 
  most half-Beysib display are found in their eyes or on their hands and 
  feet. Many of these people inherit a nictitating membrane—a second 
  lens—that protects the eyes from harm. Likewise, most half-Beysibs 
  have slight webbing between their ﬁngers and toes.
  COMMON CLASSES
  The half-Beysibs of Sanctuary have little memory of their progenitors, 
  except for the stories they hear told in half-whispers in a tavern’s 
  common room. Like the Beysibs themselves, half-Beysib excel at the 
  quick actions and movements of the assassin and thief classes. They also 
  make excellent ﬁghters, and not a few half-Beysib initiates demonstrate 
  a talent for sorcery.
  HALF-BEYSIB ETHNIC TRAITS
  In addition to the standard human traits, half-Beysib have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Acrobatic, Athletic, or Lightning Reﬂexes.
  NICTITATING MEMBRANE
  Beysibs display a curious feature in the form of a nictitating membrane 
  that can cover their eyes. This trait is passed on to their half-breed 
  children as well, though it is rarely as well developed. When closed, this 
  clear membrane allows a half-Beysib to protect his eyes from harmful 
  environmental hazards such as smoke, irritating fumes, and harmful 
  chemicals and poisons. Saving throws made by half-Beysib to resist 
  the eﬀects of such hazards receive a +4 ethnicity bonus. In addition, 
  the webbing in their ﬁngers and toes confers a +2 ethnicity bonus on 
  Swim checks.
  LANGUAGES
  Sanctan. Bonus Languages: Beysin, Caronnese, Ilsigi, Rankene, Trade 
  Tongue.
  ILSIGI
  The Kingdom of Ilsig was large in its glory days, almost an empire 
  unto itself. Rankans held the Ilsigi to be a decadent society, viewing 
  their indulgence in matters of the flesh as a weakness that made 
  them susceptible to conquest. Ranke fought a long war with this rival 
  civilization, eventually conquering them and gaining control over the 
  mountainous frontier that separated both peoples. However, with Ranke’s 
  decline, Ilsig struggles to climb back to its former glory as a major power. 
  Motivated by trade, Ilsig views Sanctuary as a rogue province populated 
  by the descendants of slaves. As a result, Sanctuary continues to be a 
  source of much intrigue for the Kingdom of Ilsig.
  The people of Ilsig believe that the gods blessed them, making them 
  superior to all other cultures. They are, after all, named for Ils, the 
  supreme deity of their pantheon. While worship of the Ilsigi gods is 
  more personal in Sanctuary, religion is a vital component of the Ilsigi 
  state.
  Ilsig imports most of its industrial capacity from client states and 
  provinces, allowing the capital to focus on cultural development. Major 
  exports include just about any commodity imaginable, and silks, spices, 
  lumber, and goods wrought from gold and silver help to make Ilsig 
  famous throughout the world.
  PHYSICAL DESCRIPTION
  Ilsigi people are stocky and round of head and face, with straight dark 
  hair and swarthy complexions. Men are typically around 5 feet 6 inches 
  tall, with women somewhat shorter. The skin of the Ilsigi aristocracy 
  tends to be lighter than that of the common people.
  COMMON CLASSES
  Savants, especially artists and crafters, are quite common in Ilsig. 
  Priests of the Ilsigi pantheon are a constant reminder of the inherent 
  spiritual magic ﬂowing through the world. As with any nation, Ilsig has 
  its shadier side, making thieves another popular choice. Though Ilsigi 
  mages are a rare breed, there are still a number of initiates in Ilsig.
  ILSIGI ETHNIC TRAITS
  In addition to the standard human traits, Ilsigis have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Alertness, Iron Will, or Skill Focus.
  SKILLED
  At 1st level, Ilsigi characters gain a total +3 ethnicity bonus on skill 
  checks, which they can divide as they like between Craft, Knowledge, 
  and Profession. For example, an Ilsigi priest might take a +1 ethnicity 
  bonus in Craft (alchemy) and a +2 ethnicity bonus in Knowledge 
  (religion).
  LANGUAGES
  Ilsigi. Bonus Languages: Caronnese, Mrsevadan, Rankene, Sanctan, 
  Trade Tongue.
  IRRUNE
  The Irrune are a tribe of continental raiders originally invited by Molin 
  Torchholder to liberate Sanctuary from its Dyareelan oppressors. In 
  return for this service, they have taken the city as their own, protecting it 
  from other raiders and setting up an Irrune government of sorts within 
  the Governor’s Palace. Though the current masters of Sanctuary, their 
  past was never so glorious.
  A people at the cusp of civilization, the Irrune were forced from their 
  ancestral lands by the Black-Toothed Horde—a vicious and destructive 
  tribe of barbarians that would eventually sack Ranke. On the move, they 
  adopted a nomadic lifestyle, gradually drifting north across the Rankan 
  Empire. During these wanderings, they accumulated herds of horses 
  and sheep, becoming some of the best animal handlers in the world. 
  
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  - 37 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  Wherever the Irrune settled, Rankans or Nisibisi sought to use them 
  as soldiers—ﬁghting not as free men and women, but as mercenaries 
  with no control of their destinies.
  The Irrune eventually moved south, thinking to sack Sanctuary, but 
  Molin Torchholder’s diplomatic skills and quick wit convinced them 
  to occupy the Gunderpah Hills instead. However, as the atrocities 
  of the Dyareelan cultists mounted, Molin joined these barbarians 
  in the hopes of convincing them to liberate the city. With the help 
  of the raiders, Molin crushed the cultists and installed the Irrune as 
  Sanctuary’s new masters.
  The Irrune do not believe anything of value should be bought. Instead, 
  it is their duty to take valuables by force or to distribute them as gifts. 
  In a perfect Irrune world, a strong war leader sends his people to raid, 
  afterward distributing the loot to his subordinates. The Irrune’s new 
  connection to Sanctuary has seriously threatened the traditional values 
  of the tribe, doing more harm to their internal cohesion than their 
  forced migration ever did.
  Marriage among the Irrune is an extended union between one man and 
  a variable number of women, though most Irrune can scarcely aﬀord 
  more than one wife. Though both genders share responsibilities and 
  near equality in most social contexts, raiding, reveling, and warfare are 
  reserved for men. Irrune worship the deity Irrunega after whom they 
  are named, and Irrunega is the only god permitted to be worshiped by 
  the Irrune within Sanctuary’s walls.
  PHYSICAL DESCRIPTION
  The Irrune are large and strong, with ruddy complexions and broad 
  features. Blond, light brown, or golden-brown are common shades of 
  both skin and hair among these people. Red-haired Irrune are seen as 
  god-touched in the eyes of their shamans (and thus their people). Eye 
  color ranges from blue to gray to green. Irrune men tower above men 
  of other cultures, with many well over 6 feet tall.
  COMMON CLASSES
  Barbarian is the most common choice of character class among the Irrune, 
  though ﬁghters are sometimes found among the better-trained members 
  of the tribe. As well, these people have produced many great rangers, 
  especially during the days of their great nomadic trek. Priests, while less 
  common than barbarians and ﬁghters, have a special place among the 
  Irrune, and their perceived role as speakers and representatives of Irrunega 
  allow them to move at any level through their society.
  IRRUNE ETHNIC TRAITS
  In addition to the standard human traits, Irrune have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Animal Aﬃnity, Mounted Combat, or 
  Toughness.
  SADDLEBORN
  Handle Animal and Ride are always class skills for an Irrune character. In 
  addition, Irrune characters gain a +2 ethnicity bonus on Ride checks.
  LANGUAGES
  Irrune. Bonus Languages: Aurveshan, Ilsigi, Rankene, Sanctan, Trade 
  Tongue, Twandan.
  
  - 38 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  MRSEVADAN
  Mrsevada is Caronne’s cousin city in the north. Like Caronne, Mrsevada 
  is an economic powerhouse that engages in trade with cities and countries 
  across the continent. Unlike the Caronnese, who deal primarily in luxury 
  goods, art objects, and decadent commodities, Mrsevadans traﬃc in 
  weapons, armor, and mercenary services. The Mrsevadan navy itself is 
  even for sale, and the country’s ruling monarch has often sold his ships 
  to the highest bidder.
  The typical Mrsevadan is brash, belligerent, and easily oﬀended, much 
  like the red-and-black-plumed ﬁghting cocks that have become the 
  country’s trademark. Many merchants have learned the hard way that 
  diplomacy with Mrsevada can be costly and dangerous, as silver, gold, 
  and threats of violence fuel the Mrsevadan economy in about equal 
  measure. Ranke did not so much conquer Mrsevada as it simply bought 
  the nation’s loyalty.
  Mrsevada is a coastal country, with a merchant ﬂeet rivaled only by 
  the Caronnese. The countryside is rocky and covered with iron-rich 
  mountains. The city uses Caronne-imported slaves to mine these 
  mountains for the metals it uses in the crafting of weapons and armor.
  PHYSICAL DESCRIPTION
  The Mrsevadan people are similar in appearance to the Caronnese, and 
  to confuse the two is one of the best ways to pick a ﬁght. Mrsevadan 
  men are tall (about 5 feet 10 inches on average), with women often only 
  a few inches shorter. Like the people of Caronne, they have light skin and 
  dark hair and eyes. Despite (or perhaps because of) their temperament, 
  Mrsevadans of both sexes are attractive and alluring. In dress, they are 
  utilitarian, even though they are known for their long, distinctively 
  patterned red and green robes.
  COMMON CLASSES
  Most, if not all, of Mrsevada’s citizens have some manner of martial 
  training, and many are ﬁghters. Savants make up the majority of the 
  country’s smiths and merchants, who make and sell the weaponry 
  for which Mrsevada is famous. Thieves are another popular choice in 
  Mrsevada, and many expatriates ply their skills in foreign criminal 
  enterprises.
  MRSEVADAN ETHNIC TRAITS
  In addition to the standard human traits, Mrsevadans have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Athletic, Combat Reﬂexes, or Persuasive.
  BRASH
  Mrsevadans do not frighten easily or take threats lightly, and will rarely 
  back down from a ﬁght. Mrsevadans who are overcome by any fear 
  eﬀect are allowed a second Will save with the same DC. If this second 
  save is successful, they become enraged instead of shaken, frightened, or 
  panicked. An enraged Mrsevadan attacks the source of his fear unless he 
  is somehow restrained, and he will remain enraged for as long as he would 
  have been shaken, frightened, or panicked. An enraged Mrsevadan gains a 
  +1 bonus on melee attack and damage rolls, but takes a –2 penalty to AC. 
  At the end of this rage, the Mrsevadan becomes fatigued for 1 hour.
  LANGUAGES
  Mrsevadan. Bonus Languages: Caronnese, Ilsigi, Nisi, Rankene, Trade 
  Tongue.
  
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  - 39 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  ’NIGHTER
  The people dwelling in the Swamp of Night Secrets, or ’Nighters as they 
  are known in Sanctuary, originate from Wrigglie stock, though their city 
  kin often view them as little better than ﬁlthy animals. In fact, when 
  something goes wrong in the city, Sanctans typically are quick to blame 
  ’Nighters ﬁrst, ﬁngering them as scapegoats for any random murder, 
  theft, or other crime.
  With the ﬂooding of the White Foal River in Year 11 of Sanctuary’s 
  calendar, the river literally swallowed the shanties and shacks of 
  Downwind. The ’Nighters are all that remains of the Downwinders 
  who chose to stay in the aftermath of the ﬂood. They live more or less 
  peacefully in the depths of the Swamp, sustaining themselves on whatever 
  they can catch and kill. They are Sanctuary’s homeless, reviled by all and 
  typically ignored until one passes by in the street or creeps in from the 
  muck at the Swamp’s edge.
  PHYSICAL DESCRIPTION
  The ’Nighters are of noticeable Wrigglie stock, yet they are always 
  disheveled and dirty. Many have slight deformities or disﬁgurements, 
  due to injury, neglect, or (some say) inbreeding.
  COMMON CLASSES
  ’Nighters are a product of their environment, the Swamp of Night Secrets, 
  and their experiences within the Swamp make them passable rangers. 
  The swamp also teaches resiliency, creating ’Nighter survivors as well as 
  the occasional barbarian. As well, they make excellent thieves, as most 
  develop stealth skills dodging toughs, gangs, and thugs who seek to maim 
  or kill them simply because of who they are.
  ’NIGHTER ETHNIC TRAITS
  In addition to the standard human traits, ’Nighters have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Athletic, Self-Suﬃcient, or Stealthy.
  SWAMP WISE
  The ’Nighter folk spend their lives within the Swamp of Night Secrets, 
  and so have learned to survive in its foul waters. In any swamp terrain, 
  ’Nighter characters gain a +2 ethnicity bonus on all Hide, Move Silently, 
  and Survival checks.
  LANGUAGES
  Sanctan. Bonus Languages: Ilsigi, Irrune, Nisi, Rankene, Trade Tongue.
  NISIBISI
  The Nisibisi witches are said to have been Ranke’s greatest enemies, and 
  the two peoples were caught up in brutal warfare almost as soon as they 
  ﬁrst made contact. Some speculate that this ongoing conﬂict was the key 
  reason for the empire’s defeat—though some Sanctans know better. In 
  fact, throughout the long conﬂict, even facing the likes of Tempus and 
  the Stepsons, Nis could have held on against the empire indeﬁnitely were 
  it not for the Black-Toothed Horde who betrayed them, making an end 
  to this people and its ancestral magic. 
  Not all Nis were witches, of course, and many among them rebelled 
  against the rule of their witch masters. When Ranke eventually conquered 
  these people, however, they cared little for the distinction between witch 
  and nonwitch. The empire destroyed the race, salted their lands, and 
  butchered everyone they found.
  The few remaining Nisibisi are fugitives, always on the lookout for their 
  enemies. Their people’s sullied reputation serves as a constant reminder 
  of the grave peril they face every day. They display a siege mentality, 
  ﬁnding it diﬃcult to trust outsiders (or even each other). They are almost 
  universally vicious, willing to kill on a whim in order to protect themselves 
  from perceived aggressors.
  For as long as anyone can remember, Nisibisi culture has been synonymous 
  with witchcraft. While not all Nisibisi are capable of using the dark arts of 
  their parents, most living witches are of Nisibisi blood. It is rumored that 
  several powerful Nisibisi artifacts were lost in the vicinity of Sanctuary, 
  and many remaining witches see these rumors as a source of hope. With 
  the decline of the Rankan Empire, they believe it possible for their people 
  to rise once more.
  PHYSICAL DESCRIPTION
  Nisibisi are small of stature, rarely taller than 5 feet 6 inches. Their 
  bodies are slight and athletic, and they are nimble and catlike in their 
  movements. They have pale skin and dark hair and eyes. They do not tan, 
  and those who cannot protect themselves from the sun typically have 
  ruddy complexions as a result of sun-scarred skin.
  Their ﬁne features are exaggerated among the Nisibisi aristocracy, 
  who have porcelain-white skin and raven-black hair and eyes. Those 
  Nisibisi who still exist are careful to disguise their lineage, lest they 
  attract unwanted attention and the death that claimed so many of their 
  forebears.
  COMMON CLASSES
  Nisibisi excel at the practice of the dark, sinister professions, and great 
  numbers of Nisibisi found their talents easily focused on the skills of the 
  assassin or thief. Witchcraft is also strong in Nisibisi bloodlines, and the 
  Nisibisi war witches are some of the most powerful spellcasters in the world. 
  In the wilds of their homeland, many Nisibisi tribes reverted to a simpler 
  form of life, with barbarians and rangers common among them.
  NISIBISI ETHNIC TRAITS
  In addition to the standard human traits, Nisibisi have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Lightning Reﬂexes, Magical Aptitude, or 
  Witchblooded*.
  * See page 125.
  CRUEL
  The Nisibisi are known far and wide for their cruelty. When dealing 
  with folk who know of their true lineage, Nisibisi characters gain a +3 
  circumstance bonus on Intimidate checks.
  LANGUAGES
  Nisi. Bonus Languages: Enlib, Ilsigi, Rankene, Trade Tongue, Yenized.
  
  - 40 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  RAGGAH
  The Raggah are a tribe of enigmatic desert horse-nomads who roam 
  the Gray Wastes in small family bands. Since the death of Kemren (the 
  Purple Mage) many years ago, it is a rare occasion when they venture 
  into Sanctuary. When they do, they refrain from speaking in front of 
  non-Raggah, and prefer to use their own sign language, pantomiming 
  communication between themselves and strangers.
  The servants of the Purple Mage were of Raggah descent, but in the years 
  since his death, the tales of his ﬁerce Raggah servants have slipped into 
  obscurity. Though they seem extremely xenophobic, the Raggah are in 
  fact a peaceful folk who merely wish to avoid unnecessary contact with 
  people outside of their tribes (and who are happy to cultivate their darker 
  reputation if it aids in this).
  Their religious views are the primary reason behind the Raggah’s secrecy. 
  They believe they must remain pure in body, and so set themselves apart 
  from the inﬁdels of the world by hiding their bodies, faces, and true 
  natures from sight. They speak no languages but their own, though most 
  Raggah can understand spoken Ilsigi or Rankene perfectly. When they 
  are with their own people, the Raggah are comfortable and well at ease. 
  Laughter is a common sound in their camps at night as the people of 
  the Gray Wastes enjoythe company of their own.
  PHYSICAL DESCRIPTION
  Most people have no idea what the Raggah truly looklike, since they 
  typically wear robes of black, dark purple, or blue, and conceal their 
  faces with veils, hoods, and other wrappings. Only their eyes (typically 
  blue or green) are visible. Beneath their wrappings, Raggah have swarthy 
  skin covered in black hair. A tall people, Raggah men average 5 feet 10 
  inches tall. A fact few outside the Raggah know is that both men and 
  women favor tattooing, and both genders have many swirling tattoos in 
  abstract designs.
  COMMON CLASSES
  The Raggah face suspicion and fear wherever they go. They make excellent 
  assassins and thieves, and their ﬁghters are some of the best in the deserts 
  of the world. Given their ties to nature, it is unsurprising that many 
  Raggah excel as rangers, and as a religious and mystical people, they have 
  their share of priests and initiates.
  RAGGAH ETHNIC TRAITS
  In addition to the standard human traits, Raggah have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Endurance, Mounted Combat, or Self-
  Suﬃcient.
  DESERT RIDER
  Ride and Survival are always class skills for Raggah characters. In 
  addition, a Raggah character gains a +1 ethnicity bonus on Ride and 
  Survival checks.
  LANGUAGES
  Raggah, Raggah Signing. Bonus Languages: Aurveshan, Ilsigi, Rankene, 
  Sanctan, Trade Tongue.
  RANKAN
  Rankans are engineers and builders rather than philosophers, and this 
  has colored their perception of other cultures for centuries. They have 
  little in the way of native art, preferring instead to borrow from client 
  nations, provinces, and city-states. Rankans have a reputation for being 
  stubborn, and they rarely change their methods once they ﬁnd a way of 
  accomplishing a task eﬃciently.
  Militarily speaking, Ranke has one of the most disciplined and competent 
  ﬁghting forces in the world. This army extended the borders of their 
  empire from one end of the continent to the other, but it was this 
  expansion that led in part to their eventual and tragic decline.
  PHYSICAL DESCRIPTION
  Rankans are tall and sturdy, but never stocky. Men average 5 feet 10 inches 
  tall, while women are slightly shorter. Rankans ﬁnd great beauty in blond hair 
  and hazel eyes, though as a diverse empire ﬁlled with people from all over the 
  world, the ideal Rankan changes the farther one moves from the capital.
  COMMON CLASSES
  Ranke is the seat of many powerful gods, making priests and godsworn 
  exceptionally common among those of Rankan descent. Given the 
  educated nature of most of Ranke’s citizens, magic is also commonly 
  practiced by Rankan mages and initiates. Despite the decline of the 
  empire, Ranke remains a military nation, and serving as a ﬁghter or ranger 
  is an honorable calling. Rankans are a wealthy people, and Rankan nobles 
  predominate in Thieves’ World.
  RANKAN ETHNIC TRAITS
  In addition to the standard human traits, Rankans have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Magical Aptitude, Negotiator, or Skill 
  Focus.
  LITERATE
  It is a rare Rankan who is not taught to read and write their native 
  language. Rankan characters are automatically literate in their native 
  language of Rankene.
  LANGUAGES
  Rankene. Bonus Languages: Caronnese, Cirdonian, Ilsigi, Nisi, Twandan.
  S’DANZO
  The S’danzo are a dispersed people with a strong cultural identity, 
  regardless of the fact that they have no homeland of their own. They are 
  vagabonds and wanderers, mistrusted wherever they travel and frequently 
  discriminated against (sometimes violently so). They worship no gods, 
  preferring to practice a religion based mostly on superstition, luck, and 
  the manipulation of fate.
  S’danzo men and women rarely intermingle, and the sexes are strictly 
  divided. Male S’danzo engage in “men’s work,” restricted to earning 
  money through action alone, rather than producing items for sale or 
  
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  - 41 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  engaging in a skilled trade. This frequently leads to lives of idleness and 
  crime, doing nothing for their reputations. Women typically raise their 
  families, making their livings by telling fortunes, soothsaying, and other 
  (mostly fraudulent) “arts.”
  Despite the fact that marriages between S’danzo men and women are 
  rarely happy, the culture has managed to persist for centuries. It is a 
  culture of ethnic purity, with custom demanding S’danzo marriages 
  between S’danzo men and women. Relationships with non-S’danzo are 
  a terrible disgrace, leading to shunning or even outright hostility. Male 
  S’danzo have some leeway in this matter, as most men see all women 
  as fair game for their romantic advances. Although the S’danzo are 
  perfectly ﬂuent in local languages, they often choose to speak their own 
  language, unintelligible to suvesh (non-S’danzo). This allows them to 
  communicate plainly with one another while excluding strangers from 
  their conversations completely.
  PHYSICAL DESCRIPTION
  S’danzo are short, with round faces, dark eyes, and curly black hair. Young 
  S’danzo women are beautiful and exotic, though they grow rounder with 
  age. (It seems that with roundness comes rudeness as well.) S’danzo men 
  have a penchant for seeing themselves as great lovers, and more than a few 
  are both handsome and charming enough to make good on such claims.
  COMMON CLASSES
  The S’danzo reputation for thievery and deception is not entirely 
  undeserved, for they make excellent thieves and assassins. S’danzo initiates 
  practice their subtle magic as they tell the fortunes of their customers. 
  Violent action against these vagabonds is common, and so ﬁghters are 
  popular among S’danzo men who wish to defend their people against 
  suvesh bigotry.
  S’DANZO ETHNIC TRAITS
  In addition to the standard human traits, S’danzo have the following .
  CULTURAL FEATS
  Select one of the following: Deceitful, Deft Hands, or Sighted*. 
  * See page 125.
  GODLESS
  Due to events within their cultural past, the S’danzo do not worship 
  gods. Those S’danzo who choose to worship a god or divine patron are 
  outcasts from their own kind, and may never develop any measure of 
  ability with the Sight.
  MISTRUSTED
  Most other cultures see the S’danzo as vagabonds, liars, and thieves. When 
  dealing with suvesh (non-S’danzo), S’danzo characters take a –2 penalty 
  on Diplomacy checks when recognized as S’danzo.
  HERITAGE OF DECEIT
  It is for good reason that S’danzo are possessed of such a tarnished reputation 
  among the other cultures of the world. As such, a S’danzo character gains a 
  +3 ethnicity bonus on skill checks, which he can divide as he likes between 
  any of the following: Bluﬀ, Hide, Move Silently, or Sleight of Hand.
  
  - 42 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  LANGUAGES
  S’danzo. Bonus Languages: Caronnese, Ilsigi, Irrune, Rankene, Trade 
  Tongue.
  TWANDAN
  During the Rankan Empire’s height, Twand was a place of luxury and 
  wealth visited by both nobles and commoners alike. Its capital, Dar, sat 
  nestled upon the eastern coast of the continent, across the gulf from 
  Ranke itself. Twand never exported anything of value, though it was made 
  famous throughout Ranke by its delectable cuisine, cordial citizens, and 
  pristine white sand beaches.
  Twand suﬀered with the fall of the Rankan Empire, as travel virtually 
  ceased. As much of Twand’s food came from Ranke itself, famine wracked 
  the countryside and disease decimated the population. With no other 
  means of support, the Twandans migrated outward, leaving their ancestral 
  lands in search of prosperity elsewhere. As a result, Twand has suﬀered 
  more than Sanctuary since the empire’s collapse.
  The people of Twand are amazingly optimistic given their current 
  predicament, which has seen many leave their homeland in search of 
  better lives elsewhere. They are easy to smile and laugh, and are given 
  to exuberant emotion and public displays of aﬀection. Given their rural 
  roots, many people consider them simple, but most Twandans are brighter 
  than given credit for.
  PHYSICAL DESCRIPTION
  Twandans are broad-shouldered and big-boned, and even the women 
  are less than delicate in appearance. They are some of the largest people 
  on the continent, though this trait is exhibited more by their overall bulk 
  than by their height. They tan well, and it is rare to ﬁnd a Twandan whose 
  bronzed skin hasn’t seen a bit of sun. Hair color ranges from white-blond 
  to light brown, with eye color tending toward brown and hazel.
  COMMON CLASSES
  Before the Rankan Empire’s decline, most Twandans were professionals 
  of one stripe or another, entertaining visitors or selling them local goods. 
  Many Twandan savants possess keen knowledge and insight despite 
  their reputation as being rural and uneducated, but some of Twand’s 
  less-fortunate citizens inevitably turned to thievery, often preying upon 
  travelers to their land. Being large and able-bodied, Twandans also make 
  good ﬁghters, serving as high-spirited and hard-drinking mercenaries and 
  soldiers under the banners of Ranke. Most recently, Twandan survivors 
  have become more and more common, as their lands have ceased to proﬁt 
  from the regular visits of the Rankans.
  TWANDAN ETHNIC TRAITS
  In addition to the standard human traits, Twandans have the following 
  traits.
  CULTURAL FEATS
  Select one of the following: Great Fortitude, Run, or Skill Focus.
  HEAVYWEIGHT
  Twandans are capable drinkers who are able to consume great quantities 
  of alcohol before exhibiting any overt symptoms of drunkenness. 
  This sturdiness and fortitude carries over to other toxins as well, and 
  Twandans receive a +4 ethnicity bonus on Fortitude saves against 
  ingested poisons.
  LANGUAGES
  Twandan. Bonus Languages: Aurveshan, Cirdonian, Ilsigi, Rankene, 
  Trade Tongue.
  WRIGGLIE
  Wrigglies are the native people of Sanctuary. Thanks to its being a 
  veritable melting pot, Wrigglies are mutts in every sense of the word, 
  embodying the traits and cultures of a dozen diﬀerent ethnic groups. 
  Over nearly two centuries, Sanctuary has been conquered, freed, and 
  reconquered so many times that the mix of genotypes that make up the 
  average Wrigglie is dizzying.
  The term “Wrigglie” was originally an insult used to describe Ilsigis. 
  However, in the time since Tempus and the Stepsons, Sanctuary’s natives 
  have come to use it as a way to distinguish themselves from the other 
  ethnic groups that speak the Ilsigi tongue (though the proper term remains 
  “Sanctans”). Between natives of Sanctuary, “Wrigglie” is often used as a term 
  of endearment or aﬀection. At the same time, it can be seen as a potent 
  insult when used by people who aren’t of Wrigglie extraction. More than a 
  few ﬁghts have been picked over the indiscriminant use of the term.
  PHYSICAL DESCRIPTION
  Wrigglies come in all shapes and sizes, though on average, they are fairer, 
  taller, longer, and blonder than Ilsigis, lending to a good deal of Rankan 
  blood in their veins. Some can easily pass for pureblood Rankans, while 
  many are much more Ilsigi in appearance.
  COMMON CLASSES
  Coming from all walks of life, the adaptable Wrigglies practice a wide 
  range of professions. Sanctuary is known as Thieves’ World for good 
  reason, and thieves are anything but uncommon in the city’s streets and 
  alleyways. Many Wrigglies rely on force of arms or brute strength to 
  survive, and so ﬁghters and survivors also make up a good chunk of the 
  city’s population.
  WRIGGLIE ETHNIC TRAITS
  In addition to standard human traits, Wrigglies have the following traits.
  CULTURAL FEATS
  Select one of the following: Alertness, Maze Savvy*, or Skill Focus.
  * See page 124.
  JADED
  Over the years, native Wrigglies have seen it all, from gods waging war 
  in the skies, to the dead walking the streets of the Maze. This has left 
  them numb to the unusual and able to accept fantastic things with a 
  large amount of stoicism, granting them a +1 ethnicity bonus on all 
  Will saves.
  LANGUAGES
  Sanctan. Bonus Languages: Sanctuary is a veritable crossroads that attracts 
  folk from all across the known world. Because of this, Wrigglie characters 
  
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  - 43 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  can choose any language as a bonus language, except for Enlib, S’danzo, 
  and Yenized.
  OTHER CULTURES
  The cultures described in this chapter are but a sample of those present in 
  Thieves’ World, and you can develop others of your own or reference other 
  volumes in Green Ronin’s Thieves’ World series. Other common cultures 
  in and around Sanctuary might include the following.
  BANMALTS
  This seafaring people make their living by trading in foreign ports.
  CADIS
  A foreign country of which little is known. The descriptive “Cadite” is 
  also used to describe someone of a lascivious mien, which may mean 
  that people from Cadis are known for being promiscuous, perverted, 
  and so on.
  CLEEA
  A country on the northeast coast of the continent that is famous for 
  its navy.
  ENLIBAR
  An ancient and dead empire made famous for its magical steel.
  ILBARSI
  These people are known for their metalsmithing.
  SHERRANPIP
  Little is known of this distant country (or possible island) except that it 
  lies southeast of Sanctuary.
  SUMA
  Another mysterious locale, of which nothing is known.
  TYRISIS-BEYOND-THE-SEA
  This foreign city, location undetermined, is noted for its spices.
  YENIZED
  An ancient nation now divided between a number of Rankan provinces.
  TABLE 2–1: QUICK CULTURES
  Culture
  Cultural Feat (Choose One)
  Trait
  Aurveshan
  Endurance, Iron Will, Negotiator
  Unemotional
  Caronnese
  Diligent, Negotiator, Persuasive
  Haggler
  Cirdonian
  Endurance, Self-Suﬃcient, 
  Toughness
  Forthright
  Half-Beysib
  Acrobatic, Athletic, Lightning 
  Reﬂexes
  Nictitating 
  Membrane
  Ilsigi
  Alertness, Iron Will, Skill Focus
  Skilled
  Irrune
  Animal Aﬃnity, Mounted 
  Combat, Toughness 
  Saddleborn
  Mrsevadan
  Athletic, Combat Reﬂexes, 
  Persuasive
  Brash
  ’Nighter
  Athletic, Self-Suﬃcient, Stealthy
  Swamp Wise
  Nisibisi
  Lightning Reﬂexes, Magical 
  Aptitude, Witchblooded*
  Cruel
  Raggah
  Endurance, Mounted Combat, 
  Self-Suﬃcient
  Desert Rider
  Rankan
  Magical Aptitude, Negotiator, 
  Skill Focus
  Literate
  S’danzo
  Deceitful, Deft Hands, Sighted*
  Godless, 
  Mistrusted, 
  Heritage of Deceit
  Twandan
  Great Fortitude, Run, Skill Focus
  Heavyweight
  Wrigglie
  Alertness, Maze Savvy*, Skill 
  Focus (any)
  Jaded
  * New feats introduced in Chapter Five.
  TABLE 2-2: RANDOM HEIGHT AND WEIGHT
  Ethnicity
  Base 
  Height
  Height 
  Modiﬁer
  Base 
  Weight
  Weight 
  Modiﬁer
  Aurveshan, male
  4 ft. 10 in.
  +2d8
  120 lb.
  × (2d4) lb.
  Aurveshan, female
  4 ft. 5 in.
  +2d8
  85 lb.
  × (2d4) lb.
  Caronnese, male
  4 ft. 10 in.
  +2d6
  120 lb.
  × (2d4) lb.
  Caronnese, female
  4 ft. 5 in.
  +2d6
  85 lb.
  × (2d4) lb.
  Cirdonian, male
  4 ft. 10 in.
  +2d10
  120 lb.
  × (2d4) lb.
  Cirdonian, female
  4 ft. 5 in.
  +2d10
  85 lb.
  × (2d4) lb.
  Half-Beysib, male
  4 ft. 10 in.
  +2d10
  120 lb.
  × (2d4) lb.
  Half-Beysib, female
  4 ft. 5 in.
  +2d10
  85 lb.
  × (2d4) lb.
  Ilsigi, male
  4 ft. 10 in.
  +2d6
  120 lb.
  × (2d4) lb.
  Ilsigi, female
  4 ft. 5 in.
  +2d6
  85 lb.
  × (2d4) lb.
  Irrune, male
  4 ft. 10 in.
  +2d10
  120 lb.
  × (2d4) lb.
  Irrune, female
  4 ft. 5 in.
  +2d10
  85 lb.
  × (2d4) lb.
  Mrsevadan, male
  4 ft. 10 in.
  +2d10
  120 lb.
  × (2d4) lb.
  Mrsevadan, female
  4 ft. 5 in.
  +2d10
  85 lb.
  × (2d4) lb.
  ’Nighter, male
  4 ft. 10 in.
  +2d10
  120 lb.
  × (2d4) lb.
  ’Nighter, female
  4 ft. 5 in.
  +2d10
  85 lb.
  × (2d4) lb.
  Nisibisi, male
  4 ft. 10 in.
  +2d6
  120 lb.
  × (2d4) lb.
  Nisibisi, female
  4 ft. 5 in.
  +2d6
  85 lb.
  × (2d4) lb.
  Raggah, male
  4 ft. 10 in.
  +2d10
  120 lb.
  × (2d4) lb.
  Raggah, female
  4 ft. 5 in.
  +2d10
  85 lb.
  × (2d4) lb.
  Rankan, male
  4 ft. 10 in.
  +2d10
  120 lb.
  × (2d4) lb.
  Rankan, female
  4 ft. 5 in.
  +2d10
  85 lb.
  × (2d4) lb.
  S’danzo, male
  4 ft. 10 in.
  +2d10
  120 lb.
  × (2d4) lb.
  S’danzo, female
  4 ft. 5 in.
  +2d10
  85 lb.
  × (2d4) lb.
  Twandan, male
  4 ft. 10 in.
  +2d12
  135 lb.
  × (2d4) lb.
  Twandan, female
  4 ft. 5 in.
  +2d12
  95 lb.
  × (2d4) lb.
  Wrigglie, male
  4 ft. 10 in.
  +2d10
  120 lb.
  × (2d4) lb.
  Wrigglie, female
  4 ft. 5 in.
  +2d10
  85 lb.
  × (2d4) lb.
  
  - 44 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  Every character has a lifetime of experience to draw upon, and not all of 
  those experiences are based on their current character class. Backgrounds 
  provide your character with additional class skills and a unique trait or 
  ability. In addition to these tangible beneﬁts, backgrounds also grant your 
  character another level of depth and detail, determining the livelihood 
  your character had before becoming an adventurer.
  BACKGROUND NAME
  A description of the background.
  Age Modiﬁer: Add this number to the character’s starting age as 
  described on the Starting Age sidebar on page 45.
  BONUS SKILLS
  This section lists skills that are common to a character with a background 
  of this type. Select two of the listed skills during character creation. You 
  gain a +2 bonus on all checks with these skills, and they always count as 
  class skills for you. If the selected skill can’t be used untrained, you must 
  still have ranks in the skill in order to use it.
  BACKGROUND TRAITS
  This section describes any special rules governing the background and 
  any other mechanical changes to the character.
  ACADEMIC
  You worked or studied among the ranks of the educated. As sage, scholar, 
  student, or instructor, you pored over books and tomes, researching the 
  hidden mysteries of the world around you. Your studies may have involved 
  mathematics, science, history, the obscure literature of ancient Enlibar, 
  or any of a multitude of other subjects.
  Age Modiﬁer: +4
  BONUS SKILLS
  Select two skills from the following list: Concentration, Decipher Script, 
  Heal, Knowledge (arcana), Knowledge (geography), Knowledge (history), 
  Knowledge (nature).
  ACADEMIC TRAITS
  You gain a +3 bonus on any one Knowledge skill of your choice.
  ACOLYTE
  You are, or have been, in service to a church or temple. Such an occupation 
  can be dangerous, especially in Irrune-occupied Sanctuary, where the 
  rulers restrict worship within the city walls.
  Age Modiﬁer: +2
  BONUS SKILLS
  Select two skills from the following list: Concentration, Diplomacy, Heal, 
  Knowledge (history), Knowledge (religion), Perform, Speak Language, 
  Spellcraft.
  ACOLYTE TRAITS
  Choose a god or goddess from any pantheon. Your faith in your deity 
  gives you strength. Once per day you may add a +1 bonus on any save 
  you make, so long as you continue to revere and respect your god of 
  choice.
  ADVENTURER
  As an adventurer, you are one of the brave (or foolhardy) souls who 
  explore the vast untamed wilds of the world. You face danger on a daily 
  basis as you crawl through subterranean corridors, comb ancient ruins 
  for treasure and artifacts, and slay terrible beasts.
  Age Modiﬁer: +0
  BONUS SKILLS
  Select two skills from the following list: Climb, Jump, Knowledge 
  (dungeoneering), Knowledge (geography), Search, Survival, Swim, 
  Use Rope.
  ADVENTURER TRAITS
  Once per day, you may reroll any single Climb, Jump, Swim, or Survival 
  check. You must accept the result of the second roll, regardless as to 
  whether or not it succeeds.
  APPRENTICE
  You studied as apprentice to a spellcaster in your youth. Though you may 
  not have pursued a career in magic, you are nonetheless familiar with the 
  theory and practice of sorcery.
  Age Modiﬁer: +2
  CHARACTER BACKGROUNDS
  
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  - 45 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  BONUS SKILLS
  Select two skills from the following list: Concentration, Craft (alchemy), 
  Knowledge (arcana), Speak Language, Spellcraft, Use Magic Device.
  APPRENTICE TRAITS
  Dues to your previous training, you gain a +1 bonus on either spellcasting 
  or ritualcasting checks (your choice). See Chapter Eight: Sorcery for 
  more information.
  ARISTOCRAT
  You were born into a wealthy family, and have connections (however 
  tenuous or estranged) to the nobility of your nation.
  Age Modiﬁer: +0
  BONUS SKILLS
  Select two skills from the following list: Diplomacy, Knowledge (history), 
  Knowledge (nobility and royalty), Perform, Ride, Sense Motive, Speak 
  Language.
  ARISTOCRAT TRAITS
  You family’s high status lets you start play with extra money: an additional 
  100 shaboozh. At least half of this extra wealth must be spent on starting 
  equipment.
  BANDIT
  You began your life as a brigand, raiding caravans and waylaying travelers 
  for their valuables. This has given you some knowledge of the world 
  outside of Sanctuary, and you are more than likely a wanted criminal in 
  one or more distant lands.
  Age Modiﬁer: +0
  BONUS SKILLS
  Select two skills from the following list: Appraise, Handle Animal, Hide, 
  Intimidate, Move Silently, Ride, Spot, Survival.
  BANDIT TRAITS
  Due to your notoriety, you gain a +2 circumstance bonus on Intimidate 
  checks made against characters who recognize you as a bloodthirsty 
  outlaw.
  BEGGAR
  As one of the homeless, crippled, diseased, and destitute citizens of 
  Sanctuary, you have been reduced to begging for scraps and padpols in 
  the city’s streets and alleyways.
  Age Modiﬁer: +0
  BONUS SKILLS
  Select two skills from the following list: Bluﬀ, Disguise, Escape Artist, 
  Hide, Knowledge (local), Move Silently, Spot, Survival.
  BEGGAR TRAITS
  Because you are used to eating less than your betters, you can survive 
  on what others would consider minimal food. You gain a +3 bonus on 
  Constitution checks to stave oﬀ the eﬀects of starvation (see Chapter 
  Eight: Glossary of the DMG).
  BUREAUCRAT
  You had a hand in the administration of the bureaucracy of a nation, city, 
  town, guild, or other political organization. Though many positions of 
  power are held by the aristocracy, you are living proof that not all those 
  in power need be of noble blood.
  Age Modiﬁer: +2
  BONUS SKILLS
  Select two skills from the following: Bluff, Diplomacy, Gather 
  Information, Knowledge (history), Knowledge (local), Knowledge 
  (nobility and royalty), Sense Motive, Speak Language.
  BUREAUCRAT TRAITS
  You excel at oration and speaking to groups of people. You gain a +2 
  bonus on Bluﬀ, Diplomacy, or Intimidate checks when attempting to 
  change the attitudes of three or more individuals (see Inﬂuencing NPC 
  Attitudes in Chapter Four: Skills of the PHB).
  CONSTABLE
  As a member of the city watch, the city guard, the Sharda, or some other 
  peacekeeping organization, you patrolled the streets of your native city 
  seeking to quell crime and protect the innocent. In a society as corrupt as 
  Sanctuary’s, the city watch can sometimes be as tainted as the criminals 
  they seek to prosecute.
  Age Modiﬁer: +2
  BONUS SKILLS
  Select two skills from the following: Gather Information, Intimidate, 
  Knowledge (local), Profession, Ride, Search, Sense Motive, Spot.
  STARTING AGE
  As with other d20 settings, you should feel free to pick your character’s 
  starting age. However, if you prefer a random method for generating 
  starting age, use the following. Remember, backgrounds also aﬀecting 
  starting ages as described in their entries in this chapter.
  TABLE 2-3: STARTING AGE
  Class
  Starting Age
  Assassin
  1d6+15
  Barbarian
  1d4+15
  Fighter
  1d6+15
  Godsworn
  1d6+15
  Initiate
  1d4+15
  Mage
  2d6+15
  Noble
  1d4+15
  Priest
  2d6+15
  Ranger
  1d6+15
  Savant
  1d8+15
  Survivor
  1d4+15
  Thief
  1d4+15
  Witch
  1d4+15
  
  - 46 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  CONSTABLE TRAITS
  The keepers of the law are accustomed to being lied to, and this makes 
  them dubious of even the most credible tales or stories. Characters 
  with this background gain a +2 bonus on Sense Motive checks made to 
  determine if a subject is lying.
  COURTIER
  The wealthy and privileged seek out sycophants and servants to aﬃrm 
  their status, and at one time in your life, you were one of these courtiers. 
  Whether a lowly page or a royal advisor, you ate and dressed better than 
  most of Sanctuary’s population could ever expect to.
  Age Modiﬁer: –2
  BONUS SKILLS
  Select two skills from the following list: Bluﬀ, Diplomacy, Disguise, 
  Gather Information, Knowledge (history), Knowledge (nobility and 
  royalty), Perform, Sense Motive.
  COURTIER TRAITS
  You are courteous and well versed in etiquette and manners. As a result, 
  you gain a +2 bonus on Diplomacy checks when you are among persons 
  who recognize or value your excellent manners.
  CRIMINAL
  You are one of Sanctuary’s many cockroaches, thugs, and cutpurses, and 
  it is you and your kith that have given the city the nickname of “Thieves’ 
  World.”
  Age Modiﬁer: –1
  BONUS SKILLS
  Select two skills from the following list: Appraise, Bluff, Disable 
  Device, Forgery, Gather Information, Intimidate, Open Lock, Sleight 
  of Hand.
  CRIMINAL TRAITS
  Suspicion runs high among thieves and scoﬄaws. Due to your familiarity 
  with the tactics of Sanctuary’s criminal element, you gain a +2 bonus on 
  Spot checks made to detect attempts of thievery made against yourself 
  or others.
  DYAREELAN CULTIST
  An insidious cult of Dyareela snatched you from the streets and trained 
  you to serve the Mother of Chaos. Whether or not you gave your soul 
  to the hermaphroditic goddess, you have been forever changed by your 
  experiences.
  Age Modiﬁer: –2
  BONUS SKILLS
  Select two skills from the following list: Bluﬀ, Concentration, Disguise, 
  Hide, Intimidate, Knowledge (religion).
  DYAREELAN CULTIST TRAITS
  Choose one of the following.
  • Bruiser: The ﬁrst successful unarmed attack you make in combat deals 
  lethal damage instead of nonlethal damage.
  • Honey: When trying to change the attitude of a character ordinarily 
  attracted to your gender, you gain a +2 bonus on relevant Charisma-
  based skill checks (see Inﬂuencing NPC Attitudes in Chapter Four: 
  Skills of the PHB).
  • Watcher: You gain a +1 bonus on Search and Spot checks.
  ENTERTAINER
  You are a physical entertainer—an acrobat, actor, dancer, musician, singer, 
  jester, or minstrel. You may perform alone or as part of a group, either 
  entertaining the masses for padpols in Sanctuary’s bazaar, or playing for 
  the wealthy Rankans who live at Land’s End.
  Age Modiﬁer: +0
  BONUS SKILLS
  Select two skills from the following list: Bluﬀ, Climb, Disguise, Escape 
  Artist, Jump, Perform, Sleight of Hand, Tumble.
  ENTERTAINER TRAITS
  While performing, you are able to focus your attention on the 
  conversations and actions of the audience around you. As such, you 
  gain a +2 bonus on Gather Information and Listen checks made while 
  seemingly engrossed in a performance.
  ENTREPRENEUR
  You were apprenticed in a skilled craft or trade (see the Craft and 
  Profession skill descriptions in Chapter Four of the PHB). Though you 
  may not be a master, your skills are nonetheless valuable in a society where 
  having a saleable trade cannot be taken for granted.
  Age Modiﬁer: +2
  BONUS SKILLS
  Select two skills from the following list: Appraise, Concentration, Craft 
  (any one), Diplomacy, Disable Device, Knowledge (architecture and 
  engineering), Profession (any one), Use Rope.
  ENTREPRENEUR TRAITS
  You have an eye for ﬁne work, and can easily assess the value of items 
  related to your craft or profession of choice. This grants you a +2 bonus 
  on Appraise checks made to determine the relative value or worth of 
  items related to your chosen craft or profession.
  FARMER
  You have earned your living (though sometimes barely) from the very 
  earth on which you stand. As a farmer, you are familiar with tilling the 
  soil, planting crops, and harvesting the fruits of your labor.
  Age Modiﬁer: +0
  BONUS SKILLS
  Select two skills from the following list: Handle Animal, Knowledge 
  (local), Knowledge (nature), Listen, Profession (farmer), Survival, Swim, 
  Use Rope.
  FARMER TRAITS
  The weather is paramount to a farmer’s livelihood, and you have learned 
  to watch for signs of storm and drought. You gain a +2 bonus on all 
  Survival checks made to predict the weather.
  
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  - 47 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  HEALER
  You were trained in the healing arts, and are well versed in the use of 
  herbal remedies and medicines. The value of your skills is beyond question, 
  especially in the dangerous streets of Sanctuary.
  Age Modiﬁer: +2
  BONUS SKILLS
  Select two skills from the following list: Concentration, Craft (alchemy), 
  Craft (herbalism), Diplomacy, Heal, Knowledge (nature), Sense Motive, 
  Survival.
  HEALER TRAITS
  Your healing expertise allows creatures under your long-term care to 
  regain their health more quickly than normal. If your Heal check is 
  successful, the patient recovers 3 hit points per level for a full 8 hours of 
  rest in a day, or 6 hit points per level for each full day of complete rest. 
  Likewise, your patients regain 3 ability score points for a full 8 hours of 
  rest in a day, or 6 ability score points for each full day of complete rest.
  HERDER
  Through long years of labor and experience, you can care for domestic 
  beasts (sheep, cattle, pigs, goats, horses, and so on).
  Age Modiﬁer: –2
  BONUS SKILLS
  Select two skills from the following list: Handle Animal, Heal, Knowledge 
  (nature), Listen, Ride, Spot, Survival, Use Rope.
  HERDER TRAITS
  Choose one type of animal, such as horses, cows, pigs, or dogs. Your 
  specialized knowledge grants you a +2 bonus on Appraise, Handle Animal, 
  Heal, and Knowledge (nature) checks when dealing with such creatures.
  HUNTER
  You are a skilled tracker and hunter, whether for food or sport. Whether 
  a member of a society that survives by hunting or a daredevil who stalks 
  dangerous prey for thrills, you can live comfortably in the wild.
  Age Modiﬁer: +0
  BONUS SKILLS
  Select two skills from the following list: Climb, Handle Animal, Hide, 
  Knowledge (nature), Listen, Move Silently, Spot, Survival.
  HUNTER TRAITS
  Choose one type of terrain (forest, marsh, hills, mountain, desert, plains, or 
  aquatic). By using natural camouﬂage and cover provided by this type of 
  terrain, you are better able to remain undetected. This grants you a +2 bonus on 
  Hide and Move Silently checks when you are in your chosen terrain type.
  LABORER
  You use your strength to accomplish simple tasks. You may have experience 
  with construction, mining, woodcutting, or any one of a number of other 
  occupations that require more brawn than expertise.
  Age Modiﬁer: –1
  BONUS SKILLS
  Select two skills from the following list: Climb, Craft (any one), Handle 
  Animal, Jump, Knowledge (architecture and engineering), Profession 
  (laborer), Use Rope.
  LABORER TRAITS
  You know how to use your strength to best advantage, and can lift and carry 
  things that would otherwise be beyond you. When determining your carrying 
  capacity, treat your Strength score as if it was 2 points higher.
  MERCHANT
  As a broker of goods and services, you might own a shop on Pyrtanis 
  Street, drag a rickety cart to the bazaar every morning, or fence stolen 
  goods in the Maze. You may also be a caravan master, traveling the world 
  in search of proﬁt and adventure.
  Age Modiﬁer: +1
  BONUS SKILLS
  Select two skills from the following list: Appraise, Bluﬀ, Craft (any one), 
  Diplomacy, Knowledge (geography), Knowledge (local), Profession 
  (merchant), Sense Motive.
  MERCHANT TRAITS
  Proﬁt has never been easy to come by in Sanctuary, and you have learned 
  to drive a hard bargain as a result. You gain a +1 bonus on Appraise checks 
  and a +1 bonus on Bluﬀ and Diplomacy checks whenever you are buying 
  or selling goods or services.
  
  - 48 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  NOMAD
  Like the Irrune or S’danzo, you wander the world as a homeless vagabond, 
  shunning the permanency of cities and villages for the freedom the road 
  provides.
  Age Modiﬁer: –1
  BONUS SKILLS
  Select two skills from the following list: Handle Animal, Hide, Knowledge 
  (geography), Knowledge (nature), Move Silently, Ride, Spot, Survival.
  NOMAD TRAITS
  Due to your nomadic nature, you are better able to traverse diﬃcult terrain 
  with speed and eﬃciency. When traveling overland, you treat terrain type 
  as one better than normal (treating trackless terrain as a road or trail, and 
  a road or trail as a highway). Any creatures traveling with you move at 
  the same improved overland speed.
  PRIZEFIGHTER
  Whether of your volition or as a slave, you have been trained you to ﬁght 
  for sport and the entertainment of others. Gladiatorial events are always 
  popular, and your experience in the arena gives you an edge in single 
  combat that many trained soldiers cannot match.
  Age Modiﬁer: +1
  BONUS SKILLS
  Select two skills from the following list: Balance, Bluﬀ, Intimidate, Jump, 
  Perform, Ride, Spot, Tumble.
  PRIZEFIGHTER TRAITS
  Due to your experience in the ring, you utilize the light armor favored 
  by gladiators better than most. While wearing light armor, you gain a 
  +1 insight bonus to AC against any one opponent. You can select a new 
  opponent on any action.
  PROSTITUTE
  Whether man or woman, you have made your living selling your body 
  to others in exchange for money or favors.
  Age Modiﬁer: –1
  BONUS SKILLS
  Select two skills from the following list: Bluﬀ, Diplomacy, Disguise, 
  Gather Information, Knowledge (local), Perform, Sense Motive, Sleight 
  of Hand.
  PROSTITUTE TRAITS
  Your experience in carefully catering to the lusts of others has 
  given you some skill at seduction. You gain a +2 bonus on Bluﬀ and 
  Diplomacy checks made to inﬂuence men or women who are attracted 
  to you. You also gain a +2 bonus on Charisma-based checks made to 
  glean information from customers while they are distracted by your 
  aﬀections.
  SAILOR
  You are one of the many seafarers who have made their home (or washed 
  up) in the port city of Sanctuary. Sailors also include the ﬁsherfolk of 
  Sanctuary, who are virtually a culture unto themselves.
  Age Modiﬁer: +0
  BONUS SKILLS
  Select two skills from the following list: Balance, Climb, Jump, Knowledge 
  (geography), Spot, Survival, Swim, Use Rope.
  SAILOR TRAITS
  You are especially sure-footed when navigating the rigging and masts 
  of a ship or boat, and gain a +2 bonus on Balance and Climb checks 
  made aboard ship.
  SLAVE
  Slavery is a fact of life in Thieves’ World, and you are one of that industry’s 
  many victims. As such, another person or organization was once (or may 
  still be) your master.
  Age Modiﬁer: +0
  BONUS SKILLS
  Select two skills from the following list: Bluﬀ, Climb, Craft (any one), 
  Escape Artist, Handle Animal, Knowledge (local), Perform, Profession 
  (any one).
  SLAVE TRAITS
  Due to the cruel nature of slavery, you have become accustomed to pain 
  and fatigue. When fatigued, you only take a –1 penalty on Strength and 
  Dexterity, and you are able to recover from your fatigue after only 6 hours 
  of complete rest instead of eight.
  
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  - 49 -
  CHAPTER TWO: CULTURES AND BACKGROUNDS
  SOLDIER
  War is a fact of life in Thieves’ World, and many are the men who have 
  marched in the armies of the various empires that clash. Sanctuary 
  provides many opportunities for people with martial skills, as well as a 
  place to ﬂee the horrors of battle. Whether you served as a mercenary, 
  selling your sword to the highest bidder, or as a member of a standing 
  army or militia loyal to a single country, you are trained in warfare.
  Age Modiﬁer: +1
  BONUS SKILLS
  Select two skills from the following : Climb, Handle Animal, Intimidate, Jump, 
  Knowledge (history), Knowledge (nobility and royalty), Ride, Survival.
  SOLDIER TRAITS
  You are accustomed to wearing medium and heavy armor, and are better 
  able to shoulder its burden. Increase the maximum Dexterity bonus of 
  any medium or heavy armor that you wear by 1, and decrease that armor’s 
  armor check penalty by 1.
  TABLE 2–2: QUICK BACKGROUNDS
  Roll
  Background
  Bonus Skills (Choose Two)
  01
  Academic
  Concentration, Decipher Script, Heal, Knowledge (arcana), Knowledge (geography),  
  Knowledge (history), Knowledge (nature)
  02–03
  Acolyte
  Concentration, Diplomacy, Heal, Knowledge (history), Knowledge (religion), Perform,  
  Speak Language, Spellcraft
  04–08
  Adventurer
  Climb, Jump, Knowledge (dungeoneering), Knowledge (geography), Search, Survival, Swim, Use Rope
  09
  Apprentice
  Concentration, Craft (alchemy), Knowledge (arcana), Speak Language, Spellcraft, Use Magic Device
  10
  Aristocrat
  Diplomacy, Knowledge (history), Knowledge (nobility and royalty), Perform, Ride,  
  Sense Motive, Speak Language
  11–13
  Bandit
  Appraise, Handle Animal, Hide, Intimidate, Move Silently, Ride, Spot, Survival
  14–18
  Beggar
  Bluﬀ, Disguise, Escape Artist, Hide, Knowledge (local), Move Silently, Spot, Survival
  19–20
  Bureaucrat
  Bluﬀ, Diplomacy, Gather Information, Knowledge (history), Knowledge (local), Knowledge (nobility and 
  royalty), Sense Motive, Speak Language
  21
  Constable
  Gather Information, Intimidate, Knowledge (local), Profession, Ride, Search, Sense Motive, Spot
  22–23
  Courtier
  Bluﬀ, Diplomacy, Disguise, Gather Information, Knowledge (history), Knowledge (nobility and royalty), 
  Perform, Sense Motive
  24–33
  Criminal
  Appraise, Bluﬀ, Disable Device, Forgery, Gather Information, Intimidate, Open Lock, Sleight of Hand
  34–35
  Dyareelan Cultist
  Bluﬀ, Concentration, Disguise, Hide, Intimidate, Knowledge (religion)
  36–40
  Entertainer
  Bluﬀ, Climb, Disguise, Escape Artist, Jump, Perform, Sleight of Hand, Tumble
  41–50
  Entrepreneur
  Appraise, Concentration, Craft (any one), Diplomacy, Disable Device, Knowledge (architecture and 
  engineering), Profession (any one), Use Rope
  51–57
  Farmer
  Handle Animal, Knowledge (local), Knowledge (nature), Listen, Profession (farmer),  
  Survival, Swim, Use Rope
  58–59
  Healer
  Concentration, Craft (alchemy), Craft (herbalism), Diplomacy, Heal, Knowledge (nature),  
  Sense Motive, Survival
  60–62
  Herder
  Handle Animal, Heal, Knowledge (nature), Listen, Ride, Spot, Survival, Use Rope
  63–65
  Hunter
  Climb, Handle Animal, Hide, Knowledge (nature), Listen, Move Silently, Spot, Survival
  66–70
  Laborer
  Climb, Craft (any one), Handle Animal, Jump, Knowledge (architecture and engineering), Profession (laborer), 
  Use Rope
  71–75
  Merchant
  Appraise, Bluﬀ, Craft (any one), Diplomacy, Knowledge (geography), Knowledge (local), Profession 
  (merchant), Sense Motive
  76–77
  Nomad
  Handle Animal, Hide, Knowledge (geography), Knowledge (nature), Move Silently, Ride, Spot, Survival
  78–79
  Prizeﬁghter
  Balance, Bluﬀ, Intimidate, Jump, Perform, Ride, Spot, Tumble
  80–84
  Prostitute
  Bluﬀ, Diplomacy, Disguise, Gather Information, Knowledge (local), Perform, Sense Motive, Sleight of Hand
  85–87
  Sailor
  Balance, Climb, Jump, Knowledge (geography), Spot, Survival, Swim, Use Rope
  88–92
  Slave
  Bluﬀ, Climb, Craft (any one), Escape Artist, Handle Animal, Knowledge (local), Perform,  
  Profession (any one)
  93–95
  Soldier
  Climb, Handle Animal, Intimidate, Jump, Knowledge (history), Knowledge (nobility and royalty), Ride, Survival
  96–100
  Player’s Choice
  
  - 50 -
  CHAPTER THREE: CHARACTER CLASSES
  CHAPTER THREE:  
  CHARACTER CLASSES
  This chapter presents all of the character classes available in Thieves’ 
  World. The novels and stories of Sanctuary have always focused on unique 
  and compelling characters—men and women deﬁned as much by their 
  ﬂaws and problems as by their strengths and abilities. Shades of grey are 
  the rule rather than the exception. Because Thieves’ World has a diﬀerent 
  Before selecting your character class and making your Sanctuary denizen, 
  there are a few additions and modiﬁcations to the standard class format 
  presented in the PHB.
  MULTICLASSING
  Versatility is a common characteristic in the people that populate 
  Sanctuary. Those with the widest range of skills and abilities often are 
  best suited to surive to see the sun rise again. To reﬂect this, characters 
  in Thieves’ World may multiclass freely. There are no favored classes, and 
  characters never take experience point penalties when advancing in 
  multiple classes.
  REPUTATION
  Every character class in Thieves’ World has a Reputation bonus that increases 
  as the character advances. A character with a high Reputation bonus is 
  more likely to be recognized around Sanctuary than a character with a low 
  Reputation bonus, and he can use that recognition to his advantage. For 
  more details on Reputation, see page 128.
  When characters take levels in multiple classes, add the Reputation 
  bonuses for each class together, just as you would for base attack and 
  saving throw bonuses.
  GENERAL CLASS NOTES
  STARTING FUNDS AND EQUIPMENT
  Rather than gold, the characters of Thieves’ World do most of their trading 
  in shaboozh—large, square coins made of silver (at least in theory; see 
  page 15). Shaboozh have the same buying power as the gold pieces in 
  the PHB.
  CLASSES WITH MINOR 
  MODIFICATION
  The following classes are only slightly changed from those in the PHB.
  BARBARIAN
  A Rankan noble or Caronnese merchant might scoﬀ at the notion of 
  Sanctuary as a civilized place, but compared to some of the nomadic, 
  primitive, and warlike settlements of the continent, the city is the epitome 
  of culture and learning. From the nomadic Irrune to the Black Horde that 
  destroyed the Nisibisi and the mountain tribes of the far north, barbarian 
  cultures are just as numerous as more civilized societies. While they keep 
  to their own lands and wars, more than one barbarian warrior has found 
  ﬂavor compared to many other fantasy settings, a diﬀerent set of character 
  classes are used to those presented in the PHB.  Presented here are full 
  details on new classes such as the assassin, godsworn, survivor, and witch, 
  plus notes and modiﬁcations for those classes from the PHB suitable for 
  a Thieves’ World campaign.
  
  - 51 -
  CHAPTER THREE: CHARACTER CLASSES
  that the road to destiny leads through Sanctuary. For some, barbarism is 
  more a state of mind than culture, and the harsh alleys and swamps of 
  Sanctuary have birthed more than one ‘city barbarian’ whose upbringing 
  has taught anger and strength rather than civilized manners. With their 
  savage battle skills, keen senses, and blunt, no-nonsense approach to 
  trouble, barbarians may in fact be better suited to the dangers of Thieves’ 
  World than the more restrained and civilized sellswords.
  Jamie the Red was a notable barbarian of the Rankan era, a visitor from 
  the Northern Mountains who quickly tired of city life. The violent and 
  unhinged Cade was drawn to barbarism despite his ‘civilized’ birth in 
  Sanctuary. In the modern era, the Irrune rule Sanctuary, and barbarians 
  such as the scalphunting Kadasah and Ariz the Dragon are common 
  sights in the city.
  The barbarian class in Thieves’ World is generally unchanged from the 
  version presented in the PHB, except as follows.
  CLASS FEATURES
  ILLITERACY
  The ability to read and write is rare in Sanctuary, but barbarians have an 
  even harder time learning literacy than civilized folks. When choosing 
  bonus languages due to a high Intelligence, barbarian characters may only 
  choose the spoken forms of languages. This penalty only applies at character 
  creation, and a barbarian may purchase the Read/Write Language skill 
  normally (as a cross-class skill) whenever he gains a level.
  REPUTATION BONUS
  Barbarians use the following table to determine their Reputation 
  bonus.
  BARBARIAN REPUTATION BONUS
  Barbarian Level
  Reputation Bonus
  1–3
  +0
  4–7
  +1
  8–11
  +2
  12–15
  +3
  16–19
  +4
  20
  +5
  FIGHTER
  Empires and history are not shaped by spells and subterfuge, but by 
  war, weapons, and violence. Any commoner might pick up a knife or 
  sword, but true power comes with skill and training in the ways of a 
  weapon—and the willingness to use it. Thieves’ World is also a world of 
  soldiers, sellswords, mercenaries, gladiators, archers, bodyguards, and 
  ﬁghters of every kind. Fighters stand apart from common killers and 
  brawlers due to their training and discipline; they are the few who 
  both master the subtleties of combat and live through enough battles 
  to put that training to use. And in Sanctuary, uses for martial skill are 
  never hard to ﬁnd.
  Sanctuary in the Rankan era was a dangerous and violent city, ﬁlled with 
  famous and infamous ﬁghters—Critias and Straton of the Stepsons, 
  Zalbar the Hell Hound, Jubal the slaver, and the gladiator followers 
  of Chenaya. Though the city is no longer so dominated by warriors 
  and soldiers, ﬁghters like Raith of the Irrune, Spyder’s agent Ronal, 
  Sathentris, and Ariko still command respect and attention.
  The ﬁghter class in Thieves’ World is the same as presented in the PHB, 
  except as follows.
  CLASS FEATURES
  REPUTATION BONUS
  Fighters use the following table to determine their Reputation bonus.
  FIGHTER REPUTATION BONUS
  Fighter Level
  Reputation Bonus
  1–2
  +0
  3–6
  +1
  7–10
  +2
  11–14
  +3
  15–18
  +4
  19–20
  +5
  USING OTHER BASE CLASSES
  Just because a character class isn’t listed in this chapter doesn’t mean 
  that it can’t be used in your Thieves’ World campaign. GMs and players 
  may wish to bring in classes from other d20 products to ﬁt their vision 
  of the game or their characters. Such characters will be unusual and 
  unique—but then, that’s true of any good Thieves’ World character.
  If you add base classes to your Thieves’ World campaign, here are a 
  few issues to keep in mind.
  • No alignments. Any special class abilities based on alignments will 
  need to be removed or heavily modiﬁed. If it’s an ability based on a 
  spell that no longer exists, consider replacing it with a similar spell 
  listed in Chapter Nine of this book. Otherwise, a ﬂat +2 bonus on 
  checks with any two class skills is often a comparable substitute.
  • Reputation bonus. If the class has many unusual or supernatural 
  abilities, it should have a high reputation bonus progression, 
  like the godsworn. If it’s very subtle in its abilities, give it a 
  low progression like the assassin. Otherwise, give it a medium 
  progression like the savant.
  • Magic. Thieves’ World uses a very diﬀerent magic system from the 
  spell slot system of the PHB and most other fantasy settings. Try 
  using one of the ﬁve spellcasting classes presented here, or build a 
  new class’s progression using those presented here as inspiration.
  USING NPC CLASSES
  In addition to the classes presented in this chapter, Thieves’ World uses 
  all of the NPC classes presented in the DMG with the exception of 
  the adept. Experts and warriors have the same Reputation bonus 
  progression as thieves and assassins (+0 at levels 1–3, +1 at levels 
  4–7, and so on). Aristocrats have the same Reputation bonus as 
  mages and godsworn (+0 at 1st level, +1 at levels 2–5, and so on). 
  Commoners always have a Reputation bonus of +0 no matter what 
  their level, though feats can alter this.
  
  - 52 -
  CHAPTER THREE: CHARACTER CLASSES
  THIEF
  It was the Rankan aristocracy who ﬁrst called Sanctuary a “Thieves’ 
  World”—a city of vice, theft, and every other crime imaginable. They 
  were exaggerating, but not by much. Sanctuary is a city of opportunities 
  and treasures, dangers and mysteries, where you are judged more by 
  what you accomplish than by how you accomplish it. Every stripe of 
  criminal can be found within the city—burglars and muggers, conmen 
  and brigands, beggars and pimps. But just because a thief breaks a few 
  laws (whether Rankan or Irrune laws) doesn’t automatically make her 
  a villain or a hero. More than once, Sanctuary’s survival has owed much 
  to the eﬀorts of the thieves, pirates, and amoral adventurers that call 
  the city home.
  The most famous thief in Sanctuary’s history is, of course, Hanse 
  Shadowspawn. Other notable thieves of the Rankan era include the 
  minstrel Cappen Verra (a thief/savant) and the doomed One-Thumb. 
  In the modern era, Hanse’s legend (and tutelage) guides the neophyte 
  burglar Lone, while other thieves include the time-lost pirate Jerez 
  Carmargen, the crimelord Shumen Noordiseh (Lord Night), Kaytin, 
  and the treacherous cultist Leorin.
  In Thieves’ World, the rogue class from the PHB is renamed the thief. 
  The thief class is largely identical to the rogue of the PHB, except as 
  follows.
  CLASS SKILLS
  Add Gamble (Wis)* to the thief’s list of class skills and remove Decipher 
  Script.
  * New skill introduced in Chapter Five.
  CLASS FEATURES
  REPUTATION BONUS
  Thieves use the following table to determine their Reputation bonus.
  THIEF REPUTATION BONUS
  Thief Level
  Reputation Bonus
  1–3
  +0
  4–7
  +1
  8–11
  +2
  12–15
  +3
  16–19
  +4
  20
  +5
  NEW CLASSES
  The following classes are new (or have been revised extensively) to make them appropriate to Thieves’ World. Note that some of these classes use a 
  new average base save progression, in addition to the standard good and poor base save bonuses of the core rulebooks.
  ASSASSIN
  There are warriors who believe in honorable combat, in rules, in mercy. 
  And then there are assassins, who believe only in winning. While a soldier 
  trains in warfare and tactics, assassins train to kill any way they can—a 
  sword in the chest, an arrow in the back, or a lethal dose of poison in their 
  target’s wine. Assassins are not necessarily evil murderers, though; some 
  kill for good reasons (or at least what they believe are good reasons), and 
  in the dark streets of Sanctuary, it’s often hard to distinguish between 
  the two. Mixing stealth and combat skills with expertise in poison and 
  murder, a capable assassin would doubtless fall to a skilled ﬁghter in a 
  fair ﬁght—but no capable assassin will get into anything like a fair ﬁght 
  if she can help it.
  Notable assassins in the era of the Rankan occupation included Tempus’ 
  daughter Kama and his sister Cime, the Nisibisi adventurer Mradhon 
  Vis, and the elite swordswomen of the Harka Bey. In the modern era, 
  the assassin-duelist Soldt uses his skills for (mostly) righteous purposes, 
  but other assassins such as the hidden cultists of the Bloody Hand have 
  no such qualms.
  GAME RULE INFORMATION
  Assassins have the following game statistics.
  Abilities: Dexterity is crucial for many assassin skills, but Strength is 
  equally important to the assassin who prefers to work at close range. 
  Intelligence aids in crafting poisons and forging documents, while 
  Charisma improves the assassin’s ability to inﬂuence others, to gain 
  information, and to bluﬀ sentries and victims alike.
  Hit Die: d8.
  Starting Shaboozh: 5d4×10 (125 sh).
  CLASS SKILLS
  The assassin’s class skills (and the key ability for each skill) are Balance 
  (Dex), Bluﬀ (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist 
  (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate 
  (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently 
  (Dex), Sense Motive, Speak Language (n/a), Spot (Wis) and Use Rope 
  (Dex). See Chapter Four: Skills in the PHB and Chapter Five: Skills 
  and Feats in this book for skill descriptions.
  Skill Points at 1st Level: (4 + Int modiﬁer) × 4.
  Skill Points at Each Additional Level: 4 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the assassin.
  WEAPON AND ARMOR PROFICIENCY
  Assassins are proﬁcient with all simple and martial weapons, with light 
  armor, and with shields (except tower shields).
  BONUS FEATS
  At 1st level, and then at 4th level and every four levels thereafter (8th, 
  12th, and so on), an assassin receives a bonus feat in addition to any she 
  
  - 53 -
  CHAPTER THREE: CHARACTER CLASSES
  would normally receive. She must meet all the prerequisites for a bonus 
  feat, and must select these bonus feats from the following:
  Alertness, Blind-Fight, Combat Expertise, Combat Reﬂexes, Deceitful, 
  Far Shot, Improved Critical, Improved Feint, Improved Initiative, Low 
  Proﬁle*, Point Blank Shot, Power Attack, Quick Draw, Stealthy, and 
  Streetwise*.
  *New feats introduced in Chapter Five.
  SNEAK ATTACK (EX)
  Starting at 2nd level, the assassin gains the sneak attack ability. This 
  is exactly like the rogue ability of the same name (see Chapter Three: 
  Classes of the PHB for details). The extra damage dealt increases by +1d6 
  at 5th level and every three levels thereafter (8th, 11th, and so on). If an 
  assassin has the sneak attack ability from another source (such as rogue 
  levels), the bonuses on damage stack.
  POISON USE (EX)
  At 3rd level, an assassin becomes adept at the creation and mixing 
  of various poisons, while also developing a resistance to toxins. 
  She gains a +2 bonus on all Craft (poison) checks, as well as a +2 
  bonus on Fortitude saves to resist poison.
  KILLING STRIKE (EX)
  At 6th level, an assassin’s sneak attacks become even more 
  deadly, with the potential to mortally wound a target. 
  Whenever the assassin’s successful sneak attack deals enough 
  damage to force the target to make a massive damage save (see 
  page 126), the assassin adds her Intelligence bonus (if any) to 
  the DC of the Fortitude save (normally DC 15).
  When making a coup de grace attack, the assassin also adds her 
  Intelligence bonus to the DC of the target’s Fortitude save.
  POISON EXPERT (EX)
  At 7th level, the assassin’s skill with poisons improves 
  even further. The assassin never risks accidentally 
  poisoning herself when using poisons or applying 
  poisons to weapons. The assassin’s bonus on Fortitude 
  saves to resist poison increases to +4.
  SNIPER (EX)
  At 10th level, the assassin is adept at murder from a distance, and can 
  kill as easily with a knife in the back or an arrow in the eye. The assassin 
  may make a coup de grace attack with a ranged weapon, so long as she 
  is within 30 feet. As with other coup de grace attacks, the target must 
  be helpless.
  POISON MASTER (EX)
  By 15th level, an assassin has perfected the deadly art of brewing and 
  using poisons. When using Craft (poison) to mix poisons, the assassin can 
  make two separate Craft checks per week (rather than one), and totals the 
  results to determine how much progress has been made. However, if either 
  Craft check misses by 5 or more, half the raw materials are ruined.
  The assassin can also change the basic type of any poison she creates 
  (inhaled, ingested, contact or injury) to any other type if she takes a –5 
  penalty on her Craft (poison) checks. As well, the assassin’s bonus on 
  Fortitude saves to resist poison increases to +6.
  
  - 54 -
  CHAPTER THREE: CHARACTER CLASSES
  DEATH DEALER (EX)
  With suﬃcient experience, an assassin truly can become a master 
  of death-dealing. At 18th level, an assassin can kill a helpless target 
  quickly and eﬃciently without putting herself at risk. The assassin 
  may make a coup de grace attack as a standard action (rather than a 
  full-round action), and does not provoke attacks of opportunity for 
  doing so. An assassin making a coup de grace with a ranged weapon 
  still provokes attacks of opportunity if she does so within an enemy’s 
  threatened space.
  In addition, whenever the assassin deals enough damage to force a target 
  to make a massive damage save (whether from a sneak attack or a normal 
  attack), she adds twice her Intelligence bonus (if any) to the DC of the 
  Fortitude save. This bonus replaces the similar bonus from the assassin’s 
  killing strike ability.
  TABLE 3–1: THE ASSASSIN
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +2
  +2
  +0
  +0
  Bonus feat
  2nd
  +1
  +3
  +3
  +0
  +0
  Sneak attack +1d6
  3rd
  +2
  +3
  +3
  +1
  +0
  Poison use
  4th
  +3
  +4
  +4
  +1
  +1
  Bonus feat
  5th
  +3
  +4
  +4
  +1
  +1
  Sneak attack +2d6
  6th
  +4
  +5
  +5
  +2
  +1
  Killing strike
  7th
  +5
  +5
  +5
  +2
  +1
  Poison expert
  8th
  +6/+1
  +6
  +6
  +2
  +2
  Bonus feat, sneak attack +3d6
  9th
  +6/+1
  +6
  +6
  +3
  +2
  —
  10th
  +7/+2
  +7
  +7
  +3 
  +2
  Sniper
  11th
  +8/+3
  +7
  +7
  +3
  +2
  Sneak attack +4d6
  12th
  +9/+4
  +8
  +8
  +4
  +3
  Bonus feat
  13th
  +9/+4
  +8
  +8
  +4
  +3
  —
  14th
  +10/+5
  +9
  +9
  +4
  +3
  Sneak attack +5d6
  15th
  +11/+6/+1
  +9
  +9
  +5
  +3
  Poison master
  16th
  +12/+7/+2
  +10
  +10
  +5
  +4
  Bonus feat
  17th
  +12/+7/+2
  +10
  +10
  +5
  +4
  Sneak attack +6d6
  18th
  +13/+8/+3
  +11
  +11
  +6
  +4
  Death dealer
  19th
  +14/+9/+4
  +11
  +11
  +6
  +4
  —
  20th
  +15/+10/+5
  +12
  +12
  +6
  +5
  Bonus feat, sneak attack +7d6
  GODSWORN
  The gods of Thieves’ World are powerful entities, but by their nature, they 
  cannot always act personally in the material world. The godsworn are a 
  deity’s rare mortal agents, near-avatars working to fulﬁll the agenda of 
  heaven (or hell). Priests also act in their god’s interests, but their primary 
  task is to manage churches and guide worshipers in prayer. By contrast, the 
  godsworn are warriors ﬁrst and foremost, acting as the physical enforcers 
  of their god’s will. Even peaceful gods have warrior godsworn; they simply 
  act as defenders of the faith rather than aggressors.
  Some godsworn are loyal worshipers who eagerly accept the responsibility 
  of power, while others carry that power unwillingly due to a curse or a 
  god’s arbitrary decision. A few godsworn do not even know that they 
  work in a god’s service, stumbling toward destiny guided by dreams and 
  visions.
  The Rankan era was a time when the gods interfered often in mortal 
  affairs—a time when legends and demigods walked the streets of 
  Sanctuary. The most famous of these was Tempus Thales, champion 
  (sometimes reluctantly) of Vashanka, though he was far more powerful 
  than any other godsworn character. Others include the unbeatable 
  Chenaya, the Storm Children Arton and Gyskouras, and the half-
  goddesses Mriga and Siveni. The gods are quieter in the modern era (or 
  at least they seem to be), and no one bears their favor openly in Sanctuary. 
  But as the cult of Dyareela returns under the guidance of the godsworn 
  Tor’dan J’ardin, other gods may soon empower agents to act against the 
  Bloody Hand.
  GAME RULE INFORMATION
  Godsworn have the following game statistics.
  Abilities: Strength and Constitution are the most important abilities for 
  the godsworn, aiding their melee combat power and increasing their 
  hit points. A high Wisdom allows a godsworn to perform rituals more 
  eﬀectively, and is an important factor for many of his divine gifts.
  Hit Die: d10.
  Starting Shaboozh: 5d4 × 10 (125 sh).
  
  - 55 -
  CHAPTER THREE: CHARACTER CLASSES
  CLASS SKILLS
  The godsworn’s class skills (and the key ability for each skill) are Craft 
  (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), 
  Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive 
  (Wis) and Swim (Str). See Chapter Four: Skills in the PHB and Chapter 
  Five: Skills and Feats in this book for skill descriptions.
  Skill Points at 1st Level: (2 + Int modiﬁer) × 4.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the godsworn.
  WEAPON AND ARMOR PROFICIENCY
  Godsworn are expected to ﬁght for their dieties, and are thus proﬁcient 
  with all simple and martial weapons, with light and medium armor, and 
  with shields (except tower shields).
  The power of their gods also frees the godsworn from hindrances caused 
  by wearing some armor. A godsworn can perform Known and Familiar 
  rituals while wearing light or medium armor without taking the normal 
  armor check penalties (see Spellcasting in Armor on page 142). Shields 
  still impose their normal check penalty, and the godsworn incurs full 
  armor check penalties if performing an Unknown ritual. A multiclass 
  godsworn incurs full armor check penalties if performing rituals or 
  casting spells gained from other classes, but not for those gained from 
  her godsworn class. See Chapter Eight: Sorcery for more information 
  on Known, Familiar, and Unknown rituals.
  SPELLCASTING
  Godsworn have the ability to cast priest spells, but only as rituals (see 
  Performing Rituals on page 140). At 1st level, the godsworn learns 
  one Known spell and one Familiar spell (see Chapter Eight: Sorcery), 
  learning additional spells as he attains new levels as shown on Table 3–3: 
  Godsworn Spells. In addition, a godsworn receives bonus spells per day 
  if he has a high Wisdom score.
  A godsworn also gets one domain spell of each spell level he can safely cast, 
  starting at 2nd level. When a godsworn prepares a spell in a domain spell 
  slot, it must come from his chosen domain (see Domain, following).
  In order to cast a spell as a ritual, a godsworn must have a Wisdom score 
  equal to at least 10 + the spell’s level (Wisdom 11 for ﬁrst-level spells, 
  Wisdom 12 for 2nd-level spells, and so forth). The save DC for a godsworn’s 
  spells equals 10 + the spell’s level + the godsworn’s Wisdom modiﬁer.
  Whenever a godsworn learns a Known spell, he can select an entirely new 
  spell or improve his knowledge of a Familiar spell. If he selects a new 
  spell, he simply adds it to his list of Known spells. If he selects a Familiar 
  spell, he instead notes that spell as Known rather than Familiar; he then 
  selects a new spell to add to his list of Familiar spells. The godsworn must 
  be able to perform any new Known or Familiar spells he selects, and 
  new Known spells must be within his safe level limit (see Spell Levels 
  in Chapter Eight: Sorcery).
  Because the godsworn has only a limited understanding of ritual prayers 
  and magic, he ﬁnds it diﬃcult to perform any spells other than Known or 
  Familiar spells. When casting an Unknown spell or using a magic item 
  that provides access to a particular Unknown spell, the godsworn takes 
  a –5 penalty on his ritualcasting checks.
  TABLE 3–2: THE GODSWORN
  Level
  Base Attack Bonus
  Fort  Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +1
  +1
  +1
  +1
  +0
  Spells, lesser gift
  2nd
  +2
  +2
  +2
  +2
  +1
  Domain
  3rd
  +3
  +2
  +2
  +2
  +1
  —
  4th
  +4
  +2
  +2
  +2
  +1
  Lesser gift
  5th
  +5
  +3
  +3
  +3
  +1
  —
  6th
  +6/+1
  +3
  +3
  +3
  +2
  —
  7th
  +7/+2
  +4
  +4
  +4
  +2
  Lesser gift
  8th
  +8/+3
  +4
  +4
  +4
  +2
  —
  9th
  +9/+4
  +4
  +4
  +4
  +2
  —
  10th
  +10/+5
  +5
  +5
  +5
  +3
  Lesser gift
  11th
  +11/+6/+1
  +5
  +5
  +5
  +3
  —
  12th
  +12/+7/+2
  +6
  +6
  +6
  +3
  —
  13th
  +13/+8/+3
  +6
  +6
  +6
  +3
  Greater gift
  14th
  +14/+9/+4
  +6
  +6
  +6
  +4
  —
  15th
  +15/+10/+5
  +7
  +7
  +7
  +4
  —
  16th
  +16/+11/+6/+1
  +7
  +7
  +7
  +4
  Greater gift
  17th
  +17/+12/+7/+2
  +8
  +8
  +8
  +4
  —
  18th
  +18/+13/+8/+3
  +8
  +8
  +8
  +5
  —
  19th
  +19/+14/+9/+4
  +8
  +8
  +8
  +5
  Greater gift
  20th
  +20/+15/+10/+5
  +9
  +9
  +9
  +5
  Ascension
  
  - 56 -
  CHAPTER THREE: CHARACTER CLASSES
  LESSER GIFT
  As the chosen agents of a deity, godsworn are blessed with abilities that 
  even a priest of that god does not share. Some gifts are supernatural powers, 
  while others are mundane beneﬁts permanently learned or bestowed upon 
  the godsworn. At 1st, 4th, 7th and 10th level, a godsworn selects one lesser 
  gift from the list below. In some cases, a lesser gift may be selected multiple 
  times, as noted in the description.
  The list of lesser and greater gifts presented here is not exhaustive. GMs 
  and players may wish to create custom gifts in order to better portray 
  a character’s unique powers or the particular methods of the god he 
  follows.
  • Aura of Courage (Su): The godsworn is immune to fear (magical or 
  otherwise). As well, each ally within 10 feet gains a +4 morale bonus 
  on saving throws against fear eﬀects. This ability functions while the 
  godsworn is conscious, but not if he is unconscious or dead.
  • Bonus Feat (Ex): The godsworn may take any feat as a bonus feat, as 
  long as he meets its prerequisites. This gift may be taken multiple 
  times.
  • Channel Divine Power (Su): A godsworn may channel the power of 
  his deity in the manner of a priest, although to a more limited extent. 
  When taking this gift, the godsworn selects one use of the channel 
  divine power ability (see the priest class feature on page 67), and can 
  use that power as if he were a priest of half his godsworn class level.
   
  This gift can be chosen multiple times, with the godsworn selecting a 
  new use of the channel divine power ability each time. The godsworn 
  can channel divine power a number of times per day equal to 3 + his 
  Charisma modiﬁer, no matter how many times he selects this gift.
  • Divine Health (Ex): The godsworn recovers twice as many hit points 
  as he normally would after a night’s rest. He is also immune to all 
  natural diseases (but not supernatural diseases or infection; see page 
  127), and requires half as much sleep as normal. If you select this gift 
  a second time, the godsworn no longer has to sleep, and recovers 1 hit 
  point of damage per hour.
  • Divine Perception (Su): The godsworn’s physical senses are sharper 
  than those of normal mortals. He gains low-light vision and a divine 
  bonus equal to his Constitution bonus (minimum +1) on all Listen 
  and Spot checks. If the godsworn selects this ability a second time, 
  he gains darkvision out to 60 feet.
  • Divine Protection (Su): The godsworn gains a divine bonus equal to 
  his Wisdom bonus (minimum +1) on all saving throws.
  • Divine Shield (Su): The godsworn gains a constant deﬂection bonus 
  to his Armor Class equal to his Wisdom bonus (minimum +1). This 
  bonus applies even when the godsworn is sleeping or unconscious.
  • Mortal Might (Ex): The godsworn receives a +2 inherent bonus to 
  one ability score. This gift can be chosen multiple times, but must be 
  applied to a diﬀerent ability each time.
  • Smite Enemy (Su): Once per day, the godsworn may smite an opponent 
  with a melee attack. He adds his Wisdom bonus (if any) to his attack roll 
  and deals 1 extra point of damage per godsworn level. This gift may be 
  selected multiple times, granting an additional use per day each time.
  DOMAIN
  At 2nd level, a godsworn chooses one domain from among those 
  belonging to his deity (see Domains in the priest class description, page 
  67). The domain gives the godsworn a domain spell at each level that 
  
  - 57 -
  CHAPTER THREE: CHARACTER CLASSES
  he can cast safely (added to his Known spells), as well as the domain’s 
  granted power. The granted powers of some domains require the use of 
  the channel divine power ability; only godsworn who gain this ability 
  as a lesser gift (see the previous page) can make use of these granted 
  powers. If a domain power adds one or more skills to the godsworn’s class 
  list that are already on the list of godsworn skills, the character instead 
  gains a +2 circumstance bonus on all checks using those skills.
  GREATER GIFT
  At 13th, 16th, and 19th level, the godsworn’s patron god grants him a 
  greater gift—a more powerful beneﬁt or ability than the lesser gifts he 
  already enjoys. The godsworn selects one greater gift from the list below. 
  Alternatively, the godsworn may choose another lesser gift in place of a 
  greater gift. Greater gifts cannot be chosen multiple times.
  • Animal Companion (Ex): The godsworn gains an animal companion 
  of exceptional ability, bonded to him through the power of the god. 
  The animal is usually one associated with the godsworn’s patron deity 
  in some way (such as Cheyana’s hawk Reyk). Occasionally, though, a 
  godsworn may bond to a more unusual (but still mundane) animal.
   
  Godsworn with this gift use the normal rules for animal companions 
  (see The Druid’s Animal Companion in Chapter Three: Classes of 
  the PHB), substituting godsworn levels for druid levels. A godsworn 
  may choose a more powerful companion than usual, again using the 
  rules in the PHB. If a godsworn releases his companion from service, 
  or if the companion is slain, he may gain a new one by performing a 
  ceremony requiring 24 hours of uninterrupted prayer.
  • Battle Fervor (Sp): The godsworn can concentrate as a standard action 
  to ﬁll his body with his god’s might and power. Afterward, for 1 
  round per class level, he adds his Wisdom bonus (minimum +1) as 
  a divine bonus on all attack and damage rolls, and as a dodge bonus 
  to his Armor Class. As well, his base speed increases by +10 feet. The 
  godsworn can use this gift a number of times per day equal to his 
  Wisdom bonus (minimum once per day).
  • Denial of Fate (Su): Anyone attempting to curse the godsworn gains a 
  number of additional negative levels equal to the godsworn’s Wisdom 
  bonus (minimum +1). These levels are added to those the curse invoker 
  would normally take, and aﬀect even those who would not normally 
  gain any negative levels for their justiﬁed curse. See Curses in Chapter 
  Eight: Sorcery for more information.
  • Divine Fortitude (Su): The godsworn recovers his Constitution bonus 
  (minimum +1) in hit points every hour, and automatically stabilizes 
  one round after being reduced to negative hit points. He also gains a +5 
  bonus on massive damage saves, is immune to infection (see page 127), 
  and never suﬀers a severe injury due to a critical hit (see page 127). This 
  ability stacks with the second selection of the divine health gift.
  • Energy Resistance (Su): The godsworn gains resistance equal to 5 + 
  his Wisdom bonus (if any) against all ﬁve energy types (acid, cold, 
  electricity, ﬁre, and sonic).
  • Mount (Ex): The godsworn gains the service of an unusually intelligent, 
  strong, and loyal steed. This mount is usually a heavy warhorse (such 
  as Tempus’ Trôs horse). Some gods may gift their agents with more 
  unusual mounts such as camels or elephants, but only if appropriate to 
  the godsworn’s culture, the god’s own tastes, and the GM’s discretion.
   
  The godsworn’s mount gains the same beneﬁts as those of a paladin’s 
  mount (see The Paladin’s Mount in Chapter Three: Classes of the 
  PHB), substituting godsworn levels for paladin levels. However, the 
  godsworn’s mount is a living creature empowered by divine might, not 
  a summoned celestial entity, and as such, it must be fed, groomed and 
  cared for as usual. Godsworn mounts are also less intelligent than a 
  standard paladin’s mount, with an Intelligence score 2 points lower 
  than that of a paladin’s mount of corresponding level.
  • Pinnacle of Perfection (Ex): The godsworn is a paragon of physical 
  skill and ability. He adds a divine bonus equal to his Wisdom bonus 
  (minimum +1) on all of his Strength-based and Dexterity-based skill 
  checks. This bonus also applies to normal Strength and Dexterity 
  checks (such as bashing down a door), but not to attack rolls, damage 
  rolls, initiative, or any other combat-related checks.
  ASCENSION (EX)
  At 20th level, a godsworn transcends his humanity, becoming a demigod 
  in his own right. His type changes to outsider (native), and he is no longer 
  aﬀected by spells and eﬀects that target humanoids (such as hold person). 
  He gains damage reduction 10/magic and spell resistance equal to his 
  Wisdom score +10. As well, the godsworn no longer ages, but must still 
  eat and breathe (though he need not sleep).
  EX-GODSWORN
  See the Ex-Priests and Ex-Godsworn sidebar on page 66.
  TABLE 3–3: GODSWORN SPELLS
  Base
  —Spells—
  Level
  Ritualcasting
  Known1
  Familiar
  1st
  +0
  1
  1
  2nd
  +1
  1+1
  1
  3rd
  +1
  1+1
  2
  4th
  +2
  2+2
  2
  5th
  +2
  2+2
  3
  6th
  +3
  2+3
  3
  7th
  +3
  3+3
  4
  8th
  +4
  3+4
  4
  9th
  +4
  3+4
  5
  10th
  +5
  4+5
  5
  11th
  +5
  4+5
  6
  12th
  +6
  4+6
  6
  13th
  +6
  5+6
  7
  14th
  +7
  5+7
  7
  15th
  +7
  5+7
  8
  16th
  +8
  6+8
  8
  17th
  +8
  6+8
  9
  18th
  +9
  6+9
  9
  19th
  +9
  7+9
  10
  20th
  +10
  7+9
  10
  1   In addition to the stated number of Known spells per day, a godsworn 
  gets a domain spell for each spell level, starting at 2nd level in the 
  class. The “+” numbers in the entries on this table represent those 
  spells. For example, at 14th level, “+7” indicates that the godsworn 
  knows all domain spells of up to 7th level. Domain spells are in 
  addition to any bonus spells the godsworn may receive for having a 
  high Wisdom score.
  
  - 58 -
  CHAPTER THREE: CHARACTER CLASSES
  An initiate practices the mystic arts, but not in the same way that a mage 
  or witch does. While magic and witchcraft are distinct disciplines, the 
  initiate follows her own unique path of sorcery, whether as a result of 
  ﬁlling in gaps in training, the teachings of an esoteric arcane school, 
  a power stemming from both internal and external sources, or some 
  other reason. While mages study in ivory towers and witches turn their 
  attentions to the power of their own blood, initiates take what they need 
  from both disciplines, one spell at a time. Such disreputable sorcery wins 
  them few allies, though, and to back up their spells, initiates rely on their 
  skills and martial abilities. A jack-of-all-trades but master of none, the 
  initiate gains a variety of abilities at the expense of a strong focus—but 
  that ﬂexibility can be a major beneﬁt for one attempting to survive in 
  the dangerous streets of Sanctuary.
  Notable initiates of the Rankan era included Nikodemus of the Stepsons, 
  Ischade’s treacherous apprentice Haught, and Strick the Spellmaster. A 
  diﬀerent man calls himself Strick in modern Sanctuary, but practices 
  the same type of magic (see the spellmaster prestige class on page 112). 
  Other initiates include Latilla and her children, the Rankan investigator 
  Spyder, and G’han the Wanderer.
  GAME RULE INFORMATION
  Initiates have the following game statistics.
  Abilities: Initiates rely on either Intelligence or Charisma for their 
  spellcasting, and in turn as the key ability for their scholastic or social 
  skills. Dexterity is also important for initiates for defense, since they 
  typically have low hit points and wear only light armor.
  Hit Die: d6.
  Starting Shaboozh: 4d4 × 10 (100 sh).
  CLASS SKILLS
  The initiate’s class skills (and the key ability for each skill) are Bluﬀ (Cha), 
  Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), 
  Gamble (Wis), Gather Information (Cha), Knowledge (all skills, taken 
  individually) (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand 
  (Dex), Speak Language (n/a), Spellcraft (Int), and Use Magic Device (Cha). 
  See Chapter Four: Skills in the PHB and Chapter Five: Skills and Feats 
  in this book for skill descriptions.
  Skill Points at 1st Level: (6 + Int modiﬁer) × 4.
  Skill Points at Each Additional Level: 6 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the initiate.
  WEAPON AND ARMOR PROFICIENCY
  Initiates are proﬁcient with all simple weapons and light armor, but not 
  with shields. An initiate is also proﬁcient with one martial weapon of 
  her choice.
  INITIATE
  TABLE 3–4: THE INITIATE
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +2
  +2
  +0
  Spells, eclectic sorcery
  2nd
  +1
  +0
  +3
  +3
  +0
  Bonus feat
  3rd
  +2
  +1
  +3
  +3
  +1
  —
  4th
  +3
  +1
  +4
  +4
  +1
  —
  5th
  +3
  +1
  +4
  +4
  +1
  —
  6th
  +4
  +2
  +5
  +5
  +1
  Signature spell
  7th
  +5
  +2
  +5
  +5
  +2
  —
  8th
  +6/+1
  +2
  +6
  +6
  +2
  Bonus feat
  9th
  +6/+1
  +3
  +6
  +6
  +2
  —
  10th
  +7/+2
  +3
  +7
  +7 
  +2
  —
  11th
  +8/+3
  +3
  +7
  +7
  +3
  —
  12th
  +9/+4
  +4
  +8
  +8
  +3
  Signature spell
  13th
  +9/+4
  +4
  +8
  +8
  +3
  —
  14th
  +10/+5
  +4
  +9
  +9
  +3
  Bonus feat
  15th
  +11/+6/+1
  +5
  +9
  +9
  +4
  —
  16th
  +12/+7/+2
  +5
  +10
  +10
  +4
  —
  17th
  +12/+7/+2
  +5
  +10
  +10
  +4
  —
  18th
  +13/+8/+3
  +6
  +11
  +11
  +4
  Signature spell
  19th
  +14/+9/+4
  +6
  +11
  +11
  +5
  —
  20th
  +15/+10/+5
  +6
  +12
  +12
  +5
  Bonus feat
  
  - 59 -
  CHAPTER THREE: CHARACTER CLASSES
  An initiate can cast spells while wearing light armor without taking the 
  normal armor check penalty. If using a shield, medium armor, or heavy 
  armor, the initiate takes the normal armor check penalties to spellcasting 
  checks (see Spellcasting in Armor on page 142).
  SPELLCASTING
  Initiates have the ability to cast a small number of spells. At 1st level, 
  the initiate learns one Known spell and one Familiar spell (see Chapter 
  Eight: Sorcery), learning additional spells as she attains new levels as 
  shown on Table 3–5: Initiate Spells. In addition, an initiate receives 
  bonus spells per day if she has a high Intelligence score.
  In order to cast a spell, the initiate must have a key spellcasting ability 
  score (either Intelligence or Charisma; see the Eclectic Sorcery 
  class ability on the next page) equal to at least 10 + the spell’s level 
  (Intelligence or Charisma 11 for ﬁrst-level spells, Intelligence or 
  Charisma 12 for 2nd-level spells, and so on). The save DC for an 
  initiate’s spells equals 10 + the spell’s level + the initiate’s Intelligence 
  or Charisma modiﬁer.
  Whenever an initiate learns a Known spell, she can select an entirely new 
  spell or improve her knowledge of a Familiar spell. If she selects a new 
  spell, she simply adds it to her list of Known spells. If she selects a Familiar 
  spell, she instead notes that spell as Known rather than Familiar; she then 
  selects a new spell to add to her list of Familiar spells. The initiate must 
  be able to perform any new Known or Familiar spells she selects, and 
  new Known spells must be within her safe level limit (see Spell Levels 
  in Chapter Eight: Sorcery).
  The initiate cannot cast spells as rituals.
  TABLE 3–5: INITIATE SPELLS
  Base
  —Spells—
  Level
  Spellcasting
  Known
  Familiar
  1st
  +0
  1
  1
  2nd
  +1
  1
  1
  3rd
  +1
  1
  2
  4th
  +2
  2
  2
  5th
  +2
  2
  3
  6th
  +3
  2
  3
  7th
  +3
  3
  4
  8th
  +4
  3
  4
  9th
  +4
  3
  5
  10th
  +5
  4
  5
  11th
  +5
  4
  6
  12th
  +6
  4
  6
  13th
  +6
  5
  7
  14th
  +7
  5
  7
  15th
  +7
  5
  8
  16th
  +8
  6
  8
  17th
  +8
  6
  9
  18th
  +9
  6
  9
  19th
  +9
  7
  10
  20th
  +10
  7
  10
  
  - 60 -
  CHAPTER THREE: CHARACTER CLASSES
  ECLECTIC SORCERY
  The hallmark of the initiate is diversity, but the basic path of power 
  she will walk is chosen early. An initiate chooses either Intelligence or 
  Charisma as her key spellcasting ability. She makes this choice at 1st 
  level and cannot change it later. No matter which ability score is favored, 
  initiates may choose their Known and Familiar spells freely from both 
  the mage and witch spell lists.
  The drawback to the initiate’s personalized knowledge is a lack of 
  understanding outside her speciﬁc discipline. When using a spell-
  completion item (such as a scroll) or a spell-trigger item (such as a wand) 
  that contains a spell not on her list of Known and Familiar spells, the 
  initiate must treat it as an Unknown spell, even if that spell is present on 
  the mage or witch spell lists.
  BONUS FEATS
  At 2nd level and every six levels thereafter (8th, 14th and 20th), an initiate 
  receives a bonus feat in addition to those she would normally receive. She 
  must meet all the prerequisites for a bonus feat, and must select these 
  bonus feats from the following:
  Alertness, Combat Casting, Combat Expertise, Deft Hands*, 
  Dodge, Great Fortitude, Iron Will, Lightning Reﬂexes, Magical 
  Aptitude, Manhunter*, Negotiator, and Persuasive.
  *New feats introduced in Chapter Five.
  SIGNATURE SPELL
  At 6th level, the initiate becomes exceptionally skilled at casting one of 
  her Known spells. She gains a +4 circumstance bonus on her spellcasting 
  checks when casting this spell, and casts it at +1 caster level. In addition, 
  the spell is permanently modiﬁed by one of the following metamagic 
  feats: Enlarge Spell, Extend Spell, Silent Spell, Still Spell or Widen Spell. 
  This modiﬁcation makes no change to the spell’s level or Mana Threshold 
  (see Chapter Eight: Sorcery for more information).
  The initiate gains a further signature spell at 12th level and again at 18th 
  level. She must modify a diﬀerent Known spell each time.
  MAGE
  TABLE 3–6: THE MAGE
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +0
  +2
  +0
  Spells, literacy, technique
  2nd
  +1
  +0
  +0
  +3
  +1
  —
  3rd
  +1
  +1
  +1
  +3
  +1
  —
  4th
  +2
  +1
  +1
  +4
  +1
  —
  5th
  +2
  +1
  +1
  +4
  +1
  Technique
  6th
  +3
  +2
  +2
  +5
  +2
  —
  7th
  +3
  +2
  +2
  +5
  +2
  —
  8th
  +4
  +2
  +2
  +6
  +2
  —
  9th
  +4
  +3
  +3
  +6
  +2
  —
  10th
  +5
  +3
  +3
  +7 
  +3
  Technique
  11th
  +5
  +3
  +3
  +7
  +3
  —
  12th
  +6/+1
  +4
  +4
  +8
  +3
  —
  13th
  +6/+1
  +4
  +4
  +8
  +3
  —
  14th
  +7/+2
  +4
  +4
  +9
  +4
  —
  15th
  +7/+2
  +5
  +5
  +9
  +4
  Technique
  16th
  +8/+3
  +5
  +5
  +10
  +4
  —
  17th
  +8/+3
  +5
  +5
  +10
  +4
  —
  18th
  +9/+4
  +6
  +6
  +11
  +5
  —
  19th
  +9/+4
  +6
  +6
  +11
  +5
  —
  20th
  +10/+5
  +6
  +6
  +12
  +5
  Technique
  To the ordered mind of a mage, power comes from an external source—
  the mana permeating the fabric of both this world and the planes 
  beyond. That power can be tapped with tools, formulae, and procedures, 
  or it can be harnessed through skill, practice, and intellectual rigor. 
  One might think this emphasis on study and book learning may leave 
  mages physically weak and defenseless, unable to cope with the dangers 
  and violence of Thieves’ World. But magic is often a most lethal and 
  combat-oriented discipline—a path of ﬁre and lightning and monster 
  summoning. Little wonder that the Rankans set up their mageguild 
  to train spellcasters for their armies, and though the Rankans are gone 
  now, Sanctuary still plays host to many a mage. Whether known by the 
  name of mage, magician, or wizard, these characters are often given a 
  wide berth by the common folk of the city, who fear attracting their 
  explosive attentions.
  
  - 61 -
  CHAPTER THREE: CHARACTER CLASSES
  The most famous and powerful mage of the Rankan era was the 
  shapeshifting Enas Yorl, but he did not study magic alone. Other notable 
  mages were Lythande the Blue Star Adept, the notorious (and short-lived) 
  Kemren the Purple Mage, and Randal Witchy-Ears of the Stepsons. 
  Enas Yorl still lives in Sanctuary today, although he keeps a much lower 
  proﬁle, while Hâlott the necromancer, Kusharlonikas and other mages 
  attract the public’s attention and fear.
  GAME RULE INFORMATION
  Mages have the following game statistics.
  Abilities: Intelligence is the all-important ability for mages, as it governs 
  their ability to cast spells and rituals and is also the basis for many of 
  their skills. A high Constitution score helps the mage cast more spells 
  and rituals without fatigue, and improves Concentration checks.
  Hit Die: d4.
  Starting Shaboozh: 3d4 × 10 (75 sh).
  CLASS SKILLS
  The mage’s class skills (and the key ability for each skill) are Concentration 
  (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken 
  individually) (Int), Profession (Wis), Read/Write Language (n/a), and 
  Spellcraft (Int). See Chapter Four: Skills in the PHB and Chapter Five: 
  Skills and Feats in this book for skill descriptions.
  Skill Points at 1st Level: (2 + Int modiﬁer) × 4.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the mage.
  WEAPON AND ARMOR PROFICIENCY
  Mages are proﬁcient with all simple weapons, but not with any type of 
  armor or shield. Wearing armor of any sort impedes a mage’s ability to 
  cast spells (see Spellcasting in Armor on page 142).
  SPELLCASTING
  Mages have the ability to cast a wide variety of spells. At 1st level, a 
  mage learns two Known spells and three Familiar spells (see Chapter 
  Eight: Sorcery), learning additional spells as he attains new levels as 
  shown on Table 3–7: Mage Spells. In addition, a mage receives bonus 
  spells per day if he has a high Intelligence score. In order to cast a spell, a 
  mage must have an Intelligence score equal to at least 10 + the spell’s level 
  (Intelligence 11 for ﬁrst-level spells, Intelligence 12 for 2nd-level spells, 
  and so on). The save DC for a mage’s spells equals 10 + the spell’s level + 
  the mage’s Intelligence modiﬁer.
  A mage can cast spells as rituals. If he does so, he uses the ritualcasting 
  bonus listed in Table 3–7 instead of the spellcasting bonus.
  LITERACY
  Mages are automatically literate in their native language. If a character 
  is already literate in this language before becoming a mage, he gains no 
  further beneﬁt.
  TECHNIQUE
  While all mages follow the path of external magical knowledge, every 
  mage pursues that power in his own unique way, depending on his 
  
  - 62 -
  CHAPTER THREE: CHARACTER CLASSES
  intellectual gifts and the methods of his teachers. At 1st level, and then 
  at 5th level and every ﬁve levels thereafter (5th, 10th, and so on), a mage 
  chooses a technique from the list below, which modiﬁes his spellcasting 
  abilities or grants him new powers and beneﬁts. Unless otherwise noted, 
  a technique can only be chosen once.
  The list of techniques presented here is not exhaustive. GMs and players 
  may wish to create custom techniques in order to better portray a 
  character’s unique magical knowledge.
  • Arcane Defenses (Su): The mage is resistant to the spells and supernatural 
  powers of others. He gains a +2 bonus on all saving throws against 
  spells, spell-like abilities, and supernatural abilities. He also gains a 
  +2 bonus to AC against any spells requiring attack rolls.
  • Destructive Power (Su): The mage is particularly skilled with damaging 
  and destructive forms of magic. When casting any spell that deals hit 
  point damage to one or more targets, the mage adds his Intelligence 
  bonus (if any) to the damage dealt. This extra damage applies only to 
  the ﬁrst successful attack of spells that create multiple rays or missiles 
  (for example, magic missile or scorching ray), or to the ﬁrst round of 
  damage for spells that deal damage over multiple rounds on a single 
  successful attack (for example, acid arrow).
  • Familiar (Su): The mage has the ability to magically bond with an 
  animal, which can then aid him in various ways. In all other ways, this 
  animal functions as the standard familiar (see the Familiars sidebar in 
  Chapter Three: Classes of the PHB), including the cost in experience 
  points should the familiar die or be dismissed.
  • Focus Expert (Ex): The mage can gain greater than usual beneﬁts 
  from using foci (see page 153) while casting spells and rituals. He 
  gains an additional +2 bonus on his casting checks when using a 
  focus. If the mage has the Craft Focus feat, he spends just 75% of the 
  normal experience point cost when creating a focus (though the cost 
  in shaboozh is unchanged).
  • Lore (Ex): The mage is an expert on not just magic but a wide array 
  of mundane knowledge, stories, legends, unrelated facts, and other 
  scholarly information. This technique works just like the standard 
  bardic knowledge ability (see the bard class description in Chapter 
  Three: Classes of the PHB), substituting mage class levels for bard 
  class levels.
  • Metamagic Expert: The mage gains any one metamagic feat as a bonus 
  feat. This technique may be chosen multiple times. Each time you 
  select this technique, it applies to a new metamagic feat.
  • Potent Magic (Su): The mage’s spells are exceptionally diﬃcult to dispel 
  or negate. Whenever another character attempts to dispel one of the 
  mage’s spells using dispel magic, the mage adds his Intelligence bonus 
  to the DC of the other character’s level check to dispel the eﬀect. 
  Similarly, if a character readies an action to use a counterspell, the 
  DC of the Spellcraft check to identify the mage’s spell increases by 
  the mage’s Intelligence bonus.
  • Sanctum (Su): The mage designates a particular building or location 
  as his sanctum, to a maximum radius of 10 feet per class level. Within 
  this sanctum, the mage receives a +2 bonus on all his spellcasting 
  and ritualcasting checks (see page 139). The mage can only ever have 
  one sanctum at a time. If forced to leave or move from his sanctum, 
  he must attune a new location to his magic. This takes 24 hours and 
  costs 100 shaboozh per mage level for special materials and ritual 
  components.
  • Specialist Mage (Su): The mage has a particular aﬃnity with one school 
  of magic (evocation or necromancy, for example), and can manipulate 
  magic of that school more eﬀectively than normal. The mage receives 
  a +2 bonus on his spellcasting and ritualcasting checks when casting 
  a spell or ritual from his chosen school, and casts those spells at +1 
  caster level. This technique may be chosen multiple times, but its eﬀects 
  do not stack. Each time, the mage must choose a diﬀerent school of 
  magic.
   
  Unlike the specialist wizard described in the PHB, the specialist mage 
  has no prohibited schools of magic.
  • Spell Mastery (Su): The mage is particularly skilled at casting some 
  of his spells. Choose a number of Known spells (not rituals) equal 
  to the mage’s Intelligence bonus. The mage gains a +2 bonus on his 
  spellcasting checks when casting those spells, and casts them at +1 
  caster level (these bonuses stack with similar bonuses, such as from 
  the specialist mage technique). This technique may be chosen multiple 
  times, but its eﬀects do not stack; the mage must choose a diﬀerent 
  set of spells each time.
  TABLE 3–7: MAGE SPELLS
  Base
  Base
  —Spells—
  Level
  Spellcasting
  Ritualcasting
  Known
  Familiar
  1st
  +1
  +0
  2
  3
  2nd
  +2
  +1
  3
  4
  3rd
  +3
  +1
  4
  6
  4th
  +4
  +2
  5
  7
  5th
  +5
  +2
  6
  9
  6th
  +6
  +3
  7
  10
  7th
  +7
  +3
  8
  12
  8th
  +8
  +4
  9
  13
  9th
  +9
  +4
  10
  15
  10th
  +10
  +5
  11
  16
  11th
  +11
  +5
  12
  18
  12th
  +12
  +6
  13
  19
  13th
  +13
  +6
  14
  21
  14th
  +14
  +7
  15
  22
  15th
  +15
  +7
  16
  24
  16th
  +16
  +8
  17
  25
  17th
  +17
  +8
  18
  27
  18th
  +18
  +9
  19
  28
  19th
  +19
  +9
  20
  30
  20th
  +20
  +10
  21
  31
  SORCERY IN SANCTUARY
  When a spellcaster casts a spell or enacts a ritual, she focuses loose 
  sorcerous energy called mana, molding it to produce a desired 
  eﬀect. All spellcasters, however, are bound by the amount of the 
  energy available in any particular area, being able to cast spells 
  faster and with greater eﬀect in areas rich with mana, or slower, even 
  disastrously so, in places where it’s depleted. Chapter Eight: Sorcery 
  goes into further detail about these eﬀects, but be sure to check with 
  your GM to ﬁnd out the current levels for your campaign. 
  
  - 63 -
  CHAPTER THREE: CHARACTER CLASSES
  NOBLE
  Nobles are the social elite of Thieves’ World. They have the money, the 
  connections, and the charisma to move through court with grace and 
  aplomb, dealing in rumors and secrets as some trade in luxury items 
  and contraband. A master of social skills, a capable leader, political 
  manipulator, and inﬂuential icon, the noble exploits his authority, expertly 
  utilizing his position to maximize advantages for both his own pursuits 
  and those of his allies. The noble can also apply these same talents to his 
  comrades, goading them on to new heights of heroism, and urging them 
  beyond their limitations.
  Nobles are diﬀerent from the aristocrat NPC class presented in the 
  DMG. Members of this class develop and hone their interpersonal skills 
  beyond those normally attained through simple mastery of the Diplomacy 
  and Sense Motive skills. Where the aristocrat can represent minor 
  functionaries, merchants, and lesser lords, the noble class covers expert 
  courtiers, merchant princes, governors, and anyone else who develops the 
  highest skills of command and leadership.
  Despite its being a backwater city, Sanctuary has had its fair share of 
  nobles appearing throughout both major eras. Kadakithis, of course, 
  represents the iconic noble—an idealist who could nonetheless 
  manipulate and coerce like the best Rankan diplomats. Shupansea 
  (Kadakithis’ consort and queen of the Beysib) was a multiclass noble, as 
  was Molin Torchholder (also a witch and priest). Though the Irrune are 
  generally barbarians, many among them qualify as nobles as well. Arizak 
  has at least one level in noble, as does his second wife Nadalaya. As well, 
  many of the lords at Land’s End are of the noble class.
  GAME RULE INFORMATION
  Nobles have the following game statistics.
  Abilities: Charisma is the most important ability for the noble, serving 
  as the key ability for most of his skills and as the basis for nearly 
  all of his class abilities. Martially oriented nobles should emphasize 
  Strength and Constitution, while socially inclined nobles need high 
  Intelligence scores to expand their repertoire of skills, and Dexterity 
  to help them avoid the knives of would-be assassins.
  Hit Die: d8.
  Starting Shaboozh: (4d4+10) × 10 (200 sh).
  CLASS SKILLS
  The noble’s class skills (and the key ability for each skill) are Appraise 
  (Int), Bluff (Cha), Diplomacy (Cha), Gamble (Wis), Gather 
  Information (Cha), Intimidate (Cha), Knowledge (geography) (Int), 
  Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), 
  Listen (Wis), Perform (Cha), Read/Write Language (n/a), Ride (Dex), 
  Sense Motive (Wis), and Speak Language (n/a). See Chapter Four: 
  Skills in the PHB and Chapter Five: Skills and Feats in this book 
  for skill descriptions.
  Skill Points at 1st Level: (4 + Int modiﬁer) × 4.
  Skill Points at Each Additional Level: 4 + Int modiﬁer.
  TABLE 3–8: THE NOBLE
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +1
  +1
  +2
  +1
  Bonus feat, inspiration (courage)
  2nd
  +1
  +2
  +2
  +3
  +1
  Diplomat, organize +3
  3rd
  +2
  +2
  +2
  +3
  +1
  Inspiration (competence)
  4th
  +3
  +2
  +2
  +4
  +1
  Resources
  5th
  +3
  +3
  +3
  +4
  +2
  Bonus feat, inspiration (complacency)
  6th
  +4
  +3
  +3
  +5
  +2
  Leadership, organize +4
  7th
  +5
  +4
  +4
  +5
  +2
  Inspiration (conﬁdence)
  8th
  +6/+1
  +4
  +4
  +6
  +2
  Resources
  9th
  +6/+1
  +4
  +4
  +6
  +3
  Inspiration (anxiety)
  10th
  +7/+2
  +5
  +5
  +7
  +3
  Bonus feat, organize +5
  11th
  +8/+3
  +5
  +5
  +7 
  +3
  Inspiration (valor)
  12th
  +9/+4
  +6
  +6
  +8
  +3
  Resources, legion of followers
  13th
  +9/+4
  +6
  +6
  +8
  +4
  Inspiration (fear)
  14th
  +10/+5
  +6
  +6
  +9
  +4
  Organize +6
  15th
  +11/+6/+1
  +7
  +7
  +9
  +4
  Bonus feat, inspiration (zeal)
  16th
  +12/+7/+2
  +7
  +7
  +10 
  +4
  Resources
  17th
  +12/+7/+2
  +8
  +8
  +10 
  +5
  Inspiration (greatness)
  18th
  +13/+8/+3
  +8
  +8
  +11
  +5
  Organize +7
  19th
  +14/+9/+4
  +8
  +8
  +11 
  +5
  Inspiration (heroics)
  20th
  +15/+10/+5
  +9
  +9
  +12 
  +5
  Bonus feat, resources
  
  - 64 -
  CHAPTER THREE: CHARACTER CLASSES
  CLASS FEATURES
  All of the following are class features of the noble.
  WEAPON AND ARMOR PROFICIENCY
  Nobles are proﬁcient with all simple and martial weapons, with light armor, and with shields (but 
  not tower shields).
  BONUS FEATS
  At 1st level, and then at 5th level and every ﬁve levels thereafter (5th, 10th, and so on), a noble 
  receives a bonus feat in addition to those he would normally receive. He must meet all the 
  prerequisites for a bonus feat, and must select these bonus feats from the following:
  Combat Reﬂexes, Deceitful, Diligent, Distinctive Title*, Dodge, Fame, Investigator, Iron Will, 
  Mounted Combat, Negotiator, Persuasive, Skill Focus, Toughness, Weapon Focus, and Well-
  Connected*.
  *New feats introduced in Chapter Five.
  INSPIRATION (EX)
  Nobles are far more than simply landed gentry—they are leaders of nations and armies, 
  trained from birth to command and motivate. Whether through speeches, deeds, words of 
  encouragement, prayers, or simply sheer force of personality, a noble can inspire listeners to 
  overcome adversity and excel in his service, or can demoralize them to the point where they 
  fall before him. He can even inspire himself with his words in some cases, drawing upon 
  hidden depths of character and resolve.
  As a noble gains levels, he learns new ways to inspire those around him, and with new 
  eﬀects. Inspiration can be used a total number of times per day equal to the noble’s class 
  level + his Charisma bonus (if any), no matter what eﬀect is being evoked. Inspiration is 
  a language-dependant mind-aﬀecting ability, and can only be used on targets who can 
  hear the noble and who are within 30 feet (although aﬀected targets who move out of 
  this range remain aﬀected). Unless otherwise noted, it takes a full-round action to inspire 
  listeners, and the eﬀects of inspiration last for a number of rounds equal to one-half the 
  noble’s class levels (minimum 1 round).
  • Courage: At 1st level, a noble may bolster himself and all allies within range, resisting 
  fear while ﬁghting valiantly. The noble and his allies receives a +1 morale bonus on 
  saving throws against charm and fear eﬀects, and a +1 morale bonus on attack and 
  weapon damage rolls.
  • Competence: At 3rd level, a noble can coach and encourage an ally to succeed at a task. 
  The ally must be within range and must be able to see and hear the noble, while the noble 
  must be able to see his ally. The ally gets a +2 competence bonus on skill checks with a 
  particular skill as long as she continues to hear the noble’s inspiring words. Certain uses 
  of this ability might be considered infeasible at the GM’s discretion (a noble delivering 
  a rousing oratory in order to help a thief move silently, for example). The eﬀect lasts as 
  long as the noble concentrates and oﬀers words of encouragement, up to a maximum of 
  2 minutes. The noble can’t inspire competence in himself.
  • Complacency: At 5th level, a noble may convince any number of targets to let down 
  their guard for a time. The noble makes a Bluﬀ or Diplomacy check, opposed by 
  the targets’ Sense Motive checks. For large groups, the GM may roll a single Sense 
  Motive check, at his option. Aﬀected targets take a –2 penalty on all Listen and 
  Spot checks for a number of minutes equal to one-half the noble’s class level.
  • Conﬁdence: At 7th level, the noble can steel the resolve of a number of allies 
  within 30 feet equal to his Charisma modiﬁer. Allies aﬀected by this ability 
  gain a +1 morale bonus on attack rolls, damage rolls, and saving throws. This is 
  a language-dependant mind-aﬀecting ability.
  • Anxiety: At 9th level, a noble can demoralize any number of targets, leaving them distracted 
  and unsettled. The noble makes a Bluﬀ or Intimidate check opposed by each target’s 
  modiﬁed level check (1d20 + target’s Hit Dice + target’s Wisdom modiﬁer + target’s 
  
  - 65 -
  CHAPTER THREE: CHARACTER CLASSES
   
  modiﬁers on saves against mind-aﬀecting eﬀects and fear eﬀects). 
  Against large groups, the GM may roll a single modiﬁed level check, 
  at his option. Aﬀected targets take a –2 penalty on Reﬂex saves and 
  a –1 penalty to Armor Class.
  • Valor: At 11th level, a noble may help his allies shrug oﬀ fear and rise 
  to the challenge at hand. As a swift action (see page 155), the noble 
  may cancel all fear eﬀects currently aﬀecting himself and all allies 
  within range. All aﬀected characters also gain a +2 morale bonus on 
  Will saves, or a +4 morale bonus on Will saves against fear eﬀects.
  • Fear: At 13th level, a noble can strike terror into any number of 
  targets. The noble makes a Bluﬀ or Intimidate check opposed by 
  the targets’ modiﬁed level check (1d20 + target’s Hit Dice + target’s 
  Wisdom modiﬁer + target’s modiﬁers on saves against fear eﬀects). 
  Against large groups, the GM may roll a single modiﬁed level check, 
  at his option. Aﬀected targets become shaken for the duration of the 
  eﬀect.
   
  By taking a –5 penalty on his Bluﬀ or Intimidate check, the noble 
  can attempt to simultaneously inspire anxiety and fear in his targets. 
  This requires two uses of his inspiration ability for the day, but only 
  requires one full-round action.
  • Zeal: At 15th level, a noble can inspire passionate anger in himself and 
  his allies. As a swift action, the noble grants himself and each ally a +2 
  morale bonus to Strength and Constitution, as well as a +5 bonus to 
  base speed. However, all aﬀected characters take a –4 penalty to AC. 
  These bonuses and penalties stack with those from a barbarian’s rage 
  and similar abilities.
   
  By taking a full-round action instead of a swift action, the noble can 
  simultaneously inspire valor and zeal in himself and his allies. This 
  requires two uses of the noble’s inspiration ability for the day.
  • Greatness: At 17th level, a noble may push a single listener to the point 
  where she transcends her normal limits through sheer motivation. The 
  listener gains a +2 morale bonus on all attack rolls, damage rolls, saves, 
  skill checks, and casting checks. The target also gains 10 temporary 
  hit points and casts any spells or rituals at +2 caster level. The noble 
  cannot target himself with greatness.
   
  At 20th level, the noble can aﬀect two separate targets with a single 
  use of this ability, as long as they are both within range.
  • Heroics: At 19th level, a noble can inspire tremendous heroism in 
  himself or a single ally. The target gains a +4 morale bonus on all 
  saving throws and a +4 dodge bonus to AC.
  DIPLOMAT (EX)
  At 2nd level, the noble gains an intellectual edge over his political 
  rivals. He can add his Intelligence bonus (if any) on Bluﬀ, Diplomacy, 
  Intimidate, and Sense Motive checks.
  ORGANIZE (EX)
  Starting at 2nd level, the noble can use his talents to improve the eﬃciency 
  of group eﬀorts. Whenever two or more characters use the aid another 
  action to improve a skill check, the noble may make the same check to 
  lend advice and words of encouragement. If he succeeds, the character 
  being aided gains a +3 bonus on the skill check. This bonus increases 
  every four levels (6th, 10th, and so on) as indicated on Table 3–8. The 
  noble may not use this ability for any skills only usable trained unless 
  he has ranks in those skills, nor may he use it to aﬀect attempts to aid 
  another in combat.
  RESOURCES (EX)
  At 4th level and every four levels thereafter (8th, 12th, and so on), the noble 
  gains a one-time quantity of standard goods and services with a value equal 
  to 100 sh per class level. The noble need not take possession or make use 
  of this equipment and services at once—the resources function as a line 
  of credit from his family or government. The noble may “liquidate” any or 
  all of his resources, but only for one-half the remaining value.
  LEADERSHIP
  At 6th level, the noble gains Leadership as a bonus feat. See Chapter 
  Four: Nonplayer Characters in the DMG for details on this feat.
  LEGION OF FOLLOWERS (EX)
  At 12th level, the noble’s fame and reputation attract even more 
  retainers to his service. The noble adds his Charisma bonus (minimum 
  +1) again to his Leadership score to determine how many followers 
  he gains from the Leadership feat. This does not aﬀect the level of the 
  noble’s cohort.
  PRIEST
  The gods of Thieves’ World are not distant and unknowable entities, but 
  make known their demands and manifest their powers in the material 
  world every day—whether in the blessings upon a Rankan army squad or 
  in the atrocities wrought by bloodthirsty cultists. Priests are the guardians 
  and leaders of a god’s worshipers, and work to advance their sect’s plans 
  and cement their social and political power. More than just religious 
  diplomats and leaders, though, priests also control powerful sorcery in 
  the form of prayers and ceremonies.
  A priest’s prayers are less ﬂashy than a mage’s spells, but they are equally 
  eﬀective in their own way, and the priest has the advantage of a church 
  and its coﬀers behind her. At least, that used to be the case in Sanctuary, 
  before the Irrune banished the gods and their churches to the city’s 
  outskirts. Now, priests must work for their congregations, their gods, 
  and even for their personal income.
  The most famous priest in Sanctuary’s history was Molin Torchholder, 
  who also possessed witchcraft powers and remarkable combat skills. Other 
  notable priests of the Rankan era included Abaris (founder of the Stepsons), 
  Rashan the Eye of Savankala, and the ill-fated Harran. Molin Torchholder’s 
  death ushered in a new era in Sanctuary, which features priests such as the 
  repentant Pel Garwood (a priest-savant), Zarzakhan the Irrune shaman, and 
  the late (and unlamented) assassin-priest Strangle of the Bloody Hand.
  GAME RULE INFORMATION
  Priests have the following game statistics.
  Abilities: Wisdom is the most important ability for a priest, as it governs 
  her use of spells, rituals, and other divine powers. Charisma is also 
  important for those powers, as well as for its eﬀect on the priest’s 
  political and organizational skills. A high Constitution allows the priest 
  to withstand the physical cost of casting spells and rituals.
  Hit Die: d6.
  Starting Shaboozh: 4d4 × 10 (100 sh).
  
  - 66 -
  CHAPTER THREE: CHARACTER CLASSES
  TABLE 3–10: THE PRIEST
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +0
  +2
  +0
  Spells, domains, channel divine power
  2nd
  +1
  +0
  +0
  +3
  +0
  —
  3rd
  +1
  +1
  +1
  +3
  +1
  —
  4th
  +2
  +1
  +1
  +4
  +1
  —
  5th
  +2
  +1
  +1
  +4
  +1
  Channel divine power
  6th
  +3
  +2
  +2
  +5
  +1
  —
  7th
  +3
  +2
  +2
  +5
  +2
  —
  8th
  +4
  +2
  +2
  +6
  +2
  —
  9th
  +4
  +3
  +3
  +6
  +2
  —
  10th
  +5
  +3
  +3
  +7 
  +2
  Channel divine power
  11th
  +5
  +3
  +3
  +7
  +3
  —
  12th
  +6/+1
  +4
  +4
  +8
  +3
  —
  13th
  +6/+1
  +4
  +4
  +8
  +3
  —
  14th
  +7/+2
  +4
  +4
  +9
  +3
  —
  15th
  +7/+2
  +5
  +5
  +9
  +4
  Channel divine power
  16th
  +8/+3
  +5
  +5
  +10
  +4
  —
  17th
  +8/+3
  +5
  +5
  +10
  +4
  —
  18th
  +9/+4
  +6
  +6
  +11
  +4
  —
  19th
  +9/+4
  +6
  +6
  +11
  +5
  —
  20th
  +10/+5
  +6
  +6
  +12
  +5
  Channel divine power
  EX-PRIESTS AND EX-GODSWORN
  Priests and godsworn may take multiclass levels in other classes so long as they stay loyal to their gods. Godsworn who act against the wishes 
  of their patron and priests who violate the tenets of their religion may be stripped of their divine powers and blessings. (Then again, they may 
  not; the gods of Thieves’ World are pragmatic, and may tolerate a degree of insubordination in an otherwise useful agent or acolyte.) A priest 
  or godsworn might also choose to turn from their god, just as Pel Garwood rejected Dyareela. Likewise, characters may be stripped of their 
  abilities if their patron god is diminished in some way, just as Tempus lost much of his power when Hanse defeated Vashanka with the aid of 
  the Ilsigi gods. And sometimes gods just abandon their champions and priests for their own reasons, as when Siveni neglected Harran and 
  her other priests. For any number of reasons, priests and godsworn might ﬁnd themselves losing the abilities that set them apart from the 
  rest of humanity.
  An ex-godsworn loses his ability to perform rituals, his domain power, and any spell-like or supernatural gifts he has gained. He retains all of 
  his mundane skills, feats and proﬁciencies, as well as any extraordinary gifts and the services of his mount or animal companion (if any). He 
  may not progress any further as a godsworn of that patron.
  An ex-priest loses the ability to perform rituals and cast spells, along with her domain powers and ability to channel divine power. She retains 
  all of her mundane skills, feats and proﬁciencies. She cannot gain any further levels as a priest of the same god.
  In order to regain the favor of their god, ex-godsworn and ex-priests must undergo an atonement ritual, performed by another priest or godsworn. 
  The character then regains all of their former abilities, gifts, spells and rituals. If atonement cannot be made (no priest can be found, the god 
  has been banished from this world, and so on) then more demanding measures may have to be taken to gain the god’s attention and favor.
  Alternatively, the character may approach a diﬀerent god and swear allegiance, just as Tempus did with Enlil or Pel Garwood hopes to do 
  for Meshpri. This is no easy task, however. The character must ﬁrst ﬁnd an existing priest of that god, petition for the right to worship (and 
  possibly prove their devotion in some way), and then undergo an atonement ritual. If accepted by a new patron, a godsworn selects new gifts 
  appropriate to that god (along with a new domain, if applicable), and regains the ability to perform the rituals he has already learned. A priest 
  that changes allegiance regains her ability to perform the spells and rituals she has previously learned. She then chooses new domains and uses 
  of divine power that best suit her new religion.
  Priests and godsworn who join a new faith do so knowing that they might very well pay a price for their decision, however. The gods do not 
  forgive betrayal easily, and are bound to retaliate in some fashion against a character who takes up a diﬀerent faith.
  
  - 67 -
  CHAPTER THREE: CHARACTER CLASSES
  CLASS SKILLS
  The priest’s class skills (and the key ability for each skill) are Concentration 
  (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal 
  (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), 
  Profession (Wis), Read/Write Language (n/a), Sense Motive (Wis), 
  and Spellcraft (Int). See Chapter Four: Skills in the PHB and Chapter 
  Five: Skills and Feats in this book for skill descriptions.
  Skill Points at 1st Level: (4 + Int modiﬁer) × 4.
  Skill Points at Each Additional Level: 4 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the priest.
  WEAPON AND ARMOR PROFICIENCY
  Priests are proﬁcient with all simple weapons, but not with any type of 
  armor or shield. Wearing armor of any sort impedes a priest’s ability to 
  cast spells (see Spellcasting in Armor on page 142).
  SPELLCASTING
  Priests have the ability to cast a wide variety of spells. At 1st level, the 
  priest learns two Known spells and three Familiar spells (see Chapter 
  Eight: Sorcery), learning additional spells as she attains new levels as 
  shown on Table 3–11: Priest Spells. In addition, a priest receives bonus 
  spells per day if she has a high Wisdom score.
  A priest also gets one domain spell of each spell level she can safely cast, 
  starting at 1st level. When a priest prepares a spell in a domain spell slot, 
  it must come from one of her two domains (see Domains, following).
  In order to cast a spell, a priest must have a Wisdom score equal to at 
  least 10 + the spell’s level (Wisdom 11 for ﬁrst-level spells, Wisdom 12 
  for 2nd-level spells, and so forth). The save DC for a priest’s spells equals 
  10 + the spell’s level + the priest’s Wisdom modiﬁer.
  Whenever a priest learns a Known spell, she can select an entirely new 
  spell or improve her knowledge of a Familiar spell. If she selects a new 
  spell or ritual, she simply adds it to her list of Known spells. If she selects a 
  Familiar spell, she instead notes that spell as Known rather than Familiar; 
  she then selects a new spell to add to her list of Familiar spells. The priest 
  must be able to perform any new Known or Familiar spells she selects, 
  and new Known spells must be within her safe level limit (see Spell 
  Levels in Chapter Eight: Sorcery).
  A priest can cast spells as rituals (and, in fact, is far better at casting them 
  this way). If she does so, she uses the ritualcasting bonus listed in Table 
  3–11 instead of the spellcasting bonus.
  DOMAINS
  In addition to her other spells, a priest chooses two domains from among 
  those belonging to her deity. Each domain gives the priest a domain spell 
  at each level she can cast safely (added to her Known spells), as well as a 
  granted power. If a domain power adds one or more skills to the priest’s 
  class list that are already on the list of priest skills, the character instead 
  gains a +2 circumstance bonus on all checks using those skills.
  CHANNEL DIVINE POWER (SU)
  At 1st level, a priest can call directly upon the attention of her god, 
  channeling the deity’s divine energy in a speciﬁc fashion. This is a form 
  of prayer, but operates outside the normal scope of the spells and rituals 
  
  - 68 -
  CHAPTER THREE: CHARACTER CLASSES
  available to the priest. Channeling divine power does not require the priest 
  to make any kind of casting check, but it can be done only a few times per 
  day and invokes only a small number of speciﬁc eﬀects. The priest selects 
  one divine power from the list below, and gains the beneﬁt of that power 
  when channeling. The priest chooses another use of divine power at 5th, 
  10th, 15th and 20th level. Divine powers can only be chosen once.
  Channeling divine power is normally a standard action that requires 
  the priest to present a holy symbol or device and speak words of prayer 
  (exceptions are noted below). A priest may channel divine power a 
  number of times per day equal to 3 + her Charisma modiﬁer.
  Some domain-granted powers allow priests to turn or control elementals 
  or other creatures. Such abilities are added to the possible ways in which 
  the priest can channel divine power, as is any ability that refers to uses 
  of the turn undead ability. The priest does not have to possess the turn 
  undead ability as one of her means of channeling divine power in order 
  to use these additional turning abilities. Each use of these abilities 
  counts toward the priest’s daily limit on channeling divine power.
  The list of divine powers presented here is not exhaustive. GMs and 
  players may wish to create custom powers in order to better portray a 
  character’s unique relationship with her god.
  TABLE 3–11: PRIEST SPELLS
  Base
  Base
  —Spells—
  Level
  Spellcasting
  Ritualcasting
  Known1
  Familiar
  1st
  +0
  +1
  2+1
  3
  2nd
  +1
  +2
  3+1
  4
  3rd
  +1
  +3
  4+1
  6
  4th
  +2
  +4
  5+2
  7
  5th
  +2
  +5
  6+2
  9
  6th
  +3
  +6
  7+3
  10
  7th
  +3
  +7
  8+3
  12
  8th
  +4
  +8
  9+4
  13
  9th
  +4
  +9
  10+4
  15
  10th
  +5
  +10
  11+5
  16
  11th
  +5
  +11
  12+5
  18
  12th
  +6
  +12
  13+6
  19
  13th
  +6
  +13
  14+6
  21
  14th
  +7
  +14
  15+7
  22
  15th
  +7
  +15
  16+7
  24
  16th
  +8
  +16
  17+8
  25
  17th
  +8
  +17
  18+8
  27
  18th
  +9
  +18
  19+9
  28
  19th
  +9
  +19
  20+9
  30
  20th
  +10
  +20
  21+9
  31
  1  In addition to the stated number of Known spells per day, a priest gets a 
  domain spell for each spell level, starting at 1st level in the class. The “+” 
  numbers in the entries on this table represent those spells. For example, 
  at 14th level, “+7” indicates that the priest knows all domain spells of 
  up to 7th level. Domain spells are in addition to any bonus spells the 
  priest may receive for having a high Wisdom score.
  TABLE 3–9:  
  THE GODS OF THIEVES’ WORLD
  Name
  Portfolio
  Domains
  Allestina
  Celibacy, inspiration, 
  purity
  Inspiration, Nobility, Truth
  Amalur
  Charity, good works, 
  equality
  Community, Desperation, 
  Solace
  Anen
  Libations, grain, 
  agriculture
  Animal, Inspiration, Plant
  Azyuna
  Adultery, betrayal, 
  treason
  Betrayal, Subterfuge, Trickery
  Death
  Death, justice, order
  Darkness, Death, Justice
  Dyareela
  Chaos, disease, 
  madness, wickedness
  Catastrophe, Disease, 
  Madness
  Eshi
  Beauty, earthly love, 
  sensuality
  Beauty, Charm, Pleasure
  Heqt
  Protector of humanity, 
  growth, health
  Liberation, Plant, Travel
  Ils
  The Thousand Eyes, 
  wisdom, trickery
  Eloquence, Knowledge, 
  Trickery
  Irrunega
  Justice, liberation, 
  horses
  Ancestors, Justice, Liberation
  Larlerosh
  Sea, hooks, nets
  Animal, Snares, Water
  Meshpri
  Apothecaries, healing, 
  home
  Healing, Solace, Truth
  Mother 
  Bey
  Agriculture, earth, 
  royalty, serpents
  Animal, Earth, Nobility
  Porta
  Bitch of the sea, 
  demon-goddess
  Destruction, Strength, Water
  Sabellia
  Community, healing, 
  peace
  Healing, Night, Protection
  Savankala
  Sun, life, heat, eagles
  Fire, Justice, Sun
  Shalpa
  Him Whom We Do 
  Not Name
  Luck, Trickery, War
  Shipri
  Charity, hearths, 
  mothers
  Earth, Home, Protection
  Sivini
  Architecture, war, 
  wisdom
  Artiﬁce, Knowledge, War
  Sostreia
  Goddess of Renewal, 
  Underworld
  Protection, Repose, Spirit
  Theba
  Downtrodden and 
  destitute
  Desperation, Healing, 
  Protection
  Thili
  Hearth and marriage
  Charm, Community, Home
  Thuﬁr
  Pilgrims, trade, travel
  Eloquence, Swiftness, Travel
  Vashanka
  Violence, Storms, 
  Warfare
  Conquest, War, Weather
  Weda 
  Krizhtawn
  The goddess of the sea
  Community, Water, Weather
  This is a condensed table listing the gods of Thieves’ World. For more 
  information on each, see Appendix I.
  
  - 69 -
  CHAPTER THREE: CHARACTER CLASSES
  • Banish Outsider: The priest may banish demons and other extraplanar 
  beings back to their plane of origin. This works in the same way as the 
  turn undead ability of clerics in the PHB, but aﬀects outsiders rather 
  than undead. Any outsider aﬀected by the turning attempt is banished 
  to its home plane or world. If it has the ability to travel between planes, 
  it cannot return to the material world for 10 rounds (1 minute). If the 
  priest has at least twice as many levels as the outsider has Hit Dice, 
  the outsider is destroyed rather than banished.
  • Commanding Presence: The priest can call upon the power of her god 
  to lend spiritual authority to her words and deeds. She adds a divine 
  bonus equal to her Wisdom bonus on all her Charisma checks and 
  Charisma-based skill checks for 10 minutes per priest level.
  • Divine Protection: The priest can call upon her god to protect her 
  and other nearby faithful. She and all her allies within 30 feet gain 
  energy resistance equal to 5 + her Wisdom bonus against all ﬁve 
  energy types (acid, cold, electricity, ﬁre, and sonic), and a divine 
  bonus on all saving throws equal to her Wisdom bonus. The beneﬁt 
  lasts for a number of rounds equal to the priest’s level.
  • Guidance: The priest can call upon the power of her god to guide 
  her thoughts and deductions. She adds a divine bonus equal to her 
  Wisdom bonus on all her Intelligence checks and Intelligence-based 
  skill checks for 10 minutes per priest level.
  • Holy Vitality: The priest can call upon her god to give her strength 
  and vigor, especially in battle. She gains fast healing 1 and a natural 
  armor bonus equal to her Wisdom bonus. The eﬀects of this power 
  last for a number of rounds equal to the priest’s level.
  • Mighty Prayer: The priest can draw upon her god’s attention to ensure 
  her prayers are answered. She gains a bonus on her spellcasting or 
  ritualcasting check equal to her class level for the next spell or ritual 
  she casts, and she casts that spell or ritual at +1 caster level. If the 
  priest does not begin casting a spell or ritual within ﬁve rounds of 
  channeling this power, the bonus is lost (but the priest still loses one 
  use of her divine power for the day).
  • Resist Magic: The priest can resist the spells and rituals of her enemies. 
  She gains spell resistance equal to 10 + her Wisdom bonus, and gains 
  a divine bonus equal to her Wisdom bonus on all saving throws made 
  against spells, spell-like abilities and supernatural abilities. This beneﬁt 
  lasts a number of rounds equal to her class level.
  • Solemn Curse: The priest can curse someone in the name of her deity 
  for even more power. Once she channels divine power, she adds her 
  Wisdom bonus on the next curse roll she makes, and gains only half as 
  many negative levels as normal if her curse is successful (see Chapter 
  Eight: Sorcery for more information on curses). If the priest does not 
  curse another creature within 5 minutes of channeling this power, the 
  beneﬁt is lost (but the priest still loses one use of her divine power for 
  the day).
  • State of Grace: The priest can call upon her god to sharpen her senses 
  and give her certainty in her actions. She gains a divine bonus equal 
  to her Wisdom bonus on all her Wisdom checks and Wisdom-based 
  skill checks for 10 minutes per class level. This does not aﬀect her Will 
  saves.
  • Turn or Rebuke Undead: The priest may turn (repel) or rebuke (control) 
  undead beings. This ability works exactly like the cleric ability (see 
  Turn or Rebuke Undead in Chapter Eight: Combat of the PHB). 
  When selecting this power, the priest must choose whether she turns 
  or rebukes undead. This choice cannot be changed later.
  RANGER
  It’s a wide, dangerous world outside the walls of Sanctuary, and those who 
  brave that world can be just as dangerous. Rangers are warriors more at 
  home in the wilderness than in towns and cities, and who have honed their 
  survival skills to the same razor-sharp edge as their swords. Some rangers 
  are trained specialists—guerilla ﬁghters and special forces operatives 
  held apart from common soldiers. Other rangers are born rather than 
  made—characters who focused their martial talents in order to survive 
  the hazards of their native environments. Rangers are less versatile and 
  deadly in combat than a trained ﬁghter, but they make up for this with 
  their focused knowledge and noncombat training. Of course, those skills 
  are not always of immediate use inside Sanctuary—but the wilderness is 
  never very far away, even in the heart of this city.
  The hard-bitten Samlor Hil Sant was a notable ranger of the Rankan 
  era (who also possessed initiate levels), along with Illyra’s half-brother 
  Walegrin and the special forces of the Rankan 3rd Commando. In the 
  modern era, the Irrune leader Arizak is a skilled ranger, although his 
  injured leg has ended his time as a warrior. Other rangers include Ano 
  Corlez and Balor of the Swamp of Night Secrets.
  GAME RULE INFORMATION
  The ranger class of Thieves’ World is diﬀerent than the one of the PHB, 
  and the following game rules replace those of that class. Rangers have 
  the following game statistics.
  RANGERS WITHIN SANCTUARY
  Because most Thieves’ World campaigns take place within the urban environment of Sanctuary, rangers may not seem like a very attractive 
  class at ﬁrst glance. They shine in the wild places, but inside the walls of a civilized city their skills are out of place. Fighters are more robust 
  in combat, while thieves have the skills and advantages often best suited to the urban sprawl.
  But civilization is a relative term, and Sanctuary is a far cry from a modern metropolis. There are many wild and dangerous places within the 
  city walls itself, any of which might see a ranger put his survival skills to good use. There are two rivers and the sea; there are the Swamp of 
  Night Secrets and the tunnels under the city; there are groves of trees and stretches of uncultivated land scattered throughout Sanctuary. Venture 
  no more than a mile outside the ‘oﬃcial’ city limits and you ﬁnd hills, forests, caves and ruins—locations that many Sanctans call home and 
  travel to and from every day. It only takes one trip to Hâlott’s tower at midnight, one chase through the forests around High Harbor View, or 
  one desperate battle with cultists in the Swamp of Night Secrets to point out how much a ranger can accomplish in Sanctuary—and just how 
  quickly ‘civilization’ can vanish in Thieves’ World.
  
  - 70 -
  CHAPTER THREE: CHARACTER CLASSES
  Abilities: A high Strength allows a ranger to maximize her melee 
  potential, while Dexterity grants the same beneﬁts to her ranged 
  attacks. Wisdom is the key ability for a number of ranger skills, 
  while a high Constitution supplements the ranger’s lower Hit 
  Die.
  Hit Die: d8.
  Starting Shaboozh: 5d4 × 10 (125 sh).
  CLASS SKILLS
  The ranger’s class skills (and the key ability for each skill) are Climb 
  (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), 
  Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) 
  (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), 
  Ride (Dex), Search (Int), Speak Language (n/a), Spot (Wis), Survival 
  (Wis), Swim (Str), and Use Rope (Dex). See Chapter Four: Skills 
  in the PHB and Chapter Five: Skills and Feats in this book for skill 
  descriptions.
  Skill Points at 1st Level: (6 + Int modiﬁer) × 4.
  Skill Points at Each Additional Level: 6 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the ranger.
  WEAPON AND ARMOR PROFICIENCY
  A ranger is proﬁcient with all simple and martial weapons, and with light 
  armor and shields (except tower shields).
  FAVORED ENVIRONMENT (EX)
  A ranger is adept at surviving and operating within a particular kind of 
  environment (selected from the list below). Whenever the ranger is in 
  that favored environment, she gains a +2 bonus on Hide, Listen, Move 
  Silently, Search, Spot and Survival checks. She also gains a +2 bonus on 
  appropriate Knowledge checks made regarding that environment.
  FAVORED ENVIRONMENT
  Environment
  Example
  Aquatic
  Sea, underwater
  Desert, cold
  Tundra
  Desert, temperate or 
  warm
  Badlands, sandy desert (the Gray 
  Wastes)
  Forest, cold  
  or temperate
  Forest
  Forest, warm
  Jungle
  Hills
  Rugged terrain up to 2,000 feet elevation
  Marsh
  Bog, moor, swamp (Swamp of Night 
  Secrets)
  Mountain
  Rugged terrain above 2,000 feet 
  elevation (the World Spine Mountains)
  Plains
  Farmland, prairie
  Underground
  Dungeons, caverns  
  (the Bloody Hand tunnels)
  At 5th, 10th, 15th and 20th levels, the ranger may select an additional 
  favored environment and gain an identical bonus on skill checks in that 
  
  - 71 -
  CHAPTER THREE: CHARACTER CLASSES
  environment. In addition, each time the ranger gains a new favored 
  environment, the bonuses in any one favored environment (including 
  the one just selected, if so desired) increase by +2. For example, a 5th 
  level ranger has two favored environments, with a +4 bonus on skill 
  checks in one environment and a +2 bonus in the other. When she gains 
  a third favored environment at 10th level, the bonus for one of those 
  environments increases by +2. She could have a +6 in one environment and 
  +2 in the other two, or +4 in two environments and +2 in the third.
  TRACK
  A ranger gains Track as a bonus feat.
  COMBAT STYLE (EX)
  At 2nd level, a ranger must select a combat style from those listed on 
  the table below, gaining the indicated bonus feat. This choice aﬀects the 
  character’s class features but does not restrict her selection of feats or 
  special abilities in any way. A ranger need not meet the prerequisites to 
  gain these feats.
  COMBAT STYLE
  Combat Style
  Bonus Feat
  Archery
  Rapid Shot
  Cavalry
  Ride-By Attack
  Assault
  Cleave
  Skirmish
  Mobility
  Two-weapon
  Two-Weapon Fighting
  The beneﬁts of the chosen style apply only when she wears light or no armor. 
  She loses all beneﬁts of her style when wearing medium or heavy armor.
  ENDURANCE
  A 3rd-level ranger gains Endurance as a bonus feat.
  TRAP SENSE
  At 4th level, a ranger gains an intuitive sense that alerts her to danger from 
  traps, giving her a +1 bonus on Reﬂex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. These bonuses increase 
  to +2 when the ranger reaches 9th level, to +3 at 14th level, and to +4 at 
  19th level. Trap sense bonuses gained from multiple classes stack.
  IMPROVED COMBAT STYLE (EX)
  At 6th level, a ranger’s aptitude in her chosen combat style (see previous) 
  improves, granting her the indicated bonus feat. A ranger need not meet 
  the prerequisites to gain these feats.
  IMPROVED COMBAT STYLE
  Combat Style
  Bonus Feat
  Archery
  Manyshot
  Cavalry
  Trample
  Assault
  Great Cleave
  Skirmish
  Spring Attack
  Two-weapon
  Improved Two-Weapon Fighting
  TABLE 3–12: THE RANGER
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +1
  +2
  +2
  +0
  +0
  1st favored environment, Track
  2nd
  +2
  +3
  +3
  +0
  +0
  Combat style
  3rd
  +3
  +3
  +3
  +1
  +0
  Endurance
  4th
  +4
  +4
  +4
  +1
  +1
  Trap sense +1
  5th
  +5
  +4
  +4
  +1
  +1
  2nd favored environment
  6th
  +6/+1
  +5
  +5
  +2
  +1
  Improved combat style
  7th
  +7/+2
  +5
  +5
  +2
  +1
  Fluid movement
  8th
  +8/+3
  +6
  +6
  +2
  +2
  Swift tracker
  9th
  +9/+4
  +6
  +6
  +3
  +2
  Evasion, trap sense +2
  10th
  +10/+5
  +7
  +7
  +3 
  +2
  3rd favored environment
  11th
  +11/+6/+1
  +7
  +7
  +3
  +2
  Combat style mastery
  12th
  +12/+7/+2
  +8
  +8
  +4
  +3
  —
  13th
  +13/+8/+3
  +8
  +8
  +4
  +3
  Camouﬂage
  14th
  +14/+9/+4
  +9
  +9
  +4
  +3
  Trap sense +3
  15th
  +15/+10/+5
  +9
  +9
  +5
  +3
  4th favored environment
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  +4
  —
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  +4
  Hide in plain sight
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  +4
  —
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  +4
  Trap sense +4
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  +5
  5th favored environment
  
  - 72 -
  CHAPTER THREE: CHARACTER CLASSES
  As before, the beneﬁts of the ranger’s chosen style apply only when she 
  wears light or no armor. She loses all beneﬁts of her combat style when 
  wearing medium or heavy armor.
  FLUID MOVEMENT (EX)
  Starting at 7th level, a ranger may move through any of her favored 
  environments with ease. Within those environments, the ranger can 
  move through any kind of natural undergrowth or impediment (thorns 
  and briars, rocky badlands, quicksand, coral reefs, thick jungle, and so on) 
  at her normal speed and without taking damage or suﬀering any other 
  impairment. However, hazards and obstacles created or enhanced by 
  magic still aﬀect her. In addition, rangers who favor aquatic environments 
  may move an additional 5 feet with a successful Swim check. Rangers 
  who favor mountains may move an additional 5 feet with a successful 
  Climb check.
  SWIFT TRACKER (EX)
  Beginning at 8th level, a ranger can move at her normal speed while 
  following tracks without taking the normal –5 penalty. As well, she takes 
  only a –10 penalty (instead of the normal –20) when moving at up to twice 
  normal speed while tracking.
  EVASION (EX)
  At 9th level, a ranger can avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reﬂex saving throw against an attack that 
  normally deals half damage on a successful save, she instead takes no damage. 
  Evasion can be used only if the ranger is wearing light armor or no armor. 
  A helpless ranger does not gain the beneﬁt of evasion.
  COMBAT STYLE MASTERY (EX)
  At 11th level, a ranger’s aptitude in her chosen combat style improves 
  again, granting her the indicated bonus feat. A ranger need not meet the 
  prerequisites to gain these feats.
  COMBAT STYLE MASTERY
  Combat Style
  Bonus Feat
  Archery
  Improved Precise Shot
  Cavalry
  Spirited Charge
  Assault
  Improved Critical (applies to any  
  nonlight melee weapon used)
  Skirmish
  Whirlwind Attack
  Two-weapon
  Greater Two-Weapon Fighting
  As before, the beneﬁts of the ranger’s chosen style apply only when she 
  wears light or no armor. She loses all beneﬁts of her combat style when 
  wearing medium or heavy armor.
  CAMOUFLAGE (EX)
  A ranger of 13th level or higher can use the Hide skill in any sort of 
  natural terrain, even if the terrain doesn’t grant cover or concealment.
  HIDE IN PLAIN SIGHT (EX)
  While in any sort of natural terrain, a ranger of 17th level or higher can 
  use the Hide skill even while being observed.
  SAVANT
  Not every problem, even in Sanctuary, can be solved with a blade or a 
  spell, or by running away. While mercenaries and wizards often make 
  the most visibly dangerous heroes (or villains), Thieves’ World has always 
  been a place where brains are at least as important as brawn (and are often 
  much less likely to get you killed). Savants are characters who perfect 
  their mundane skills and knowledge, and who prefer to think their way 
  through trouble and adventure. From merchants to herbalists, interpreters 
  to storytellers, the streets of Sanctuary have always played host to a wide 
  variety of savants. Their stories and adventures are not always as blood-
  soaked and terrifying as those of ﬁghters and thieves, but that’s the way 
  most savants like it. Given the opportunity, a savant prefers his adventures 
  to be longer on proﬁt and shorter on loss of life.
  In the Rankan era, Sanctuary boasted such savants as Hakiem the 
  storyteller, Illyra the half-S’Danzo seer (who also possessed witch levels), 
  herbalist Alten Stulwig, and the chilling vivisectionist Kurd. Modern 
  Sanctuary provides even more opportunities for savants to ply their 
  trade and partake in adventure, with notable examples including Bezul 
  the changer and the multi-lingual Dysan.
  GAME RULE INFORMATION
  Savants have the following game statistics.
  Abilities: Intelligence is of primary importance for savants, acting as the key 
  ability for many of their special abilities and skills (and increasing their 
  ranks in those skills). Wisdom and Charisma are important to a number 
  of savant skills as well, and those savants who get involved in dangerous 
  adventures beneﬁt from good Dexterity and Constitution scores.
  Hit Die: d6.
  Starting Shaboozh: 3d4 × 10 (75 sh).
  CLASS SKILLS
  The savant’s class skills (and the key ability for each skill) are Appraise 
  (Int), Bluﬀ (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), 
  Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal 
  (Cha), Heal (Wis), Knowledge (all skills, taken individually), Listen 
  (Wis), Perform (Cha), Profession (Wis), Read/Write Language (n/a), 
  Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), 
  and Use Rope (Dex). See Chapter Four: Skills in the PHB and Chapter 
  Five: Skills and Feats in this book for skill descriptions.
  Skill Points at 1st Level: (6 + Int modiﬁer) × 4.
  Skill Points at Each Additional Level: 6 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the savant.
  WEAPON AND ARMOR PROFICIENCY
  Savants are proﬁcient with all simple weapons and with light armor, but 
  not with shields.
  BONUS FEATS
  At 1st level, and then at 4th level and every four levels thereafter (8th, 
  12th, and so on), a savant receives a bonus feat in addition to any he 
  
  - 73 -
  CHAPTER THREE: CHARACTER CLASSES
  would normally receive. He must meet all the prerequisites for a bonus 
  feat, and must select these bonus feats from the following:
  Alertness, Animal Aﬃnity, Deceitful, Diligent, Fame*, Investigator, Iron 
  Will, Leadership, Low Proﬁle*, Manhunter*, Maze-Savvy*, Negotiator, 
  Persuasive, Self-Suﬃcient, Skill Focus, and Well-Connected*.
  *New feats introduced in Chapter Five.
  TALENT
  As a savant increases in level, he gains special talents that grant him 
  new abilities or improve his existing skills and abilities. At 2nd level 
  and every four levels thereafter (6th, 10th, and so on), a savant chooses a 
  talent from the list below. Some talents may be selected multiple times, 
  as noted in their description.
  The list of talents presented here is not exhaustive. GMs and players 
  may wish to create custom talents in order to better portray a character’s 
  unique skills and abilities.
  • Consummate Professional (Ex):  The savant is known for his candor and 
  bearing when it comes to business dealings. He gains a +2 bonus to all 
  Profession checks. In addition, he gains a +1 bonus to his Reputation 
  score.
  • Eidetic Memory (Ex): The savant has a near-foolproof memory for 
  information, gaining a +2 circumstance bonus on all Knowledge 
  checks. If the savant is the victim of any eﬀect (magical or mundane) 
  that alters memories, he adds his Intelligence bonus (if any) on his 
  saving throw.
  • Good Fortune (Ex): A savant is simply luckier than the average citizen. 
  Once per day, he may reroll any failed attack roll, saving throw, ability 
  check, skill check, or other d20 roll. He must take the result of the 
  reroll, even if it is worse than the original result.
  • Great Performer (Ex): The savant has an uncanny skill at performing 
  in front of audiences. Choose one Perform skill. The savant may roll 
  two dice and take the better result when making checks with this skill. 
  In addition, the savant can bolster his companions when faced with 
  grave danger. As a full-round action, the savant may make a Perform 
  check against the save DC of the spell or eﬀect aﬄicting an ally with 
  30 feet. For example, Corby, a stalwart thief, is crippled with fear, 
  having failed a save against cause fear. The spell’s DC is 13. To negate 
  this spell, Corby must succeed on a DC 13 Perform check.
  • Healing Hands (Ex): The savant is a master of using mundane medicines 
  and treatments, gaining a +2 bonus on Heal checks. When the savant 
  uses the Heal skill to stabilize an unconscious character, that character 
  also heals one hit point (a character can only receive this beneﬁt once per 
  day). When the savant uses Heal for long-term treatment of a patient, 
  that patient heals an additional number of hit points each day equal to 
  the savant’s Intelligence bonus (minimum +1).
  • Intelligent Combatant (Ex): The savant uses his common sense and 
  quick wits in combat, and can spot openings in an opponent’s defenses. 
  When in combat, the savant may use his Intelligence modifier 
  instead of his Strength modiﬁer on melee attack rolls, and may use 
  his Intelligence modiﬁer instead of his Dexterity modiﬁer on ranged 
  attack rolls. This does not aﬀect his AC, initiative, damage rolls and 
  bonuses, or any other function of Strength and Dexterity in combat, 
  nor does it alter the Strength and Dexterity prerequisites for any 
  combat-oriented feats.
  • Local Legend (Ex): The savant is particularly well-known for his skill and 
  ability. Choose one Charisma-based skill; if the savant is recognized, the 
  Reputation beneﬁt for using that skill increases by +2 (see Reputation 
  
  - 74 -
  CHAPTER THREE: CHARACTER CLASSES
  on page 128).This talent can be selected multiple times. Each time, the 
  savant applies it to a diﬀerent Charisma-based skill.
  • Lore (Ex): The savant has an exceptional wealth of knowledge on a 
  variety of topics, drawing information from books, personal experience, 
  stories, legends, rumors, and many other sources. This talent works 
  just like the standard bardic knowledge ability (see the bard class 
  description in Chapter Three: Classes of the PHB),
  • Master Crafter (Ex): The savant can make items exceptionally quickly. 
  At each level, the savant receives a number of craft points equal to his 
  Intelligence score. Whenever the savant uses the Craft skill to make 
  any sort of item, he may spend a craft point rather than make a Craft 
  check for a day’s or week’s work. The savant then resolves the Craft 
  attempt as if he had taken 20 on the check.
   
  The savant gains a new set of craft points every time he gains a savant 
  level. Any unspent points from the previous level are lost.
  • Master Merchant (Ex): The savant is an expert at buying, selling and 
  haggling. He receives a +4 bonus on all Profession (merchant) checks 
  and on Diplomacy checks made to haggle or bargain. As well, the 
  savant can raise or lower a price by a maximum 30% in each round of 
  haggling, instead of the normal 25% (see Haggling on page 117).
  • Skill Mastery (Ex): The savant becomes so proﬁcient in the use 
  of certain skills that he can use them reliably even under adverse 
  conditions. He selects a number of skills equal to 3 + his Intelligence 
  bonus (if any). When making a skill check with one of these skills, 
  he may take 10 even if stress and distractions would normally prevent 
  him from doing so. The savant may select this talent multiple times. 
  Each time, he selects a new set of skills.
  • Supportive (Ex): The savant has a gift for assisting others in diﬃcult or 
  complex tasks. If he successfully uses the aid another action to assist 
  another character on a skill check, the savant gives that character 
  a bonus equal to his own ranks in the skill (but not the applicable 
  ability bonus or any other bonuses the savant might add to his own 
  skill checks).
   
  When the savant uses the aid another action in combat, his ally gains 
  a bonus on attack rolls equal to the savant’s own Intelligence bonus 
  (if any).
  TABLE 3–13: THE SAVANT
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +0
  +2
  +0
  Bonus feat
  2nd
  +1
  +0
  +0
  +3
  +0
  Talent
  3rd
  +2
  +1
  +1
  +3
  +1
  —
  4th
  +3
  +1
  +1
  +4
  +1
  Bonus feat
  5th
  +3
  +1
  +1
  +4
  +1
  —
  6th
  +4
  +2
  +2
  +5
  +1
  Talent
  7th
  +5
  +2
  +2
  +5
  +2
  —
  8th
  +6/+1
  +2
  +2
  +6
  +2
  Bonus feat
  9th
  +6/+1
  +3
  +3
  +6
  +2
  —
  10th
  +7/+2
  +3
  +3
  +7 
  +2
  Talent
  11th
  +8/+3
  +3
  +3
  +7
  +3
  —
  12th
  +9/+4
  +4
  +4
  +8
  +3
  Bonus feat
  13th
  +9/+4
  +4
  +4
  +8
  +3
  —
  14th
  +10/+5
  +4
  +4
  +9
  +3
  Talent
  15th
  +11/+6/+1
  +5
  +5
  +9
  +4
  —
  16th
  +12/+7/+2
  +5
  +5
  +10
  +4
  Bonus feat
  17th
  +12/+7/+2
  +5
  +5
  +10
  +4
  —
  18th
  +13/+8/+3
  +6
  +6
  +11
  +4
  Talent
  19th
  +14/+9/+4
  +6
  +6
  +11
  +5
  —
  20th
  +15/+10/+5
  +6
  +6
  +12
  +5
  Bonus feat
  USING SAVANTS
  Like experts, savants can be just about any kind of character, from 
  an entertainer to a shoemaker. This class oﬀers ﬂexibility, diversity, 
  and interesting and unique abilities, but when compared to other 
  character classes, they may seem lacking. Savants don’t have 
  overwhelming combat skills, or any particular knack for magic. 
  In some respects, the savant may seem like a poor choice when 
  measured against ﬁghters, barbarians, and mages. However, Thieves’ 
  World stories are not about dealing 450 points of damage with a 
  +6 keen vorpal greatsword, but rather subtlety, ﬁnesse, and skill. The 
  people of these streets are the everyday common man who might 
  run a successful business selling cure-alls and stumbles onto a slaving 
  ring or a drug den or a band of cultists who meet in the alley behind 
  his home. The savant class exists to replicate these sorts of everyman 
  heroes. With access to a diverse skill assortment, you can create just 
  about any kind of character you wish, and receive more beneﬁts than 
  you would have by playing an NPC class like the expert.
  
  - 75 -
  CHAPTER THREE: CHARACTER CLASSES
  SURVIVOR
  Life in Sanctuary is hard, as is life in the world beyond the city walls, and 
  to survive it you must be harder still. Some make their way in this world 
  with magic, vast wealth, or secret swordplay techniques—and some make 
  it from day to day simply because they refuse to let the world beat them. 
  Survivors are the hardy souls who take the worst that this city can throw 
  at them and come back for more. And in a city that has seen Stepsons 
  and wizard weather, the Bloody Hand and the walking dead, ‘the worst’ 
  can be terrifying to contemplate. Survivors rely not on weapons, tricks, or 
  networks of contacts, but on their own courage and determination, and on 
  their hardy, battle-scarred bodies and ﬁsts. Some are criminals or bandits, 
  some crafters or laborers, some explorers or adventurers—whatever it 
  takes to put food on the table, a lock at the door, and the dangers of the 
  world at arm’s length for one more night.
  Notable survivors of the Rankan era include the young terrorist Zip, Enas 
  Yorl’s associate Jarveena (a survivor/savant), and Ischade’s servants Sticho 
  and Moria (a survivor/thief). In the modern era, the most noteworthy 
  survivor is Cauvin, the stonemason and brawler who inherited the 
  memories and responsibilities of Molin Torchholder. Other survivors 
  include Kadithe Mur, Dace (who survived the Swamp of Night Secrets 
  but not the temptations of opah), and the shapeshifting Aaliyah.
  GAME RULE INFORMATION
  Survivors have the following game statistics.
  Abilities: Constitution and Wisdom are the survivor’s most important 
  abilities, allowing him to withstand great amounts of physical 
  punishment and stand ﬁrm in the face of horror and danger alike. 
  Wisdom also plays an important role for many of the survivor’s class 
  skills. Brawling survivors rely on good Strength scores, while those 
  who prefer to survive by avoiding trouble favor Dexterity.
  Hit Die: d10.
  Starting Shaboozh: 3d4 × 10 (75 sh).
  CLASS SKILLS
  The survivor’s class skills (and the key ability for each skill) are Climb 
  (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), 
  Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival 
  (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 
  Four: Skills in the PHB and Chapter Five: Skills and Feats in this book 
  for skill descriptions.
  Skill Points at 1st Level: (6 + Int modiﬁer) × 4.
  Skill Points at Each Additional Level: 6 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the survivor.
  WEAPON AND ARMOR PROFICIENCY
  The street-ﬁghting that most survivors end up engaging in at some 
  point gives them proﬁciency with all simple weapons and light armor, 
  but not with shields.
  TABLE 3–14: THE SURVIVOR
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +2
  +0
  +2
  +0
  Bonus feats
  2nd
  +1
  +3
  +0
  +3
  +0
  Fight or ﬂight, bonus feat
  3rd
  +2
  +3
  +1
  +3
  +0
  —
  4th
  +3
  +4
  +1
  +4
  +1
  Bonus feat
  5th
  +3
  +4
  +1
  +4
  +1
  Fight or ﬂight, indomitable 1/day
  6th
  +4
  +5
  +2
  +5
  +1
  —
  7th
  +5
  +5
  +2
  +5
  +1
  Bonus feat
  8th
  +6/+1
  +6
  +2
  +6
  +2
  No fear
  9th
  +6/+1
  +6
  +3
  +6
  +2
  —
  10th
  +7/+2
  +7
  +3
  +7 
  +2
  Fight or ﬂight, cling to life
  11th
  +8/+3
  +7
  +3
  +7
  +2
  Indomitable 2/day
  12th
  +9/+4
  +8
  +4
  +8
  +3
  —
  13th
  +9/+4
  +8
  +4
  +8
  +3
  Too tough to die, bonus feat
  14th
  +10/+5
  +9
  +4
  +9
  +3
  Fight or ﬂight
  15th
  +11/+6/+1
  +9
  +5
  +9
  +3
  —
  16th
  +12/+7/+2
  +10
  +5
  +10
  +4
  Bonus feat
  17th
  +12/+7/+2
  +10
  +5
  +10
  +4
  Never surrender
  18th
  +13/+8/+3
  +11
  +6
  +11
  +4
  —
  19th
  +14/+9/+4
  +11
  +6
  +11
  +4
  Indomitable 3/day
  20th
  +15/+10/+5
  +12
  +6
  +12
  +5
  Fight or ﬂight
  
  - 76 -
  CHAPTER THREE: CHARACTER CLASSES
  BONUS FEATS
  As he increases in level, a survivor gains a number of speciﬁc bonus feats to augment his 
  street-level combat skills. He need not have any of the prerequisites normally required for 
  these feats to select them.
  • At 1st level, a survivor gains Improved Unarmed Strike and either Improved 
  Damage Threshold* or Toughness as bonus feats.
  • At 2nd level, he gains Endurance as a bonus feat.
  • At 4th level, he gains Acrobatic, Athletic, or Self-Suﬃcient as a bonus feat.
  • At 7th level, he gains Diehard as a bonus feat.
  • At 13th level, he gains Great Fortitude, Iron Will, or Lightning Reﬂexes 
  as a bonus feat.
  • At 16th level, he gains either Greater Damage Threshold* or Greater 
  Toughness* as a bonus feat.
  *New feats introduced in Chapter Five.
  FIGHT OR FLIGHT (EX)
  At 2nd level, the survivor starts perfecting his unarmed combat skills, 
  rather than relying on weapons that might be stolen, invite attack 
  from others, or provide evidence of wrongdoing to a suspicious city 
  watch. The survivor learns the ﬁrst aggressive or defensive combat 
  technique from the list below. At 5th, 10th, 14th and 20th level, 
  the survivor develops another technique. Each time, he chooses 
  whether to learn an aggressive or defensive technique, taking the 
  next available technique from that list.
  • Aggressive Techniques: These techniques improve the 
  survivor’s unarmed strike damage.
   1st: The survivor deals 1d6 points of damage (lethal or 
  nonlethal) with an unarmed strike.
  2nd: The survivor deals 1d8 points of damage (lethal or 
  nonlethal) with an unarmed strike.
   
  3rd: The critical threat range of the survivor’s unarmed strikes 
  increases to 19–20. This does not stack with similar improvements, 
  like that from the Improved Critical feat.
   
  4th: The survivor deals 1d10 points of damage or 2d6 points of nonlethal 
  damage with an unarmed strike. As well, the survivor’s unarmed attacks do 
  triple damage on a critical hit, rather than double damage.
   
  5th: The survivor deals 2d8 points of damage or 2d10 points of nonlethal 
  damage with an unarmed strike. As well, the survivor gains a circumstance 
  bonus on his attack rolls equal to his Wisdom bonus (minimum +1) when 
  making an unarmed strike.
  • Defensive Techniques: These techniques improve the survivor’s Armor Class 
  and movement.
   1st: The survivor adds his Wisdom bonus (minimum +1) as a dodge bonus to his Armor 
  Class. A condition that would make the survivor lose his Dexterity bonus to Armor 
  Class (if any) also makes him lose dodge bonuses.
   2nd: The survivor gains evasion. If he makes a successful Reﬂex saving throw against an 
  attack that normally deals half damage on a successful save, the survivor instead takes 
  no damage. Evasion can be used only if a survivor is wearing light armor or no armor. 
  A helpless survivor does not gain the beneﬁt of evasion.
   3rd: The survivor’s base speed increases by 10 feet, and he gains the uncanny dodge 
  ability. A survivor retains his Dexterity bonus to AC (if any) even if he is 
  
  - 77 -
  CHAPTER THREE: CHARACTER CLASSES
   
  caught ﬂat-footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized.
   
  4th: When ﬁghting defensively the survivor gains an additional +2 bonus 
  to his AC. As well, the survivor gains the improved evasion ability. He 
  still takes no damage on a successful Reﬂex saving throw against attacks, 
  but henceforth he takes only half damage on a failed save. A helpless 
  survivor does not gain the beneﬁt of improved evasion.
   
  5th: The survivor’s base speed increases by another 20 feet. As well, he 
  gains double the normal beneﬁts of cover and concealment when in 
  combat. When he has concealment, attacks against the survivor have 
  a 40% miss chance, and cover provides a +8 bonus to his AC.
  INDOMITABLE (EX)
  A survivor can resist hazards, poison, unusual attacks, and even magic 
  through sheer willpower. When the survivor fails to make a saving throw, 
  he can immediately reroll that save, adding his Wisdom modiﬁer as a 
  bonus on the second save attempt. He must take the result of the reroll, 
  even if it is worse than the original result.
  The survivor can use this ability once per day at 4th level, twice per day 
  at 11th level, and three times per day at 19th level.
  NO FEAR (EX)
  At 8th level, the survivor becomes diﬃcult to coerce. When another character 
  attempts an Intimidate check against him, the survivor adds his total Will 
  save bonus on his level check instead of just his Wisdom bonus.
  CLING TO LIFE (EX)
  At 10th level, a survivor can withstand injuries that would otherwise be 
  fatal. Instead of dying when reduced to –10 hit points, the survivor only 
  dies if reduced to negative hit points equal to his Constitution score. The 
  beneﬁts of the Diehard feat no longer apply once the survivor reaches 
  –10 hp or less, but the survivor has a percentage chance to stabilize 
  when reduced to negative hit points equal to his Constitution score. For 
  example, a survivor with Constitution 16 would die only when reduced 
  to –16 hit points, and has a 16% chance to stabilize rather than the 
  normal 10%.
  This ability cannot be used by survivors with Constitution 10 or less.
  TOO TOUGH TO DIE (EX)
  At 13th level, the survivor adds his Wisdom bonus (minimum +1) on his 
  Fortitude saves against massive damage, resisting infection, or avoiding 
  severe injury (see Chapter Six: Supplemental Rules).
  NEVER SURRENDER (EX)
  At 17th level, the survivor refuses to allow pain or injury to slow him 
  down. He gains energy resistance against all ﬁve energy types (acid, 
  cold, electricity, ﬁre, and sonic) equal to his Wisdom bonus (minimum 
  +1). As well, he gains a like amount of damage reduction. For example, 
  a survivor with Wisdom 16 would gain energy resistance 3 and damage 
  reduction 3/—.
  WITCH
  Some people are born with a talent for swordplay or smooth words; 
  others are born with sorcery in their veins. Witchcraft is an innate power, 
  drawing on natural and unnatural energies within a witch’s very body and 
  soul. Wild and capricious, it is little wonder that witchcraft—and the 
  equally unpredictable witches who practice it—is feared by the common 
  folk more than other forms of magic.
  A witch’s personality shapes her magic and vice versa, and the legends of 
  mad witches driven only by their dark passions are true more often than 
  not, especially when speaking of the Nisibisi. Then again, witchcraft is 
  also at the core of the S’danzo talent for divination, and is a power that 
  can heal and aid as well as destroy and reshape. Every witch practices 
  her own unique art and follows her own personal goals. And especially 
  in Sanctuary, a touch of madness is hardly enough to disqualify one from 
  seeking power and adventure.
  Sanctuary once played host to two of the world’s greatest witches—the 
  Nisibisi Roxane (Death’s Queen), and the beautiful and cursed Ischade. 
  Other less infamous witches of that era includes Hanse’s lover Mignureal 
  and her mother Moonﬂower. Notable witches of modern Sanctuary 
  include Rime (who died at the hands of Spyder), the S’Danzo Elemi, 
  and the amnesiac Naijen Mal.
  GAME RULE INFORMATION
  Witches have the following game statistics.
  Abilities: Charisma is the most important ability for witches, as it governs 
  every aspect of their ability to cast spells and rituals. Witches also 
  beneﬁt from a high Intelligence for their mundane skills, while good 
  Dexterity and Constitution helps them survive combat.
  Hit Die: d4.
  Starting Shaboozh: 3d4 × 10 (75 sh)
  CLASS SKILLS
  The witch’s class skills (and the key ability for each skill) are Bluﬀ (Cha), 
  Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), 
  Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). See 
  Chapter Four: Skills in the PHB and Chapter Five: Skills and Feats 
  in this book for skill descriptions.
  Skill Points at 1st Level: (2 + Int modiﬁer) × 4.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the witch.
  WEAPON AND ARMOR PROFICIENCY
  Witches are proﬁcient with all simple weapons, but not with any type 
  of armor or shield. Wearing armor of any sort impedes a witch’s ability 
  to cast spells (see Spellcasting in Armor on page 142).
  SPELLCASTING
  Witches have the ability to cast a wide variety of spells. At 1st level, a 
  witch learns two Known spells and three Familiar spells (see Chapter 
  Eight: Sorcery), learning additional spells as she attains new levels as 
  shown on Table 3–16: Witch Spells. In addition, a witch receives bonus 
  spells per day if she has a high Charisma score.
  
  - 78 -
  CHAPTER THREE: CHARACTER CLASSES
  In order to cast a spell, a witch must have a Charisma score equal to at 
  least 10 + the spell’s level (Charisma 11 for ﬁrst-level spells, Charisma 12 
  for 2nd-level spells and so forth). The save DC for a witch’s spells equals 
  10 + the spell’s level + the witch’s Charisma modiﬁer.
  A witch can cast spells as rituals. If she does so, she uses the ritualcasting 
  bonus listed in Table 3–16 instead of the spellcasting bonus.
  WITCHCRAFT
  A witch’s sorcerous powers are unique and personal, drawn from within 
  and shaped by her personality and experiences. At 1st level, and then at 
  5th level and every ﬁve levels thereafter (5th, 10th, and so on), a witch 
  chooses a witchcraft ability from the list below, which grants her new 
  powers and beneﬁts. Unless otherwise noted, a witchcraft ability can 
  only be chosen once.
  The list of witchcraft abilities presented here is not exhaustive. GMs and 
  players may wish to create custom abilities in order to better portray a 
  character’s unique style of sorcery.
  • Ability Surge (Su): The witch can call upon her internal power to ﬁll her 
  body or mind with sorcerous energy. Once per day, plus one additional 
  time per ﬁve class levels, the witch gains a +2 enhancement bonus to a 
  single ability score. Using this ability is a swift action, and the bonus 
  lasts for a number of minutes equal to the witch’s class level.
  • Arcane Endurance (Ex): The witch is somewhat resistant to the physical 
  and mental strain of casting spells and rituals. When the witch takes 
  lethal damage from casting a spell or ritual, the damage is reduced by 
  an amount equal to the witch’s Wisdom bonus, down to a minimum 
  of 1 point of damage.
  • Cursespeaker (Su): The witch has a particular ﬂair for cursing others. 
  She adds her Charisma bonus on her curse roll when cursing another, 
  and gains only half as many negative levels as normal if her curse is 
  successful. (See Curses in Chapter Eight: Sorcery).
  • Embrace Power (Su): The witch can feed oﬀ the energy of spells she 
  counters, using it to bolster her body and mind. Whenever the witch 
  successfully casts a counterspell (but not simply dispel magic), she 
  absorbs the energy of the countered spell. As an immediate action (see 
  page 155), she can use this energy to heal herself of damage equal to 
  the countered spell’s level, or to gain a bonus on her next spellcasting 
  or ritualcasting check equal to the countered spell’s level. The energy of 
  the spell dissipates if not used by the witch’s next turn.
  • Familiar (Su): The witch has the ability to magically bond with an 
  animal, which can then aid her in various ways. In all other ways, this 
  animal functions as the standard familiar (see the Familiars sidebar in 
  Chapter Three: Classes of the PHB), including the cost in experience 
  points should the familiar die or be dismissed.
  • Force of Personality (Ex): The witch’s power expresses itself not just in 
  spells and rituals, but in every interaction she has with others. She 
  gains a circumstance bonus equal to her Charisma bonus on all her 
  Charisma checks and Charisma-based skill checks (eﬀectively adding 
  her Charisma bonus twice on such checks).
  • Sacriﬁcial Power (Su): The witch can sacriﬁce animals or even humans 
  to aid in her witchcraft. When performing a ritual (but not when 
  casting a spell), the witch may kill one or more living, helpless creatures 
  as part of the casting process. For each Hit Die of the creatures 
  sacriﬁced (or for each character level of a human sacriﬁce), the witch 
  either gains a +2 bonus on her ritualcasting check or increases the 
  TABLE 3–15: THE WITCH
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +0
  +2
  +0
  Spells, witchcraft
  2nd
  +1
  +0
  +0
  +3
  +0
  —
  3rd
  +1
  +1
  +1
  +3
  +1
  —
  4th
  +2
  +1
  +1
  +4
  +1
  —
  5th
  +2
  +1
  +1
  +4
  +1
  Witchcraft
  6th
  +3
  +2
  +2
  +5
  +1
  —
  7th
  +3
  +2
  +2
  +5
  +2
  —
  8th
  +4
  +2
  +2
  +6
  +2
  —
  9th
  +4
  +3
  +3
  +6
  +2
  —
  10th
  +5
  +3
  +3
  +7 
  +2
  Witchcraft
  11th
  +5
  +3
  +3
  +7
  +3
  —
  12th
  +6/+1
  +4
  +4
  +8
  +3
  —
  13th
  +6/+1
  +4
  +4
  +8
  +3
  —
  14th
  +7/+2
  +4
  +4
  +9
  +3
  —
  15th
  +7/+2
  +5
  +5
  +9
  +4
  Witchcraft
  16th
  +8/+3
  +5
  +5
  +10
  +4
  —
  17th
  +8/+3
  +5
  +5
  +10
  +4
  —
  18th
  +9/+4
  +6
  +6
  +11
  +4
  —
  19th
  +9/+4
  +6
  +6
  +11
  +5
  —
  20th
  +10/+5
  +6
  +6
  +12
  +5
  Witchcraft
  
  - 79 -
  CHAPTER THREE: CHARACTER CLASSES
  caster level of the ritual by +1 (maximum +20 caster level). The witch 
  can sacriﬁce up to her class level in Hit Dice or levels; additional HD 
  or levels have no eﬀect on the ritual.
  • Self Mastery (Su): A witch can internally focus her power to a greater 
  degree, giving her an exceptional ability to alter her own body and 
  mind with her spells and rituals. When casting any spell or ritual with 
  a range of personal, or when casting a touch spell upon herself, she 
  gains a +2 bonus on her spellcasting or ritualcasting checks, and casts 
  the spell or ritual at +1 caster level.
  • Unique Power (Ex): The witch’s inner ﬁre breaks down the normal divisions 
  between witchcraft, magic, and prayer to shape her own unique power. 
  When the character takes this ability, she adds to her spell lists a number 
  of mage or priest spells (of any level) equal to her Charisma bonus. This 
  ability does not grant her automatic knowledge of these spells; it simply 
  modiﬁes her spell lists. She can then learn those spells as she gains new 
  Known and Familiar spells, or use spell-trigger magic items containing 
  those spells. This ability can be chosen multiple times. Each time it is 
  taken, the witch adds a new set of spells to her spell lists.
  • Unnatural Vitality (Ex): The sorcerous power running in her veins hones 
  and strengthens a witch’s body. She gains a +1 inherent bonus on Fortitude 
  and Reﬂex saves, as well as one additional hit point whenever she gains 
  a witch level. This beneﬁt is retroactive, so that a witch who gained this 
  ability at 10th level would gain 10 hit points immediately, as well as another 
  bonus hit point whenever she attained another witch level.
  • Warding Aura (Su): The witch is resistant to the spells and supernatural 
  powers of others. She gains a +2 bonus on all saving throws against 
  spells, spell-like abilities, and supernatural abilities. She also gains a 
  +2 bonus to AC against any spells requiring attack rolls.
  TABLE 3–16: WITCH SPELLS
  Base
  Base
  —Spells—
  Level
  Spellcasting
  Ritualcasting
  Known
  Familiar
  1st
  +0
  +0
  2
  3
  2nd
  +1
  +1
  3
  4
  3rd
  +2
  +2
  4
  6
  4th
  +3
  +3
  5
  7
  5th
  +3
  +3
  6
  9
  6th
  +4
  +4
  7
  10
  7th
  +5
  +5
  8
  12
  8th
  +6
  +6
  9
  13
  9th
  +6
  +6
  10
  15
  10th
  +7
  +7
  11
  16
  11th
  +8
  +8
  12
  18
  12th
  +9
  +9
  13
  19
  13th
  +9
  +9
  14
  21
  14th
  +10
  +10
  15
  22
  15th
  +11
  +11
  16
  24
  16th
  +12
  +12
  17
  25
  17th
  +12
  +12
  18
  27
  18th
  +13
  +13
  19
  28
  19th
  +14
  +14
  20
  30
  20th
  +15
  +15
  21
  31
  
  - 80 -
  CHAPTER FOUR: CLASSES
  CHAPTER FOUR:  
  PRESTIGE CLASSES
  Sanctuary is a melting pot of people, ideas, religions, and perspectives. 
  Through the generations, rule of the city changed hands many times, 
  from the Ilsigi kings of antiquity to the recent occupation by the Irrune 
  barbarians. And with each ruler, the city draws the desperate, the cursed, 
  Base Ritualcasting Bonus: +4.
  Skills: Craft (herbalism) 6 ranks, Heal 9 ranks.
  Feats: Self-Suﬃcient.
  CLASS SKILLS
  The acolyte of Lizerene’s class skills (and the key ability for each skill) 
  are Concentration (Con), Craft (herbalism) (Int), Handle Animal (Cha), 
  Heal (Wis), Knowledge (nature) (Int), Profession (herbalist) (Wis), and 
  Survival (Wis). See Chapter Four: Skills in the PHB and Chapter Five: 
  Skills and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the acolyte of Lizerene prestige 
  class.
  WEAPON AND ARMOR PROFICIENCY
  Acolytes of Lizerene gain no new proﬁciency with weapons or armor. 
  They are prohibited from using martial or exotic weapons (even those 
  they may already be proﬁcient with), but may use simple weapons. An 
  acolyte who uses prohibited weapons takes a –4 penalty on spellcasting 
  and ritualcasting checks for 24 hours.
  A humble order, the acolytes of Lizerene devote themselves to the arts 
  of healing through sorcery. While acolytes are eager to help those in 
  need, few seek them out because each healing comes with a price—the 
  risk of magical mishap, deformity, or aging that leaves an indelible scar 
  on the patient. However, these healers ask no questions and operate in 
  complete conﬁdentiality. As a result, despite their reputation, they are 
  never without work for long.
  Priests are the most likely to advance into this prestige class, for their 
  strong emphasis on ritual allows them to easily meet the ritualcasting 
  requirement. Some godsworn turn to this order as well, but their martial 
  tendencies often place them at odds with their commitment to heal and 
  help. Witches may also turn to this path, drawing on the healing potential 
  of their sorcerous power.
  NPC acolytes are often loners, sometimes working as shepherds or 
  herders. Those who seek more social settings are peaceful and avoid 
  confrontation, favoring large cities, battlefronts, and other places where 
  they can do the most good.
  Hit Die: d6.
  REQUIREMENTS
  To qualify to become an acolyte of Lizerene, a character must fulﬁll all 
  the following criteria.
  ACOLYTE OF LIZERENE
  the exiled, and the ambitious to try their luck in Thieves’ World. This 
  chapter oﬀers a survey of some of the diﬀerent kinds of characters one 
  might ﬁnd in Sanctuary, ranging from the adepts of the Blue Star to the 
  corrupt rulers and criminal masterminds of the city’s underworld.
  
  - 81 -
  CHAPTER FOUR: CLASSES
  SPELLCASTING
  At 1st level and every odd-numbered level thereafter, an acolyte of 
  Lizerene gains new Known and Familiar spells and an increase in caster 
  level as if he had also gained a level in a spellcasting class he belonged to 
  before he added the prestige class. He does not, however, gain any other 
  beneﬁt a character of that class would have gained. If the character had 
  more than one spellcasting class before becoming an acolyte of Lizerene, 
  he must decide which class he adds the new level to for the purpose of 
  determining new Known and Familiar spells.
  TRANSFER LIFE ESSENCE (SU)
  At 1st level, the acolytes of Lizerene begin to explore the secrets of their 
  craft, learning how to use donated life energy to repair damage. To do so, 
  the acolyte must brew a special draught of repair, requiring a successful DC 
  15 Craft (herbalism) check and the expenditure of raw materials equal to 
  25 sh per Hit Die of the creature used for the transfer. The subject to be 
  healed drinks the draught, after which the acolyte draws the life essence 
  from a donor creature (often an animal) at a rate of one Hit Die per standard 
  action, temporarily storing it within himself. He must do so within 1 hour 
  per level or the draught is wasted.
  The donor creature takes 1 point of damage per Hit Die, which is transferred 
  into the acolyte. The acolyte then touches the injured character to convert 
  the stored life energy into healing power, curing 1 point of damage per 
  Hit Die of the donor creature. The acolyte can cure a maximum amount 
  of damage equal to his class level in a single day.
  An injured character can consume more of the draught of repair in order 
  to heal his injuries at a faster rate. Each dose beyond the ﬁrst allows the 
  subject to double the amount of healing he gains from the transferred 
  life essence (so that two doses cures 2 points of damage per Hit Die of 
  the donor creature, and so on). However, excessive use of the draught is 
  not without risk. Every dose consumed beyond the ﬁrst within 24 hours 
  requires the subject to succeed on a Fortitude save (DC 15 + 2 per dose 
  taken). On a failed save, the character permanently ages 2d12 years. 
  For details on the eﬀects of aging, see Vital Statistics in Chapter Six: 
  Description of the PHB.
  An acolyte can use this technique to repair ability damage at greater 
  risk to the subject. Doing so requires two doses of the draught (which 
  carries the standard risks as noted above), allowing the acolyte to heal 1 
  point of ability damage per 4 HD of essence transferred. For example, 
  an acolyte could draw the life essence from four goats (1 HD each) to 
  repair 1 point of ability damage, but the subject must succeed on a DC 
  19 Fortitude or age an additional 2d12 years.
  ADVANCED HEALING (EX)
  The acolyte of Lizerene is extremely talented when it comes to ﬁnding and 
  mixing ingredients to brew his healing draughts. At 2nd level, the acolyte 
  adds a bonus equal to his class level on all Craft (herbalism) checks.
  In addition, when using a healer’s kit in conjunction with any convert 
  spell or ritual (see Chapter Nine: Spells), the acolyte converts +1 point 
  of lethal damage to nonlethal damage for every two levels in this class 
  (+1 at 1st, +2 at 3rd, +3 at 5th, and so on) in addition to the normal bonus 
  granted by caster level.
  RAPID HEALING (EX)
  Wounded characters under the care of Lizerene acolyte heal faster and 
  more completely than they otherwise would. Characters under the 
  ministrations of an acolyte of Lizerene of 4th level or higher heal damage 
  at three times the normal rate, regaining 3 hit points per character level 
  with a full night’s rest, or 6 hit points per character level after a full day 
  and night of bed rest (see the Heal skill description in Chapter Four 
  of the PHB).
  EXPERT HEALER (EX)
  At 5th level, the acolyte improves in his ability to remove injuries and 
  aﬄictions. At his option, he may cure 2 hit points per Hit Die of life 
  essence drawn with his transfer life essence ability. For example, an expert 
  healer who draws life essence from a 3 HD light warhorse can cure 6 
  points of damage instead of 3 points. However, a patient aﬀected by 
  expert healing must make a Fortitude save (DC 20 + 5 per dose of the 
  draught of repair taken) or gain a malady rolled or selected by the GM 
  from those below. The eﬀects of multiple failed saves stack.
  EXPERT HEALER
  Roll
  Malady
  01–10
  Horrible scarring (–4 penalty on all Charisma  
  checks and Charisma-based skill checks)
  11–20
  Twisted arms (–2 penalty on all attack rolls)
  21–30
  Twisted legs (–10-foot penalty to speed)
  31–60
  Physically age one category (maximum venerable)
  61–70
  Madness (–4 penalty on all Wisdom checks and 
  Wisdom-based skill checks)
  71–80
  Idiocy (–4 penalty on all Intelligence checks and 
  Intelligence-based skill checks)
  81–90
  Frail (–2 penalty on Fortitude saves)
  91–100
  Clumsy (–2 penalty on Reﬂex saves)
  
  - 82 -
  CHAPTER FOUR: CLASSES
  NULLIFY POISON (EX)
  Acolytes have a broad knowledge of various herbal remedies capable of 
  detoxifying poison. Starting at 6th level, the acolyte can treat a poisoned 
  character, nullifying the eﬀects of toxins before they ravage the subject’s system. 
  To do so, the acolyte must have a healer’s kit and succeed on a Heal check (DC 
  = the poison’s save DC) before the target makes her saving throw against the 
  poison’s secondary eﬀects. If the acolyte succeeds, the acolyte cures any ability 
  damage already dealt by the poison and nulliﬁes the poison completely.
  DESTROY PLAGUE (EX)
  At 8th level, the acolyte learns to apply the principles of his craft toward 
  disease. When the acolyte makes a Heal check to treat a disease and 
  successfully beats the disease’s save DC, he completely eliminates the 
  disease (as per the remove disease spell).
  MASTER HEALER (EX)
  At 10th level, the acolyte is peerless in his ability to remove injuries 
  and aﬄictions. At his option, he may cure 3 hit points per Hit Die of 
  life essence drawn with his transfer life essence ability. For example, a 
  master healer who draws life essence from a 3 HD light warhorse can 
  cure 9 points of damage instead of 3 points. However, a patient aﬀected 
  by master healing must make a Fortitude save (DC 25 + 5 per dose of 
  the draught of repair taken) or gain a malady rolled or selected by the 
  GM from those listed under the expert healer ability (see previous). The 
  eﬀects of multiple failed saves stack.
  TABLE 4–1: THE ACOLYTE OF LIZERENE
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +2
  +0
  +2
  +0
  Transfer life essence
  2nd
  +1
  +3
  +0
  +3
  +0
  Advanced healing
  3rd
  +1
  +3
  +1
  +3
  +1
  —
  4th
  +2
  +4
  +1
  +4
  +1
  Rapid healing
  5th
  +2
  +4
  +1
  +4
  +1
  Expert healer
  6th
  +3
  +5
  +2
  +5
  +2
  Nullify poison
  7th
  +3
  +5
  +2
  +5
  +2
  —
  8th
  +4
  +6
  +2
  +6
  +2
  Destroy plague
  9th
  +4
  +6
  +3
  +6
  +3
  —
  10th
  +5
  +7
  +3
  +7
  +3
  Master healer
  TABLE 4–2: ACOLYTE OF LIZERENE SPELLS
   Base  
  Ritualcasting
  —Spells— 
  Known and Familiar
  +1
  +1 level of existing class
  +2
  —
  +3
  +1 level of existing class
  +4
  —
  +5
  +1 level of existing class
  +6
  —
  +7
  +1 level of existing class
  +8
  —
  +9
  +1 level of existing class
  +10
  —
  BLUE STAR ADEPT
  The Blue Star is an abstract force supported by a cabal of spellcasters 
  who are all committed to opposing Chaos, and who vow to take part in 
  the last battle at the end of all time. The soldiers in this war to come are 
  the adepts of the Blue Star—spellcasters of incredible power who can 
  tap into the source of the Blue Star and draw directly from its energies 
  to aid in their ﬁght against entropy.
  There is much debate over the exact nature of the Blue Star, with some 
  suggesting it to be the essence of an ancient god that evolved to some 
  higher form. Others claim it is the philosophical embodiment of Law. 
  Whatever the case, as the ﬁnal battle between Chaos and Law looms, 
  the Order of the Blue Star watches for viable candidates from their 
  extradimensional fortress and academy—The Place That Is Not, a pocket 
  plane where Law reigns and time ceases to ﬂow.
  Though eager to expand its numbers, the order is very selective, going so 
  far as to extend invitations to new members rather than have prospective 
  candidates seek them out. Potential adepts must be skilled spellcasters, 
  well versed in the lore of sorcery and planar relationships. Having some 
  skill at arms is also necessary, as the Order expects its members to use 
  whatever tools are necessary to overcome their enemies. Most adepts of 
  the Blue Star begin their careers as mages or mage/ﬁghter multiclass 
  characters.
  Blue Star adepts are mysterious, unusual, and unsettling, and all have 
  tattoos on their brows as a sign of their allegience. These tatoos are 
  striking, eliciting fear and wonder from ordinary people. Their taboos 
  often interfere with adepts ever maintaining normal lives, preventing 
  them from sharing meals or taking part in more...intimate...meetings. 
  Despite these limitations, Blue Star adepts are not closely controlled  by 
  the order, set free to act in the world, honing their skills as spellcasters 
  in preparation for the last battle.
  Hit Die: d6.
  
  - 83 -
  CHAPTER FOUR: CLASSES
  REQUIREMENTS
  To qualify to become a Blue Star adept, a character must fulﬁll all the 
  following criteria.
  Base Spellcasting or Ritualcasting Bonus: +4.
  Base Will Save: +5.
  Skills: Knowledge (arcana) 9 ranks, Knowledge (the planes) 9 ranks.
  Feats: Weapon Focus (any).
  Special: You must be invited by the Order of the Blue Star and accept its 
  oﬀer of membership, after which the order whisks you away to The Place 
  That Is Not. There, you study and train for a century, though only a year 
  passes on the Material Plane and you do not age during this time.
  CLASS SKILLS
  The Blue Star adept’s class skills (and the key ability for each skill) are 
  Bluﬀ (Cha), Concentration (Con), Decipher Script (Int), Intimidate 
  (Cha), Knowledge (all skills, taken individually) (Int), Sense Motive 
  (Wis), and Spellcraft (Int). See Chapter Four: Skills in the PHB and 
  Chapter Five: Skills and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the Blue Star adept prestige 
  class.
  WEAPON AND ARMOR PROFICIENCY
  Blue Star adepts gain no new proﬁciency with weapons or armor.
  SPELLCASTING
  At 2nd level and every level thereafter, a Blue Star Adept gains new 
  Known and Familiar spells and an increase in caster level as if she had 
  also gained a level in a spellcasting class she belonged to before she 
  added the prestige class. She does not, however, gain any other beneﬁt a 
  character of that class would have gained. If the character had more than 
  one spellcasting class before becoming a Blue Star adept, she must decide 
  which class she adds the new level to for the purpose of determining new 
  Known and Familiar spells.
  BLUE STAR TATTOO (SU)
  At the end of their apprenticeship, Blue Star adepts gain an unusual 
  tattoo in the shape and color of a blue star on their foreheads. Aside 
  from being a symbol of their allegiance to Law and their opposition to 
  Chaos, it is the source of their power.
  TABLE 4–4: THE BLUE STAR ADEPT
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +1
  +2
  +1
  Blue Star tattoo, detect magic, link, secret, taboo
  2nd
  +1
  +0
  +2
  +3
  +1
  Expanded knowledge
  3rd
  +2
  +1
  +2
  +3
  +1
  Spell pool (1st)
  4th
  +3
  +1
  +2
  +4
  +2
  Secrets of the star
  5th
  +3
  +1
  +3
  +4
  +2
  Expanded knowledge
  6th
  +4
  +2
  +3
  +5
  +2
  Spell pool (2nd)
  7th
  +5
  +2
  +4
  +5
  +3
  Secrets of the star
  8th
  +6
  +2
  +4
  +6
  +3
  Expanded knowledge
  9th
  +6
  +3
  +4
  +6
  +3
  Spell pool (3rd)
  10th
  +7
  +3
  +5
  +7
  +4
  Secrets of the star
  11th
  +8
  +3
  +5
  +7
  +4
  Expanded knowledge
  12th
  +9
  +4
  +6
  +8
  +4
  Spell pool (4th)
  13th
  +10
  +4
  +6
  +8
  +5
  Secrets of the star
  
  - 84 -
  CHAPTER FOUR: CLASSES
  At 1st level, the Blue Star tattoo functions as a magical focus. The adept 
  must attune her focus, reaching out to the extradimensional center 
  of power—The Place That Is Not. Focusing requires a successful DC 
  15 Concentration check (a full-round action that provokes attacks of 
  opportunity). Once focused, the blue star tattoo ﬂares to life and the 
  adept remains focused until she expends her focus, falls unconscious, 
  or goes to sleep.
  When the adept expends her focus (a swift action), she gains an insight 
  bonus on her next spellcasting check equal to her class level. A Blue Star 
  adept can attune her focus as often as she likes, but each attempt after 
  the ﬁrst within an 8-hour period increases the Concentration check DC 
  by +2. After 8 hours of rest, the DC drops back to 15.
  A Blue Star tattoo brandished on the forehead is diﬃcult to hide. 
  Characters attempting to use the Disguise skill to conceal it take a –5 
  penalty on their checks.
  DETECT MAGIC (SP)
  At will, a Blue Star adept can use detect magic, as the spell.
  LINK (SU)
  All Blue Star adepts have a psychic link with one another, allowing them 
  to sense the presence and absence of their fellows. The adept’s sense 
  extends out to 100 feet per class level, so that a 13th level adept can sense 
  when any other adept comes within 1,300 feet.
  In addition, adepts in the range of each other’s links share an instinctive 
  sense for danger, such that any threat perceived by one is perceived by 
  all. So long as they have line of sight to each other and are within the 
  range of both their links, two or more Blue Star adepts cannot be ﬂanked 
  or caught ﬂat-footed.
  SECRET (SU)
  All Blue Star adepts must conceal an important truth about themselves, 
  selected at the time of their apprenticeship. Once selected, the adept 
  must forever after guard this truth, for if knowledge of it surfaces, she 
  loses her power, immediately becoming an ex-adept (see Ex Adepts, on 
  the next page).
  TABOO
  Sacriﬁce is part of what it means to serve the Blue Star. At 1st level, an 
  adept chooses a taboo—an inconvenience or something that restricts her 
  freedom. Examples might include not eating (or not drinking) before a 
  member of a particular gender, bathing only in cold water, abstaining from 
  sex, sleeping only 4 hours per day, giving up alcohol, not eating meat, or 
  any other moderate inconvenience as agreed upon by the player and the 
  GM. Thereafter, the Blue Star adept must always abide by the restrictions 
  set forth by the taboo. Breaking this taboo severs the adept’s link with 
  the Blue Star, and she loses access to the Blue Star tattoo ability and the 
  spell pool ability. As well, the adept is prevented from focusing until she 
  receives an atonement ritual.
  EXPANDED KNOWLEDGE (EX)
  At 2nd level and every three levels thereafter, a Blue Star adept may swap 
  any Familiar spell for another spell from any spell list, so long as the new 
  spell is from the enchantment, evocation, or illusion school.
  SPELL POOL (SU)
  At 3rd level, the Blue Star adept can tap into the collective mind of her order 
  and access spells she ordinarily could not. To do so, she must have an attuned 
  TABLE 4–3:  
  BLUE STAR ADEPT SECRETS
  Level + Int 
  Modiﬁer
  Secret
  Eﬀect
  2 or lower
  Mastery
  Gain 4 ranks of a skill in which the 
  character has no ranks
  3
  Health
  +3 hit points
  4
  Resolve
  +2 bonus on Will saves
  5
  Initiate 
  +1 bonus on spellcasting or 
  ritualcasting checks
  6
  Stamina
  +2 bonus on Fortitude saves
  7
  Celerity
  Base land speed increases by +5
  8
  Reﬂexes
  +2 bonus on Reﬂex saves
  9
  Sight
  Darkvision to 60 feet
  10
  Warrior
  +1 bonus on all attack rolls
  11
  Magi
  +2 bonus on spellcasting or 
  ritualcasting checks
  12
  Anticipate
  +1 dodge bonus to AC
  13
  Danger 
  sense
  +2 bonus on initiative checks, 
  and +1 bonus on Listen and Spot 
  checks
  14
  Insight
  Gain one Known spell
  15 
  Greater 
  insight
  Gain two Known spells
  16
  Shield
  Gain damage reduction 2/—
  17 or higher 
  Master
  +4 bonus on spellcasting checks
  TABLE 4–5:  
  BLUE STAR ADEPT SPELLS
  Base
  Base
  —Spells—
  Level
  Spellcasting
  Ritualcasting
  Known and Familiar
  1st
  +1
  +0
  —
  2nd
  +2
  +1
  +1 level of existing class
  3rd
  +3
  +1
  +1 level of existing class
  4th
  +4
  +2
  +1 level of existing class
  5th
  +5
  +2
  +1 level of existing class
  6th
  +6
  +3
  +1 level of existing class
  7th
  +7
  +3
  +1 level of existing class
  8th
  +8
  +4
  +1 level of existing class
  9th
  +9
  +4
  +1 level of existing class
  10th
  +10
  +5
  +1 level of existing class
  11th
  +11
  +5
  +1 level of existing class
  12th
  +12
  +6
  +1 level of existing class
  13th
  +13
  +6
  +1 level of existing class
  
  - 85 -
  CHAPTER FOUR: CLASSES
  Skills in the PHB and Chapter Five: Skills and Feats in this book for 
  skill descriptions.
  Skill Points at Each Additional Level: 4 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the Caronnese merchant prestige 
  class.
  WEAPON AND ARMOR PROFICIENCY
  The Caronnese merchant gains no proﬁciency with any weapons or 
  armor.
  COMMODITY EXPERT (EX)
  At 1st level, a Caronnese merchant chooses a type of saleable goods (legal 
  or not), such as alcohol (ales, beers, spirits, wines), animals (domestic), 
  focus (see Blue Star Tattoo, previous). As a swift action, she can expend her 
  focus and cast any 1st-level spell on the mage spell list as a Known spell. 
  The adept may cast any 2nd-level mage spell at 6th level, any 3rd-level mage 
  spell at 9th level, and any 4th-level mage spell at 12th level.
  SECRETS OF THE STAR
  At 4th level and every three levels thereafter, the Blue Star adept chooses 
  one secret. To determine the secret, add her class level and her Intelligence 
  modiﬁer and compare the result to Table 4–3: Blue Star Adept Secrets. 
  The adept may select the listed secret or any secret with a lower value, but 
  may not choose the same secret twice.
  EX-ADEPTS
  A Blue Star adept must retain a staunch loyalty to the order and the battle 
  against Chaos. An adept who deviates from this path (by divulging her 
  secret, for example) becomes an ex-adept. She may no longer advance 
  in this prestige class, she loses access to all class features, and she gains 
  the enmity of other Blue Star adepts (who have a starting attitude of 
  hostile toward her). The adept can regain her status only by venturing to 
  The Place That Is Not and subjecting herself to the order’s justice, which 
  may involve a quest, erasure of memory, or annihilation depending on 
  the severity of the breach.
  CARONNESE MERCHANT
  Caronne is a land motivated by greed and fueled by vice. The country is 
  wealthy, due in no small part to its merchant guilds and the canny men 
  and women who run them. Monetary wealth and success in business are 
  two factors driving the majority of Caronnese folk, and many claim the 
  Caronnese will trade anything for a proﬁt. As a result, the merchants of 
  Caronne are some of the most savvy traders in the known world.
  Most Caronnese merchants come from the ranks of the savant class, 
  giving them a tremendous capacity for marketable skills. Thieves, 
  with their keen ear for deception and shady deals, also make excellent 
  Caronnese merchants. Because of the Caronnese distrust of sorcery, very 
  few Caronnese merchants come from magic-using backgrounds, and 
  those that do tend to keep their abilities a secret.
  The Caronnese merchant NPC makes an excellent employer, often 
  diversifying his interests into other ﬁnancial arenas. As well, his interests 
  are liable to clash with other merchants (Caronnese or not), giving him 
  reason to hire troubleshooters, guards, assassins, or thieves to even up 
  the competition. Caronnese merchant NPCs prefer to remain on their 
  home turf, and they rarely travel unless they have a reason to do so that 
  involves business.
  Hit Die: d6.
  REQUIREMENTS
  To qualify to become a Caronnese merchant, a character must fulﬁll all 
  the following criteria.
  Culture: Caronnese.
  Skills: Bluﬀ 7 ranks, Diplomacy 7 ranks, Sense Motive 7 ranks.
  Feats: Negotiator.
  Special: To become a Caronnese merchant, a character must ﬁrst claim 
  membership in one of the many Caronnese trade guilds. In addition 
  to an initial membership fee of 100 sh and annual dues of 50 sh, the 
  merchant must tithe 10% of proﬁts earned to his guild. The trade guild 
  suspends the merchant’s membership if his dues ever go unpaid. A 
  merchant who continues to conduct business after his membership 
  has been suspended or revoked may face stiﬀ penalties, and can expect 
  the guild to hunt him for his violations.
  CLASS SKILLS
  The Caronnese merchant’s class skills (and the key ability for each 
  skill) are Appraise (Int), Bluﬀ (Cha), Craft (Int), Diplomacy (Cha), 
  Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information 
  (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Profession 
  (Wis), Read/Write Language (n/a), Search (Int), Sense Motive (Wis), 
  Sleight of Hand (Dex), and Speak Language (n/a). See Chapter Four: 
  
  - 86 -
  CHAPTER FOUR: CLASSES
  animals (wild), arms and armor, art objects, books and tomes, drugs 
  and narcotics, gems and jewelry, magic items, or slaves. The Caronnese 
  merchant gains a +2 bonus on Appraise, Craft, Forgery, and Knowledge 
  checks made in relation to goods of the selected type. At each odd level 
  thereafter, the Caronnese merchant chooses another type of saleable 
  good to specialize in, and has the skill bonuses for his previous expertise 
  increased by +2.
  For example, a 1st level Caronnese merchant might become an expert 
  on arms and armor, gaining a +2 bonus on Appraise, Craft, Forgery, and 
  Knowledge checks in relation to such goods. At 3rd level, he chooses a 
  second area of expertise, this time picking slaves. When using the listed 
  skills in relation to slaves, he gains a +2 bonus, while his commodity 
  expert bonus with arms and armor increases to +4.
  HARD BARGAIN (EX)
  The merchants of Caronne are shrewd masters of negotiation, capable of 
  selling sand to the Raggah (or so it’s said). When disposing of treasure for 
  proﬁt (see Selling Loot in Chapter Seven: Equipment of the PHB), a 
  1st-level merchant can sell items for 55% of cost, rather than the standard 
  50%. At 2nd level and each level thereafter, the bonus increases by +5%, 
  to a maximum of 75% at 5th level.
  BLACK MARKETEER (EX)
  The Caronnese have few social taboos or restrictions. As such, they are 
  famous for their willingness to deal in commodities not normally legal 
  in other areas of the world. At 2nd level, the Caronnese merchant gains 
  a bonus equal to his class level on Bluﬀ, Diplomacy, and Profession 
  (merchant) checks made when buying or selling stolen or illegal 
  goods. This bonus stacks with that of the haggler special ability (see 
  page 35).
  FRIENDS IN LOW PLACES (EX)
  By the time the Caronnese merchant reaches 4th level, he has numerous 
  business partners, contacts, and friends who have access to morally 
  questionable goods. The Caronnese merchant can use these contacts 
  to purchase illegal or contraband goods (including drugs and slaves) 
  for a discount equal to his class level times 5 percent. Thus, a 4th-level 
  Caronnese merchant can purchase krrf for 20% oﬀ the normal price.
  TABLE 4–6: THE CARONNESE MERCHANT
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +0
  +2
  +0
  Commodity expert (ﬁrst), hard bargain
  2nd
  +1
  +0
  +0
  +3
  +1
  Black marketeer
  3rd
  +1
  +1
  +1
  +3
  +1
  Commodity expert (second)
  4th
  +2
  +1
  +1
  +4
  +2
  Friends in low places
  5th
  +2
  +1
  +1
  +4
  +2
  Commodity expert (third)
  CIRDONIAN CARAVAN MASTER
  The northern country of Cirdon suﬀered many indignities over the years 
  since Ranke conquered it. Never willing to admit defeat, its proud people 
  remain stoic, even as the Rankan legions have slowly pulled back to their 
  homeland. Though the Cirdonians gave up much in order to maintain 
  their precarious freedom under Rankan rule, many Cirdonian merchants 
  took to traveling abroad in order to escape from their oppressors, using 
  their merchant skills to trade in countries and cities on opposite ends 
  of the earth.
  Cirdonian caravan masters are well able to defend themselves, and are 
  often members of the ﬁghter or ranger classes. Those who fervently 
  worship Heqt might also have levels as one of the godsworn, and savants 
  can make good use of their saleable skills as they guide caravans along 
  the world’s trade routes. The men and women of Cirdon have withstood 
  much since their Ranke seized their homeland, making survivor a suitable 
  choice as well.
  NPC Cirdonian caravan masters are rarely in one place for long, since 
  they go where their work takes them. Given the honorable nature of 
  many Cirdonians, they are typically honest (though shrewd) in their 
  business dealings.
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a Cirdonian caravan master, a character must fulﬁll 
  all the following criteria.
  Culture: Cirdonian.
  Base Attack Bonus: +5.
  Skills: Knowledge (geography) 8 ranks, Survival 8 ranks.
  Feats: Endurance.
  CLASS SKILLS
  The Cirdonian caravan master’s class skills (and the key ability for each 
  skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Gamble (Wis), 
  Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Sense Motive 
  (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Use Rope 
  (Dex). See Chapter Four: Skills in the PHB and Chapter Five: Skills 
  and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 4 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the Cirdonian caravan master 
  prestige class.
  WEAPON AND ARMOR PROFICIENCY
  Travelling and trading is the focus of the Cirdonian caravan master, not 
  battle (although most who enter this calss are already well prepared for it). 
  The caravan master gains no proﬁciency with any weapons or armor.
  
  - 87 -
  CHAPTER FOUR: CLASSES
  LINGUIST (EX)
  At 4th level, the caravan master has a good enough knowledge of 
  languages that he can get by even when speaking a tongue he doesn’t fully 
  understand. He gains Speak Language as a class skill. In addition, when 
  the caravan master encounters a language he doesn’t know, he may make 
  a special Intelligence check (DC 20 – the target speaker’s Intelligence 
  modiﬁer). If the check succeeds, the caravan master can communicate 
  basic ideas and concepts, though complex sentences and conversations 
  are still impossible.
  ANTICIPATE AMBUSH (EX)
  Bandit attacks and ambushes are all too common on many of the major 
  trade routes. His experience in dealing with such brigands eventually 
  gives the Cirdonian caravan master the ability to think in much the 
  same way they do, and he can often notice a potential ambush before 
  it can be sprung. At 5th level, the Cirdonian caravan master receives a 
  +4 bonus on Listen and Spot checks. In addition, he gains a +2 insight 
  bonus on Initiative checks.
  CARAVAN DEFENSE (EX)
  Given enough time to prepare for an attack by bandits or other assailants, 
  a Cirdonian caravan master can always formulate a defensive plan. If he 
  has at least 5 minutes to give orders and arrange the caravan’s wagons, 
  dray animals, and defenders into protective positions, he can attempt an 
  Intelligence check (DC 10 plus modiﬁers listed below).
  CARAVAN DEFENSE
  Terrain Type
  Modiﬁer
  Terrain is desert, plains, or tundra
  +4
  Terrain is forest, moor, or swamp
  +2
  Terrain is jungle or mountains
  +0
  On a successful check, the Cirdonian caravan master grants anyone 
  defending the caravan a competence bonus equal to his Intelligence 
  bonus (if any) on all attack rolls, and a +1 deﬂection bonus to AC for 
  the duration of the encounter.
  SHREWD TRADER (EX)
  Long journeys through inhospitable lands have made the caravan masters 
  of Cirdon savvy traders who rarely buy goods without careful thought and 
  consideration. A 1st level Cirdonian caravan master adds his Wisdom 
  bonus (if any) to Appraise and Diplomacy checks he makes when buying, 
  selling, and negotiating the prices of goods.
  OVERLAND NAVIGATION (EX)
  By 2nd level, a Cirdonian caravan master has seen a lot of the world, 
  and spent time surviving on dangerous trade routes. He gains a bonus 
  equal to his class level on all Knowledge (geography) checks and Survival 
  checks made to avoid getting lost. In addition, he develops an uncanny 
  sense of direction, and can always orient himself to north so long as he 
  is under an open sky.
  RUGGED (EX)
  Thanks to his time on the trade routes, the caravan master learns how 
  to best handle dangerous weather. At 3rd level, he gains a bonus equal 
  to his class level on the following checks: Constitution checks made to 
  avoid nonlethal damage from a forced march, Constitution checks made 
  to hold his breath, Constitution checks made to avoid nonlethal damage 
  from starvation or thirst, Fortitude saves made to avoid nonlethal damage 
  from hot or cold environments, Fortitude saves made to resist wind 
  eﬀects, Fortitude saves against the eﬀects of traveling at high elevation, 
  and other saving throws against environmental eﬀects.
  In addition, all creatures traveling with the caravan master (animals and 
  passengers alike) receive one-half this bonus on the same checks.
  TABLE 4–7: THE CIRDONIAN CARAVAN MASTER
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +2
  +0
  +0
  +0
  Caravan defense, shrewd trader
  2nd
  +1
  +3
  +0
  +0
  +0
  Overland navigation
  3rd
  +2
  +3
  +1
  +1
  +1
  Rugged
  4th
  +3
  +4
  +1
  +1
  +1
  Linguist
  5th
  +3
  +4
  +1
  +1
  +1
  Anticipate ambush
  
  - 88 -
  CHAPTER FOUR: CLASSES
  It isn’t surprising that men and women who want to achieve and 
  maintain power in a less than legal fashion are cheaper by the dozen in 
  Thieves’ World.  By treating crime as if it were a business, these organized 
  criminals build a formidable power base that is just as authoritative as 
  any legitimate enterprise. The crime lords who lead these organizations 
  range from the lowly beggar king ruling a ragtag army on the Hill, to 
  Lord Night himself, who controls his own organization from the halls 
  of his richly appointed home. What unites these two disparate types of 
  criminals is their ruthlessness and ﬂagrant disregard for law.
  Most crime lords are thieves who have gained the skills and expertise 
  necessary to erect a criminal empire. Assassins can also rise to positions of 
  power, often making room for themselves with a few well-placed murders. 
  Occasionally, a powerful initiate or wizard takes on the mantle of a crime 
  lord, wielding both arcane talent and a heavy hand.
  NPC crime lords in Sanctuary typically work to take control of the city’s 
  extensive underworld. They specialize in some type of criminal enterprise, 
  such as the importation of slaves or drugs, racketeering, corruption, 
  smuggling narcotics, or gambling. They make excellent employers for 
  characters who aren’t ﬁnicky about the type of work they do, but also 
  make formidable enemies, especially when they bring their full power 
  to bear.
  Hit Die: d6.
  REQUIREMENTS
  To qualify to become a crime lord, a character must fulﬁll all the following 
  criteria.
  Skills: Bluﬀ 10 ranks, Disguise 10 ranks, Hide 6 ranks, Move Silently 
  6 ranks.
  Feats: Leadership, Low Proﬁle*.
  *New feat introduced in Chapter Five.
  CLASS SKILLS
  The crime lord’s class skills (and the key ability for each skill) are Appraise 
  (Int), Bluﬀ (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), 
  Gather Information (Cha), Hide (Dex), Knowledge (local) (Int), Move 
  Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense 
  Motive (Wis), and Spot (Wis). See Chapter Four: Skills in the PHB and 
  Chapter Five: Skills and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 4 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the crime lord 
  prestige class.
  WEAPON AND ARMOR PROFICIENCY
  The crime lord gains no proficiency with any 
  weapons or armor.
  CRIMINAL PATH (EX)
  At 1st level, the crime lord must choose a path 
  that determines which special abilities he gains 
  as he advances. The paths are mutually exclusive, and a crime lord who 
  chooses one can never gain the special abilities of the other.
  • Beggar King: The beggar king is an outcast crime lord whose domain 
  includes the reeking sewers, gutters, and alleys. Underhanded and 
  vicious, he is never afraid to get his hands dirty as a means of keeping 
  power. His tactics are well-known, allowing him to add a bonus equal 
  to his class level on Intimidate checks.
   
  A crime lord who chooses this path gains the following additional 
  class skills: Climb (Str), Escape Artist (Dex), Intimidate (Cha), Listen 
  (Wis), Sleight of Hand (Dex), and Survival (Wis). See Chapter Four: 
  Skills in the PHB and Chapter Five: Skills and Feats in this book 
  for skill descriptions.
  • Lord of Night: This shadowy character’s origins lie in the posh halls 
  and mansions of Sanctuary’s nobility. Using his wealth, inﬂuence, and 
  business contacts, the lord of night secretly builds a criminal empire 
  that may someday dominate the entire city. Though he is a ruthless 
  criminal, the lord of night is tactful where the beggar king is crude. 
  This allows him to add a bonus equal to his class level on all Diplomacy 
  checks.
   
  A crime lord who chooses the path 
  of the lord of night gains the 
  following additional class skills: 
  Concentration (Con), Decipher 
  Script (Int), Diplomacy (Cha), 
  Knowledge (nobility and royalty) 
  (Int), Ride (Dex), and Speak 
  Language (n/a). See Chapter 
  Four: Skills in the PHB 
  and Chapter Five: 
  Skills and Feats in 
  this book for skill 
  descriptions.
  CRIME LORD
  
  - 89 -
  CHAPTER FOUR: CLASSES
  ALTERNATE IDENTITY (EX)
  At 1st level, the crime lord develops an alternate identity by which his 
  criminal persona is known throughout the city. So long as this secret 
  is kept, no one suspects he and his alter ego are the same person. Any 
  Reputation gained as the crime lord’s level increases is tracked separately 
  from any Reputation gained through the actions (either direct or indirect) 
  of his alternate identity.
  This alternate identity provides a number of advantages, ﬁrst and foremost 
  an anonymity that allows the crime lord to add a bonus equal to his class 
  level on all Bluﬀ and Disguise checks. In addition, the crime lord adds 
  his alternate identity’s Reputation score to his Leadership score when 
  determining how many cohorts and followers he can recruit.
  INFORMATION NETWORK (EX)
  The crime lord has contacts and informants in the seediest parts of 
  Sanctuary, and he can use his street level inﬂuence to tap these resources 
  for information. From 2nd level, a crime lord gains a bonus equal to his 
  class level on Gather Information and Knowledge (local) checks.
  STREETWISE (EX)
  The crime lord always has his proverbial ear to the street. Because of his 
  intuitive grasp of crime and his intimate association with the wrong side 
  of the law, he is a wellspring of knowledge, at least insofar as criminal 
  endeavors are concerned. Beginning at 2nd level, the crime lord may 
  make a special level check with a bonus equal to his crime lord level + 
  his Intelligence modiﬁer to see whether he has knowledge or information 
  that is relevant to historic or contemporary crimes, legendary criminals, 
  criminal methods, or unique criminal opportunities to exploit. If the crime 
  lord has 5 or more ranks in Knowledge (local), he gains a +2 bonus on 
  this check. A crime lord may not take 10 or take 20 on this check; he 
  either knows the information, or he doesn’t.
  BRIBES AND COERCION (EX)
  Crime lords are good at getting people to do what they want, instinctively 
  knowing every person’s price. From 3rd level, when a crime lord uses 
  Diplomacy to bribe an NPC, every shaboozh multiple beyond the ﬁrst 
  gives him a +4 bonus instead of +2. See Diplomacy on page 117 in this 
  book for details on bribery.
  UNCANNY DODGE (EX)
  At 3rd level, the crime lord retains his Dexterity bonus to AC (if any) 
  even if he is caught ﬂat-footed or struck by an invisible attacker. However, 
  he still loses his Dexterity bonus to AC if immobilized.
  If he already has the uncanny dodge ability as the result of levels in a 
  second class, the character automatically gains the improved uncanny 
  dodge ability (see following).
  SNEAK ATTACK (EX)
  Starting at 4th level, the crime lord gains the sneak attack ability. This 
  is exactly like the rogue ability of the same name (see Chapter Three: 
  TABLE 4–8: THE CRIME LORD
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +2
  +2
  +0
  Criminal path, alternate identity
  2nd
  +1
  +0
  +3
  +3
  +1
  Information network, streetwise
  3rd
  +2
  +1
  +3
  +3
  +1
  Bribes and coercion, uncanny dodge
  4th
  +3
  +1
  +4
  +4
  +2
  Sneak attack +1d6
  5th
  +3
  +1
  +4
  +4
  +2
  Lackeys, resources
  6th
  +4
  +2
  +5
  +5
  +3
  —
  7th
  +5
  +2
  +5
  +5
  +3
  Sneak attack +2d6
  8th
  +6
  +2
  +6
  +6
  +4
  Improved uncanny dodge
  9th
  +6
  +3
  +6
  +6
  +4
  —
  10th
  +7
  +3
  +7
  +7
  +5
  Sneak attack +3d6
  STREETWISE
  DC
  Type of Knowledge
  Examples
  10
  Common, easily known by a substantial number of 
  Sanctuary’s criminal population.
  The names of the guards who patrol the Prince’s gate during the early 
  morning hours; which gangs control prominent portions of the city.
  20
  Uncommon but available, known by only a few of the 
  city’s criminals
  An upstanding constable’s penchant for taking bribes; rumors of a large 
  gem that was last seen in the possession of a beggar on the Hill.
  25
  Obscure and hard to come by, known only to the elite of 
  Sanctuary’s criminal underworld.
  A hidden entrance that allows access to the Palace; speciﬁc knowledge 
  of the undercity’s geography.
  30
  Extremely obscure knowledge, known by very few.  
  Thieves and their ilk will often kill to keep thissort of 
  information secret.
  The true identity of Lord Night; the exact location of Shadowspawn’s 
  gold.
  
  - 90 -
  CHAPTER FOUR: CLASSES
  Classes of the PHB for details). The extra damage dealt increases by 
  +1d6 at 7th and 10th level. If a crime lord has the sneak attack ability 
  from another source (such as thief levels), the bonuses on damage 
  stack.
  LACKEYS (EX)
  At 5th level, the crime lord has improved his ability to attract loyal and 
  capable followers. If on the beggar king path, he can assemble a veritable 
  army of beggars to serve his needs and be his eyes and ears. He can do 
  this a number of times per week equal to his Charisma bonus (minimum 
  once per week). The number of beggars called together is equal to twice 
  the number of 1st-level followers the crime lord is normally capable of 
  leading.
  If on the lord of night path, the crime lord can recruit a majordomo to 
  do his bidding. This majordomo counts as the crime lord’s highest level 
  cohort, but is two levels higher than would normally be permitted by 
  the lord of night’s Leadership score. This cohort is loyal to the point that 
  he will risk his life for his master. In the event the majordomo is killed, 
  the lord of night must wait until he gains another level in the crime lord 
  prestige class before recruiting a suitable replacement.
  RESOURCES (EX)
  At 5th level, the crime lord can collect debts, call in favors, and cash in 
  investments in order to pool together a small fortune. To do so, he must 
  make a resource check (either a Diplomacy check if a lord of night or an 
  Intimidate check if a beggar king). He then multiplies the check result 
  by 100 to determine the number of shaboozh he collects in 2d12 hours. 
  The crime lord can only attempt one resource check per week, and money 
  not spent by the time of the next check is lost.
  IMPROVED UNCANNY DODGE (EX)
  At 8th level, a crime lord can no longer be ﬂanked, since he can react 
  to opponents on opposite sides of him as easily as he can react to a 
  single attacker. This defense denies thieves the ability to sneak attack 
  the crime lord by ﬂanking him, unless the attacker has at least four 
  more thief levels than the target has crime lord levels.
  If a character already has uncanny dodge (see the previous page) from a 
  second class, the character automatically gains improved uncanny dodge 
  instead, and the levels from the classes that grant uncanny dodge stack to 
  determine the minimum thief level required to ﬂank the character.
  GLADIATOR
  Gladiatorial events are common in Thieves’ World, especially in Ranke. 
  Though some gladiators are slaves or convicts, many are free citizens who 
  seek the mixture of fame, fortune, and adventure that only the arena ﬂoor 
  can provide. Indeed, Ranke is home to hundreds of gladiatorial schools 
  where men and women from all walks of life are taught to ﬁght for the 
  pleasure of a roaring crowd. Such schools are often expensive to attend, 
  but they produce some of the greatest athletes in all of Ranke.
  With their bonus feats, ﬁghters make the best gladiators, though barbarians 
  and survivors also have the mettle necessary to survive in the pits. Rangers 
  and godsworn sometimes do well as gladiators, but few other classes have 
  the combat abilities needed to survive Ranke’s bloody arenas.
  Many gladiators NPCs participate in local bloodsports, whether such 
  events are kept public or private. Gladiators also serve as bodyguards for 
  wealthy or inﬂuential folk, selling their services as thugs and mercenaries. 
  High-level gladiators, or those too old to ﬁght in the arenas, may found 
  schools to train new gladiators.
  Hit Die: d10.
  REQUIREMENTS
  To qualify to become a gladiator, a character must fulﬁll all the following 
  criteria.
  Base Attack Bonus: +4.
  Skills: Intimidate 4 ranks, Perform 2 ranks.
  Feats: Weapon Focus (any martial weapon).
  CLASS SKILLS
  The gladiator’s class skills (and the key ability for each skill) are Balance 
  (Dex), Bluﬀ (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), 
  Intimidate (Cha), Jump (Str), Perform (Cha), Sense Motive (Wis), Spot 
  (Wis), and Tumble (Dex). See Chapter Four: Skills in the PHB and 
  Chapter Five: Skills and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  TABLE 4–9: THE GLADIATOR
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +1
  +2
  +2
  +0
  +0
  Armor optimization (AC bonus), ﬁghter training
  2nd
  +2
  +3
  +3
  +0
  +1
  Bonus feat
  3rd
  +3
  +3
  +3
  +1
  +1
  Howls of lust and fury
  4th
  +4
  +4
  +4
  +1
  +2
  Toughness
  5th
  +5
  +4
  +4
  +1
  +2
  Bonus feat, retributive strike
  6th
  +6
  +5
  +5
  +2
  +3
  Armor optimization (DR 2/—)
  7th
  +7
  +5
  +5
  +2
  +3
  Toughness
  8th
  +8
  +6
  +6
  +2
  +4
  Bonus feat
  9th
  +9
  +6
  +6
  +3
  +4
  Nullify critical hit
  10th
  +10
  +7
  +7
  +3
  +5
  Toughness
  
  - 91 -
  CHAPTER FOUR: CLASSES
  CLASS FEATURES
  All of the following are class features of the 
  gladiator prestige class.
  WEAPON AND ARMOR 
  PROFICIENCY
  Gladiators are proﬁcient with all simple 
  and martial weapons, with light and 
  medium armor, and with bucklers and 
  light shields. Additionally, they gain Exotic 
  Weapon Proﬁciency for the net.
  ARMOR OPTIMIZATION (EX)
  At 1st level, a gladiator learns to maneuver 
  his body so that his armor can deflect 
  blows and absorb damage more eﬀectively. 
  At 1st level, this ability manifests as a 
  dodge bonus to Armor Class equal to the 
  gladiator’s Intelligence modiﬁer (minimum 
  +1). At 6th level, this ability improves even 
  further, providing the gladiator with damage 
  reduction 2/—. Any condition that would 
  cause the gladiator to lose his Dexterity 
  bonus to Armor Class (if any) also makes him 
  lose the dodge bonus and damage reduction granted by armor optimization. 
  Armor optimization is only eﬀective when the gladiator is wearing light 
  or medium armor.
  FIGHTER TRAINING (EX)
  Levels in the gladiator prestige class are cumulative with ﬁghter levels 
  when determining the prerequisites for certain feats, such as Greater 
  Weapon Focus and Greater Weapon Specialization.
  BONUS FEAT (EX)
  At 2nd, 5th, and 8th levels, the gladiator gains a bonus feat in addition 
  to any he would normally receive. He must meet all the prerequisites 
  for a bonus feat, and must select these bonus feats from those noted as 
  ﬁghter bonus feats.
  HOWLS OF LUST AND FURY (EX)
  Beginning at 3rd level, the screams, cheers, and taunts of a crowd can 
  spur the gladiator to great accomplishments when he ﬁghts an opponent 
  in a public arena. So long as the gladiator has an enthusiastic audience 
  of at least 50 people when he ﬁghts, he beneﬁts from a morale bonus on 
  damage rolls and saving throws. This bonus depends on the size of the 
  crowd, noted on the Howls of Lust and Fury table.
  TOUGHNESS
  As the gladiator advances in level, he undergoes a strict regimen of 
  physical conditioning. At 4th, 7th, and 10th level, he gains Toughness 
  as a bonus feat.
  RETRIBUTIVE STRIKE (EX)
  Wounded gladiators can draw inspiration from the pain they suﬀer. 
  Beginning at 5th level, a gladiator can make a retributive strike once per 
  day by channeling his pain, anger, and desperation into a single, powerful 
  blow. The gladiator must have been damaged by a melee attack in the 
  previous round, and must be at less than half his total hit points.
  A retributive strike allows the gladiator to apply the amount of damage 
  he has taken from any single melee attack within the past round as a 
  bonus divided between his next attack and damage roll. He must allocate 
  these bonuses prior to making the attack. The entire bonus can be applied 
  to his attack roll, his damage roll, or divided up between the two in any 
  way he sees ﬁt.
  Pathel, a Rankan gladiator, takes 7 points of damage from an attack. His 
  hit points are below half his normal maximum, so he makes a retributive 
  strike against his opponent. Before making his attack roll, he divides 7 
  points (the amount of damage he took) between his attack and damage 
  rolls, allocating 4 points to his attack roll for a +4 bonus, and 3 to his 
  damage roll, adding 3 points to damage if he hits.
  NULLIFY CRITICAL HIT (EX)
  At 9th level, the gladiator becomes so used to pain and wounds that he 
  can shrug oﬀ the eﬀects of some critical hits. Whenever the gladiator 
  is the target of a successful critical hit, he can attempt a Fortitude save 
  (DC = the opponent’s attack result). If successful, the gladiator negates 
  the critical hit, taking only normal damage from the attack.
  HOWLS OF LUST AND FURY
  —Crowd Size—
  Level
  50–100
  101–250
  251–500
  501–1,000
  1,001+
  3rd–4th
  +0
  +1
  +1
  +1
  +2
  5th–6th
  +1
  +1
  +1
  +2
  +2
  7th
  +1
  +1
  +2
  +2
  +3
  8th
  +1
  +2
  +2
  +3
  +3
  9th
  +2
  +2
  +3
  +3
  +4
  10th
  +2
  +3
  +3
  +4
  +5
  
  - 92 -
  CHAPTER FOUR: CLASSES
  There are mages, and then there are mages. Hazard mages are among some 
  of the best-trained mages in the land, capable of casting spells of incredible 
  power. However, the real beneﬁt mages gain from becoming a hazard mage 
  is membership in the mageguild—an organization established by Ranke as 
  it spread throughout the continent. Of course, with such organizations come 
  bureaucracy, rivalries, and treachery that inhibits the organization’s ability 
  to inﬂuence the world in any signiﬁcant way. In fact, during Sanctuary’s 
  worst crises, the mageguild rarely (if ever) intervened, not stirring from 
  their compound during the mana drought, or even taking part in the city’s 
  defense as the Dyareelans seized it and sacriﬁced its citizens on their bloody 
  altars. Still, hazard mages are very much a part of the world, occupying 
  the upper levels of wizardry and rivaling even the Blue Star adepts in the 
  sheer power and inﬂuence they wield.
  Obviously, the vast majority of hazard mages come from the mage 
  base class, though some multiclass initiate/mages also join their ranks. 
  However, the high requirements prevent all but the most powerful 
  spellcasters from gaining entry into this prestige class.
  Hazard mage NPCs are generally arrogant, distancing themselves from 
  lesser mortals to pursue the higher theories of magic unopposed. The sense 
  of superiority is pervasive throughout the order, lending to some hostility 
  between members and nonmembers. It is important to note that the 
  mageguild includes many non-hazard mages, with these lower-ranking mages 
  often studying and learning from their masters. These lesser members gain 
  none of the beneﬁts of the class’s full guild member ability, but are also not 
  required to pay dues, as someone within the organization sponsors them 
  until such time that they are of suﬃcient skill to join.
  Hit Die: d4.
  REQUIREMENTS
  To qualify to become a hazard mage, a character must fulﬁll all the 
  following criteria.
  Base Spellcasting Bonus: +12.
  Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
  Feats: Skill Focus (Spellcraft), any two metamagic feats.
  Special: Must have trained as a mage in the mageguild.
  CLASS SKILLS
  The hazard mage’s class skills (and the key ability for each skill) are 
  Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken 
  individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int). 
  See Chapter Four: Skills in the PHB and Chapter Five: Skills and 
  Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the hazard mage prestige class.
  WEAPON AND ARMOR PROFICIENCY
  Hazard mages gain no new proﬁciency with weapons or armor.
  FULL GUILD MEMBER (EX)
  Hazard mages are all members of the prestigious mageguild that has 
  institutions all over the world, from the heart of the Rankan Empire to the 
  grimy streets of Sanctuary. Though the various enclaves are committed to 
  the advancement of magic, there is some rivalry between them, with age-old 
  grudges coloring the relationships between the mages of various cities.
  Upon attaining 1st level in this class, a character is inducted by the 
  mageguild into their order, and granted access to laboratories, libraries, 
  magical supplies, and spells, all at reduced rates. Members are expected 
  to pay 50 shaboozh each month in dues, but in exchange they may make 
  use of any of the institution’s facilities. This takes the form of access to 
  libraries (granting the hazard mage a bonus equal to his class level on 
  any Knowledge checks), access to an alchemist’s lab (a +2 bonus on Craft 
  [alchemy] checks), and discounted material components (1d4 × 10% 
  oﬀ normal price). The mageguild also supplies discounted materials for 
  crafting magic items. When making a new magic item, a hazard mage 
  need only pay three-quarters of the item’s listed cost to create.
  The most important beneﬁt of membership is improved access to 
  spells. The mageguild has literally hundreds of spells in its archives, 
  and all but the most powerful are available to members. The mageguild 
  loans spells to its members (up to one Unknown spell per class level). 
  Though the mageguild has many spells available for loan, demand from 
  members is great. There is a base 100% chance that any given spell 
  is in inventory, reduced by –5% per spell level. (See Chapter Eight: 
  Sorcery for more information on Unknown spells and the Thieves’ 
  World magic system.)
  A member can check the inventory once per day. If the spell is lost or 
  destroyed, the member who last possessed the spell must replace it or 
  pay a ﬁne equal to the spell’s level × 500 sh.
  HAZARD MAGE
  
  - 93 -
  CHAPTER FOUR: CLASSES
  SPELLCASTING
  At each level, the hazard mage gains new Known and Familiar rituals and 
  an increase in caster level as if he had also gained a level in a spellcasting 
  class he belonged to before he added the prestige class. He does not, 
  however, gain any other beneﬁt a character of that class would have gained. 
  If the character had more than one spellcasting class before becoming 
  a hazard mage, he must decide which class he adds the new level to for 
  the purpose of determining new Known and Familiar spells.
  HAZARD
  Starting at 2nd level, the hazard mage unlocks the higher realms of magic. 
  As he progresses through the ranks of mastery (from Fourth to First), 
  he may select one special ability from any of those listed here. Unless 
  otherwise noted, each can be selected only once. All special abilities have 
  a minimum cost of life energy, noted as a permanent reduction in hit 
  points. Hazard powers aﬀect only spells, not rituals.
  • Arcane Reach (Su): The hazard mage can use spells with a range of touch 
  on a target up to 30 feet away. The hazard mage must make a ranged 
  touch attack instead of a melee touch attack. Arcane reach can be selected 
  a second time, in which case the range increases to 60 feet. This ability 
  drains 3 hit points permanently each time it is selected.
  • Greater Casting: The hazard mage can cast spells quickly. When casting 
  a spell, the hazard mage’s beginning mana pool starts at 10 instead of 
  0, so that when a hazard mage makes his ﬁrst spellcasting check, he 
  adds +10 to his result. (See Chapter Eight: Sorcery for information 
  on mana and the Thieves’ World magic system.) This ability drains 3 
  hit points permanently.
  • Mastery of Counterspelling: When the hazard mage counterspells a 
  spell, it is turned back upon the caster as if it were fully aﬀected by 
  a spell turning spell. If the spell cannot be aﬀected by spell turning, 
  then it is merely counterspelled. This ability drains 3 hit points 
  permanently.
  • Mastery of Elements: The hazard mage can alter an energy spell when 
  cast so that it utilizes a diﬀerent energy type than the one it normally 
  uses. This ability can only alter a spell with the acid, cold, ﬁre, electricity, 
  or sonic descriptor. The spell’s casting time is unaﬀected. The caster 
  decides whether to alter the spell’s energy type and chooses the new 
  energy type when he begins casting. This ability drains 4 hit points 
  permanently.
  • Mastery of Shaping: The hazard mage can alter area and eﬀect spells 
  that use one of the following shapes: burst, cone, cylinder, emanation, 
  or spread. The hazard mage creates spaces within the spell’s area or 
  eﬀect that are not subject to the spell. The minimum dimension for 
  these spaces is a 5-foot cube. Furthermore, any shapeable spells have 
  a minimum dimension of 5 feet instead of 10 feet. This ability drains 
  2 hit points permanently.
  • Planar Refuge: When you select this ability, you create a local density 
  ﬂuctuation on the Astral Plane that precipitates the creation of a small 
  demiplane. At ﬁrst, the ﬂedgling plane grows in radius at a rate of 
  1 foot per day to an initial maximum radius of 180 feet as it rapidly 
  draws substance from the surrounding astral ectoplasm. Once the new 
  demiplane reaches its maximum size, its growth rate decreases to only 
  1 foot per week (approximately a 50-foot increase in radius per year). 
  Once your demiplane is created, you can travel to it using plane shift 
  or gate.
   
  You determine the environment within the demiplane when you create a 
  planar refuge, determining factors such as atmosphere, water, temperature, 
  and the general shape of the terrain. This power cannot create life 
  (including vegetation), nor can it construct anything (buildings, roads, 
  wells, dungeons, and so forth) or create lingering magical eﬀects. You 
  must add these details in some other fashion if you so desire.
   
  You can’t create a demiplane out of esoteric material, such as mithral or 
  platinum; you’re limited to stone and dirt. As well, you can’t manipulate 
  the time trait on your demiplane, which uses the same time as the 
  Material Plane. You may select this ability multiple times, with each 
  subsequent selection increasing the radius of your demiplane by 
  180 feet. This ability drains 4 hit points permanently each time it is 
  selected.
  • Spell Power: This ability increases the hazard mage’s eﬀective caster 
  level by +1, for the purpose of determining level-dependent spell 
  variables such as damage dice or range, and caster level checks. This 
  ability drains 2 hit points permanently.
  EX-HAZARD
  Being a hazard mage requires absolute loyalty to the mageguild. Failure 
  to pay dues, or committing any act that jeopardizes the guild results 
  in the hazard mage being stripped of his membership (and possibly 
  gaining the enmity of the rest of the guild). An ex-hazard mage loses 
  the full guild member class feature but retains all other hazard mage 
  abilities.
  TABLE 4–10: THE HAZARD MAGE
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +0
  +2
  +1
  Full guild member
  2nd
  +1
  +0
  +0
  +3
  +1
  Fourth hazard power
  3rd
  +2
  +1
  +1
  +3
  +1
  Third hazard power
  4th
  +3
  +1
  +1
  +4
  +2
  Second hazard power
  5th
  +3
  +1
  +1
  +4
  +2
  First hazard power
  TABLE 4–11: HAZARD MAGE SPELLS
  Level
  Base 
  Spellcasting 
  Bonus
  Base 
  Ritualcasting 
  Bonus
  —Spells— 
  Known and Familiar
  1st
  +1
  +0
  +1 level of existing class
  2nd
  +2
  +1
  +1 level of existing class
  3rd
  +3
  +1
  +1 level of existing class
  4th
  +4
  +2
  +1 level of existing class
  5th
  +5
  +2
  +1 level of existing class
  
  - 94 -
  CHAPTER FOUR: CLASSES
  In Sanctuary’s early days (prior to the depredations of the Dyareelans), 
  the followers of Meshpri, the Ilsigi goddess of health and healing, ran 
  an inﬁrmary between the Wideway and the Street of Glass. Meshpri’s 
  adherents often consist of healers, midwives, and apothecaries. Those 
  healers who truly seek to end (or at the least alleviate) the world’s suﬀering 
  often take it upon themselves to do so in Meshpri’s name. Though they 
  are rarely possessed of overt supernatural abilities, the healers of Meshpri 
  are nonetheless touched in some way by their goddess, and include some 
  of the most skilled healers in the world.
  Priests of Meshpri commonly follow the path of the healer, and savants 
  (with their broad range of skills) can easily develop the talents required 
  to take up this class. Some rangers who practice the healing arts will 
  choose to follow Meshpri, especially those with extensive knowledge of 
  nature, herbs, and natural remedies.
  It is wise for PCs to make the acquaintance of a healer of Meshpri, especially 
  in a place as dangerous as Sanctuary. Such healers tend to practice their 
  art away from the bustling center of the city, relying on their reputations 
  to bring their patients to them. It is rare for healers of Meshpri to make 
  enemies, though their penchant for tending to anyone in need can 
  sometimes put them in the middle of other parties’ conﬂicts.
  Hit Die: d6.
  REQUIREMENTS
  To qualify to become a healer of Meshpri, a character must fulﬁll all the 
  following criteria.
  Skills: Craft (alchemy) 6 ranks, Heal 6 ranks, Knowledge (nature) 4 
  ranks, Knowledge (religion) 4 ranks.
  Special: Must be a follower of Meshpri, having been inducted by a 
  senior follower.
  CLASS SKILLS
  The healer of Meshpri’s class skills (and the key ability for each skill) are 
  Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information 
  (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), 
  Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and 
  Survival (Wis). See Chapter Four: Skills in the PHB and Chapter Five: 
  Skills and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 4 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the healer of Meshpri.
  WEAPON AND ARMOR PROFICIENCY
  The healer of Meshpri gains no proﬁciency with any weapons or armor.
  MESHPRI’S TOUCH (SU)
  Once initiated as a healer of Meshpri, a character can manifest a portion 
  of his goddess’ love upon those he tends. The healer of Meshpri may add 
  a bonus equal to his class level on any Heal checks he makes. In addition 
  to the normal results of a successful Heal check, the healer can cure a 
  number of hit points equal to his class level each day, either divided 
  between separate uses of the Heal skill or applied to a single patient.
  VOW OF MESHPRI (SU)
  When initiated as a follower of Meshpri, the healer of Meshpri vows 
  he will never willingly make or utilize any kind of poison. He must also 
  promise to provide healing to all those who ask for his services. Though 
  he may charge for those services, he must never ask a patient for more 
  compensation than would be fair.
  A healer of Meshpri who breaks his vow can never again gain levels in this 
  prestige class. He can still utilize any class abilities gained, but should he 
  choose to manufacture poisons, he takes a penalty on all Craft (poison) 
  checks equal to the last class level he achieved prior to violating his oath. 
  As well, a healer of Meshpri who has broken his vow takes the same 
  penalty on all Heal checks if he ever charges a customer for healing. A 
  healer of Meshpri can lose these penalties with an atonement spell.
  MASTER HERBALIST (EX)
  In order to produce eﬀective natural medicines, a 2nd-level healer of 
  Meshpri learns to identify, cultivate, and apply a variety of herbs, roots, 
  and other natural remedies. This provides the healer with a bonus equal 
  to his class level on Craft (herbalism) and Knowledge (nature) checks 
  that he makes to identify, harvest, and store healing herbs.
  CREATE HEALING SALVE (EX)
  Using his knowledge of herbs and other natural medicines, a 3rd level healer 
  of Meshpri can concoct salves and ointments that prevent infection and aid 
  in the healing of wounds. He can gather enough healing herbs to create one 
  application of healing salve per day. At every odd level beyond 3rd, the healer 
  can create an additional application per day (two per day at 5th level, three 
  per day at 7th level, and so on). Healing salve retains its eﬀectiveness for one 
  week, plus a number of days equal to the healer of Meshpri’s class level.
  When applied to a fresh wound, a single application of healing salve cures 
  1 hit point and doubles the subject’s rate of natural healing for the next 
  24 hours (see the Heal skill description in Chapter Four of the PHB). 
  A new application must be used each day.
  CREATE ANTIDOTE (EX)
  When he reaches 5th level, a healer of Meshpri learns how to stave oﬀ the 
  eﬀects of poisons, venoms, and toxins by using locally available plants, roots, 
  and herbs to concoct antidotes. The healer can gather enough supplies to 
  brew a single dose of antidote per day. At every odd level beyond 5th, the 
  healer can create an additional dose of antidote per day (two per day at 7th 
  level and three per day at 9th level). So long as an antidote remains in a 
  sealed container, it can retain its potency for up to a month, plus a number 
  of weeks equal to the healer of Meshpri’s class level.
  When given to a character who has taken ability damage from a poison, 
  a single dose of antidote will cure 1 point of ability damage. In addition, 
  the healing rate for ability damage is increased by 1 point per day until 
  completely healed.
  Only one dose of antidote can be applied to a single patient. The eﬀects 
  of multiple doses do not stack.
  CREATE ELIXIR (EX)
  Plagues and other maladies are all too common in Sanctuary. When 
  the healer of Meshpri reaches 7th level, he learns to treat diseases and 
  HEALER OF MESHPRI
  
  - 95 -
  CHAPTER FOUR: CLASSES
  The healer may continue to tend the patient, but for each week beyond 
  the ﬁrst, he takes a –5 penalty on the check.
  HEAL CHECK
  Result
  Ability Drain Restored
  20
  1 point
  25
  2 points
  30
  Half the ability drain (minimum 2 points)
  35
  Three-quarters of the ability drain (minimum 3 points)
  40
  All of the ability drain
  infection with the proper application of brews and elixirs. To diagnose the 
  disease or infection, the healer must ﬁrst succeed on a Heal check (DC 
  25 – 2 per day of infection; the more advanced the disease, the easier it 
  is for the healer to properly diagnose the symptoms).
  Once diagnosed, the healer can gather enough supplies to create a single 
  dose of elixir per day. Each dose is speciﬁc to a particular ailment and 
  will not work to treat a diﬀerent disease. In the case of a patient who is 
  unlucky enough to be infected with two or more diﬀerent diseases, the 
  healer will need to make a dose of elixir for each individual malady. The 
  healer can create one additional dose of elixir per day at 9th level.
  When administered to a diseased or infected character, a properly brewed 
  elixir will allow one additional saving throw per day against the eﬀects 
  of the disease or infection. This is treated like any other saving throw 
  made against the disease, such that a separate Heal check can be made 
  by the healer and substituted for the patient’s Fortitude save. Multiple 
  doses of elixir administered to the patient have no eﬀect, unless they are 
  treatments for a diﬀerent disease.
  A new dose of elixir must be created each day for each disease. Elixirs 
  cannot be saved, and once brewed, must be used within 1 hour plus a 
  number of hours equal to the healer of Meshpri’s class level.
  CREATE TONIC (EX)
  When the healer of Meshpri reaches 9th level, his expertise at concocting 
  potions and elixirs allows him to create tonics. Tonics are draughts that 
  artiﬁcially enhance a person’s natural abilities for a short period of time. 
  Brewing a tonic is labor intensive, and the process takes two days to 
  complete. The healer must specify ahead of time which ability the tonic 
  will enhance. Once completed, the tonic can be stored for up to two days 
  before it loses its potency.
  When ingested, a tonic increases the ability score speciﬁed by the healer 
  by +2 for 1 hour. Once the duration ends, the subject takes a –4 penalty 
  to the ability in question for the next 1d6 hours.
  CURE SERIOUS INJURY (SU)
  With long-term work and eﬀort, a healer of Meshpri can cure serious 
  injuries (see Chapter Six: Supplemental Rules) or other instances of 
  ability drain. To do so, the healer must tend to a patient for one week, 
  at the end of which he makes a special Heal check. Depending on the 
  result of this check, the healer restores some or all of the ability drain. The 
  healer can take 10 with this check, but cannot take 20. See the following 
  table for results.
  TABLE 4–12: THE HEALER OF MESHPRI
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +2
  +0
  +2
  +0
  Meshpri’s touch, vow of Meshpri
  2nd
  +1
  +3
  +0
  +3
  +0
  Master herbalist
  3rd
  +1
  +3
  +1
  +3
  +1
  Create healing salve
  4th
  +2
  +4
  +1
  +4
  +1
  —
  5th
  +2
  +4
  +1
  +4
  +1
  Create antidote
  6th
  +3
  +5
  +2
  +5
  +2
  —
  7th
  +3
  +5
  +2
  +5
  +2
  Create elixir
  8th
  +4
  +6
  +2
  +6
  +2
  —
  9th
  +4
  +6
  +3
  +6
  +3
  Create tonic
  10th
  +5
  +7
  +3
  +7
  +3
  Cure serious injury
  
  - 96 -
  CHAPTER FOUR: CLASSES
  During the Rankan era, the Hell Hounds were some of the most feared 
  warriors in all of Sanctuary. When the Prince was made Sanctuary’s 
  governor, ﬁve of these mighty warriors originally accompanied him to the 
  city. In the years since, the imperial elite guard has returned to the Rankan 
  capital, but their legacy remains. Men trained in their ways and tactics still 
  survive within the borders of the empire, serving their new emperor’s will 
  with as much perseverance and loyalty as their predecessors did.
  Given their capacity for combat, ﬁghters and rangers are the most obvious 
  starting point for the potential Hell Hound. Most Hell Hounds served 
  as legionnaires in the Rankan army before being handpicked for service 
  in the elite guard.
  In the past, the Hell Hounds vigilantly patrolled the streets of Sanctuary, 
  acting as both law enforcement and imperial emissary. In the modern 
  day, they have no oﬃcial presence in the city, but with Ranke’s interest in 
  Sanctuary’s strategic importance, many expect that the city’s streets may 
  once again echo with the footsteps of these mighty warriors.
  Hit Die: d12.
  REQUIREMENTS
  To qualify to become a Hell Hound, a character must fulﬁll all the 
  following criteria.
  Gender: Male.
  Base Attack Bonus: +8.
  Skills: Gather Information 5 ranks, Intimidate 10 ranks, Knowledge 
  (nobility and royalty) 5 ranks.
  Feats: Combat Expertise, Dodge, Iron Will, Mobility.
  Special: In order to take the Hell Hound prestige class, a character must 
  have served in Ranke’s military and received some recognition for his 
  service. In short, a candidate can only become a Hell Hound 
  with the emperor’s blessing.
  CLASS SKILLS
  The Hell Hound’s class skills (and the key ability for each skill) are Climb 
  (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge 
  (nobility and royalty) (Int), Ride (Dex), Swim (Str), and Use Rope (Dex). 
  See Chapter Four: Skills in the PHB and Chapter Five: Skills and Feats 
  in this book for skill descriptions.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the Hell Hound 
  prestige class.
  WEAPON AND ARMOR PROFICIENCY
  The Hell Hound gains proﬁciency with all simple and martial 
  weapons, and with all armor and shields.
  FEARSOME REPUTATION (EX)
  In Sanctuary, the Hell Hounds were unforgiving and skilled 
  opponents who were rightly feared by the populace. Because 
  of this reputation, a Hell Hound’s bonus on Intimidate checks 
  from his Reputation beneﬁt increases to +6 (see page 128).
  UNTOUCHABLE (EX)
  Some see the Hell Hounds as fanatically loyal to their emperor; others 
  describe them as merely serving with a dignity and honor beﬁtting 
  their station. Whatever the truth, a Hell Hound is notoriously diﬃcult 
  to coerce, gaining a bonus equal to his class level on Will saves against 
  mind-aﬀecting spells or eﬀects.
  PACK TACTICS (EX)
  Hell Hounds work well together in combat, ﬁghting as a team rather 
  than as individuals. From 2nd level, when ﬁghting alongside at least one 
  other Hell Hound, a Hell Hound gains a +1 morale bonus on his attack 
  rolls. For every Hell Hound beyond the ﬁrst, this bonus increases by +1, 
  to a maximum of +5.
  BONUS FEATS
  Regardless of their exceptional abilities and prowess, Hell Hounds train 
  to perfect their skills as they rise in level. Because of this constant self-
  improvement, a Hell Hound receives a bonus feat at 3rd level and every odd 
  level thereafter. He must meet all the prerequisites for a bonus feat, and must 
  select these bonus feats from those noted as ﬁghter bonus feats.
  UNCANNY DODGE (EX)
  At 4th level, a Hell Hound’s training gives him an edge when 
  ﬁghting against multiple opponents. A Hell Hound retains 
  his Dexterity bonus to AC (if any) even if he is caught ﬂat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized.
  HELL HOUND
  
  - 97 -
  CHAPTER FOUR: CLASSES
  If he already has the uncanny dodge ability as the result of levels in a 
  second class, the character automatically gains the improved uncanny 
  dodge ability (see following).
  ARMOR SPECIALIZATION (EX)
  At 6th level, the Hell Hound chooses one speciﬁc type of armor (chainmail, 
  full plate, padded, and so on). He can don this type of armor hastily (see 
  Chapter Six: Equipment in the PHB) without taking the usual penalty 
  to Armor Class or increasing his armor check penalty.
  IMPROVED UNCANNY DODGE (EX)
  At 8th level, a Hell Hound can no longer be ﬂanked, since he can react 
  to opponents on opposite sides of him as easily as he can react to a single 
  attacker. This defense denies thieves the ability to sneak attack the Hell 
  Hound by ﬂanking him, unless the attacker has at least four more thief 
  levels than the target has Hell Hound levels. If a character already has 
  uncanny dodge (see the previous page) from a second class, the character 
  automatically gains improved uncanny dodge instead, and the levels from 
  the classes that grant uncanny dodge stack to determine the minimum 
  thief level required to ﬂank the character.
  SUSPICIOUS (EX)
  Hell Hounds are always ready for battle, expecting trouble from every 
  direction. At 8th level, the Hell Hound can add his Wisdom modiﬁer 
  (if any) to his Initiative checks.
  GUARD THE SOVEREIGN (EX)
  As a standard action, a 10th-level Hell Hound may take a melee or ranged 
  attack intended for someone else (whether by weapon or by a spell requiring 
  an attack roll). The Hell Hound must have line of sight to the attacker, and 
  must be within a distance of the target equal to his own land speed. The 
  attacker may attempt a Reﬂex save (DC 10 + the Hell Hound’s class level) 
  in order to make the attack against his chosen target as normal. If this save 
  fails, the attack is resolved as if it were against the Hell Hound.
  TABLE 4–13: THE HELL HOUND
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +1
  +2
  +0
  +2
  +0
  Fearsome reputation, untouchable
  2nd
  +2
  +3
  +0
  +3
  +1
  Pack tactics
  3rd
  +3
  +3
  +1
  +3
  +1
  Bonus feat
  4th
  +4
  +4
  +1
  +4
  +1
  Uncanny dodge
  5th
  +5
  +4
  +1
  +4
  +2
  Bonus feat
  6th
  +6
  +5
  +2
  +5
  +2
  Armor specialization
  7th
  +7
  +5
  +2
  +5
  +2
  Bonus feat
  8th
  +8
  +6
  +2
  +6
  +3
  Improved uncanny dodge, suspicious
  9th
  +9
  +6
  +3
  +6
  +3
  Bonus feat
  10th
  +10
  +7
  +3
  +7
  +3
  Guard the sovereign
  IRRUNE RAIDER
  The Irrune raider is an elite warrior of the Irrune people, able to move 
  fast both on foot and on horseback. The Rankan Empire once employed 
  many as mercenaries, and a few still perform such services in order to 
  raid the loot and goods they feel is rightfully theirs. There are few who 
  can boast the mounted accuracy of an Irrune raider.
  Some of the boldest Irrune raiders are from the barbarian class. Many of 
  the better-trained raiders are also ﬁghters, rangers, or some combination 
  of the two. Spellcasters of any stripe rarely take up this class.
  Irrune raiders liberated Sanctuary from the Dyareelan cultists at Molin 
  Torchholder’s invitation. Since crushing the servants of the Mother of 
  Chaos, the Irrune now control the city. However, not all of their number 
  have adapted well to this new lifestyle, unaccustomed as they are to subtleties 
  of trade (as compared to just taking what they need at sword point).
  Hit Die: d10.
  REQUIREMENTS
  To qualify to become an Irrune raider, a character must fulﬁll all the 
  following criteria.
  Culture: Irrune.
  Base Attack Bonus: +6.
  Skills: Handle Animal 4 ranks, Intimidate 4 ranks, Ride 8 ranks.
  Feats: Mounted Archery, Mounted Combat.
  CLASS SKILLS
  The Irrune raider’s class skills (and the key ability for each skill) are Climb 
  (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride 
  (Dex), Spot (Wis), and Survival (Wis). See Chapter Four: Skills in the PHB 
  and Chapter Five: Skills and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the Irrune raider prestige class.
  WEAPON AND ARMOR PROFICIENCY
  The Irrune raider gains proﬁciency with all simple and martial weapons 
  and with light armor, but not with shields.
  
  - 98 -
  CHAPTER FOUR: CLASSES
  BENEATH AN OPEN SKY (EX)
  The Irrune have long traveled the world as nomads, and they are 
  comfortable with the wide-open spaces of the plains and steppes. 
  They tend to view large cities and other settlements only as targets of 
  opportunity, and the conﬁnes of an urban environment make an Irrune 
  raider cagey and temperamental. While in a city, the Irrune raider gains 
  a +2 bonus on attack roles (as he is quick to lose his temper), but takes 
  a –2 penalty to AC (as he is oblivious to the warren of sidestreets and 
  dishonorable tactics used by the denizens of the urban sprawl).
  SWIFT DISMOUNT (EX)
  Irrune raiders are at home on the back of a horse. They receive a +5 
  competence bonus on Ride checks made for a fast mount or fast dismount 
  (see the Ride skill description in Chapter Four: Skills of the PHB).
  RAGE (EX)
  At 2nd level, the Irrune raider gains the ability to rage once per day, then 
  twice per day at 5th level. This is exactly like the barbarian ability of the 
  same name (see Chapter Three: Classes of the PHB for details). If the 
  Irrune raider already has the ability to rage from another source (such as 
  barbarian levels), he can rage one additional time per day.
  SPUR MOUNT (EX)
  The Irrune are acknowledged to be masterful horsemen, and even the 
  least experienced warrior knows how to get the most out of his mount. A 
  2nd-level Irrune raider can spur his mount to move faster than normal for 
  a short period of time. If he succeeds on a DC 15 Handle Animal check, 
  his mount’s base speed increases by +10 feet for a number of rounds equal 
  to the raider’s class level plus his Charisma bonus (if any). This ability 
  is usable once per hour without harming the raider’s mount. For each 
  additional use of the ability within that time, the Handle Animal DC 
  increases by +5 and the mount must succeed on a Fortitude save against 
  the same DC or take 1d6 points of nonlethal damage.
  IMPROVED MOUNTED ARCHERY (EX)
  Most Irrune raiders are just as capable with their bows while mounted as 
  they are standing on their own two feet. At 3rd level, the raider reduces 
  the penalties for using a ranged weapon while mounted by 2 points. 
  Thus, the penalty he takes while his mount makes a double move drops 
  from –2 to 0, while the penalty he takes when his mount is running 
  drops from –4 to –2.
  SKILLED RIDER (EX)
  At 3rd level, the Irrune raider gains a bonus equal to his class level on 
  all Ride checks.
  HORIZON WATCHER (EX)
  Irrune raiders are at their best in open terrain. At 4th level, while in any 
  relatively ﬂat environment (such as desert or plains), the Irrune raider 
  gains a +4 bonus on Spot and Survival checks.
  MOUNTED RAGE (EX)
  When an Irrune raider reaches 4th level, he becomes less vulnerable 
  while raging when mounted. When using the rage ability while riding a 
  mount, he does not take the normal penalty to AC.
  WAR LEADER (EX)
  When an Irrune raider reaches 5th level, the members of his tribe consider 
  him to be a great war leader. Other Irrune warriors ﬂock to his banner 
  to become members in his personal war band, and he gains a number of 
  followers as if he had the Leadership feat (see Chapter Four: Nonplayer 
  Characters in the DMG). The Irrune raider’s eﬀective Leadership score 
  equals his character level + his Charisma modiﬁer + his Reputation bonus. 
  If the Irrune raider already has the Leadership feat, he gains a +4 bonus 
  to his Leadership score instead.
  TABLE 4–14: THE IRRUNE RAIDER
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +1
  +2
  +0
  +0
  +0
  Beneath an open sky, swift dismount
  2nd
  +2
  +3
  +0
  +0
  +0
  Rage 1/day, spur mount
  3rd
  +3
  +3
  +1
  +1
  +1
  Improved mounted archery, skilled rider
  4th
  +4
  +4
  +1
  +1
  +1
  Horizon watcher, mounted rage
  5th
  +5
  +4
  +1
  +1
  +1
  Rage 2/day, war leader
  
  - 99 -
  CHAPTER FOUR: CLASSES
  Doxies and harlots are almost as common as thieves and footpads on the 
  dirty and dangerous streets of Sanctuary. The mistress of Red Lanterns, 
  however, is no ordinary prostitute. She did her time in the city’s bars 
  and back alleys, giving her the experience to maintain a business of 
  satisfying Sanctuary’s carnal desires. The mistress can recruit men 
  and women who seek to legitimize their occupation, be they simple 
  streetwalkers or high-class escorts.
  Many thieves have the right tools to become a mistress of the Red 
  Lanterns, developing the social interaction skills necessary to excel in 
  this class. Initiates also possess the potential to gain access to this class, 
  should their magical skills permit them to diversify a bit. The selection 
  of skills oﬀered by the savant class also makes a suitable background for 
  the mistress of Red Lanterns, and rare nobles sometimes moonlight as 
  madams for extra income.
  Though the mistress takes her name from the Street of Red Lanterns, 
  much of Sanctuary’s prostitution trade has retreated to the Maze. Many 
  run their own establishments (some of which require membership), while 
  others require only money and a man’s desire to spend it. NPC mistresses 
  of Red Lanterns might hire player characters to perform security duties, 
  or they may very well inquire as to whether a particularly handsome or 
  winsome character is interested in a new line of work.
  Hit Die: d6.
  REQUIREMENTS
  To qualify to become a mistress of Red Lanterns, a character must fulﬁll 
  all the following criteria.
  Gender: Female.
  Skills: Bluﬀ 7 ranks, Diplomacy 9 ranks, Perform 7 ranks.
  Feats: Leadership.
  CLASS SKILLS
  The mistress of Red Lanterns’ class skills (and the key ability for each 
  skill) are Appraise (Int), Bluﬀ (Cha), Decipher Script (Int), Diplomacy 
  (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), 
  Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen 
  (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search 
  (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/
  a), and Spot (Wis). See Chapter Four: Skills in the PHB and Chapter 
  Five: Skills and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 4 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the mistress of Red Lanterns 
  prestige class.
  WEAPON AND ARMOR PROFICIENCY
  The mistress of Red Lanterns gains no proﬁciency with any weapons 
  or armor.
  TABLE 4–15: THE MISTRESS OF RED LANTERNS
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +0
  +2
  +0
  Alluring presence, Skill Focus
  2nd
  +1
  +0
  +0
  +3
  +1
  Employees, preferred client
  3rd
  +1
  +1
  +1
  +3
  +1
  Brothel
  4th
  +2
  +1
  +1
  +4
  +2
  Preferred client
  5th
  +2
  +1
  +1
  +4
  +2
  Bonus Feat
  6th
  +3
  +2
  +2
  +5
  +3
  Preferred client
  7th
  +3
  +2
  +2
  +5
  +3
  Famous brothel
  8th
  +4
  +2
  +2
  +6
  +4
  Preferred client
  9th
  +4
  +3
  +3
  +6
  +4
  Ear of kings
  10th
  +5
  +3
  +3
  +7
  +5
  Preferred client
  MISTRESS OF RED LANTERNS
  DEALING WITH MATURE SUBJECT MATTER
  The Thieves’ World anthologies can be quite graphic, depicting 
  slavery, sex, drug use, torture and prostitution—all in explicit detail. 
  And while entertaining reading, such subjects may not always 
  be appropriate at the gaming table. For some groups, the darker 
  overtones are acceptable as they evoke themes of the stories. But 
  for many, such matters are best left out.
  Before starting a Thieves’ World campaign, the group should establish 
  clear limits of acceptable subjects and behavior. You can assess 
  individual issues separately, examining feelings about drugs, slavery, 
  torture, brutality, and graphic violence, gauging the interest level in 
  these particular areas. For some, prostitution may be ﬁne so long 
  as it is never coerced. Drugs may be taboo for some players, and so 
  while such substances may exist in Sanctuary, they aren’t appropriate 
  as the adventure’s centerpiece.
  The goal of every roleplaying game is to have fun. So once you deﬁne 
  the limits, you have to stick to them. Just because Thieves’ World is 
  home to nearly every vice imaginable, it doesn’t mean they all have 
  to be present in your games. Respect the comfort level of all the 
  players, even if they are in minority, for mature subject matter is 
  inﬂammatory enough majority should never rule.
  
  - 100 -
  CHAPTER FOUR: CLASSES
  ALLURING PRESENCE (EX)
  The mistress of Red Lanterns perfects the art of attracting and seducing 
  men. Using a combination of cosmetics, perfumes, clothing, and body 
  language, she can draw the gaze of any man to herself, gaining a bonus 
  equal to her class level on all Bluﬀ, Diplomacy, and Perform checks. (This 
  bonus applies against anyone ordinarily attracted to the female gender.)
  SKILL FOCUS (EX)
  At 1st level, the mistress of Red Lanterns gains Skill Focus as a bonus feat. 
  This feat must be applied to one of the following skills: Bluﬀ, Diplomacy, 
  Disguise, Gather Information, or Perform.
  EMPLOYEES (EX)
  The mistress of Red Lanterns is a merchant who oﬀers the services of the 
  prostitutes in her employ to all manner of customers. Beginning at 2nd level, 
  the mistress can recruit a number of prostitutes equal to her class level plus 
  her Charisma bonus (if any). It is her responsibility to pay, protect, feed, 
  and provide the proper accessories to her staﬀ so that they can perform 
  their duties. In exchange for these accommodations, the mistress makes a 
  proﬁt equal to 2 shaboozh per prostitute she employs per week.
  PREFERRED CLIENT (EX)
  The mistress of Red Lanterns eventually gains one or more preferred 
  clients. Some of these customers are inﬂuential or important in some 
  way, including politicians, guards, merchants, criminals, and nobility. At 
  2nd level, and at every even level thereafter, the mistress gains a preferred 
  client who is inﬂuential in some way.
  Once per week, the mistress can call in a favor from a preferred client 
  with a successful Diplomacy check. The mistress is not permitted to take 
  20 on this check, but she can take 10. The DC of the check depends upon 
  the expense, legality, and likely danger of the favor she is requesting. A 
  relatively simple favor will have a DC as low as 10, while a dangerous or 
  incredibly expensive favor might have a DC of 30 or higher.
  On a successful check, the preferred client grants the mistress her favor, 
  and she cannot call upon him for another favor for at least one month. 
  If the check fails, the favor is not granted, as the client is either unable 
  or unwilling to perform the requested task. The mistress can attempt to 
  request another favor from the same client after a week has passed, but she 
  cannot ask for the same favor from the same client more than once.
  If the roll to gain a favor from a preferred client fails, the mistress of Red 
  Lanterns has additional tools at her disposal: blackmail and extortion. At 
  her option, she may attempt to blackmail a preferred client by threatening 
  to expose a particularly embarrassing or scandalous piece of information 
  (whether to family members, the public, or the law). Doing so allows 
  her a second Diplomacy check with a +10 circumstance bonus, but such 
  action completely alienates her preferred client. A preferred client who 
  is plied in such a way is lost forever and cannot be replaced.
  BROTHEL (EX)
  At 3rd level, the mistress of Red Lanterns amasses enough wealth and 
  employees to open her own place of business. A brothel provides a 
  relatively comfortable residence for the mistress’ employees to live and 
  work, and acts as a gathering place for customers who seek a higher class 
  of entertainment. With the added living space and amenities provided 
  by the brothel, the mistress is now able to hire or recruit a number of 
  employees equal to twice her class level plus her Charisma bonus (if any), 
  and her proﬁts increase to 3 shaboozh per week per prostitute that she 
  employs, even after living expenses and salaries are deducted.
  In addition to being proﬁtable, the acquisition of a brothel also allows the 
  mistress an easy way to gather information from clients. By eavesdropping 
  on conversations between customers, the mistress and her employees 
  can often overhear valuable pieces of information and gossip. When 
  attempting to learn a speciﬁc piece of information from her clientele, 
  the mistress adds a bonus equal to her class level on Gather Information 
  checks. This bonus only applies to Gather Information checks made 
  within the brothel itself, and only one attempt can be made each night.
  BONUS FEAT (EX)
  When the mistress of Red Lanterns attains 5th level, she may select a 
  bonus feat. She must meet all the prerequisites for a bonus feat, and must 
  select this bonus feat from the following:
  Deceitful, Diligent, Distinctive Title*, Fame*, Investigator, Iron Will, 
  Negotiator, Persuasive, or Well-Connected*.
  *New feats introduced in Chapter Five.
  FAMOUS BROTHEL (EX)
  Starting at 7th level, the mistress of red lanterns’ brothel gains a 
  reputation for pleasing its customers. The mistress is now able to hire or 
  recruit a number of employees equal to three times her class level plus 
  her Charisma bonus (if any), and her proﬁts increase to 4 shaboozh per 
  week per prostitute that she employs, even after living expenses and 
  salaries are deducted.
  EAR OF KINGS (EX)
  At 9th level, the mistress of red lanterns treats with such powerful clients 
  that she commands great respect and authority from all levels of society. 
  She gains a powerful contact (as adjudicated by the GM), who is forever 
  after friendly toward the mistress.
  
  - 101 -
  CHAPTER FOUR: CLASSES
  The sailor mercenaries of Mrsevada are famous throughout the world 
  for their violent tempers, their skill at brawling, and their penchant for 
  selling out to the highest bidder. In fact, the formidable Mrsevadan navy 
  is rumored to be for sale in its entirety, willfully serving whichever master 
  pays its captains the most. The men sailing upon Mrsevadan ships are 
  indicative of such a lifestyle, and there are few ports in the known world 
  not playing host to one or more Mrsevadan crews at any given time.
  Given their penchant for combat, it is likely that a level or two in the 
  ﬁghter class would serve a potential Mrsevadan sailor well. Thieves also 
  do well as sailors, given their agility and physical skills, and it is likely that 
  such a character might take a level or two in survivor as well.
  Mrsevadan sailors are rarely in Sanctuary for long, a fact that no doubt 
  makes the city’s innkeepers and bartenders very happy. Heavy-drinking 
  and short-tempered, Mrsevadan sailor NPCs are likely to hold grudges, 
  provided they aren’t too drunk to remember the cause of the disagreement 
  the following morning.
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a Mrsevadan sailor, a character must fulﬁll all the 
  following criteria.
  Culture: Mrsevadan.
  Base Attack Bonus: +2.
  Skills: Profession (sailor) 2 ranks, Swim 4 ranks, Use Rope 2 ranks.
  CLASS SKILLS
  The Mrsevadan sailor’s class skills (and the key ability for each skill) 
  are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump 
  (Str), Knowledge (geography) (Int), Profession (Wis), Speak Language 
  (n/a), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). See 
  Chapter Four: Skills in the PHB and Chapter Five: Skills and Feats 
  in this book for skill descriptions.
  Skill Points at Each Additional Level: 4 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the Mrsevadan sailor prestige 
  class.
  WEAPON AND ARMOR PROFICIENCY
  Mrsevadan sailors are proﬁcient with all simple weapons, plus the 
  battleaxe, handaxe, net, and short sword. They are proﬁcient with light 
  armor, but not with shields.
  MRSEVADAN NOTORIETY (EX)
  Mrsevadan sailors have quick tempers and a disturbing willingness to 
  scrap. They gain a +2 bonus on all Intimidate checks.
  SAILOR ABILITY
  At 1st level and every odd level thereafter, a Mrsevadan sailor gains a 
  sailor ability of his choice from among the following options. Each ability 
  can be chosen only once.
  • Keen Eyes (Ex): Sailors spend an inordinate amount of time scanning 
  the horizon for land, vessels, and hazards. The keen eyes ability 
  indicates the development of an exceptional visual awareness, and 
  sailors who possess it gain a +5 bonus on Spot checks when at sea.
  • Master of Knots (Ex): Ships are practically held together by rope, and 
  keeping these lines organized, tethered, and maintained is an important 
  task for much of any ship’s crew. A sailor who is considered a master 
  of knots has extensive knowledge or talent with the manipulation of 
  ropes, especially in the tying of knots, shanks, and hitches. As such, 
  he gains a +3 bonus on Use Rope checks.
  • Rigging Rat (Ex): The rigging of a ship is composed of knotted rope 
  ladders, masts, crossbeams, and sheets of canvas sail. Using these surfaces 
  to move around above a ship’s deck is an important skill learned by many 
  sailors, but mastered by only a few. These agile rigging rats gain a +5 
  competence bonus on Climb checks when aboard ship.
  • Salt-Blooded (Ex): Months aboard ship can acclimatize one to the sea, 
  but only those sailors with a knack for living on the ocean can thrive 
  without the solid feel of land beneath their feet. These men seem to 
  have the very brine of the deep ﬂowing through their veins, and are 
  called salt-bloods by their fellows. Salt-blooded sailors beneﬁt from 
  a +5 bonus on Survival checks made at sea.
  • Sea Legs (Ex): The surface of the ocean is rarely calm, and the waves 
  that drive its tides can rock a ship like a toy in a washbasin. Rough 
  seas can test the mettle of any sailor, but those who gain their sea legs 
  ﬁnd it an easy matter to keep their footing when the waters churn 
  and boil. A sailor with the sea legs ability gains a +5 bonus on Balance 
  checks while he is on a ship.
  MRSEVADAN SAILOR
  
  - 102 -
  CHAPTER FOUR: CLASSES
  • Swimmer (Ex): Most sailors know how to tread water, but not all are 
  especially proﬁcient at swimming. Choosing this ability grants the 
  sailor a +3 bonus on all Swim checks.
  • Well-Traveled (Ex): Sailors experience the vastness of the world as 
  they journey from one edge of the globe to the other. Coming to shore 
  in many foreign ports can introduce a sailor to new peoples, cultures, 
  customs, and lands. When he chooses this ability, a sailor gains a +3 
  bonus on all Knowledge (geography) checks.
  SHIPBOARD COMBAT TECHNIQUE (EX)
  At 2nd and 4th level, the Mrsevadan sailor becomes especially proﬁcient 
  at ﬁghting while on board a ship. Each time he gains this ability, he may 
  choose one of the following ﬁghting techniques. These techniques may 
  only be employed by a Mrsevadan sailor who is wearing light or no armor, 
  and who is wielding light or one-handed weapons. If the same shipboard 
  combat technique is selected at 4th level, the granted bonus is doubled.
  • Close-Quarters Fighting (Ex): When ﬁghting aboard a ship in 
  cramped conditions (either on or below decks), a sailor with this 
  ability gains a +1 bonus on attack rolls. This bonus also applies in 
  other situations where close quarters or enclosed surroundings (a small 
  corridor, a bustling tavern, a crowded marketplace, or a sewer tunnel) 
  hamper movement.
  • Shipboard Defense (Ex): A sailor who takes this shipboard combat 
  technique has learned to use the features of a ship for his own 
  protection. By leaping over bulkheads or ducking behind solid objects 
  such as masts and hatches, the sailor is better able to avoid harm. This 
  provides him with a +1 dodge bonus to his Armor Class, so long as 
  he is ﬁghting aboard ship.
  • Spatial Awareness (Ex): Because he is aware of his surroundings and 
  the obstacles that certain shipboard features represent, the Mrsevadan 
  sailor can often anticipate the actions of his foes. This spatial awareness 
  grants him a +1 bonus on Initiative checks when ﬁghting aboard his 
  own ship.
  IMPROVED UNARMED STRIKE (EX)
  A Mrsevadan sailor is always ready for action—or at least for a good 
  room-clearing brawl. At 3rd level, he gains Improved Unarmed Strike 
  as a bonus feat.
  BRAWLER (EX)
  Mrsevadan sailors are said to be some of the hardest-hitting brawlers in 
  the world, and they rarely hold back when attempting to lay an opponent 
  low. At 5th level, the Mrsevadan sailor gains a +1 bonus on damage rolls 
  for his unarmed strike.
  TABLE 4–16: THE MRSEVADAN SAILOR
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +2
  +0
  +0
  +0
  Mrsevadan notoriety, sailor ability
  2nd
  +1
  +3
  +0
  +0
  +0
  Shipboard combat technique
  3rd
  +2
  +3
  +1
  +1
  +0
  Improved unarmed strike, sailor ability
  4th
  +3
  +4
  +1
  +1
  +1
  Shipboard combat technique
  5th
  +3
  +4
  +1
  +1
  +1
  Brawler, sailor ability
  NISIBISI WAR WITCH
  Tensions between the Rankan Empire and their neighbors on 
  Wizardwall grew for many years before ﬁnally exploding into open 
  war. The legions of Ranke spilled into the mountains, buttressed by 
  heroes like Tempus, Randal, the 3rd Commando, and the Stepsons. 
  But this gathered host quickly met its match, for Wizardwall was 
  a place of witches and of witchcraft. The Nis, a remote people with 
  tainted blood, held this land and had no intention of relinquishing it 
  to aggressive Ranke.
  What the Rankans discovered was hell, pure and simple. At the heads of 
  demonic and undead armies were the war witches, a group of terrifying 
  spellcasters whose battle magic made them more than a match for the 
  hazard mages who fought on behalf of the empire. The wars raged for 
  years, with many starts and stalls. Despite the sheer ferocity of the war 
  witches, Wizardwall would eventually fall, but not without ﬁrst destroying 
  the empire’s soul.
  The defeated Nis were eventually scattered throughout the world, 
  concealing their identities as they inﬁltrated other cultures. Some, such 
  as Roxane, had already gone ahead of Wizardwall’s collapse to foment 
  discord and misery within the empire. Ranke hunted down most of these 
  exiles, but a few persisted, haunting the shadows as they plotted revenge 
  for their people’s destruction.
  The Nisibisi war witch is a high-level prestige class, designed to fully 
  develop a witch’s combat abilities. As a result, most of these characters 
  have several levels in witch. Many multiclass spellcasters can also advance 
  in this class, especially those with some talent in witchcraft to begin 
  with.
  Though Ranke is still in decline and the Wizard Wars now history, 
  Nisibisi war witches are not tolerated inside what’s left of the empire. 
  Where the Irrune and other tribes like them have conquered territory, war 
  witches ﬁnd little respite, with the barbarians proving just as superstitious 
  as the Rankans. For the most part, war witches hide their talents, plotting 
  revenge and awaiting the best opportunity to restore their people to their 
  former glory.
  Hit Die: d6.
  REQUIREMENTS
  To qualify to become a Nisibisi war witch, a character must fulﬁll all the 
  following criteria.
  Ethnicity: Nisibisi.
  Base Spellcasting Bonus: +6.
  
  - 103 -
  CHAPTER FOUR: CLASSES
  Base Ritualcasting Bonus: +6.
  Skills: Knowledge (arcana) 12 ranks, Spellcraft 12 ranks.
  Feats: Combat Casting, Spell Focus (necromancy).
  CLASS SKILLS
  The Nisibisi war witch’s class skills (and the key ability for each skill) 
  are Concentration (Con), Intimidate (Cha), Knowledge (all skills taken 
  individually) (Int), and Spellcraft (Int). See Chapter Four: Skills in 
  the PHB and Chapter Five: Skills and Feats in this book for skill 
  descriptions.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the Nisibisi war witch prestige 
  class.
  WEAPON AND ARMOR PROFICIENCY
  Nisibisi war witches gain no new proﬁciency with weapons or armor.
  SPELLCASTING
  At each level, a Nisibisi war witch gains new Known and Familiar 
  spells and an increase in caster level as if she had also gained a level in 
  a spellcasting class she belonged to before she added the prestige class. 
  She does not, however, gain any other beneﬁt a character of that class 
  would have gained. If the character had more than one spellcasting class 
  before becoming a Nisibisi war witch, she must decide which class she 
  adds the new level to for the purpose of determining new Known and 
  Familiar spells.
  BONUS FEAT
  At 1st level and every three levels thereafter, the Nisibisi war witch gains 
  a bonus feat. She can choose any metamagic or item creation feat (see 
  Chapter Five: Skills and Feats for information on the feats available in 
  Thieves’ World). She must meet all the prerequisites for the bonus feat.
  EXPANDED KNOWLEDGE (EX)
  Part of what makes war witches so reviled is the surprising variety of 
  spells and rituals they have at their disposal. At 2nd, 5th, and 8th level, 
  the war witch expands her known spells, reﬂecting her commitment 
  to protecting her homeland and destroying her enemies. She may add 
  a number of spells from the mage spell list equal to her Intelligence 
  modiﬁer (minimum 1). In each instance, these spells must be ones she 
  can safely cast. At 2nd level, she may select any spells up to 3rd level; at 
  5th level, any spell up to 6th level; and ﬁnally at 8th level, any spell she 
  can safely cast.
  WAR-TRAINED
  War witches train to better combat their enemies, branching out into a 
  number of areas to enhance their natural talents. Such experimentation 
  sometimes leads to darker knowledge, including the arts of necromancy, 
  demonology, and other foul practices. At 3rd, 6th, and 9th level, the 
  war witch gains one war-trained ability from any of the following. War 
  witches can select the same ability multiple times, gaining the listed 
  additional eﬀects.
  • Dark Ally: The war witch may call a ﬁendish badger, bat, cat, dire 
  rat, dog, horse (light or heavy), owl, raven, snake (Small or Medium 
  viper), or wolf to serve her. The war witch’s ﬁendish servant gains HD 
  and special abilities based on the war witch’s character level (see the 
  following table). Should her dark ally die, the war witch may call for 
  another one after 30 days. The new dark ally has all the accumulated 
  abilities due a servant of the war witch’s current level.
   
  If the war witch selects this ability a second time, she gains an additional 
  dark ally. If she selects this ability a third time, she gains a number of 
  dark allies equal to her Charisma modiﬁer + 2 (minimum 2).
  DARK ALLY
  Character 
  Level
  Bonus 
  HD
  Natural 
  Armor 
  Adj.
  Str 
  Adj.
  Int
  Special
  12th or 
  lower
  +2
  +1
  +1
  6
  Empathic link, 
  improved evasion, 
  share saving throws, 
  share spells
  13th–15th
  +4
  +3
  +2
  7
  Speak with war witch
  16th–18th
  +6
  +5
  +3
  8
  Blood bond
  19th–20th
  +8
  +7
  +4
  9
  Spell resistance
  Character Level: The character level of the war witch.
  Bonus HD: Extra d8 Hit Dice, each of which gains a Constitution modiﬁer 
  as normal. Extra Hit Dice improve the dark ally’s base attack and base 
  save bonuses, as normal.
  Natural Armor Adj.: This is an improvement to the dark ally’s existing 
  natural armor bonus.
  Str Adj.: Add this ﬁgure to the dark ally’s Strength score.
  Int: The servant’s Intelligence score. (A ﬁendish servant is smarter than 
  normal animals of its kind.)
  
  - 104 -
  CHAPTER FOUR: CLASSES
   
  The abilities mentioned in the “Special” column of the Dark Ally table 
  are described below.
   
  Empathic Link (Su): The war witch has an empathic link with her dark 
  ally out to a distance of up to 1 mile. The war witch cannot see through 
  the ally’s eyes, but they can communicate empathically. Because of 
  the limited nature of the link, only general emotional content can be 
  communicated, and the war witch has the same connection to a place 
  or an item that the dark ally does.
   
  Improved Evasion (Ex): If the dark ally is subjected to an attack that 
  normally allows a Reﬂex saving throw for half damage, it takes no 
  damage on a successful save and only half damage on a failed save.
   
  Share Saving Throws: For each of its saving throws, the dark ally uses 
  either its own base save bonus or the war witch’s, whichever is higher. 
  The dark ally applies its own ability modiﬁers to saves, and it doesn’t 
  share any other bonuses on saves that the war witch might have.
   
  Share Spells: At the war witch’s option, she may have any spell (but 
  not a spell-like ability) she casts on herself also aﬀect her servant. The 
  dark ally must be within 5 feet at the time of casting to receive the 
  beneﬁt. If the spell has a duration other than instantaneous, it stops 
  aﬀecting the dark ally if it moves farther than 5 feet away, and will not 
  aﬀect the dark ally again even if it returns to the war witch before the 
  duration expires. Additionally, the war witch may cast a spell with a 
  target of “You” on her dark ally (as a touch range spell) instead of on 
  herself. A war witch and her servant can share spells even if the spells 
  normally do not aﬀect creatures of the ally’s type (construct, magical 
  beast, outsider, or undead).
   
  Speak with War Witch (Ex): If the war witch’s character level is 13th 
  or higher, she and the dark ally can communicate verbally as if they 
  were using a common language. Other creatures do not understand 
  the communication without magical help.
   
  Blood Bond (Ex): If the war witch’s character level is 16th or higher, 
  the dark ally gains a +2 bonus on all attack rolls, checks, and saves if 
  it witnesses the war witch being threatened or harmed. This bonus 
  lasts as long as the threat is immediate and apparent.
   
  Spell Resistance (Ex): If the war witch’s character level is 19th or 
  higher, the dark ally gains spell resistance equal to the war witch’s 
  level + 5.
  • Death’s Mistress (Su): The war witch gains impressive mastery over 
  the forces of unlife, and can cast necromancy spells at +1 caster level. 
  In addition, any of her spells that control undead aﬀect 1-1/2 times 
  the normal number of such creatures (so that she can control 6 HD 
  of undead with animate dead, for example). If the war witch selects 
  this ability a second time, she casts necromancy spells at +2 caster level 
  and can control twice the normal number of undead. If she selects this 
  ability a third time, she casts necromancy spells at +3 caster level and 
  can control three times the normal number of undead.
  • Exploit Minions (Su): Whenever a war witch with this ability casts a spell, 
  she may redirect the price of the spell (see page 145) to any ally within 
  20 feet. Each time she selects this ability, its range increases by +20 feet.
  • Power Casting (Ex): Once per day, the war witch may voluntarily 
  take an additional 1d6 points of lethal damage when casting a spell 
  to apply the eﬀects of any metamagic feat she has access to, without 
  altering the Mana Threshold of the spell. If the war witch selects this 
  ability a second time, she may use it a number of times per day equal 
  to her Charisma bonus (minimum once per day). If she selects this 
  ability a third time, she may use it at will.
  • Summoner: A war witch who selects this ability may cast summon 
  monster or summon nature’s ally faster, making a spellcasting check 
  each round. If she selects this ability a second time, all summon spells 
  she casts are automatically extended (as per the Extend Spell feat) 
  TABLE 4–17: THE NISIBISI WAR WITCH
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +2
  +1
  +1
  +1
  Bonus feat
  2nd
  +1
  +3
  +2
  +2
  +1
  Expanded knowledge
  3rd
  +2
  +3
  +2
  +2
  +1
  War-trained
  4th
  +3
  +4
  +2
  +2
  +2
  Bonus feat
  5th
  +3
  +4
  +3
  +3
  +2
  Expanded knowledge
  6th
  +4
  +5
  +3
  +3
  +2
  War-trained
  7th
  +5
  +5
  +4
  +4
  +3
  Bonus feat
  8th
  +6
  +6
  +4
  +4
  +3
  Expanded knowledge
  9th
  +6
  +6
  +4
  +4
  +3
  War-trained
  10th
  +7
  +7
  +5
  +5
  +4
  Bonus feat
  TABLE 4–18: NISIBISI WAR WITCH SPELLS
  Level
  Base 
  Spellcasting 
  Bonus
  Base 
  Ritualcasting 
  Bonus
  —Spells— 
  Known and Familiar
  1st
  +1
  +0
  +1 level of existing class
  2nd
  +2
  +1
  +1 level of existing class
  3rd
  +3
  +2
  +1 level of existing class
  4th
  +4
  +3
  +1 level of existing class
  5th
  +5
  +3
  +1 level of existing class
  6th
  +6
  +4
  +1 level of existing class
  7th
  +7
  +5
  +1 level of existing class
  8th
  +8
  +6
  +1 level of existing class
  9th
  +9
  +6
  +1 level of existing class
  10th
  +10
  +7
  +1 level of existing class
  
  - 105 -
  CHAPTER FOUR: CLASSES
  without aﬀecting the spell’s Mana Threshold. Finally, if she selects 
  this ability a third time, all creatures she summons gain a +4 bonus to 
  Strength and Constitution. These bonuses stack with those from the 
  Augment Summoning feat.
  • Wild Shape (Su): A war witch who selects this ability gains the ability 
  to turn herself into any Small or Medium animal and back again. This 
  is exactly like the druid ability of the same name (see Chapter Three: 
  Classes of the PHB for details). The war witch may use this ability a 
  number of times per day equal to her Charisma modiﬁer (minimum 
  1). If she selects this ability a second time, she may wild shape into 
  any Large or Tiny animal or plant creature. If she selects this ability 
  a third time, she may wild shape into a Small, Medium, or Large 
  elemental (air, earth, ﬁre, or water).
  • Witchﬁre (Su): The war witch gains the ability to change spell energy 
  into liquid ﬁre, manifested as a bolt of raw magical energy. To do so, 
  she must succeed on a Concentration check (DC 15 + 2 per additional 
  time the ability is used per day past the ﬁrst). If she fails the check, she 
  must wait 24 hours before using this ability again. The bolt is a ranged 
  touch attack with long range (400 feet + 40 feet/class level) that deals 
  5d6 points of ﬁre damage. If the war witch selects this ability a second 
  time, the damage increases to 10d6. If she selects this ability a third 
  time, the damage increases to 20d6.
  RAGGAH HORSEMASTER
  The Gray Wastes are home to the Raggah tribes, small bands of 
  desert nomads that breed some of the ﬁnest horses in the world. Their 
  proximity to horses makes the Raggah exceptional riders, known far 
  and wide for their martial skills while in the saddle. They are also 
  more than capable with a sword, using deadly curved blades of terrible 
  sharpness.
  Most Raggah horsemasters have a few levels in ranger, though ﬁghters 
  can also gain entry to this prestige class. Unlike other uncivilized tribes, 
  the Raggah have no innate superstition toward magic, and initiates and 
  even godsworn sometimes take levels in this class.
  The Raggah are rarely seen up close, as they are xenophobic and not 
  inclined to speak with strangers. In the deserts northeast of Sanctuary, 
  they are likely to be found defending their tribes. Quite often, though, 
  small groups of Raggah can be seen in Sanctuary’s bazaar, using their 
  complicated language of hand signals to purchase goods to take back 
  to their people.
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a Raggah horsemaster, a character must fulﬁll all 
  the following criteria.
  Culture: Raggah.
  Base Attack Bonus: +4.
  Skills: Handle Animal 8 ranks, Ride 8 ranks, Survival 4 ranks.
  Feats: Mounted Combat, Track.
  CLASS SKILLS
  The Raggah horsemaster’s class skills (and the key ability for each skill) 
  are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), 
  Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), 
  Spot (Wis), and Survival (Wis). See Chapter Four: Skills in the PHB and 
  Chapter Five: Skills and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the Raggah horsemaster prestige 
  class.
  WEAPON AND ARMOR PROFICIENCY
  Raggah horsemasters gain no new proﬁciency with weapons or armor.
  EXCEPTIONAL MOUNT (EX)
  The horses of the Raggah tribes are some of the ﬁnest animals on the 
  continent, partly because of their breeding but also by virtue of their 
  incredible training. At 1st level, the Raggah horsemaster bonds with 
  an exceptional light warhorse, which gains many improvements as 
  the horsemaster advances in this prestige class. If the steed dies, the 
  horsemaster may bond with another, but it takes two months or one 
  level of advancement in this class (whichever is greater) to properly train 
  a replacement steed.
  TABLE 4–19: THE RAGGAH HORSEMASTER
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +2
  +2
  +0
  +0
  Exceptional mount, master of the saddle
  2nd
  +1
  +3
  +3
  +0
  +0
  Desert tracking
  3rd
  +2
  +3
  +3
  +1
  +0
  Bonus feat
  4th
  +3
  +4
  +4
  +1
  +1
  —
  5th
  +3
  +4
  +4
  +1
  +1
  Scimitar ﬁnesse
  6th
  +4
  +5
  +5
  +2
  +1
  Bonus feat
  7th
  +5
  +5
  +5
  +2
  +2
  Mounted attack bonus
  8th
  +6
  +6
  +6
  +2
  +2
  —
  9th
  +6
  +6
  +6
  +3
  +2
  Bonus feat
  10th
  +7
  +7
  +7
  +3
  +3
  Track from the saddle
  
  - 106 -
  CHAPTER FOUR: CLASSES
  The horsemaster’s steed gains the following beneﬁts based on the 
  character’s class level.
  EXCEPTIONAL STEED
  Class 
  Level
  Bonus 
  HD
  Natural 
  Armor Adj.
  Str/Dex 
  Adj.
  Special
  1st–2nd
  +2
  +4
  +1
  Devotion, link
  3rd–5th
  +4
  +6
  +2
  Evasion
  6th–8th
  +6
  +8
  +3
  Improved speed
  9th–10th
  +8
  +10
  +4
  Improved evasion
  • Exceptional Mount Basics: Use the base statistics for a light warhorse, 
  but make the following changes.
   
  Class Level: The character’s Raggah horsemaster level.
   
  Bonus HD: Extra d8 Hit Dice, each of which gains a Constitution 
  modiﬁer as normal. Extra Hit Dice improve the exceptional mount’s 
  base attack and base save bonuses, as normal.
   
  An exceptional mount uses the same base attack bonus and base save 
  bonuses of a Raggah horsemaster of a level equal to the animal’s HD. 
  It gains additional skill points and feats for bonus HD as normal for 
  a creature of the animal type (see Chapter Seven: Glossary of the 
  MM).
   
  Natural Armor Adj.: The number noted here is an improvement to the 
  exceptional mount’s existing natural armor bonus.
   
  Str/Dex Adj.: Add this value to the exceptional mount’s Strength and 
  Dexterity scores.
   
  Devotion (Ex): An exceptional mount gains a +4 morale bonus on 
  Will saves against enchantment spells and eﬀects.
   
  Link (Ex): A Raggah horsemaster can handle his exceptional mount 
  as a free action, or push it as a move action, even if he doesn’t have 
  any ranks in the Handle Animal skill. The Raggah horsemaster 
  gains a +4 circumstance bonus on all Handle Animal checks made 
  regarding an exceptional mount.
   
  Evasion (Ex): If an exceptional mount is subjected to an attack that 
  normally allows a Reﬂex saving throw for half damage, it takes no 
  damage if it makes a successful saving throw.
   
  Improved Speed (Ex): The exceptional mount’s speed increases by 10 
  feet.
   
  Improved Evasion (Ex): When subjected to an attack that normally 
  allows a Reﬂex saving throw for half damage, an exceptional mount 
  takes no damage on a successful save and only half damage on a 
  failed save.
  MASTER OF THE SADDLE (EX)
  Raggah horsemasters are legendary for their prowess in the saddle, far 
  eclipsing even the Irrune. At 1st level, a Raggah horsemaster may add a 
  competence bonus equal to his class level on all Ride checks he makes 
  when riding a horse.
  DESERT TRACKING (EX)
  The Raggah horsemaster is a master of tracking game among the shifting 
  sands of the Gray Wastes, and this expertise extends to the pursuit of 
  quarry in any desert environment. At 2nd level, the Raggah horsemaster 
  gains a competence bonus equal to half his class level on Survival checks 
  made when tracking prey in a desert environment.
  BONUS FEAT (EX)
  At 3rd level and every three levels thereafter, the Raggah horsemaster 
  gains a bonus feat. The Raggah horsemaster must meet all the 
  prerequisites for a bonus feat, and must select these bonus feats from 
  the following:
  Alertness, Animal Aﬃnity, Combat Reﬂexes, Mounted Archery, 
  Quick Draw, Ride-By Attack, Self-Suﬃcient, Spirited Charge, 
  Trample, or Weapon Focus.
  SCIMITAR FINESSE (EX)
  At 5th level, a Raggah horsemaster can use his Dexterity modiﬁer 
  instead of his Strength modiﬁer on attack rolls while wielding a scimitar. 
  He need not be mounted to gain this beneﬁt, but he must be wearing 
  light or no armor.
  MOUNTED ATTACK BONUS (EX)
  When he reaches 7th level, a Raggah horsemaster gains a +2 competence 
  bonus on attack rolls made while wielding a one-handed weapon, so 
  long as he is mounted.
  TRACK FROM THE SADDLE (EX)
  A Raggah horsemaster of 10th level can track quarry even while riding 
  his horse. When doing so, he can move at half his mount’s normal speed 
  with no penalty on the Survival check to track, at his mount’s normal 
  speed with a –5 penalty on the check, or at up to twice his mount’s 
  normal speed with a –20 penalty on the check.
  
  - 107 -
  CHAPTER FOUR: CLASSES
  The armies of Ranke have long been the benchmark by which all others 
  are judged. Using its legions of well-trained soldiers, archers, and cavalry, 
  Ranke nearly brought the entirety of the known world to its knees. The 
  soldiers of Ranke are highly motivated, well equipped, and willing to 
  ﬁght for their emperor without question or complaint. Even with its 
  decline, Ranke still maintains several legions in top condition. As the 
  empire continues to expand its power base in the region, it is likely that 
  Sanctuary has not seen the last of Ranke’s military.
  Nearly all Rankan legionnaires are ﬁghters, though characters from any 
  class can qualify so long as they are Rankan citizens.
  NPCs hailing from the Rankan legions are rare in Sanctuary, though 
  several of those that reside in Sanctuary are old-timers who served in 
  the legions during Ranke’s heyday. Many of these are veterans who have 
  seen action in the wars against the Nisibisi, and who will tell a good tale 
  to anyone for the price of a drink.
  Hit Die: d10.
  REQUIREMENTS
  To qualify to become a Rankan legionnaire, a character must fulﬁll all 
  the following criteria.
  Base Attack Bonus: +2.
  Special: Rankan Citizenship. To become a member of the Rankan legions, 
  a character must be a naturalized citizen of Ranke in good standing.
  CLASS SKILLS
  The Rankan legionnaire’s class skills (and the key ability for each skill) 
  are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), 
  Jump (Str), Profession (Wis), Ride (Dex), and Swim (Str). See Chapter 
  Four: Skills in the PHB and Chapter Five: Skills and Feats in this book 
  for skill descriptions.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the Rankan legionnaire prestige 
  class.
  WEAPON AND ARMOR PROFICIENCY
  Rankan legionnaires are proﬁcient with all simple and martial weapons, 
  with all types of armor, and with shields.
  ESPRIT DE CORPS (EX)
  The eﬀectiveness of the Rankan legionnaire is enhanced when he ﬁghts 
  as part of a group. When ﬁghting alongside a group of ﬁve or more allies, 
  the Rankan legionnaire gains a +2 morale bonus on all attack rolls and 
  a +2 morale bonus on all Will saves.
  ISSUED EQUIPMENT (EX)
  At the time of a legionnaire’s enlistment, Ranke issues him a dagger, a heavy 
  steel shield, a short spear, a short sword, a breastplate, and two uniforms. 
  This equipment is the property of the Rankan Empire, and it is the sole 
  responsibility of the legionnaire to care for and maintain it.
  A legionnaire whose equipment is lost or stolen may replace it at a 50% 
  discount oﬀ the normal price for such equipment, but may face serious 
  penalties for losing his gear (as determined by the GM). Characters in 
  possession of a legionnaire’s stolen equipment (whether they know its 
  origins or not) will typically be accused of impersonating a legionnaire, 
  and may face slavery if in an area where imperial power still holds 
  sway.
  FORCED MARCHING (EX)
  The legions of Ranke are fast to react to threats against the empire, and 
  they are often forced to march long distances with little rest. When a 
  2nd-level Rankan legionnaire performs a forced march (see Chapter 
  Nine: Adventuring in the PHB), he gains a +5 bonus on all Constitution 
  checks that he makes to avoid the eﬀects of fatigue. Additionally, he 
  halves any nonlethal damage taken due to a failed Constitution check 
  during a forced march.
  FORMATION DEFENSE (EX)
  Rankan units ﬁght in tight formations, using their heavy shields to defend 
  themselves and their comrades against enemy attacks. At 3rd level, when 
  ﬁghting in a formation equipped with heavy shields, the overlapping 
  defenses of his allies increases the Rankan legionnaire’s shield bonus by 
  +2, as well as providing a +1 bonus on Reﬂex saves.
  TACTICAL ASSAULT (EX)
  With enough time to analyze his tactical situation on the battleﬁeld, a 
  Rankan legionnaire can formulate a plan of attack and communicate it 
  RANKAN LEGIONNAIRE
  
  - 108 -
  CHAPTER FOUR: CLASSES
  to his troops and allies. Doing so requires a full-round action spent in 
  giving commands and detailing his plans. Once this is accomplished, 
  the legionnaire’s allies gain a morale bonus on attack rolls and skill 
  checks equal to the legionnaire’s Intelligence bonus +1 (minimum +1). 
  This morale bonus lasts for a number of rounds equal to the Rankan 
  legionnaire’s Charisma bonus (minimum 1 round). A tactical assault 
  can be made once per day.
  COMMANDER (EX)
  A Rankan legionnaire who attains 5th level has proved his worth and 
  loyalty to the empire many times over. In addition to gaining Leadership 
  as a bonus feat, he also gains a +4 bonus on all Bluﬀ, Diplomacy, 
  and Intimidate checks he makes to inﬂuence the troops under his 
  command.
  TABLE 4–20: THE RANKAN LEGIONNAIRE
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +1
  +2
  +0
  +0
  +0
  Esprit de corps, issued equipment
  2nd
  +2
  +3
  +0
  +0
  +0
  Forced marching
  3rd
  +3
  +3
  +1
  +1
  +0
  Formation defense
  4th
  +4
  +4
  +1
  +1
  +1
  Tactical assault
  5th
  +5
  +4
  +1
  +1
  +1
  Commander
  SACRED BANDER
  Sacred bands are groups of mercenaries, soldiers, and warriors who 
  ﬁght together under the banner of shared dedication. Broken up into 
  pairs, they draw strength in the heat of battle from the bond they 
  share. This bond is deeper than blood, deeper than emotion—a truly 
  powerful connection which strengthens both individuals. Whether 
  male or female, there must always be two sacred banders ﬁghting side 
  by side, since many of the bonuses and abilities they get apply only 
  when both are present.
  Any combat-oriented class such as ﬁghter, ranger, or survivor can easily 
  take up the sacred bander prestige class. It is also possible for thieves 
  to work their way into a unit of banders, so long as they can meet the 
  requirements.
  The Stepsons are an excellent example of the sacred bander creed in 
  action. Though that fabled mercenary band is long gone in the modern 
  day, people still tell tales of their exploits with a mixture of hatred, awe, 
  and nostalgia. There are countless other bander groups, some of which 
  may pull into town looking for work, to restock their supplies, or to 
  cause trouble.
  Hit Die: d10.
  TABLE 4–21: THE SACRED BANDER
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +1
  +2
  +0
  +0
  +0
  Sacred bond, courage of the spirit +2
  2nd
  +2
  +3
  +0
  +0
  +0
  Coordinated oﬀense
  3rd
  +3
  +3
  +1
  +1
  +0
  Improved aid +1
  4th
  +4
  +4
  +1
  +1
  +1
  Watch my back
  5th
  +5
  +4
  +1
  +1
  +1
  Dedicated defense +1
  6th
  +6
  +5
  +2
  +2
  +1
  Improved aid +2
  7th
  +7
  +5
  +2
  +2
  +2
  Courage of the spirit +4
  8th
  +8
  +6
  +2
  +2
  +2
  United onslaught
  9th
  +9
  +6
  +3
  +3
  +2
  Improved aid +3
  10th
  +10
  +7
  +3
  +3
  +3
  Dedicated defense +2
  REQUIREMENTS
  To qualify to become a sacred bander, a character must fulﬁll all the 
  following criteria.
  Base Attack Bonus: +6.
  Feats: The character must have at least three feats that can be taken as 
  ﬁghter bonus feats (whether taken as bonus feats or regular feats).
  Special: To become a sacred bander, a character must ﬁrst forge a 
  permanent mental and emotional connection with another sacred 
  bander. Both characters must pledge their eternal commitment and 
  allegiance to one another, and must take part in some sort of bonding 
  ceremony (a blood-oath for ﬁghting compatriots, a wedding for 
  banders united romantically, and so on).
  CLASS SKILLS
  The sacred bander’s class skills (and the key ability for each skill) are 
  Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen 
  (Wis), Ride (Dex), Spot (Wis), and Swim (Str). See Chapter Four: 
  
  - 109 -
  CHAPTER FOUR: CLASSES
  DEDICATED DEFENSE (EX)
  When ﬁghting side-by-side, sacred banders can shield each other from 
  incoming attacks. At 5th level, a pair of sacred banders in adjacent squares 
  gain a +1 bonus to their Armor Class (increasing to +2 at 10th level).
  UNITED ONSLAUGHT (EX)
  At 8th level, the passion of battle ﬁlls sacred banders. When attacking an 
  opponent that previously damaged him or his partner, the sacred bander 
  gains a +2 morale bonus on attack and damage rolls against that opponent. 
  This bonus lasts until one or the other successfully hits or damages that 
  opponent. If either sacred bander takes damage again from the same target, 
  they regain the bonus on attack and damage rolls.
  Skills in the PHB and Chapter Five: Skills and Feats in this book for 
  skill descriptions.
  Skill Points at Each Additional Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the sacred bander prestige class.
  WEAPON AND ARMOR PROFICIENCY
  The sacred bander is proﬁcient with all simple and martial weapons, with 
  all armor, and with shields.
  SACRED BOND (EX)
  A sacred bander’s connection to his compatriot is such that each gains an 
  unprecedented insight into the other’s behavior, demeanor, and health. So 
  long as they are within 10 feet of each other, two pledged sacred banders 
  always knows each others’ current hit point totals and whether either 
  suﬀers from poison, disease, or curse. In addition, a sacred bander can 
  sense the location of his compatriot at any distance, even if the compatriot 
  has total concealment or is invisible.
  COURAGE OF THE SPIRIT (EX)
  At 1st level, the sacred bander gains inner strength from his compatriot’s 
  presence. When within 10 feet of his compatriot, he gains a +2 bonus on 
  all Will saves. This bonus increases to +4 at 7th level.
  COORDINATED OFFENSE (EX)
  Sacred banders are quick to react to danger in tandem. Starting at 2nd 
  level, a pair of sacred banders act on the same initiative count, using the 
  higher initiative roll.
  IMPROVED AID (EX)
  At 3rd level, when a sacred bander uses the aid another action to aid his 
  compatriot, he adds a +3 bonus on the attack roll or to his compatriot’s 
  AC. This bonus increases to +4 at 6th level, and to +5 at 9th level.
  WATCH MY BACK (EX)
  At 4th level, the sacred bander can help his compatriot overcome 
  coordinated attacks. So long as both sacred banders are in adjacent squares 
  and are able to react (not disabled or caught ﬂat-footed), neither can be 
  ﬂanked.
  S’DANZO FORTUNETELLER
  Like the Nis, the S’danzo have magical blood in their veins (or at least 
  the women do). Manifesting as brief ﬂashes of insight, these moments 
  of prescience allow many S’dzanzo to catch glimpses of the future. These 
  can be unsettling, but most S’danzo accept this as part of their heritage. A 
  few, however, embrace this ability and use it to extend their awareness into 
  possible futures and make predictions based on these visions. These women 
  are known as the Sighted, or more commonly, as seers and fortunetellers.
  Only S’danzo can gain entry into this prestige class, (though at the GM’s 
  discretion, Nis characters might be allowed to access the Sighted feat and 
  then advance into this class). Though witchcraft is a part of fortunetelling, 
  not all fortunetellers are practicing witches. Many fortunetellers begin as 
  thieves, or as multiclass survivors. Though S’danzo fortunetellers come 
  from many walks of life, none ever originate among priests or godsworn. 
  The S’danzo are wholly atheistic, and to deviate from this results in 
  losing the Sight.
  When the S’danzo lived in Sanctuary, they made their living foretelling 
  the future of the city’s people. While distrusted, these seers were turned 
  to for guidance in Sanctuary’s times of need. The S’danzo thrived 
  for a time alongside Rankans, Beysibs, and Wrigglies, but then they 
  vanished, ﬂeeing the coming storm of the Dyareelans. Though a few 
  authentic seers remain in Sanctuary for reasons of their own, many more 
  pretenders claim to have the blood, but these are often little more than 
  frauds telling fortunes in the old S’danzo haunts.
  Hit Die: d6.
  
  - 110 -
  CHAPTER FOUR: CLASSES
  REQUIREMENTS
  To qualify to become an S’danzo fortuneteller, a character must fulﬁll all 
  the following criteria.
  Gender: Female.
  Ethnicity: S’danzo.
  Skills: Gather Information 4 ranks, Sense Motive 4 ranks.
  Feat: Sighted.
  CLASS SKILLS
  The S’danzo fortuneteller’s class skills (and the key ability for each skill) 
  are Appraise (Int), Bluﬀ (Cha), Concentration (Con), Decipher Script 
  (Int), Gather Information (Cha), Hide (Dex), Knowledge (geography) 
  (Int), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), 
  Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of 
  Hand (Dex), and Spot (Wis). See Chapter Four: Skills in the PHB and 
  Chapter Five: Skills and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 6 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the S’danzo fortuneteller.
  WEAPON AND ARMOR PROFICIENCY
  S’danzo fortuneteller’s talents lie in seeing the future, not in combat. 
  Any substantial martial prowess a fortuneteller has is going to be gained 
  from other class experience, not through this one. They gain no new 
  proﬁciency with weapons or armor.
  SUDDEN INSIGHT (SU)
  On occasion, the forces of fate manifest themselves in those sensitive 
  to them. These moments are sudden ﬂashes where the fortuneteller’s 
  personality and awareness retreats and she blurts out a truth regarding 
  some future occurrence. The fortuneteller has no control over this ability; 
  fate surfaces when it wills. Once per week, the GM will oﬀer some tidbit 
  of cryptic advice, often something useful for circumventing an unforeseen 
  diﬃculty to come. For example, the fortuneteller might advise her 
  companions to carry speciﬁc supplies, to bring along a particular animal, 
  or perhaps to keep a weapon handy. The S’danzo fortuneteller gains one 
  additional use of this ability at 4th level and every two levels thereafter.
  Alternatively, the fortuneteller may call upon fate and use one of her 
  remaining uses of sudden insight for the week (if any). Doing so grants 
  the character a +1 insight bonus on her next attack roll, saving throw, 
  skill check, or ability check.
  GREATER SIGHT (EX)
  The S’danzo fortuneteller improves her ability to see the future, and is 
  capable of calling upon the Sight as needed. At 2nd level, her bonus 
  on Sense Motive checks increases to +3. In addition, each daily use of 
  augury beyond the ﬁrst increases the DC by +2 instead of +5 (see the 
  Sighted feat on page 125).
  FOCUS (SU)
  From 3rd level, the S’danzo fortuneteller is constantly aware of patterns 
  around her, allowing her to catch jumbled glimpses of the future. To 
  use this ability, she opens herself up to the threads of destiny, becoming 
  supernaturally focused. She must make a DC 15 Concentration check 
  (a full-round action that provokes attacks of opportunity). Once focused, 
  information about people, places, and objects comes to light, allowing 
  her to pick the threads that apply to her. She remains focused until 
  she expends the focus (a swift action), becomes unconscious, or goes 
  to sleep.
  The fortuneteller can regain her focus as often as she likes, but each 
  attempt beyond the ﬁrst increases the Concentration check DC by +2. 
  After 8 hours of rest, the DC drops back to 15.
  PRECOGNITIVE SIGHT (SU)
  At 3rd level, a fortuneteller can expend her focus to gain an insight bonus 
  equal to one-half her class level on any one attack roll, damage roll, saving 
  throw, or skill check.
  DIVINE (SP)
  At 3rd level, whenever the S’danzo fortuneteller uses her greater sight 
  ability, she can cast divination instead of augury.
  READ OBJECT (SP)
  Objects accumulate psychic impressions left by their previous owners, which 
  can be read by use of this power. Starting at 4th level, the fortuneteller can 
  read the patterns ﬂowing about her to learn something about a particular 
  object and its last owner. To do so, she must expend her focus and touch 
  the object. Each minute that she touches the object, she must succeed 
  on a Concentration check (DC 15 + 2 for each previous minute spent in 
  concentration). The amount of information revealed depends on how long 
  she studies a particular object.
  1st Minute: Last owner’s ethnicity or race.
  2nd Minute: Last owner’s gender.
  
  - 111 -
  CHAPTER FOUR: CLASSES
  3rd Minute: Last owner’s age.
  4th Minute: Last owner’s background (see page 44).
  5th Minute: How last owner gained and lost the object.
  6th+ Minute: Next-to-last owner’s ethnicity or race, and so on.
  The power always correctly identiﬁes the last owner of the item and the 
  original owner (if the power is kept active long enough). However, there 
  is a 10% chance that one former owner will be randomly skipped by this 
  ability, and thus not identiﬁed.
  This ability will not identify casual users or creatures simply in possession 
  of an object as former owners of that object (such that items stolen, then 
  resold by a particular thief will not reveal that thief as a former owner). 
  An owner is deﬁned as anyone who has used an object for its primary 
  purpose (successfully attacking with a weapon, activating a magic item, 
  and so on.)
  An object without any previous owners reveals no information. You 
  can continue to run through a list of previous owners and learn details 
  about them as long as the power’s duration lasts. If you use this ability 
  additional times on the same object, the information yielded is the same 
  as if you were using the ability on the object for the ﬁrst time.
  SENSE PSYCHIC IMPRESSIONS (SP)
  Rooms, streets, tunnels, and other discrete locations accumulate psychic 
  impressions left by powerful emotions experienced in a given area. To 
  the trained fortuneteller, these impressions can give a picture of the 
  location’s past. A 5th-level fortuneteller can expend her focus to gain a 
  psychic sense of the history of a given location.
  The types of events most likely to leave psychic impressions are those 
  that elicit strong emotions—battles and betrayals, marriages and 
  murders, births and great pain, or any other event where a single emotion 
  dominates. Everyday occurrences leave no residue for a fortuneteller to 
  detect.
  The vision of the events is dreamlike and shadowy. The fortuneteller does 
  not gain special knowledge of those involved in the vision, though she 
  might be able to make out large banners or other writing (if she can read 
  the appropriate language).
  Beginning with the most recent signiﬁcant event at a location and 
  working backward in time, the fortuneteller senses one distinct event for 
  every 10 minutes she maintains concentration, if any such events exist to 
  be sensed. Her sensitivity extends into the past a maximum number of 
  years equal to 100 × her Wisdom bonus (minimum 100 years).
  GREATER PRECOGNITIVE SIGHT (SU)
  At 6th level, the fortuneteller can better utilize her expanded awareness. 
  Whenever she expends her focus, she gains an insight bonus equal to 
  her class level on any one attack roll, damage roll, saving throw, or skill 
  check.
  IMMUNE TO SURPRISE (EX)
  At 8th level, the S’danzo fortuneteller is constantly aware of her 
  surroundings. From this point forward, she can always take an action 
  during a surprise round unless she is somehow restrained or otherwise 
  prevented from doing so.
  UNRAVEL SECRETS (SP)
  Starting at 9th level, the fortuneteller can elevate her mind to see 
  the greater pattern of fate, cogitating on countless impressions and 
  predictions. This ability gives the fortuneteller an uncanny and accurate 
  vision about a target humanoid’s nature, activities, and whereabouts. To 
  use this ability, the fortuneteller must have personally met the target 
  creature or gained awareness of it through other magical means (such as 
  her read object ability). She must then expend her focus. After using this 
  ability, she is exhausted until she rests for 8 hours, and may not regain 
  her focus for one week.
  When she uses this ability, she learns the following facts about the subject.
  • Its name, ethnicity, background, and character class.
  • A general estimate of its level or Hit Dice: low (5 HD or lower), 
  medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 
  HD), or deiﬁc (41 HD or higher).
  • Its location (including place of residence, town, country, world, and 
  plane of existence).
  • Any signiﬁcant activities or actions the subject has undertaken in the 
  previous 8 hours, including details such as locales traveled through, the 
  names or races of those the creature fought, spells or rituals it cast, items 
  acquired, and items left behind (including the location of those items).
  This ability can defeat spells or rituals that normally obscure scrying or 
  similar spells. A S’danzo fortuneteller can attempt a level check (DC 10 
  + caster level of the creator of the obscuring eﬀect) to defeat these sorts 
  of otherwise impervious defenses. Epic eﬀects that obscure divinations 
  automatically defeat this ability.
  TABLE 4–22: THE S’DANZO FORTUNETELLER
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +0
  +1
  +2
  +0
  Sudden insight 1/week
  2nd
  +1
  +0
  +2
  +3
  +1
  Greater sight
  3rd
  +1
  +1
  +2
  +3
  +1
  Focus, precognitive sight
  4th
  +2
  +1
  +2
  +4
  +1
  Divine, sudden insight 2/week
  5th
  +2
  +1
  +3
  +4
  +2
  Read object
  6th
  +3
  +2
  +3
  +5
  +2
  Sense psychic impressions, sudden insight 3/week
  7th
  +3
  +2
  +4
  +5
  +2
  Greater precognitive sight
  8th
  +4
  +2
  +4
  +6
  +3
  Immune to surprise, sudden insight 4/week
  9th
  +4
  +3
  +4
  +6
  +3
  Unravel secrets
  10th
  +5
  +3
  +5
  +7
  +3
  Perpetual awareness, sudden insight 5/week
  
  - 112 -
  CHAPTER FOUR: CLASSES
  PERPETUAL AWARENESS (SU)
  At 10th level, the S’danzo fortuneteller is constantly aware of her 
  surroundings, the ebb and ﬂow of fate, and the ever-changing possibilities 
  of reality. As a result of this heightened awareness, the fortuneteller gains 
  a permanent +2 insight bonus to AC and on Reﬂex saves. In addition, 
  she can expend her focus to add a bonus equal to her character level on 
  any single attack roll, saving throw, ability check, or skill check, or to 
  AC for 1 round.
  EX-S’DANZO FORTUNETELLERS
  Part of being a fortuneteller is a staunch denial of the gods, an adherence 
  to the belief that fate is external to the gods’ will. Whether or not a 
  S’danzo actually believes the gods exist or not is a personal and individual 
  choice. However, any open worship of a god immediately severs the Sight. 
  S’danzo fortunetellers who advance into the priest or godsworn classes 
  immediately become ex-fortunetellers, and lose access to the Sighted 
  feat and all fortuneteller class abilities.
  SPELLMASTER
  Known for their distinctive shock of white hair, spellmasters are agents 
  for good—magicians who use sorcery to improve the lives of the people 
  around them. Having no interest in personal power, they oppose curses, 
  necromancy, and other forms of black magic. By their good works, they 
  change the atmosphere of their chosen community, bringing hope where 
  before there was none. A spellmaster selects a city and makes it his, 
  establishing a network of loyal followers who share his vision of virtue. 
  Unfortunately, these good spellcasters are rare, each passing on what he 
  knows only to his successor. Because some never get that chance, the 
  number of spellmasters steadily dwindles.
  Characters with levels in initiate make the best spellmasters, though a 
  few levels of thief or ﬁghter can never hurt. Other classes can also meet 
  the prerequisites (albeit at higher levels), so that witches, mages, and even 
  priests can turn to this class if they feel the calling. The spellcasting or 
  ritualcasting requirement excludes all nonspellcasters from advancing 
  into this class.
  NPC spellmasters typically set up shop in the worst parts of town, 
  protected by sworn followers who share their vision. Many of these 
  minions started with ignoble professions, but reformed when they met 
  their master. Shortly after establishing himself, the spellmaster uses word 
  of mouth to make his presence known in the city, drawing all manner 
  of aﬄicted people to his domicile. Fair, genuine and good, spellmasters 
  soon earn the loyalty and protection of their community.
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a spellmaster, a character must fulﬁll all the 
  following criteria.
  Base Spellcasting or Ritualcasting Bonus: +3.
  Skills: Diplomacy 9 ranks, Knowledge (local) 9 ranks, Sense Motive 9 
  ranks, Spellcraft 6 ranks.
  Special: The candidate must be found worthy by another spellmaster and 
  then accept the task of following in his master’s footsteps. In addition, a 
  new spellmaster must choose a particular city to commit himself to, and 
  cannot change this city once selected. If he ever abandons his chosen 
  city, he immediately becomes an ex-spellmaster.
  CLASS SKILLS
  The spellmaster’s class skills (and the key ability for each skill) are 
  Appraise (Int), Bluﬀ (Cha), Concentration (Con), Craft (Int), Diplomacy 
  (Cha), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge 
  (local) (Int), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use 
  Magic Device (Cha). See Chapter Four: Skills in the PHB and Chapter 
  Five: Skills and Feats in this book for skill descriptions.
  Skill Points at Each Additional Level: 4 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the spellmaster prestige class.
  WEAPON AND ARMOR PROFICIENCY
  Spellmasters gain no new proﬁciency with weapons or armor.
  COST OF MAGIC (EX)
  All spellmasters must pay a price for their abilities. This takes the form of 
  a least curse aﬀecting appearance, but not a curse aﬀecting saves or skill 
  TABLE 4–23: THE SPELLMASTER
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Rep Bonus
  Special
  1st
  +0
  +2
  +0
  +2
  +0
  Cost of magic, distinctive appearance, encouraging words, lore
  2nd
  +1
  +3
  +0
  +3
  +1
  Exchange malady (least), Leadership
  3rd
  +2
  +3
  +1
  +3
  +1
  Reduce unworthy curse
  4th
  +3
  +4
  +1
  +4
  +1
  Exchange malady (common)
  5th
  +3
  +4
  +1
  +4
  +2
  Trustworthy
  6th
  +4
  +5
  +2
  +5
  +2
  Exchange malady (potent)
  7th
  +5
  +5
  +2
  +5
  +2
  Dispel magic
  8th
  +6
  +6
  +2
  +6
  +3
  Exchange malady (mighty)
  9th
  +6
  +6
  +3
  +6
  +3
  Greater dispel magic
  10th
  +7
  +7
  +3
  +7
  +3
  Lift curse
  
  - 113 -
  CHAPTER FOUR: CLASSES
  checks (see page 148 for more information on curses). Work with your 
  GM to determine a curse appropriate for your character.
  DISTINCTIVE APPEARANCE (EX)
  At 1st level, the spellmaster’s hair turns completely white, imposing a –2 
  circumstance penalty on all Disguise checks.
  ENCOURAGING WORDS (EX)
  Spellmasters are skilled at winning the hearts and minds of those 
  they meet by knowing what to say and when. Starting at 1st level, the 
  spellmaster can add his Intelligence bonus as an insight bonus on all Bluﬀ, 
  Diplomacy, Gather Information, Intimidate, and Sense Motive checks.
  LORE (SU)
  Though their exact number is uncertain, there are a limited number of 
  spellmasters in the world, and before a spellmaster can retire, he must 
  transfer his mantle to another. At 1st level, a new spellmaster gains the 
  memories of the spellmaster who came before him. The spellmaster can 
  draw upon this store of memories for knowledge and legends regarding 
  various topics, just as a bard can with bardic knowledge (see Chapter 
  Three: Classes of the PHB). The spellmaster adds his level and his 
  Intelligence modiﬁer to the lore check, which functions otherwise exactly 
  like a bardic knowledge check.
  EXCHANGE MALADY (SU)
  Spellmasters alleviate suﬀering. Though they lack the ability to remove 
  an aﬄiction entirely, they can often exchange one aﬄiction for another. 
  In most cases, this applies to common cosmetic issues such as an 
  unseemly wart, premature graying, and similar nonlethal but potentially 
  embarrassing difficulties. The spellmaster simply exchanges the 
  troublesome malady for another one of the same potency. For example, a 
  spellmaster can remove a mole from the end of a person’s nose by making 
  it reappear elsewhere on the body.
  Spellmasters can also use this ability to exchange one curse for another of 
  the same potency. As a guideline, use the curses listed in Chapter Eight: 
  Sorcery to determine appropriate levels of maladies. The spellmaster 
  may exchange least maladies at 2nd level, common maladies at 4th level, 
  potent maladies at 6th level, and mighty maladies at 8th level. The act of 
  exchanging a malady takes 1 minute, though the eﬀects do not appear 
  for 24 hours. The spellmaster may use this ability a number of times per 
  day equal to one-half his class level.
  In order to exchange a malady, the target must be willing and must oﬀer 
  something of value to the spellmaster. The list price of the good oﬀered is 
  unimportant so long as the item is something important to the subject of the 
  exchange. For instance, a poor commoner with only four chickens to his name 
  may oﬀer one chicken as payment, but a wealthy merchant would pay much 
  more. The GM adjudicates appropriate payment on a case-by-case basis.
  LEADERSHIP
  At 2nd level, the spellmaster gains Leadership as a bonus feat. If he already 
  has this feat, he instead gains a +2 bonus to his Leadership score.
  REDUCE UNWORTHY CURSE (SU)
  Spellmasters are vigilant defenders of the innocent, championing them 
  where they can. Curses, especially those cast on innocent people, are 
  the most profane use of mana, and so spellmasters remove such curses 
  whenever they can. Starting at 3rd level, the spellmaster may expend 
  one use of his exchange malady ability to reduce a curse on a target with 
  minor guilt or less by one step. The spellmaster cannot use this ability 
  on any target whose guilt is major or signiﬁcant (see Chapter Eight: 
  Sorcery for more information on curses). Reducing a curse requires 1 
  minute of concentration.
  TRUSTWORTHY (EX)
  As word gets out about the spellmaster and his work, locals become 
  friendly, even going out of their way to help him. From 5th level, this 
  grants the spellmaster a +3 bonus on Diplomacy and Gather Information 
  checks made in his chosen city.
  DISPEL MAGIC (SP)
  In his crusade to better the lives of the people in his chosen city, a 
  spellmaster learns to use sorcery against sorcery. At 7th level, the 
  spellmaster may expend one use of his exchange malady ability to cast 
  dispel magic (as the spell) as a swift action. Caster level equals the 
  spellmaster’s character level.
  GREATER DISPEL MAGIC (SP)
  At 9th level, the spellmaster is adept at shutting down another’s ability 
  to manipulate magic. By expending two uses of his exchange malady 
  ability, the spellmaster may cast greater dispel magic (as the spell) as a 
  swift action. Caster level equals the spellmaster’s character level.
  LIFT CURSE (SP)
  At 10th level, the spellmaster can remove curses altogether. By expending 
  one use of his exchange malady ability, he may remove any curse bestowed 
  on a target whose guilt is minor or less. Furthermore, he can reduce a 
  curse’s potency on any character (regardless of guilt) by two steps if the 
  subject genuinely regrets the actions that led to the curse.
  
  - 114 -
  CHAPTER FOUR: CLASSES
  EX-SPELLMASTERS
  A spellmaster’s life represents a commitment to the innocent, to 
  furthering good, and to improving lives in his chosen city. Failing in his 
  persistence to these things can result in him being stripped of his powers. 
  Any spellmaster who uses sorcery (magic, witchcraft, or prayer) to harm 
  another person immediately becomes an ex-spellmaster, losing all class 
  abilities until he atones.
  Many spellmasters grow weary of their mission, having seen too much 
  suﬀering and evil. In this case, they can voluntarily retire, but not before 
  they transfer the mantle to another willing subject. When he does so 
  (see Lore, above), the spellmaster exchanges all levels in this prestige 
  class for those of a class in which he already had levels. Thus a 5th-level 
  mage/10th-level spellmaster who gives up being a spellmaster becomes 
  a 15th-level mage once he ﬁnds a worthy candidate to succeed him.
  ADAPTING PRESTIGE CLASSES
  Even with the many prestige classes presented here, no book can cover all 
  the various characters that have lived or practiced their trade in Sanctuary. 
  However, there are literally hundreds of prestige classes found in other 
  d20 sourcebooks, many of which are perfect for Thieves’ World. For the 
  most part, you can use these classes with little adaptation, though there 
  are a few things to keep in mind.
  NO ALIGNMENTS
  Any special class abilities based on alignment must be removed or heavily 
  modiﬁed. If it’s an ability based on a spell that no longer exists, consider 
  replacing it with a similar spell listed in Chapter Nine of this book. 
  Otherwise, a ﬂat +2 bonus on checks with any two class skills is often a 
  comparable substitute.
  REPUTATION BONUS
  If the class has many unusual or supernatural abilities, it should have a 
  high Reputation bonus progression like the Blue Star adept (see page 82). 
  If it’s more mundane and subtle in its abilities, give it a lower progression 
  like the acolyte of Lizerene. If the prestige class falls somewhere in the 
  middle, give it the intermediate Reputation bonus progression of the 
  Hell Hound.
  MAGIC
  Thieves’ World uses a very diﬀerent magic system from the spell slot system 
  of the PHB and most other fantasy settings. As a result, any magic-using 
  class will need to be rebuilt to ﬁt the Thieves’ World system.
  All prestige classes that advance spells per day will instead advance 
  spells Known and Familiar (and increase caster level) as if attaining 
  a level in a previous spellcasting class. As well, prestige classes that 
  advance spells per day of an existing arcane spellcasting class use a good 
  spellcasting progression (as a mage) but gain no ritualcasting progression 
  in the prestige class (they continue to cast rituals using their existing 
  ritualcasting bonus). Prestige classes that advance spells per day of an 
  existing divine spellcasting class use a good ritualcasting progression (as a 
  priest), but gain no spellcasting progression in the prestige class. Prestige 
  classes that advance spells per day of any existing class use an average 
  spellcasting and ritualcasting progression (as a witch). Use the prestige 
  classes in this chapter as guidelines.
  For prestige classes that gain bonus spells (such as the dragon disciple), 
  the character may add those bonus spells to their spells or rituals 
  (choosing whether to add them as Known or Familiar), but they do 
  not improve their spellcasting or ritualcasting progressions. For prestige 
  classes that actually supply their own spells and spell progression, give 
  them good spellcasting progression (as a mage) if they are arcane-
  oriented or good ritualcasting progression (as a priest) if they are 
  divine-oriented.
  DMG PRESTIGE CLASSES
  The following are speciﬁc notes that apply to the prestige classes found 
  in the DMG.
  ARCANE ARCHER
  Thieves’ World does not use elves or other races, so this class is 
  inappropriate for the setting as written. You can use this class with 
  some alteration, however, changing the racial requirement to a cultural 
  one instead. Consider changing the name to Nisibisi archer, replace the 
  racial requirement with Nisibisi ethnicity, grant the prestige class the 
  Reputation bonus progression of the Cirdonian caravan master (see page 
  86), and replace the spellcasting prerequisite with the following:
  Base Spellcasting Bonus: +1.
  ARCANE TRICKSTER
  You can use this prestige class with slight modiﬁcation. Remove the 
  alignment prerequisite, then give the class the Reputation bonus 
  progression of the Cirdonian caravan master (see page 86). This class 
  has a good spellcasting progression but no ritualcasting progression. 
  Spellcasting advancement is unchanged.
  Add the following requirements:
  Base Spellcasting Bonus: +6
  Spells: Must have mage hand as a Known spell.
  ARCHMAGE
  The hazard mage on page 92 replaces the archmage.
  ASSASSIN
  The assassin base class on page 52 replaces the assassin prestige class.
  BLACKGUARD
  The godsworn base class on page 54 replaces the blackguard prestige 
  class.
  DRAGON DISCIPLE
  You can use this prestige class with some modiﬁcation. The class gains 
  the Reputation bonus progression of the Blue Star adept (see page 82). 
  Bonus spells are unchanged, with spells gained as either Known or 
  Familiar spells at the player’s option. Replace the spellcasting requirement 
  with the following:
  Base Spellcasting Bonus: +1.
  
  - 115 -
  CHAPTER FOUR: CLASSES
  DUELIST
  This prestige class needs no changes and is very suitable for Thieves’ 
  World. The class gains the Reputation bonus progression of the Hell 
  Hound (see page 96).
  DWARVEN DEFENDER
  Thieves’ World does not use dwarves or other races, so this class is 
  inappropriate for the setting as written. You can still use this class with 
  some alteration, however, changing the racial requirement to a cultural 
  one. Consider changing the name to Rankan defender, replace the racial 
  requirement with Rankan ethnicity, and grant the prestige class the 
  Reputation bonus progression of the Hell Hound (see page 96).
  ELDRITCH KNIGHT
  This class gains the Reputation bonus progression of the Blue Star adept 
  (see page 82), and has a good spellcasting progression but no ritualcasting 
  progression. Spellcasting advancement is unchanged.
  Base Spellcasting Bonus: +6.
  HIEROPHANT
  Because of this class’s reliance on alignments and divine spellcasting, this 
  class is not appropriate for Thieves’ World.
  HORIZON WALKER
  You can use this prestige class with slight modiﬁcation. The class gains 
  the Reputation bonus progression of the Cirdonian caravan master 
  (see page 86). The Aligned (Planar) option for planar terrain mastery is 
  unavailable in Thieves’ World.
  LOREMASTER
  This class is replaced by various prestige classes presented in this chapter, 
  though it is still a viable option in itself. This class gains the Hell Hound’s 
  Reputation bonus progression (see page 96), and has average spellcasting 
  and ritualcasting progressions. Spellcasting advancement is unchanged. 
  Replace the spellcasting requirement with the following:
  Base Spellcasting Bonus: +3.
  Base Ritualcasting Bonus: +3.
  Spells: Must have 6 diﬀerent divination spells as Known or Familiar 
  spells, including one Known spell of at least 3rd level or higher.
  MYSTIC THEURGE
  The nature of Thieves’ World’s magic system makes this class unnecessary.
  SHADOWDANCER
  This class gains the Reputation bonus progression of the Cirdonian 
  caravan master (see page 86).
  THAUMATURGIST
  You can use this prestige class with some modiﬁcation. The class gains 
  the Reputation bonus progression of the Blue Star adept (see page 82), 
  and has average spellcasting and ritualcasting progressions. Spellcasting 
  advancement is unchanged.
  ADAPTING ADVANCED CLASSES
  In addition to the classes presented in this book, Green Ronin 
  Publishing oﬀers a number of other classes as found in the Master 
  Class series and in the upcoming Advanced Class Compendium. Tips 
  for adapting some of these classes for Thieves’ World follow.
  ASSASSIN
  For Thieves’ World, use the assassin described on page 52.
  AVATAR
  You can use this class with some modiﬁcation. Avatars serve the 
  various temples throughout the Known World, especially in remote 
  places like Azehur (see Thieves’ World Gazetteer for details), but 
  they are just as likely to work for temples of other states and city-
  states with a strong religious strain. The class gains the godsworn’s 
  reputation bonus and spell progression. As there are no alignments 
  in Thieves’ World, the avatar is not bound by concepts of good and 
  may summon any creatures with its spells. Note that spell-like 
  abilities gained from this class do not require the character to draw 
  mana into his mana pool.
  CAVALIER
  As a heavily armored mounted warrior, the cavalier does not 
  seem especially appropriate to this setting. However, with some 
  modiﬁcations, you can create a mighty mounted warrior akin to this 
  class. Cavaliers in Thieves’ World are more like the Roman legionary 
  cavalry or cataphract heavy cavalry of the late Empire. These noble 
  warriors of the landed Rankan aristocracy serve as an important 
  component to the imperial armies. To adapt this class, cavaliers 
  gain the mage’s reputation.
  HOLY WARRIOR
  The godsworn base class described on page 54 replaces this class.
  NOBLE
  The noble base class described on page 63 replaces this class.
  PSYCHIC
  This class could work in Thieves’ World, but given that these characters 
  do not have to draw mana in the same way that spellcasters do, 
  they may have some slight advantage. Psychics gain reputation as 
  ﬁghters. Experiment with the psychic’s abilities to ensure that the 
  character is balanced against those presented in this book. For more 
  information, see Green Ronin’s Psychic’s Handbook or the Advanced 
  Player’s Manual. 
  SHAMAN
  The shaman base class could work in this setting with some 
  adjustment. Shamans could be primitive priests of the Cantal 
  Plains barbarians—Jamie the Red’s people—or even used to depict 
  the priests of Irrunega. Shamans gain the priest’s spellcasting 
  progression.
  WITCH
  The witch base class described on page 77 replaces this class.
  
  - 116 -
  CHAPTER FIVE: SKILLS AND FEATS
  CHAPTER FIVE:  
  SKILLS AND FEATS
  While the PHB does a great job of putting an action-adventure spin on 
  skills (focusing on things like thievery), a Thieves’ World campaign allows 
  for further options regarding ‘ordinary’ activities. This section presents new 
  uses for skills that let mundane ingenuity and ability become as important 
  as magic or combat for solving problems—and that are somewhat less 
  likely to get you killed.
  NEW SKILL
  The following new skills are available in a Thieves’ World campaign.
  GAMBLE (WIS)
  Use this skill to win money in a game that involves both skill and luck. 
  Sanctans play a wide variety of such games, usually using cards or dice, 
  although domino and tile games are also popular. Games involving only 
  luck (such as tossing a coin) or skill (gladiatorial combat) don’t involve 
  Gamble checks.
  Check: To join or start a game, a character must ﬁrst pay a stake. The 
  character sets the stake if she starts the game, while the GM sets it if 
  the character joins a game. The other participants also pay a stake, which 
  may be equal to the player’s stake or a diﬀerent amount, depending on 
  the rules of the game.
  The character’s Gamble check is opposed by the Gamble checks of all other 
  participants in the game. If there are many NPCs participating, the GM 
  can opt to make a single roll for all of them, using the highest Gamble skill 
  modiﬁer among them and adding a +2 bonus on the check.
  If the character beats all other participants, she wins and claims all the 
  stakes in the game. Otherwise, the gambler with the highest check result 
  claims the prize pool.
  • Cheating: A skilled character can attempt to cheat while gambling to 
  improve her chances. To cheat, a character must make a Bluﬀ check 
  as a free action before making her Gamble check. This Bluﬀ check 
  is opposed by the Sense Motive checks of the other gamblers. If the 
  Bluﬀ check succeeds, the character gains a +2 circumstance bonus 
  on her Gamble check. If the Bluﬀ check fails, the attempt to cheat 
  did not gain the character any beneﬁt; if the Bluﬀ check fails by 5 or 
  more against any opposing Sense Motive check, that gambler spots 
  the character’s cheating and reacts accordingly.
  Action: A Gamble check requires anywhere from a few minutes to an 
  hour, depending on the game being played.
  Try Again: No, unless the character wants to put up another stake.
  Special: A character can’t take 10 or take 20 when making a Gamble 
  check.
  Heroic sorcery and swordplay may be the stuﬀ of thrilling tales, but they often don’t do much to pay the rent or put food on the table. Most of 
  the heroes of Thieves’ World are normal men and women, who have to pay attention to the practical concerns of life as well as acquiring legendary 
  weapons and the favor of the gods. Sanctuary is a do-it-yourself kind of city, where magic and luxury are rarities. If your roof needs ﬁxing or your 
  wounds need binding, someone’s going to have to work at it. In the long run, it’s often cheaper to do your own work, and to hire your services out 
  for the going rate. Or, of course, you could use your skills to liberate the wealth of others and put it to better use…
  SKILLS
  
  - 117 -
  CHAPTER FIVE: SKILLS AND FEATS
  Synergy: If you have 5 or more ranks in Bluﬀ, you get a +2 bonus on 
  Gamble checks.
  READ/WRITE LANGUAGE (NONE; TRAINED ONLY)
  Action: Not applicable.
  Try Again: Not applicable. There are no Read/Write Language checks 
  to fail.
  Literacy is much rarer in Thieves’ World than in many other settings. Few 
  people know how to read even their own native tongue, let alone other 
  languages. The Read/Write Language skill doesn’t work like a standard 
  skill, but as follows.
  • A character does not automatically know how to read and write his 
  native language.
  • Each written language costs 1 rank. When a character adds a rank 
  to Read/Write Language, he or she chooses a new language that the 
  character can read and write.
  • A character never makes Read/Write Language checks; he either 
  knows how to read and write a speciﬁc language or doesn’t.
  • To be able to speak a language that the character can read and write, 
  he must take the Speak Language skill for the appropriate language.
  • When a character gains bonus languages due to a high Intelligence, 
  he can choose whether he learns a written form or a spoken form of 
  that language. Learning both counts as two bonus languages.
  See the sidebar on page 119 for details on the languages of Thieves’ 
  World.
  Special: Mages, Nobles, and Rankan characters are automatically literate 
  in their native language. Barbarians cannot choose written forms of 
  languages as bonus languages.
  EXISTING SKILLS
  The following benefits and uses for existing skills are available to 
  characters in a Thieves’ World campaign..
  CONCENTRATION
  This skill is particularly useful for staying focused on the long and diﬃcult 
  process of performing rituals.
  Synergy: If you have 5 or more ranks in Concentration, you get a +2 
  bonus on ritualcasting checks.
  CRAFT
  All of the Craft specialties in the PHB are available for Thieves’ World 
  characters. Most people in Sanctuary prefer simple but effective 
  equipment over expensive and ornate items. If they must spend their 
  last shaboozh on something, they want it to work.
  • Craft and Currency: The economy of Sanctuary is based on the 
  shaboozh, a large silver coin with the buying power of the gold piece 
  in the PHB. The equivalent to the silver piece is the padpol, except that 
  there are 16 padpols to the shaboozh rather than ten, but there is no 
  equivalent to the copper piece. (See Sanctan Economics on page 15 
  for details.) However, when calculating Craft checks and results, use 
  the system of 100 copper = 10 silver = 1 gold. The coins are diﬀerent, 
  but the costs are abstracted to maintain balance.
  • Alchemy: While obvious magic is rare in Sanctuary, many Sanctans create 
  or use alchemical items like glue, naphtha, or acid. Characters with the 
  Mundane Alchemy feat (see page 124) can create alchemical items 
  without being able to cast spells. Some natural alchemical items (such 
  as antitoxin) can also be created with the Craft (herbalism) skill, but 
  at a –5 penalty on the Craft check. A list of available alchemical items 
  and their Craft DCs can be found in Chapter Eleven: Equipment.
  • Herbalism: In the low-tech world of Sanctuary, knowledge of herbs, 
  natural remedies and plant properties is invaluable. A skilled herbalist 
  can prepare elixirs and drugs that can assist in treating wounds, give 
  strength to the weary, ease childbirth, or silently kill. A list of herbal 
  substances and their Craft DCs can be found in Chapter Eleven: 
  Equipment.
  • Poison: The dangerous art of brewing and using poisons is not at all 
  uncommon in Sanctuary, although most poisons are illegal in both the 
  Rankan and modern eras. Poison-makers risk their own lives when 
  they create their concoctions; any time a character rolls a 1 on a Craft 
  (poison) check, he accidentally poisons himself with that substance 
  (even unﬁnished). While many poisons use plant toxins, others are 
  based on animal venom, minerals, or even more unusual substances. 
  Some poisons can be created with the Craft (herbalism) skill, but at a 
  –5 penalty on the Craft check. A list of poisons and their Craft DCs 
  can be found in Chapter Eleven: Equipment.
  Synergy: If you have 5 ranks in Knowledge (nature), you get a +2 bonus 
  on Craft (herbalism) checks.
  DIPLOMACY
  Money talks, especially in Sanctuary. The art of diplomacy is often assisted 
  by the application of cold hard cash (or undertaken for the purpose of 
  keeping your cold hard cash).
  • Haggling: The delicate art of convincing a merchant that you have just 
  enough coin to pay for his wares (but not as much coin as he’d like you 
  to have), haggling is nearly compulsory in the markets of Sanctuary. 
  When a character is haggling, you make a Diplomacy check opposed 
  by the merchant’s Profession (merchant) check. If the seller has no 
  ranks in Profession (merchant), or if you are attempting to purchase 
  information or other nonmercantile goods, use opposed Diplomacy 
  checks. The merchant’s attitude toward the customer gives him a 
  modiﬁer on his check.
  DIPLOMACY
  Merchant’s Attitude
  Modiﬁer
  Hostile
  +5
  Unfriendly
  +2
  Indiﬀerent
  —
  Friendly
  –2
  Helpful
  –5
   
  Note that a merchant’s attitude will not necessarily be in evidence 
  during a haggling session. A merchant who resents a character’s 
  apparent wealth, station, or ethnicity may well appear helpful, but his 
  underlying unfriendly attitude will determine how willing he is to cut 
  the customer a good deal.
   
  Initially, the GM will set the price of an item (or group of items if 
  the character is attempting to secure the lot with a single transaction) 
  at between 80% and 130% (d6+7) of normal market value. (A PC 
  
  - 118 -
  CHAPTER FIVE: SKILLS AND FEATS
  merchant sets the price for his goods within the above range.) There 
  is no ﬁxed pricing for commodities in an economy like Sanctuary’s, 
  and even a PC who trips across a bargain needs to negotiate in order 
  to not seem overeager to buy (thus inspiring the vendor to possibly 
  raise the price).
   
  The spread between the opposed checks determines the ﬂat percentage 
  change (maximum 25%) in the initial oﬀer after a bout of haggling. If 
  the checks are equal, the merchant stays ﬁrm on his best price (or doesn’t 
  recognize that he’s selling for less than he might otherwise get). If the 
  character’s check beats the merchant’s check by 5, he talks the merchant 
  down 5%. If the merchant beats the PC’s check by 12, he ups the price 
  12% after taking oﬀense at the character’s brazen attempt to deal him 
  down (or because he thinks he recognizes an easy mark).
   
  Whether he was successful or not on the opposed check, the character 
  can buy the item at the ﬁnalized price, or can continue to make checks 
  (eﬀectively trying to reopen a new round of haggling). Add the result 
  of each additional check (whether an increase or decrease) to the 
  previous adjustment. However, if the PC ever fails two successive checks 
  (regardless of how successful his previous checks were), his insistence 
  on driving an even harder bargain has aﬀronted the merchant so much 
  that he refuses to sell to the PC at any price.
   
  Haggling is not mind control, though, especially when PCs are 
  involved. A PC customer can always refuse to buy the item at the 
  suggested price, and a PC merchant can always choose not to sell it 
  after all.
  • Bribery: Oﬀering money can often give a bonus on a character’s 
  Diplomacy check. Before making the check, the character can make an 
  oﬀer (in shaboozh) to the NPC he is attempting to sway. If the oﬀer is 
  equal to the NPC’s character level + Wis modiﬁer (minimum 1), then 
  the character gains a +2 bonus on his next Diplomacy check against 
  that NPC. For every full multiple of the base amount, the character gets 
  an additional +2 bonus on his next Diplomacy check, to a maximum of 
  +10. The character usually has no way of knowing how much to oﬀer 
  the NPC, or how eﬀective the bribe will be.
  Example: Buendia decides to bribe a sentry to let her into the 
  Palace grounds for a few minutes, oﬀering him 10 shaboozh for the 
  privilege. The guard is a 4th-level warrior with Wisdom 10, so level 
  + Wisdom bonus equals 4. For every full multiple of 4, Buendia gains 
  a +2 bonus on her next Diplomacy check, so her oﬀer of 10 shaboozh 
  gives her a +4 bonus. The extra 2 shaboozh are wasted (though the 
  guard is unlikely to tell her he would have settled for eight).
   
  In some cases, an NPC may demand a bribe in order to render his 
  services, or even just to listen to what a character has to say. When an 
  NPC requires a bribe, the bonus for the bribe is reduced by –2 (though 
  still to a maximum of +10). As well, the character’s Diplomacy check 
  automatically fails if the bribe isn’t large enough.
   
  Some (rather rare) NPCs may be insulted by a bribe oﬀer, such that 
  their attitude changes one step for the worse. Others may report the 
  character to the watch or governing authorities (though the complaint 
  will probably be laughed oﬀ).
  Synergy: If you have 5 ranks in a Profession skill, you get a +2 bonus on 
  Diplomacy checks when haggling for services or items relating to your 
  profession (such as a sailor buying a ship).
  HEAL
  Healing magic is very rare in Thieves’ World, so most people must rely on 
  the treatments and secrets of mundane healers and herbalists.
  
  - 119 -
  CHAPTER FIVE: SKILLS AND FEATS
  • Treat Infection: Characters may make a DC 15 Heal check to clean 
  a potentially infected wound, which takes 10 minutes. If an infection 
  takes root, the character may treat the suﬀerer just as if she was treating 
  a disease. See page 127 for more information on infections.
  • Treat Slow Poison: Characters may use Heal to treat those aﬀected by 
  slow-acting, long-term poisons like arsenic. This works just as if the 
  suﬀerer was aﬄicted with a disease. See Chapter Eleven: Equipment 
  for information on slow poisons.
  SPEAK LANGUAGE
  The Speak Language skill works as it does in the PHB, but uses a diﬀerent 
  set of languages. (See the Languages of Thieves’ World sidebar.)
  Speaking a language gives a character no knowledge of how to read or write 
  that language. That requires the Read/Write Language skill (see page 117)
  SPELLCRAFT
  This skill is especially useful for quickly shaping and directing the 
  sorcerous power in spells.
  Synergy: If you have 5 or more ranks in Spellcraft, you get a +2 bonus 
  on spellcasting checks (see page 139).
  USE MAGIC DEVICE
  This skill is rare in Thieves’ World, but not unknown. Quick-minded 
  characters like Cappen Verra have turned their will toward magic and 
  escaped to tell the tale. However, the skill works slightly diﬀerently than 
  it does in the PHB, due to the nature of the Thieves’ World magic system 
  (see Chapter Eight: Sorcery for more information).
  Whenever a character makes a successful Use Magic Device check for an 
  item that allows the user to cast a spell (such as a wand or scroll), the number 
  rolled on the d20 is also used as the number rolled for the spellcasting 
  check. The character adds her Charisma bonus and any casting bonus she 
  may have on the check, and accumulates a mana pool as usual. On a failed 
  Use Magic Device check, the character makes no progress with the item, 
  and her mana pool is halved. If the Use Magic Device check is successful 
  but the d20 roll is within the failure range for the region’s mana level, then 
  the amount on the die is subtracted from the mana pool as normal (and 
  may create a risk of spectacular failure).
  There is one strong advantage to Use Magic Device, and that is its speed. 
  When you use a magic item blindly, you don’t bother to activate it safely. 
  Characters making Use Magic Device checks always treat the spells 
  within the item as Known, rather than Familiar or Unknown. Characters 
  with their own spell and ritualcasting abilities may occasionally prefer to 
  make fast-but-risky Use Magic Device checks to use an item, rather than 
  spend long rounds or minutes preparing to use a magic item containing 
  an Unknown eﬀect.
  Emulate Race and Emulate Alignment are not used in Thieves’ World 
  campaigns. All other aspects of the skill work as written in the PHB.
  LANGUAGES OF THIEVES’ WORLD
  Thieves’ World is a place rich with many cultures, each with their 
  own unique language or dialect. Only some languages have a 
  written form. For more information, see Language and Writing 
  on page 12.
  LANGUAGES
  Language
  Culture/Country 
  of Origin 
  Written?
  Alphabet
  Aurveshan
  Aurvesh
  Yes
  Aurveshan/
  Enlib
  Beysin
  The Beysib
  Yes
  Beysin
  Caronnese
  Caronne
  Yes
  Ilsig
  Cirdonian
  Cirdon
  Yes
  Enlib
  Enlib
  Enlibar*
  Yes
  Enlib
  Ilsigi
  Ilsig
  Yes
  Ilsig
  Irrune
  The Irrune
  No
  —
  Mrsevadan
  Mrsevada
  Yes
  Ilsig
  Nisi
  The Nisibisi
  Yes
  Enlib
  Raggah
  The Raggah nomads
  No
  —
  Raggah signing
  The Raggah nomads
  No
  —
  Rankene
  Ranke
  Yes
  Rankene
  Sanctan (Wrigglie)
  Sanctuary
  No
  —
  S’danzo
  The S’Danzo
  No
  —
  Sherranpip
  Sherranpip
  Yes
  Sherranpip
  Trade tongue
  Rankan/Ilsigi hybrid
  No
  —
  Twandan
  Twand
  Yes
  Rankene
  Yenized
  Yenized
  Yes
  Yenized
  * Dead language, rarely spoken.
  FEATS
  Characters in Thieves’ World have access to most feats from the PHB, as 
  well as several new feats presented here.
  Many of the base classes and prestige classes of Thieves’ World gain bonus 
  feats as they gain levels. If the campaign allows additional feats from 
  other sourcebooks, the GM can consider whether those feats should be 
  added to the bonus feat list of any classes.
  MISSING FEATS
  The following feats are not used in Thieves’ World: Extra Turning, 
  Improved Familiar, Natural Spell, Quicken Spell, and Spell Mastery.
  METAMAGIC FEATS
  The metamagic feats in the PHB require some adaptation before they 
  can be used with the Thieves’ World magic system (see Chapter Eight: 
  Sorcery). The following changes apply to all metamagic feats.
  Rather than requiring higher-level spell slots, metamagic feats increase a 
  spell’s eﬀective level, thus increasing Mana Threshold (MT) and price. Every 
  +1 spell slot increase becomes a +1 increase in eﬀective spell level (whether cast 
  as a spell or a ritual). For instance, a 3rd-level spell modiﬁed by the Maximize 
  Spell feat (which normally requires a spell slot three levels higher), is instead 
  treated as a 6th-level spell in terms of MT (70) and price (6 hp).
  
  - 120 -
  CHAPTER FIVE: SKILLS AND FEATS
  Modifying a spell with metamagic feats is a free action taken as part of 
  the initial casting. A character can apply metamagic feats to any of her 
  Known or Familiar spells (but not to Unknown spells), whether cast as 
  a spell or a ritual.
  If a metamagic feat increases the eﬀective level of a Known spell beyond 
  the character’s safe level limit (see Chapter Eight: Sorcery), it still 
  counts as Known for the purpose of casting time and does not require 
  extra actions to cast. However, to cast the spell, the character pays a price 
  in lethal damage (rather than nonlethal damage) equal to the spell’s 
  eﬀective level.
  All of the metamagic feats in the PHB are available to Thieves’ World 
  characters, except for the Quicken Spell feat. Instead, characters can use 
  the Instantaneous Casting feat (see page 123)when preparing spells in 
  advance for faster casting.
  NEW FEATS
  The following new feats are available to characters in a Thieves’ World 
  campaign. For feats that aﬀect a character’s spellcasting ability, see 
  Chapter Eight: Sorcery for information on the mana pool, Mana 
  Threshold (MT), and the Thieves’ World magic system.
  AGILE RIPOSTE
  Prerequisites: Dex 13, Dodge.
  Beneﬁt: Once per round, if the opponent you designated as the target 
  of your Dodge feat makes a melee attack or melee touch attack 
  against you and misses, you can make an attack of opportunity against 
  that opponent. Resolve and apply the eﬀects from both attacks 
  simultaneously. This attack counts against your normal limit of attacks 
  of opportunity for the round. You can’t use Agile Riposte more than 
  once per round, even if you have the Combat Reﬂexes feat.
  Special: A ﬁghter may select Agile Riposte as one of his ﬁghter bonus 
  feats.
  AUGMENT RITUAL [GENERAL]
  Your can more easily augment your rituals with metamagic feats.
  Prerequisite: Any metamagic feat, base ritualcasting bonus +6, caster 
  level 6th.
  Beneﬁt: When using a metamagic feat to augment a spell cast as a 
  ritual, you treat the augmented spell as one level lower than it would 
  otherwise be. For example, a silent summon monster I cast as a ritual 
  would still be treated as a 1st-level spell.
  Special: You can gain this feat multiple times. Its eﬀects stack. For 
  example, taking this feat a second time allows you to apply two 
  eﬀective levels of metamagic feats to a spell cast as a ritual without 
  altering the spell’s MT.
  CRAFT FOCUS [ITEM CREATION]
  You can create magic foci to assist in the casting of spells or rituals.
  Prerequisite: Caster level 3rd.
  Benefit: You can create a focus to give a bonus on spellcasting or 
  ritualcasting checks, so long as you meet the prerequisites (see page 
  153 for information on foci). Crafting a focus takes one day for each 
  1,000 sh in its base price. The base price of a focus is its casting check 
  bonus squared × 1,000 sh. To craft a focus, you must spend 1/25 of this 
  base price in XP and use up raw materials costing one-half of this base 
  price. An existing item, such as a weapon or piece of jewelry, can be 
  crafted into a focus. The object must be worth a minimum of 100 sh 
  for every +1 bonus the focus grants, and weapons and armor must be 
  masterwork items. The cost of the object is a separate expense over the 
  base cost of the focus.
  CRIPPLER’S EYE [GENERAL]
  You have a knack for targeting an opponent’s vulnerable areas and 
  weaknesses.
  Prerequisites: Wis 11, base attack bonus +4.
  Beneﬁt: When you inﬂict a severe injury on an opponent 
  (see page 127) with a melee or ranged weapon, you 
  roll twice on Table 6–1 to determine which ability is 
  drained, then choose the result you prefer.
  Special: A ﬁghter may select Crippler’s Eye as one of 
  his ﬁghter bonus feats.
  DEBILITATING STRIKE [GENERAL]
  Your sneak attacks inﬂict dirty, ragged wounds that are 
  prone to becoming infected.
  Prerequisites: Base attack bonus +4, sneak attack 
  +1d6.
  Beneﬁt: If you hit with a sneak attack, you may choose 
  to forgo +1d6 of extra sneak attack damage to deliver a 
  wound very likely to become infected. Each wound dealt 
  in this manner increases the DC of the Fortitude save 
  made to resist infection by +2, assuming your opponent 
  needs to make that save after the encounter (page 127). 
  This increase also applies to the DC of saves made to 
  throw oﬀ an infection if the target succumbs.
  
  - 121 -
  CHAPTER FIVE: SKILLS AND FEATS
  TABLE 5–1: NEW FEATS
  Feat Name
  Prerequisites
  Agile Riposte1
  Dex 13, Dodge
  Augment Ritual3
  Any metamagic feat, base ritualcasting bonus +6, caster level 6th
  Craft Focus
  Caster level 3rd
  Crippler’s Eye1
  Wis 11, base attack bonus +4
  Horriﬁc Blow
  Wis 13, Crippler’s Eye, Power Attack, base attack bonus +8
  Debilitating Strike
  Base attack bonus +4, sneak attack +1d6
  Distinctive Title
  Reputation bonus +3
  Extra Channeling3
  Ability to channel divine power
  Extra Spells2
  Base spellcasting or ritualcasting bonus +1
  Fame
  —
  Hasten Ritual
  Base ritualcasting bonus +12
  Greater Toughness
  Con 17, Toughness
  Improved Channeling
  Ability to channel divine power
  Improved Damage Threshold
  —
  Greater Damage Threshold
  Con 17, Improved Damage Threshold
  Instantaneous Casting
  Base spellcasting or ritualcasting bonus +6
  Interrupted Casting
  Concentration 8 ranks, base spellcasting bonus +1
  Life-Fueled Casting
  Concentration 6 ranks, Heal 3 ranks, base spellcasting or ritualcasting bonus +1
  Low Proﬁle
  —
  Manhunter
  —
  Maze-Savvy
  You must be a native Sanctan, or must have successfully navigated the Maze at least once
  Mixed Ancestry4
  —
  Mundane Alchemy
  Int 13, Craft (alchemy) 4 ranks
  Multitalented4
  —
  Perform Spell
  Perform (any) 12 ranks, Base spellcasting bonus +5
  Ritual Emphasis
  Base ritualcasting bonus +1
  Greater Ritual Emphasis
  Ritual Emphasis, base ritualcasting bonus +4
  Ritual Specialization2
  Base ritualcasting bonus +10
  Rushed Casting
  Key casting ability 15, base spellcasting bonus +5
  Scribe Matrix
  Caster level 3rd, base ritualcasting bonus +3
  Sighted4
  S’danzo
  Streetwise
  —
  Touch the Otherworld
  Knowledge (arcana) 6 ranks, base spellcasting or ritualcasting bonus +3
  Well-Connected2
  —
  Witchblooded4
  Cha 13
  1 A ﬁghter may select this feat as one of his ﬁghter bonus feats. 
  2 You can gain this feat multiple times. Its eﬀects do not stack. Each time you take the feat, it applies to a new contact, spell, or selection of spells. 
  3 You can gain this feat multiple times. Its eﬀects stack. 
  4 You may select this feat only at 1st level.
  
  - 122 -
  CHAPTER FIVE: SKILLS AND FEATS
  DISTINCTIVE TITLE [GENERAL]
  Your fame has lent you a title or sobriquet, further impressing those who 
  have heard of you.
  Prerequisite: Reputation bonus +3.
  Beneﬁt: You gain an additional name, title or nickname, like Tempus Thales 
  (the Riddler) or per-Arizak (the Dragon). When another character 
  recognizes you due to your reputation (see page 128), your Reputation 
  beneﬁt on Bluﬀ, Diplomacy, Gather Information, Intimidate and 
  Perform checks against that character increases to +6. Characters can 
  possess honoriﬁcs and titles without this feat, but gain no mechanical 
  beneﬁt for them.
  Normal: A character normally receives a +4 beneﬁt to applicable skills 
  if recognized by virtue of his reputation.
  EXTRA CHANNELING [GENERAL]
  You can channel your deity’s power more often than normal.
  Prerequisite: Ability to channel divine power.
  Beneﬁt: Each time you take this feat, you can use your ability to channel 
  divine power an additional four times per day.
  Normal: Without this feat, a character can typically channel divine power 
  a number of times per day equal to 3 + Charisma modiﬁer.
  Special: You can gain this feat multiple times. Its eﬀects stack. Each 
  time you take the feat, you can channel divine power four additional 
  times per day.
  EXTRA SPELLS [GENERAL]
  You have learned more spells than normal.
  Prerequisite: Base ritualcasting or spellcasting bonus +1.
  Beneﬁt: You gain either one additional Known spell, or a number of 
  additional Familiar spells equal to your key spellcasting ability bonus 
  (minimum of 1).
  Special: You can gain this feat multiple times. Each time you select it, 
  you gain either an additional Known spell, or a number of Familiar 
  spells equal to your key spellcasting ability bonus.
  FAME [GENERAL]
  You are more well-known or infamous than normal.
  Beneﬁt: Your Reputation bonus increases by +3.
  Special: No character except a crime lord can select both the Fame feat 
  and the Low Proﬁle feat. A crime lord can take both feats, but must 
  select a diﬀerent alternate identity for each (as each identity tracks 
  Reputation separately).
  GREATER DAMAGE THRESHOLD [GENERAL]
  You can shrug oﬀ the worst attacks.
  Prerequisite: Con 17, Improved Damage Threshold.
  Beneﬁt: Your massive damage threshold (see page 126) increases by +6. 
  This beneﬁt stacks with the eﬀects of Improved Damage Threshold.
  Special: You can gain this feat multiple times. Its eﬀects stack.
  GREATER RITUAL EMPHASIS [GENERAL]
  You are skilled at casting rituals.
  Prerequisite: Ritual Emphasis, base ritualcasting bonus +4.
  Beneﬁt: You gain a +2 bonus on all ritualcasting checks.
  Special: The bonus gained from this feat replaces the bonus gained from 
  Ritual Emphasis.
  GREATER TOUGHNESS [GENERAL]
  You are hard to injure.
  Prerequisite: Con 17, Toughness.
  Beneﬁt: Gain +10 hit points.
  Special: You can gain this feat multiple times. Its eﬀects stack.
  HASTEN RITUAL [GENERAL]
  You can cast spells as rituals quickly.
  Prerequisite: Base ritualcasting bonus +12.
  Beneﬁt: When casting a spell as a ritual, you make ritualcasting checks 
  as if they were spellcasting checks. However, in exchange for sloppy 
  casting, the range for spectacular failure doubles. For example, if a 
  priest with this feat casts convert light wounds as a ritual in a normal 
  mana ﬁeld, he makes a ritualcasting check every round instead of 
  every minute, but with a risk of spectacular failure if he rolls a natural 
  10 or less.
  HORRIFIC BLOW [GENERAL]
  You can land blows so powerful that an opponent may suﬀer multiple 
  traumatic injuries.
  Prerequisites: Wis 13, Crippler’s Eye, Power Attack, base attack bonus +8.
  Beneﬁt: When you inﬂict a severe injury on an opponent (see page 127), 
  you roll twice on Table 6–1 and apply both results, either draining two 
  ability scores by 2 points or one ability by 4 points.
  Special: A ﬁghter may select Horriﬁc Blow as one of his ﬁghter bonus 
  feats.
  IMPROVED CHANNELING [GENERAL]
  Your displays of divine power are more potent than normal.
  Prerequisite: Ability to channel divine power.
  Beneﬁt: You channel divine power as if you were one level higher than 
  you are in the class that grants you the ability.
  IMPROVED DAMAGE THRESHOLD [GENERAL]
  You are remarkably tough, and much harder to take down or badly injure 
  than normal.
  Beneﬁt: Your massive damage threshold (see page 126) increases by +3.
  Normal: A character has a massive damage threshold equal to his current 
  Constitution score.
  Special: You can gain this feat multiple times. Its eﬀects stack.
  
  - 123 -
  CHAPTER FIVE: SKILLS AND FEATS
  INSTANTANEOUS CASTING [GENERAL]
  You can cast a prepared spell with a moment’s thought.
  Prerequisite: Base spellcasting or ritualcasting bonus +6.
  Beneﬁt: When preparing a spell ahead of time (see page 147), you can 
  complete the casting process by meeting the MT instead of pausing 
  and holding the eﬀect before meeting the MT. The ﬁnished spell or 
  ritual eﬀect is then locked and held as normal, and you pay the normal 
  price for casting. Later, you can unleash the spell or ritual as a swift 
  action, but you pay the same price again at that point. Whether fully 
  or partially prepared, you can still only prepare a number of spells or 
  rituals equal to your key spellcasting ability bonus.
  Normal: A character without this feat can prepare spells ahead of time, 
  but still needs to make casting checks as a standard action to ﬁll her 
  mana pool and ﬁnish casting at a later point.
  INTERRUPTED CASTING [GENERAL]
  You can skip one or more rounds while casting a spell to take other 
  actions without losing the spell.
  Prerequisites: Concentration 8 ranks, base spellcasting bonus +1.
  Beneﬁt: When casting a spell, you can skip rounds between casting checks 
  in order to do something else. At the end of every round in which you 
  do not make a casting check, subtract the spell level from your mana 
  pool. For example, if you stop during the casting of a convert serious 
  wounds spell (3rd-level) to hold oﬀ an enemy, you lose three points of 
  mana from your pool each round you fail to make a spellcasting check. 
  If your mana pool is reduced to a negative number due to interrupted 
  casting, you suﬀer a spectacular failure (see page 143). Only spells can 
  beneﬁt from this feat. Spells cast as rituals can never be interrupted 
  and then successfully restarted.
  Normal: Without this feat, characters who stop casting a spell to perform 
  another action lose the spell and must start again.
  LIFE-FUELLED CASTING [GENERAL]
  You can sacriﬁce your own health or vital energy in order to cast spells 
  more quickly.
  Prerequisites: Concentration 6 ranks, Heal 3 ranks, base spellcasting or 
  ritualcasting bonus +1.
  Beneﬁt: If a successful casting check still leaves you under a spell’s Mana 
  Threshold, you may voluntarily take additional lethal or nonlethal 
  damage to ﬁnish casting the spell or ritual. You take an amount of 
  damage equal to the diﬀerence between the spell or ritual’s MT and 
  your current mana pool. If casting a spell within your safe spell limit, 
  the extra damage you take is nonlethal. If the spell’s level is higher than 
  your safe level limit, you take lethal damage. If you are still alive and 
  conscious after taking this damage, your mana pool increases to match 
  the MT, and the spell or ritual takes eﬀect. 
   
  You cannot take less damage when using this feat than the diﬀerence 
  between the MT and your mana pool; you either take enough damage 
  to complete the casting or take none at all. For example, if the Mana 
  Threshold of a spell you cast is 40 and your pool stands at 28, you 
  either take 12 points of damage (lethal or nonlethal depending on the 
  level of the spell) to ﬁnish casting the spell in this interval, or you take 
  no damage and must spend at least one more round making casting 
  checks. 
   
  Using Life-Fuelled casting is a free action made as part of a casting check. 
  Although you take damage as a result, this damage does not require you 
  to make Concentration checks to avoid losing the spell.
  LOW PROFILE [GENERAL]
  You are less well-known than normal (usually because you prefer not to 
  be recognized).
  Beneﬁt: Your Reputation bonus decreases by –3 (to a minimum of 
  +0).
  Special: No character except a crime lord can select both the Fame feat 
  and the Low Proﬁle feat. A crime lord can take both feats, but must 
  select a diﬀerent alternate identity for each (as each identity tracks 
  Reputation separately).
  MANHUNTER [GENERAL]
  You can track down the location of missing persons, wanted individuals 
  or other characters within Sanctuary or another city.
  Beneﬁt: To ﬁnd the trail of an individual or to follow it for 1 hour 
  requires a Gather Information check. You must make another Gather 
  Information check every hour of the search, as well as every time the 
  trail becomes diﬃcult to follow, such as when it moves to a diﬀerent 
  area of town.
   
  The DC of the check and the number of checks required to track down 
  your quarry depend on the community size and the conditions.
  COMMUNITY SIZE
  Community Size
  DC
  Checks Required
  Thorp, hamlet or village
  5
  1d3
  Small or large town
  10
  1d4+1
  Small or large city
  15
  2d4
  Metropolis
  20
  2d4+2
  CONDITIONS
  Conditions
  DC Modiﬁer
  Every three people in the group being sought
  –1
  Every 24 hours the quarry has  
  been missing or sought
  +1
  Quarry is lying low or  avoiding detection
  +5
  Quarry matches the community’s primary or 
  secondary cultural demographic
  +2
  Quarry does not match the community’s 
  primary or  secondary cultural demographic
  –2
  Quarry is obviously nonhuman or unusual
  –2
  Quarry’s Reputation bonus
  + varies
   
  Sanctuary is a small city, so tracking someone down requires 2d4 
  Gather Information checks with a DC of 15. Its primary cultural 
  demographic is Wrigglie, with the Ilsigi a secondary cultural 
  demographic, as are Rankans (in the Rankan era) and the Irrune 
  (in the modern era). Other cities and towns within Thieves’ World 
  will have diﬀerent cultures and demographics as determined by the 
  GM.
  
  - 124 -
  CHAPTER FIVE: SKILLS AND FEATS
   
  If you fail a Gather Information check, you can retry after 1 hour of 
  questioning. The GM should roll the number of checks required secretly, 
  so that you don’t know exactly how long the task will require.
  Normal: A character without this feat can use Gather Information to 
  ﬁnd out information about a particular individual, but each check 
  takes 1d4+1 hours and doesn’t allow eﬀective trailing.
  Special: If you have 5 ranks in Knowledge (local) you gain a +2 bonus 
  on the Gather Information check to use this feat. You can cut the 
  time between Gather Information checks in half (30 minutes), but 
  you take a –5 penalty on the check.
  MAZE-SAVVY [GENERAL]
  You are familiar with the Maze, and ﬁnd it a simple matter to navigate 
  its ever-changing streets and alleyways.
  Prerequisite: You must be a native Sanctan, or must have successfully 
  navigated the Maze at least once.
  Beneﬁt: You gain a +2 bonus on all Knowledge (local) checks made when 
  you navigate the Maze. Additionally, you may take 10 on such checks.
  Normal: You may not take 10 on Knowledge (local) checks made when 
  navigating the Maze.
  MIXED ANCESTRY [GENERAL]
  Your parents were of diﬀerent cultures, and you exhibit the features of 
  both.
  Beneﬁt: You may select two cultures during character creation, gaining 
  the special features and languages of both. The character’s bonus human 
  feat can be chosen from either culture’s list.
  Normal: A character may select only one culture at character creation.
  Special: You may select this feat only at 1st level.
  MUNDANE ALCHEMY [GENERAL]
  You can create alchemical items despite your inability to cast spells.
  Prerequisites: Int 13, Craft (alchemy) 4 ranks.
  Beneﬁt: You can use the Craft (alchemy) skill to make items like antitoxin 
  or alchemist’s ﬁre, even though you cannot cast spells. Your Craft 
  checks use the same DCs, modiﬁers and costs as those of characters 
  with the ability to cast spells and rituals.
  Normal: Only characters with the ability to cast spells or rituals can 
  make items using Craft (alchemy).
  MULTITALENTED [GENERAL]
  You have experience with more than one background.
  Beneﬁt: You may choose two backgrounds during character creation, 
  gaining the traits of both backgrounds. You are still restricted to choosing 
  two skills, but may choose from either background’s skill list.
  Normal: A character may select only one background during character 
  creation.
  Special: You may select this feat only at 1st level.
  PERFORM SPELL [GENERAL]
  You can conceal the casting of your spells through a performance.
  Prerequisite: Perform (any) 12 ranks, Base spellcasting bonus +5.
  Beneﬁt: Any time you use the Perform skill in front of a crowd, you may 
  simultaneously make a spellcasting check. To do so, make a Perform 
  check (with a +2 bonus if you have 5 or more ranks in Bluﬀ). Any 
  member of the audience may attempt a Sense Motive check opposed 
  by your Perform check result. If they succeed, they know you work 
  magic in with your performance (and may get an attack of opportunity 
  against you if applicable). Otherwise, they remain unaware.
  Special: When casting spells in this way, you take a –5 circumstance 
  penalty on spellcasting checks made to draw mana and meet the 
  casting threshold.
  RITUAL EMPHASIS [GENERAL]
  You are skilled at casting rituals.
  Prerequisite: Base ritualcasting bonus +1.
  Beneﬁt: You gain a +1 bonus on all ritualcasting checks.
  RITUAL SPECIALIZATION [GENERAL]
  You specialize in casting a particular ritual.
  Prerequisite: Base ritualcasting bonus +10.
  Beneﬁt: Select one Known spell. When you cast this spell as a ritual, 
  you roll two ritualcasting checks per casting time increment and sum 
  the results.
  Special: You can gain this feat multiple times. Its eﬀects do not stack. 
  Each time you select the feat, it applies to a new spell.
  
  - 125 -
  CHAPTER FIVE: SKILLS AND FEATS
  RUSHED CASTING [GENERAL]
  You can cast a spell or ritual more quickly than usual, but with diminished 
  eﬀect.
  Prerequisites: Key casting ability 15, base spellcasting bonus +5
  Beneﬁt: Instead of having to meet the Mana Threshold of a spell in 
  order to cast it, you can release it early with diminished strength and 
  eﬀect. For every 5 points below the required MT of the spell (round 
  up), you cast the ritual or spell at –1 caster level (to a minimum of 1st 
  level) and reduce the save DC (if any) by –2. For example, a character 
  casting hold monster (5th level, MT 60) as a 10th-level caster could 
  choose to release the spell with just 47 mana in her pool (13 under 
  the MT, for a factor of 3). By doing so, her caster level would drop to 
  7th, and the DC of the Will save would decrease by –6.
   
  There are limits to rushed casting. If your caster level is reduced to 0 
  or less, the spell fails. As well, you cannot release the spell until you 
  have at least half the required mana in your mana pool. Finally, you 
  take the full amount of nonlethal or lethal damage from casting the 
  spell, whether you release it early or cast it normally. You cannot rush 
  the casting of a spell that has been enhanced with a metamagic feat. 
  Any attempt to rush the casting of such a spell fails automatically. You 
  cannot use this feat when casting spells as rituals.
  SCRIBE MATRIX [ITEM CREATION]
  You can scribe a matrix that keys a ritual’s eﬀect to a certain area.
  Prerequisites: Caster level 3rd, base ritualcasting bonus +3.
  Beneﬁt: You can create a matrix that will cause a 6th-level or lower spell 
  eﬀect to take place under a certain set of circumstances (see Chapter 
  Eight: Sorcery). Scribing a matrix takes one day for each 1,000 sh in 
  its base price. The base price of a matrix is its spell level × its caster 
  level × 50 sh. To scribe a matrix, you must spend 1/25 of this base 
  price in XP and use up raw materials costing one-half this base price. 
  Any matrix that stores a spell with a costly material component or 
  an XP cost also carries a commensurate cost. In addition to the costs 
  derived from the base price, you must expend the material component 
  or pay the XP when scribing the matrix.
  SIGHTED [GENERAL]
  As a S’danzo with the Sight, you have the rare ability to read signs and 
  portents, interpret omens, and catch glimpses of the future. Though your 
  ability is untrained and less than reliable, it can occasionally provide 
  beneﬁcial help or insight into a situation.
  Prerequisite: S’danzo.
  Beneﬁt: You have an uncanny ability to predict the future. This sixth 
  sense grants a +1 insight bonus on Sense Motive checks.
   
  In addition, you gain the ability to cast augury as a spell-like ability, at a 
  caster level equal to your character level. To do so, you must focus your 
  mind (which takes 1 minute) and succeed on a DC 20 Concentration 
  check. You may use this ability multiple times per day, but each time 
  beyond the ﬁrst increases the Concentration check DC by +5. If you 
  fail a Concentration check, the paths of the future are too muddied 
  for you to look again until 24 hours have passed. 
   
  Finally, whenever you use this feat, you are fascinated for 1d4 rounds 
  while you concentrate on the vision. You take a –4 penalty on all 
  skill checks made as reactions (such as Listen or Spot), though 
  any noticeable threat automatically breaks this eﬀect and ends the 
  augury.
  Special: You may select this feat only at 1st level.
  STREETWISE [GENERAL]
  You know just where to go, where to look, and who to ask.
  Beneﬁt: You gain a +1 bonus on all Gather Information and Knowledge 
  (local) checks. As well, you gain a +2 circumstance bonus on Diplomacy 
  checks made when interacting with thieves, prostitutes, drug dealers, 
  thugs, and other denizens of Sanctuary’s extensive underworld.
  TOUCH THE OTHERWORLD [GENERAL]
  You can draw mana from the alien and unpredictable planes that touch 
  upon the material world.
  Prerequisites: Knowledge (arcana) 6 ranks, base spellcasting or 
  ritualcasting bonus +3.
  Beneﬁt: Whenever you cast a spell or ritual, you can decide to draw mana 
  from both the material world and the otherworldly planes. If you do, 
  roll 1d6 each time you make a casting check and add it to your result. 
  You also cast that spell or ritual at +1 caster level.
   
  Drawing upon the planes has drawbacks, however. If your casting 
  check falls within the failure range for the local mana level (see page 
  143), you diminish your mana pool by the number on both dice. If the 
  spell or ritual is a spectacular failure (even if you only modiﬁed one 
  casting check with extraplanar mana), the GM rolls twice on Table 
  8–4: Spectacular Failures and applies both results.
   
  To use this feat when casting a spell, you must make casting checks as 
  a full-round action rather than a standard action (though you gain the 
  usual bonus on your casting checks for taking a full-round action; see page 
  140). To use this feat when casting a ritual, you must spend an additional 
  casting increment (as deﬁned for that ritual) in initial preparation.
  WELL-CONNECTED [GENERAL]
  You know many people and make contacts more easily than normal.
  Beneﬁt: You gain an additional contact, who can be brought into the 
  campaign as normal (see page 129).
  Special: You can gain this feat multiple times. Its eﬀects do not stack. 
  Each time you select the feat, you gain a new contact.
  WITCHBLOODED [GENERAL]
  You have been blessed (or perhaps cursed) with a talent for witchcraft. Unless 
  properly tapped through training, this aﬃnity can never be fully realized, yet 
  you can still draw signiﬁcant power from it by focusing your will.
  Prerequisite: Cha 13.
  Beneﬁt: Once per day, you may add a +2 enhancement bonus to one 
  ability score as a move action. This bonus lasts for a number of rounds 
  equal to your current Charisma score. When the eﬀect expires, the ability 
  that received the bonus takes a –2 penalty until you rest for 8 hours. Class 
  features (including spellcasting ability) or feats that require a minimum 
  ability score are not usable while that ability is reduced to below that 
  minimum score.
  Special: You may select this feat only at 1st level.
  
  - 126 -
  CHAPTER SIX: SUPPLEMENTAL RULES
  CHAPTER SIX:  
  SUPPLEMENTAL RULES
  While it provides many opportunities for excitement, Thieves’ World is 
  not your typical d20 fantasy setting. This is a world of gritty sword-and-
  sorcery adventure rather than high fantasy, and as such, it demands more 
  dangerous and realistic rules than those in the PHB. In Thieves’ World, 
  combat is commonplace but deadly, and even experienced warriors like 
  Kadasah or Critias take their lives in their hands every time they draw 
  steel. Magical healing is rare and limited, and the survivors of a battle 
  may still succumb to infection or suﬀer from a wound that never heals 
  properly. Little wonder, then, that talking or thinking your way past your 
  enemies is usually an attractive proposition. Many of the heroes of Thieves’ 
  (but not from multiple separate attacks, even if in the same round) he 
  must make a massive damage save.
  A character’s massive damage threshold is normally equal to his 
  Constitution score plus Size modiﬁer (Fine –16, Diminutive –12, Tiny 
  –8, Small –4, Medium +0, Large +4, Huge +8, Gargantuan +12, Colossal 
  +16) plus his armor bonus (including magical enhancement) plus his 
  natural armor bonus (if any). The Improved Damage Threshold and 
  Greater Damage Threshold feats increase a character’s massive damage 
  threshold. If the character’s Constitution score increases, so too does 
  his massive damage threshold. Likewise, if his size is increased (by an 
  enlarge person spell, for instance), his massive damage threshold increases 
  accordingly.
  MASSIVE DAMAGE SAVE
  If a character takes damage equal to or greater than his massive damage 
  threshold in a single attack, he must make a massive damage save. This 
  is a DC 15 Fortitude save (some special abilities can increase this DC). 
  GETTING HURT
  Sanctuary is a nasty place, and life is often bought and sold cheaply. 
  This section covers new rules for massive damage, severe injury eﬀects, 
  and infection. 
  MASSIVE DAMAGE
  No matter how experienced or skilled a character may be, a knife in the 
  kidneys or an axe to the skull can still bring him down. Even someone as 
  powerful as Tempus can be laid low by a single lucky shot. This vulnerability 
  is reﬂected in the standard massive damage rule, which sets a level of damage 
  to which any character might succumb. In Thieves’ World, that threshold 
  of damage is much smaller than in the standard rules of the PHB, but 
  characters can still survive major amounts of damage—if they’re lucky.
  MASSIVE DAMAGE THRESHOLD
  Every Thieves’ World character has a massive damage threshold. Whenever 
  a character takes this amount of damage (or more) from a single attack 
  World use their social skills and fame to their advantage, exhausting those 
  options before resorting to violence.
  The following rules are designed to be seamlessly integrated into standard 
  game play—adding material and ideas, rather than making you change 
  lots of rules you already know and understand. The massive damage, 
  severe injury, and infection rules make combat more dangerous, but 
  still survivable for characters who are careful and skilled. The rules for 
  reputation give characters a chance to develop their own personal fame 
  and legends, and to enlist the aid of others when they most need it.
  
  - 127 -
  CHAPTER SIX: SUPPLEMENTAL RULES
  INFECTION
  Just because a character survives combat does not mean he walks away 
  unscarred and untouched. Even a skilled ﬁghter might expect to suﬀer a 
  few cuts and injuries in a battle. While these minor injuries aren’t enough 
  to impede a hardy warrior, they still carry a risk of infection—the wound 
  suppurating with pus and corruption like Arizak’s rotting and crippled 
  leg. The more wounds and injuries a character suﬀers in a single battle 
  (especially those wounds grievous enough to cripple him or knock him 
  unconscious) the greater the risk that those wounds will become infected 
  if not cleaned and treated by a healer.
  A successful save means that the character suﬀers no additional eﬀects 
  from the attack, other than the loss of hit points.
  EFFECTS OF MASSIVE DAMAGE
  A character who fails his massive damage save is immediately reduced to 
  –1 hp and is dying. He immediately falls unconscious, and will continue 
  to lose hit points unless stabilized (just as any character reduced to 
  negative hit points).
  Characters who are reduced to negative hit points are also at increased 
  risk of suﬀering severe injuries or infected wounds (see below).
  SEVERE INJURIES
  Some injuries a character suﬀers are exceptionally dangerous, potentially 
  leaving her lame, disﬁgured, addled, or crippled. These severe injuries 
  can permanently reduce the character’s capabilities and abilities, and 
  are beyond the power of all but the most skilled physicians or healers 
  to repair. Mor-am’s hideous scars, Straton’s weakened sword-arm, and 
  Arizak’s crippled leg are all examples of severe injuries from the Thieves’ 
  World anthologies.
  RISKING AND RECEIVING A SEVERE INJURY
  Characters risk severe injury whenever they are the recipient of a 
  particularly powerful attack that overwhelms their ability to withstand 
  pain and trauma. If an attack is a critical hit and the damage dealt by that 
  critical hit is equal or greater than the target’s massive damage threshold, 
  the target has suﬀered a potential severe injury.
  Before determining whether the attack caused a severe injury, the target 
  must make her massive damage save as usual. She then makes a Fortitude 
  save against the same DC (usually 15). If she is currently at negative hit 
  points (due to failing her massive damage save or simply to accrued hit 
  point loss), the DC of this second save increases by +5.
  If the character succeeds in this second save, she avoids suﬀering any 
  additional eﬀects from the attack. If the save fails, she suﬀers a severe 
  injury.
  EFFECTS OF SEVERE INJURY
  Severe injuries deal 2 points of ability drain to one of the character’s 
  ability scores, determined by rolling on Table 6–1: Severe Injuries. The 
  ability score aﬀected can also suggest the nature of the injury.
  If the character is still engaged in combat, this reduction of an ability 
  score can have immediate effects (such as to the bonus on melee 
  attack and damage rolls caused by a loss of Strength). If the character’s 
  Constitution falls, she loses an appropriate number of hit points, which 
  may be enough to kill her outright in the wake of the initial damage of 
  the severe injury.
  TREATING SEVERE INJURIES
  One of the reasons severe injuries are so debilitating is because they cannot 
  be treated by mundane medicines. Only magical eﬀects that counteract 
  ability drain, such as restoration or the special abilities of an acolyte of 
  Lizerene (see page 80), can restore a character’s ability scores and heal 
  the severe injury. While such magic is not out of the reach of mortals, it 
  is diﬃcult enough that few priests or healers have the capability. Those 
  who do are typically rare and scattered across the continent, such that 
  ﬁnding one might be an adventure in itself.
  TABLE 6–1: SEVERE INJURIES
  1d6
  Ability
  Possible Reasons
  1
  Strength
  Severed muscles in arm or leg; fractured 
  vertebrae
  2
  Dexterity
  Shattered kneecap; neural damage and loss 
  of muscle control
  3
  Constitution
  Punctured lung; crushed ribcage presses onto 
  heart
  4
  Intelligence
  Fractured skull; brain damage aﬀects 
  memory
  5
  Wisdom
  Damage to eyes or ears; brain damage aﬀects 
  concentration
  6
  Charisma
  Hideous scarring; brain damage causes 
  personality changes
  
  - 128 -
  CHAPTER SIX: SUPPLEMENTAL RULES
  RISKING INFECTION
  Any character who takes more than a minor amount of hit point 
  damage in a single combat encounter runs a risk of lingering injury. If 
  a character loses a number of hit points in a single encounter equal to 
  his massive damage threshold or higher, he is at risk of infection (even 
  if those hit points were lost from several small attacks rather than one 
  powerful one).
  If a character is at risk of infection, he must make a DC 15 Fortitude 
  save. There are a number of conditions that can increase the DC of this 
  Fortitude save, all of which stack.
  INFECTION MODIFIERS
  Condition
  DC Modiﬁer
  Character was reduced to  
  negative hit points
  Increase the DC by the 
  number of negative hit 
  points the character was 
  reduced to before stabilizing
  Character failed a massive damage 
  save and was reduced to –1 hp
  +2
  Character suﬀered a severe injury
  +5
  If the save succeeds, the character’s wounds are not exposed to infection. 
  If it fails, his wounds become infected, but this is not immediately 
  apparent. The GM should record the ﬁnal save DC of the failed check 
  to use later.
  EFFECTS OF INFECTION
  Infected wounds are hot, dry and painful; they swell up, ooze pus and 
  mucus, and slowly corrupt the healthy ﬂesh around them. Infection is 
  treated like a disease (see Chapter Eight: Glossary of the DMG)—a 
  noninfectious sickness that causes fever, pain and slow physical 
  degradation. It has the following characteristics:
  • DC: The same as the DC of the Fortitude save made to avoid getting 
  infected in the ﬁrst place.
  • Incubation: One day.
  • Damage: 1d4 Constitution. In addition, every time the character 
  takes damage he must make another Fortitude save or take 1 point 
  of Constitution drain.
  Depending on the circumstances, the GM may rule the infection aﬀects 
  a diﬀerent ability, such as Strength (debilitating weakness) or Wisdom 
  (fever). If so, the infection still causes 1 point of Constitution drain on 
  a failed follow-up save.
  As with a disease, a character must make two successful Fortitude saves 
  in a row to throw oﬀ the infection.
  MULTIPLE INFECTIONS
  It’s possible that some unlucky characters may develop two separate 
  infections, due to ﬁghting and being injured while already infected 
  (perhaps unknowingly). If this occurs, the separate infections are 
  combined. The DC of the combined infection is equal to the higher 
  DC of the separate infections (as determined above) + 1. Combined 
  infections deal 1d4+1 points of ability damage, but still only deal 1 point 
  of ability drain. (If combining infections that deal diﬀerent types of 
  ability damage, alternate damage types each time damage is dealt.) The 
  combined infection is treated as one case of infection for treatment.
  Any time the character develops another infection, the DC of the 
  infection is raised to the higher of the two DCs +1, while the ability 
  damage increases by +1 again.
  TREATING INFECTION
  While it’s a simple matter to clean and dress wounds immediately after 
  a battle in order to avoid infection, it’s a lot harder to treat and cure an 
  infected wound after the infection has set in.
  A healer can make a DC 15 Heal check within the ﬁrst day of the 
  infection’s incubation (before the character risks taking ability damage) 
  to treat and clean the wounds. This takes 10 minutes, and if the check 
  succeeds, the infection is thrown oﬀ before it takes hold. A character 
  with an infected wound can only be the subject of one such Heal 
  check during this initial incubation period. In addition, a character 
  with an infected wound who receives magical healing (including 
  convert light wounds and other spells that convert lethal damage into 
  nonlethal damage) in the initial 24 hours of incubation throws oﬀ the 
  infection.
  If the infection takes hold, a healer can attend to the character just as 
  if she was treating a disease, substituting her Heal check result for the 
  patient’s Fortitude save result (see the Heal skill description in Chapter 
  Four of the PHB).
  Magic can also be used to treat infections. Cure disease will cleanse 
  infection from a patient, while restoration can restore any ability drain. 
  These are not very common spells, however, and most suﬀerers must be 
  content with herbs, leeches, and soothing words to pull them through 
  their ordeal.
  REPUTATION
  The stories of Thieves’ World have always been about compelling and 
  unique characters, and how those characters have changed the city 
  around them. Sanctuary is a place where news travels fast, where a person 
  quickly becomes known for their deeds and their failures, and where 
  a good (or dangerous) reputation may be worth more than a sack of 
  shaboozh. Characters like Shadowspawn, Ischade, Hâlott, and Kadasah 
  are justiﬁably famous in their respective eras, and the heroes of your 
  Thieves’ World campaign have the chance to be equally well-known—or 
  equally feared.
  Every character gains a reputation of some sort as his career progresses 
  and his deeds are passed by word of mouth. This is expressed as a 
  Reputation (Rep) bonus. Reputation enhances noncombat interaction 
  between characters by providing bonuses on certain skill checks. Those 
  who recognize a character are more likely to help him or to do what he 
  asks (provided the character’s reputation is a positive one to the person 
  in question).
  While there is a positive function to Reputation, theere are downsides. 
  A high Reputation bonus makes it diﬃcult for a character to mask his 
  identity, which can be a problem if he’s trying not to be noticed. It also 
  poses a problem if the character’s Reputation bonus is negative rather 
  than positive. Everyone may know who he is, but that doesn’t mean they 
  respect or like him.
  
  - 129 -
  CHAPTER SIX: SUPPLEMENTAL RULES
  REPUTATION CHECKS
  While a character might try to take advantage of his reputation from time 
  to time, the GM usually decides when a character’s reputation is relevant 
  to an encounter or interaction. If so, the GM then makes a Reputation 
  check for any NPCs that may be inﬂuenced in some fashion by the 
  character’s notoriety. When a Reputation check is made, the GM rolls: 
  1d20 + the character’s Rep bonus + the NPC’s Int modiﬁer or 
  Knowledge skill bonus + modiﬁers.
  Reputation checks may be based on a pertinent Knowledge skill bonus 
  instead of the NPC’s Intelligence modiﬁer if the GM feels it warranted. 
  Within Sanctuary, most Reputation checks are made using Knowledge 
  (local), especially in regards to characters that are native to the city or 
  have been on the scene for several months or more. Other Knowledge 
  skills may be applicable for outsiders, such as Knowledge (arcana) to 
  recognize a famous mage.
  The standard DC of a Reputation check is 25. If the NPC succeeds on 
  the Reputation check, she recognizes the character. That recognition 
  grants a Reputation beneﬁt or drawback on certain subsequent skill 
  checks, depending on the circumstances and how the NPC reacts to 
  the character. The beneﬁt or drawback applies for the duration of the 
  encounter (so long as the NPC recognizes the character).
  REPUTATION BENEFIT
  When an NPC recognizes a character and has a positive opinion of his 
  reputation, that character gains a +4 bonus on Bluﬀ, Diplomacy, Gather 
  Information, Intimidate, and Perform checks made against that NPC.
  REPUTATION DRAWBACK
  When an NPC recognizes a character and has a negative opinion of his 
  reputation, the character takes a –4 penalty on Bluﬀ, Diplomacy, Gather 
  Information, and Intimidate checks made against that NPC. When an 
  NPC recognizes a character, no matter what her opinion of him may be, that 
  character takes a –4 penalty on Disguise checks made against that NPC.
  REPUTATION MODIFIERS
  As well as the base Reputation bonus that each class has (based 
  on level and possibly altered with feats), characters can have their 
  reputation modiﬁed in a number of ways. Such modiﬁers are temporary, 
  depending on circumstances, recent events, and the character’s actions. If 
  circumstances change, so does the modiﬁer. Savvy characters can work this 
  to their advantage, maximizing their positive reputation or minimizing 
  the impact of a negative reputation.
  • Signature Items: Characters who stand out from the crowd are easier 
  to notice. If a character uses an exotic weapon, outlandish tools, an 
  impressive magic item, or even a particular style of mundane clothing 
  (such as Tor’dan’s orange cloak or Strick’s white robes), he gains a +1 
  bonus on Reputation checks. Particularly ﬂashy or impressive items, 
  such as a ﬂaming sword, grant a +2 bonus.
  • Deeds and Adventures: Word gets around quickly in Sanctuary. 
  A character who achieves some particularly impressive goal or 
  performs a noteworthy deed (good or bad) receives a +2 bonus on 
  all Reputation checks for one week. After the ﬁrst week, this drops 
  to a +1 bonus for another three weeks, before ﬁnally vanishing (after 
  a month, a character’s adventures are old news). This bonus can 
  also apply when characters fail in their adventures, and their bad 
  reputations precede them. If characters have multiple adventures in 
  a short period, these bonuses stack (though they continue to drop 
  by +2 every month).
  • New in Town: A character who has newly arrived in Sanctuary takes 
  a –2 penalty on Reputation checks. This penalty drops to –1 after the 
  ﬁrst month of her residency, and vanishes after two months in the 
  city. This penalty applies even to characters who are famous outside 
  Sanctuary; Tempus and Ischade had to earn their notoriety anew when 
  they came to the city of thieves.
  • Hiding Your Deeds: If a character successfully masks his identity 
  with the Disguise skill, cunning, stealth, or even magic, then what 
  he accomplishes while disguised doesn’t aﬀect his Reputation bonus 
  or the details of his reputation. Likewise, an NPC cannot react to a 
  character’s reputation if that character is not recognized.
  CONTACTS
  In Sanctuary, it’s not just what you know that’s important, it’s who you 
  know—and how much they can help you. The characters of Thieves’ World 
  do not live in a vacuum, but rather in a thriving, dirty, busy city, full of 
  people who can assist them with their specialist skills and knowledge. 
  These contacts may lend their aid to characters for a price, or perhaps 
  just out of friendship (though friendship often has its price as well). The 
  following rules allow characters to deﬁne contacts that can assist with 
  specialist skills and knowledge, and that give GMs an additional tool for 
  bringing Sanctuary and its denizens to life.
  OBTAINING &  
  USING CONTACTS
  A contact is a minor NPC that has a special bond with a character—a 
  friend, business associate, former comrade-in-arms, or other acquaintance 
  who can aid the characters outside of combat with their specialist skills 
  and abilities.  Characters in Thieves’ World begin their careers at 1st level 
  with one contact. A character gains an additional contact at 4th, 8th, 12th, 
  16th, and 20th level. The Well-Connected feat also adds to the number 
  of contacts a character possesses.
  Exactly who a contact is and what she can do is left undeﬁned until the 
  player chooses to bring the contact into the campaign. When a cryptic 
  note in a dead language needs to be deciphered, a hiding place from the 
  Bloody Hand must be found, or someone has to sneak into the Palace 
  tonight, a player might choose to deﬁne one of his nonspeciﬁc contacts. 
  At that point, the player and GM work together to deﬁne the contact, 
  and the GM adds the friendly NPC to her notes. The characters can 
  visit the newly deﬁned contact immediately (if circumstances permit), 
  and can consult her again in future if she proves useful.
  Generally speaking, contacts are friendly NPCs who demand little if 
  anything for their help. Some may charge for their services, but their 
  Friendly attitude makes it easier to bargain for a lower price (see the 
  Diplomacy skill on page 117 of this book). Others may request favors, 
  or simply assist out of friendship. Characters who pester their contacts 
  with regular demands and make no payment in return may ﬁnd the NPC 
  becomes less friendly over time. It’s possible to lose a contact if the GM 
  feels the connection has been abused.
  
  - 130 -
  CHAPTER SIX: SUPPLEMENTAL RULES
  TYPES OF CONTACTS
  Contacts in Thieves’  World come in three diﬀerent varieties: information 
  contacts, influence contacts and skill contacts. The level of the 
  contact is usually some fraction of the character’s level, and increases 
  proportionately as the character increases in level. The GM deﬁnes 
  the contact’s traits and details once the player deﬁnes her general type 
  and purpose.
  INFORMATION CONTACTS
  Information contacts are useful because of what they know—secrets, 
  rumors, and snippets of useful lore. They constantly listen out for such 
  things, sometimes occupying positions of responsibility in Sanctuary; 
  sometimes simply having a knack for being in the right place at the right 
  time. If you want to ﬁnd out where Hanse is hiding out, the patrol routes 
  for the City Watch, or where Lord Night’s opah supply is coming from, 
  seek out an information contact.
  A new information contact is usually a commoner or expert with one-
  third the character’s class levels (minimum 1st level). In some cases, an 
  information contact may have levels in PC classes (such as a friendly 
  thief or a ﬁghter in the Stepsons). Most information contacts spend their 
  skill points on interaction skills such as Diplomacy, Gather Information, 
  and Sense Motive.
  INFLUENCE CONTACTS
  Inﬂuence contacts are useful not so much for what they know as who 
  they know—the favors they can call in and the strings they can pull 
  for the character’s cause. These contacts may not be powerful in and 
  of themselves, but are placed in positions where they can work their 
  inﬂuence to best eﬀect (an associate of the Beysa’s entourage, for 
  example, or a member of the watch with the ear of Magistrate Elisar). 
  If you want someone to put in a good word for you with the Prince, 
  arrange a meeting with Hâlott, or obtain the aid of the city watch to 
  rescue a friend from the tunnels of the Bloody Hand, an inﬂuence 
  contact may be your best bet.
  A new inﬂuence contact is usually an aristocrat, commoner or expert with 
  one-quarter the character’s class levels (minimum 1st level). In rare cases, 
  an inﬂuence contact may have levels in PC classes, such as a neophyte 
  priest in the Temple of Savankala. Inﬂuence contacts can possess any 
  appropriate skills and feats.
  SKILL CONTACTS
  Skill contacts are useful because of what they do—the specialist skills, 
  knowledge, or assistance they can provide. Skill contacts usually focus on 
  one or two particular abilities—typically sensible and proﬁtable skills that 
  adventurers often neglect, but that can be surprisingly handy in the chaos 
  of Sanctuary. If you need someone to read and translate a letter written 
  in Nisi, repair your broken battleaxe, or unlock an antique strongbox, you 
  should speak to a skill contact.
  A new skill contact is almost always an expert with one-half the character’s 
  class levels (minimum 1st level). A particularly competent skill contact 
  may possess savant or thief levels, or even levels in initiate or mage. Skill 
  contacts usually have maximum ranks in one or two specialty skills, plus 
  the Skill Focus feat for those skills.
  MAJOR NPCS AS CONTACTS
  In general, contacts are new NPCs, created on the spot by GM 
  and player. As an alternative, you may wish to deﬁne speciﬁc NPCs 
  from the Thieves’ World stories as contacts. It makes the campaign 
  that much more interesting if players buy their herbs and potions 
  from Pel Garwood, or visit Spyder to obtain rumors and weapons. 
  Letting the PCs rub shoulders with characters that the players have 
  read about can help bring the city of Sanctuary to life.
  If the GM decides to allow major NPCs as contacts, don’t worry 
  about the maximum levels and guidelines mentioned earlier. 
  Instead, choose an appropriate NPC of the campaign’s era and work 
  out how and why the PC has a connection to that character. The 
  following are some suggestions for NPC contacts of both major 
  eras in Sanctuary.
  • Information Contacts: Hakiem, Illyra, Hort, Cappen Verra; Bezul, 
  Elemi, Taran Sayn.
  • Inﬂuence Contacts: Walegrin, Molin Torchholder, Myrtis; Cauvin, 
  Lord Mioklas, Magistrate Elisar.
  • Skill Contacts: Dubro, Alten Stulwig, Meliot; Pel Garwood, Heliz 
  Yunz, Lone.
  If the GM decides not to allow major NPCs to be deﬁned as 
  contacts, never fear. There’s nothing stopping your characters from 
  making additional contacts (over and above those deﬁned by the 
  contacts rules) the old-fashioned way. Of course, ﬁnding those 
  NPCs in the course of the campaign and making friends or business 
  dealings with them requires a bit more legwork. As well, those NPCs 
  are more likely to want a signiﬁcant payment or favor for their 
  aid—but that can be an interesting adventure in itself…
  
  - 131 -
  CHAPTER SEVEN: EQUIPMENT AND RESOURCES
  CHAPTER SEVEN:  
  EQUIPMENT AND RESOURCES
  WEAPONS & ARMOR
  All the simple and martial weapons in the PHB are available in Thieves’ 
  World.
  Exotic weapons are particularly rare in Sanctuary. Any characters that 
  regularly ﬁght using exotic weapons gain a +1 bonus on their Reputation 
  checks (see page 128). The dwarven waraxe, orc double axe, gnome hooked 
  hammer and dwarven urgrosh are not available in Thieves’ World, because 
  there are no nonhuman races in the setting (though GMs may allow such 
  weapons into their campaign with alternative names and descriptions). 
  As well, the technology of Thieves’ World is not advanced enough to make 
  repeating crossbows.
  Heavy armor is rare in Sanctuary, generally worn only by Hell Hounds or 
  members of the Rankan military, and limited by the Iron Age equipment 
  and skills of the setting. Even medium armor is an uncommon sight, 
  and likely to be noticed. Most thieves and many ﬁghters stick with light 
  armor, which is inexpensive, allows mobility, and can be hidden under 
  clothing if it’s not too warm.
  All of the light and medium armors in the PHB are available in Thieves’ 
  World, as is splint mail, banded mail, and all types of shields. Half-plate 
  and full plate are not available.
  Thieves’ World is a less technologically advanced place than the average 
  fantasy campaign setting. It resembles an Iron Age or late-Bronze Age 
  culture much more than a medieval world of castles and knights in 
  shining armor. The folk of Sanctuary measure hours with sundials and 
  hourglasses, not clockwork or machinery. They live without sewers, banks, 
  or printing presses, but they can forge steel, blow glass, and craft crossbows 
  and telescopes. Cultural development in Thieves’ World has taken a much 
  DISGUISED WEAPONS
  A skilled weaponsmith can modify a light melee weapon (of any type) to 
  disguise its true nature. A dagger can be reworked to resemble a ladies’ 
  fan; a kukri can be turned into a large clasp; a small shield becomes a 
  serving tray. You get a +5 circumstance bonus on your Sleight of Hand 
  check when attempting to conceal a disguised weapon.
  You add the disguised quality to a weapon after it is created. Disguising a 
  weapon costs 250 sh (or 5 sh for a single unit of ammunition), and requires 
  a DC 15 Craft (weaponsmith) check. Disguising a double weapon costs 
  500 sh. The cost in raw materials is one-third of the given amount.
  SPECIAL MATERIALS
  While iron and steel are the norm, there are other more unusual 
  substances used for forging weapons and armor in the world. Adamantine, 
  darkwood, cold iron, mithral, and alchemical silver are all available for use 
  in Thieves’ World campaigns. In addition, another type of material exists 
  for making weapons (but not armor).
  diﬀerent path than that of real human history. The world Sanctuary exists 
  in is not our world and it developed in its own unique way. That stated, 
  most of the items, weapons, tools, and magical equipment found in the 
  PHB and DMG can be used in a Thieves’ World campaign without changes. 
  Some items may have a cruder or simpler appearance or construction, or 
  be made from diﬀerent materials like horn or bronze, but they have the 
  same uses and mechanical features.
  
  - 132 -
  CHAPTER SEVEN: EQUIPMENT AND RESOURCES
  A character wielding a weapon made of Enlibar steel gains a +2 
  resistance bonus on all saving throws against spells, spell-like abilities, or 
  supernatural eﬀects. The character must actually be holding or gripping 
  the weapon to gain this bonus.
  While the qualities of Enlibar steel are derived partially from magic, 
  the metal itself is not intrinsically magical (although it can be enhanced 
  as normal). Weapons of Enlibar steel do not have a magical aura or 
  bypass damage reduction, and they continue to provide their beneﬁts 
  in areas where magic is negated or suppressed.
  Enlibar steel is so costly that weapons made from it are always of 
  masterwork quality (and thus have a +1 enhancement bonus on attack rolls). 
  Only melee or thrown weapons can be crafted from Enlibar steel.
  Weapons made with Enlibar steel cost +4,500 sh more than usual (including 
  the masterwork component), and have 25% more hit points than normal. 
  Enlibar steel has 30 hit points per inch of thickness and hardness 15.
  ENLIBAR STEEL
  It was Walegrin, half-brother of Illyra, who rediscovered the secret of 
  Enlibar steel—a special alloy created by the savants of the centuries-
  gone Enlibar Empire. Famed for its strength, Enlibar steel’s secret 
  involves the addition of metal that had already been enhanced by 
  powerful magic. This magical energy is bound directly into the steel, 
  making it exceptionally strong and hard. As well, when forged into 
  a weapon, Enlibar steel’s energies protect the wielder from hostile 
  magic.
  Weapons fashioned from Enlibar steel ignore the ﬁrst 10 points of 
  hardness when sundering weapons or attacking objects (treat any item 
  struck with an Enlibar steel weapon as if its hardness was 10 points 
  lower, minimum 0). Green sparks spray from the weapon whenever it 
  makes such an attack. This beneﬁt is not gained when attacking another 
  item made of Enlibar steel, as the magical energies cancel out.
  TOOLS AND EQUIPMENT
  There’s much more to life in Sanctuary than combat and danger. 
  Characters face a wide variety of challenges and tasks, and in turn can 
  buy many diﬀerent tools to aid them. While the crafters and savants of 
  Thieves’ World may lack the most advanced technologies, they display 
  immense ingenuity in working with the materials and tools available 
  to them.
  All of the mundane tools and gear in the PHB are also available in Thieves’ 
  World, although in some cases the items are more practical than polished. 
  Rather than a fountain pen, for example, a Sanctan savant writes with a 
  goose-feather quill and octopus ink. These changes have no mechanical 
  eﬀect or drawbacks, but are purely a matter of ﬂavor.
  ALCHEMICAL ITEMS
  While true magic is foreign and dangerous in the eyes of most 
  Sanctans, alchemy is a relatively common craft in the city (and one 
  which nonspellcasters can practice with the Mundane Alchemy feat). 
  Alchemists may not be exactly regarded as reputable, but they are at least 
  permitted to practice their craft relatively unmolested. 
  All alchemical items from the PHB are available in Thieves’ World, with 
  the exception of sunrods, thunderstones and tindertwigs. The following 
  item is also available:
  
  - 133 -
  CHAPTER SEVEN: EQUIPMENT AND RESOURCES
  FLASH POWDER
  Magnesium, metal shavings, and other materials are packed tightly into 
  a cloth bag, small enough to hide up a sleeve. When thrown into a ﬁre, 
  the powder ignites with a ﬂash. Anyone within 10 feet of the ﬁre must 
  make a DC 15 Fortitude save or be dazzled for 1d3 rounds. Sightless 
  creatures are not aﬀected, nor is the person using the powder (who knows 
  to shut her eyes). A bag of ﬂash powder costs 40 sh and requires a DC 
  15 Craft (alchemy) check to construct.
  HERBS
  Using the Craft (herbalism) skill, characters can prepare a wide variety 
  of medicines, drugs and nonmagical potions.
  ALUM
  Powdered alum is a common tool of the harlots of Sanctuary. Some wags 
  even say the Red Lanterns would grown substantially dimmer without 
  it. When used, it disguises the user’s lack of virginity. A single package 
  of alum, used over the course of a week, provides a +4 alchemical bonus 
  on the user’s Profession (prostitute) checks for that week.
  CYLANTHA
  Cylantha is a very powerful soporiﬁc, so strong that it can keep the 
  imbiber asleep for days. It is slow-acting, taking eﬀect 1 hour after being 
  consumed, and is usually mixed with wine to disguise the unpleasant 
  taste.
  A single dose of powdered cylantha forces the imbiber to make a DC 
  20 Fortitude save 1 hour after taking it. If the check fails, the victim 
  falls asleep over the course of a few minutes (if not sleeping already), 
  slumbering so deeply that she cannot be roused for one day. At the 
  end of that day, she can attempt a DC 15 Fortitude save to wake up. If 
  unsuccessful, waking up on the second day requires a DC 10 Fortitude 
  save, while waking is automatic after the third day of sleep. Upon waking, 
  the imbiber is fatigued for 5 minutes.
  CITRUS AND CITRUS ESSENCE
  Any thief worth the name knows to buy an orange, lemon, or other 
  citrus fruit from the marketplace before going thieving. Crush the fruit 
  to squeeze out the juice, then smear the juice on your skin and clothes. 
  This disguises your body odor, and makes it a little harder for dogs and 
  other animals to track you by scent. A piece of citrus fruit usually costs 
  a padpol (more out of season). The eﬀects of the juice last for 1 hour, 
  during which any creature with the scent ability takes a –1 penalty on 
  Survival checks made to track you.
  A far more useful substance is citrus essence, a concentrated mix of 
  juices, herbs, and oils. Citrus essence is not spread on your skin, but 
  sprinkled on your trail. When dogs or animals are following your scent 
  and are exposed to a patch of citrus essence, it overpowers their sense 
  COINS AND CURRENCY
  When buying items from the PHB or other sourcebooks, you’ll need to convert prices into Sanctan currency (see page 15). As a general rule:
  1 shaboozh (sh) = 1 gold piece  and 1 padpol (pd) = 1 silver piece
  If an item has a price in copper pieces in the PHB, it costs 1 padpol in Thieves’ World (Sanctuary isn’t a cheap place to live). Alternatively, you 
  may be able to buy multiple small items for a single padpol.
  TABLE 7–1: HERBS
  Item
  Cost
  Craft (herbalism) DC
  Alum
  3 sh
  10
  Cylantha
  50 sh
  20
  Cirtus essence
  50 sh
  20
  Dalin
  5 sh
  10
  Healer’s kit
  50 sh
  20
  Stibium
  100 sh
  25
  of smell, causing them to lose the trail. The animal must then make 
  a DC 15 Survival check in order to pick up your trail again. A single 
  vial has enough essence to cover a 5-foot square area, and its eﬀects 
  last 8 hours.
  DALIN
  This herb is a foolproof ‘morning after’ contraceptive for women. A vial 
  contains enough for a week’s use.
  HEALING HERBS
  With little access to healing magic, the herbalists of Thieves’ World have 
  developed a vast library of herbs, tinctures and infusions that can be used 
  on minor illnesses or major injuries. They include:
  Agris (for stomachache), Dograya (strengthens the heart), Gernay 
  (for constipation), Ginseng (energy and stamina), Melles (chest 
  pains), Rose and grain (slows bleeding), Stypia (headaches), Yarrow 
  root (painkiller)
  These and other herbs are the staples found in a healer’s kit, along with 
  bandages and tools. Herbalists can make such kits for later use or for 
  sale if they wish.
  STIBIUM
  When prepared and mixed with wine, this herb becomes a kind of 
  ‘truth serum’. The consumer becomes suggestible and inclined to say 
  whatever springs to mind. She must make a DC 13 Fortitude save or 
  be aﬀected for 1d3 hours. During this time, anyone interacting with the 
  imbiber gains a +2 bonus on Bluﬀ, Diplomacy and Intimidate checks 
  made against her.
  Stibium becomes more potent if left to infuse with the wine for a long 
  period. If left for a week before use, the Fortitude save DC increases to 
  14. If left for a month, the Fortitude save increases to DC 14 and the 
  bonus on Bluﬀ, Diplomacy and Intimidate increases to +4.
  Once ingested, stibium can be neutralized by chewing arthicum, a herb 
  found in a healer’s kit (this uses one charge from the kit).
  
  - 134 -
  CHAPTER SEVEN: EQUIPMENT AND RESOURCES
  DRUGS
  Sanctuary is a city of vice and crime, much of which turns around a drug 
  trade that ﬂourishes despite being made illegal by both the Rankans and 
  Irrune. In fact, drug use is becoming even more widespread in modern 
  Sanctuary, controlled by Lord Night and his network of agents and 
  pushers.
  CREATING AND USING DRUGS
  Drugs are created using a Craft (alchemy) check. While most drugs are 
  made from herbs and natural substances, the treatment and preparation 
  of those substances is a chemical process. Drugs are created in batches of 
  ten doses at a time (using the listed price and Craft DC), which are then 
  used and sold separately (usually for one-tenth of the total price).
  Drugs generally create pleasant or exhilarating sensations that can last 
  for minutes or even hours. For mechanical purposes, drugs provide a 
  short-lived initial eﬀect (positive) and a secondary eﬀect (negative). When 
  a user takes a dose of a drug, she makes a Fortitude save to resist both 
  eﬀects. The user can choose to fail her save to enjoy the beneﬁt of the 
  drug, but in doing so, she automatically fails the save for the secondary 
  eﬀect as well. Some drugs also have side eﬀects, which occur whether or 
  not the user makes her Fortitude save.
  Some drugs are addictive. Whenever the user takes such drugs, she makes 
  a Fortitude save to avoid addiction. Addicts suﬀer withdrawal eﬀects 
  (ability damage) each time they go without the drug for a speciﬁc period, 
  and make the same Fortitude save at a –4 penalty each time. If an addict 
  succeeds on two Fortitude saves in a row, she throws oﬀ the addiction, 
  but risks addiction as usual if she starts using again.
  Drugs are considered poisons for the sake of treatment, or the use of 
  spells like neutralize poison.
  KLEETEL
  Kleetel is a plant that grows in the Swamp of Night Secrets and similar 
  areas. Users chew or smoke the dried and treated leaves. This addictive 
  drug brings euphoria and energy, but also 
  causes nausea, rotten teeth, and unpleasant 
  body odor.
  • Initial Eﬀect: +2 alchemical bonus to 
  Constitution for 2d4 minutes.
  • Secondary Eﬀect: –2 penalty on initiative 
  checks and all saves for 1 hour.
  • Side Eﬀects: Anyone using kleetel more 
  than twice in a day is nauseated for 1 
  hour.
  KRRF
  Krrf (more a growl than a word) was a 
  widely popular (and quite illegal) drug 
  in the Rankan era, and is still used in the 
  Irrune era. Smoked in pipes or snorted like 
  snuﬀ, it gives the user a sense of power and 
  euphoria, as well as muﬄing physical and 
  emotional pain.
  • Initial Eﬀect: +2 alchemical bonus on 
  all attack rolls, saves, ability checks, and 
  skill checks for 2d4 minutes.
  • Secondary Eﬀect: Once the beneﬁts fade, 
  the user is fatigued for 1d3 hours.
  TABLE 7–2: DRUGS
  Item
  Price
  Fort DC (eﬀects)
  Fort save (addiction)
  Withdrawal period
  Withdrawal eﬀects
  Craft (alchemy) DC
  Kleetel
  30 sh
  15
  10
  5 days
  1d3 Wis, 1d3 Cha
  15
  Krrf
  300 sh
  18
  15
  2 days
  1d3 Wis, 1d3 Con
  20
  Krrf variants
  200 sh
  15
  10
  5 days
  1d2 Wis, 1d3 Con
  20
  Opah
  200 sh*
  20
  20
  1 day
  1d2 to each ability
  30
  Smoking herbs
  50 sh
  10
  —
  —
  —
  15
  * Opah is currently sold in Sanctuary for just 1 sh per rag. Lord Night and his followers are deliberately selling it for next to nothing, in the hope of addicting 
  a large market quickly. Once enough people crave the drug, the price is bound to skyrocket. The cost to produce the drug is based on the price in the table.
  
  - 135 -
  CHAPTER SEVEN: EQUIPMENT AND RESOURCES
  • Side Eﬀects: If you take more than one dose of krrf in a day, the beneﬁts 
  only last for only 1d4 minutes, and you are left exhausted until you 
  sleep for 8 hours.
  There are also lesser variants of krrf, such as dust or ghassa. These are 
  much less enjoyable and eﬀective, but also cheaper and less addictive. The 
  initial eﬀect of these variants only lasts for 1 minute.
  OPAH
  A new drug of the Irrune era, opah is a crystallized version of krrf, and its 
  trade is a fast-spreading cancer in the city. Opah is hard to make, but because 
  a small amount of krrf makes a lot of opah, it can be surprisingly inexpensive. 
  Like krrf, it is a powerful euphoric and stimulant.
  Opah is sold in ‘books’—bundles of ten small rags permeated with the 
  drug (1 dose per rag). Users generally soak the rag in alcohol or honey to 
  dissolve the drug (water won’t work), then drink the result. Alternatively, 
  the rag can simply be held against the tongue for a faster, more intense 
  rush, but this quickly causes damage and ulcers around the mouth. Opah 
  is highly addictive and highly illegal.
  • Initial Eﬀect: +2 alchemical bonus on all attack rolls, saves, ability 
  checks, and skill checks for 1d4+1 minutes.
  • Secondary Eﬀect: –2 penalty on initiative checks for 1 hour. Once the 
  beneﬁts fade, the user is fatigued for 1d3 hours.
  • Side Eﬀects: If you take the drug directly, rather than dissolving it, the 
  DC of the Fortitude saves to resist the eﬀects and to avoid addiction 
  increase by +2, but the eﬀects last for an additional 1d4 minutes and 
  there is no initiative penalty.
  SMOKING HERBS
  A variety of relaxing smoking herbs—tobacco, marijuana, and others—
  have been popular in Sanctuary for decades. Unlike addictive drugs like 
  krrf and opah, these drugs are not illegal in either era of play. Smoking 
  herbs dull pain and leave the user uninhibited and personable, but also 
  impulsive and unfocused.
  • Initial Eﬀect: +1 alchemical bonus on Fortitude saves, Charisma checks, 
  and Charisma-based skill checks for 1d4+1 minutes.
  • Secondary Eﬀect: 1 point of Wisdom damage, recovered normally.
  POISONS
  A variety of poisons see use in Sanctuary, whether in the hands of street 
  thieves or powerful aristocrats. GMs can also use poisons from other 
  d20 sourcebooks, after deciding on a suitable Craft (poison) DC for 
  creating it.
  COADJUTANT POISONS
  A skilled poisonmaker can make a coadjutant version of any poison. This 
  process turns a poison into two separate compounds, each harmless. Only 
  when exposed to both substances is the victim aﬀected by the poison. 
  This allows tactics such as putting one part of the poison in the dinner 
  you share with your victim and a group of witnesses, then serving only 
  him the second part in a glass of wine.
  A coadjutant version of a poison is identical in all respects to the standard 
  version, but the Craft DC to make the poison increases by +5. The victim 
  TABLE 7–3: POISONS
  Poison
  Craft DC
  Type
  Initial Damage
  Secondary Damage
  Price
  Nitharit
  20
  Contact DC 13
  0
  3d6 Con
  650 sh
  Sassone leaf residue
  20
  Contact DC 16
  2d12 hp
  1d6 Con
  300 sh
  Malyss root paste
  20
  Contact DC 16
  1 Dex
  2d4 Dex
  500 sh
  Terinav root
  25
  Contact DC 16
  1d6 Dex
  2d6 Dex
  750 sh
  Striped toadstool
  15
  Ingested DC 11
  1 Wis
  2d6 Wis + 1d4 Int
  180 sh
  Arsenic
  15
  Ingested DC 13
  1 Con
  1d8 Con
  120 sh
  Swamp moss
  15
  Ingested DC 14
  1d4 Int
  2d6 Int
  125 sh
  Oil of taggit
  15
  Ingested DC 15
  0
  Unconsciousness
  90 sh
  Lich dust
  20
  Ingested DC 17
  2d6 Str
  1d6 Str
  250 sh
  Monkshood
  25
  Ingested DC 18
  2d6 Con
  1d6 Con + 1d6 Str
  300 sh
  Cyanide
  25
  Inhaled DC 18
  1 Con*
  3d6 Con
  2,100 sh
  Black adder venom
  15
  Injury DC 11
  1d6 Con
  1d6 Con
  120 sh
  Centipede poison
  15
  Injury DC 11
  1d2 Dex
  1d2 Dex
  90 sh
  Bloodroot
  15
  Injury DC 12
  0
  1d4 Con + 1d3 Wis
  100 sh
  Greenblood oil
  15
  Injury DC 13
  1 Con
  1d2 Con
  100 sh
  Spider venom
  15
  Injury DC 14
  1d4 Str
  1d4 Str
  150 sh
  Beynit venom
  20
  Injury DC 16
  1d6 Dex
  2d6 Con
  1,500 sh
  Scorpion venom
  20
  Injury DC 18
  1d6 Str
  1d6 Str
  200 sh
  Kastor recinus
  20
  Injury DC 24
  1d6 Str
  2d6 Str
  700 sh
  *Permanent drain, not temporary damage.
  
  - 136 -
  CHAPTER SEVEN: EQUIPMENT AND RESOURCES
  makes his Fortitude saves as normal once exposed to both parts of the 
  poison.
  SLOW-ACTING POISONS
  Not every poison takes eﬀect instantaneously. Some of Sanctuary’s thieves 
  ﬁnd it more convenient to be long departed before their victim shows a 
  poison’s eﬀects. A skilled poisonmaker can make a slow-acting version of 
  any poison—one that will not take eﬀect for a day or more after exposure, 
  and that has much longer-lasting eﬀects than instantaneous poisons.
  A slow-acting poison uses the rules for diseases (see Chapter Eight: 
  Glossary of the DMG), rather than those for normal poisons. It keeps 
  MAGIC ITEMS
  But just because there’s not much market doesn’t mean there’s no market. This 
  is Sanctuary, after all, and you can buy anything here if you look hard enough. 
  During the Rankan era, the Mageguild had access to a large arsenal of magic 
  weapons and items, and might continue to buy and sell if doing so is in the 
  guild’s best interests. Vashanka once created a Magic Weapon Shop in the 
  Maze, and undoubtedly some of those cursed items remain in the current day. 
  In the Irrune era, it’s rumored you can buy magic weapons and armor from 
  the Black Spider, while Hâlott may be prepared to sell or even create other 
  items—but may want more than simple shaboozh for his trouble. 
  APPROPRIATE MAGIC ITEMS
  Good items to use in your Thieves’ World games are any that grant bonuses 
  on skill checks, saves, and attack rolls, or bonuses to AC (including basic 
  magic weapons and armor, amulets of natural armor, cloaks of resistance, 
  and so on). GMs should avoid handing out ﬂashy items like a +2 ﬂaming 
  longsword; instead, a +3 longsword is a more reasonable example of what 
  might be found in Thieves’ World. For equipment referring to a monster or 
  feature not present in Thieves’ World, simply change the name. Gauntlets 
  of ogre power might become gauntlets of Strength. Likewise, use wands 
  of acid arrow or sustaining spoon instead of the speciﬁcally named spells 
  and items found in the DMG.
  INAPPROPRIATE MAGIC ITEMS
  Not all items are appropriate to Thieves’ World. The wild armor special 
  property, dwarven plate, elven chain, caster’s shield, the anarchic, axiomatic, 
  ki focus, spell storing weapon properties, dwarven thrower, oathbow, any 
  potion or oil based on a spell not listed in Chapter Nine: Spells and 
  Rituals, rings of minor spell storing, spell storing, major spell storing, or 
  wizardry, and any scroll, staﬀ, or wand with a spell not listed in Chapter 
  Nine: Spells and Rituals (and note that these items work diﬀerently in 
  this setting; see Chapter Eight: Sorcery for details).
  Magic items are a necessary part to developing characters and as such, 
  they should be as available in Thieves’ World as they are in other d20 
  games. Though characters are likely to accumulate magic items at the 
  same rates as in other games, the magic items found will never be ﬂashy 
  or outrageous—such items are exceedingly rare and in high demand, 
  if they even exist at all. If a weapon is magical, it doesn’t have to seem 
  such. It might be an example of incredible craftsmanship, or an artifact 
  from an ancient civilization. The most obvious magic items such as ﬂying 
  carpets are more likely to be stolen, endangering their owners as others 
  might just kill to get their hands on the item, and so even if available, 
  few honest people want the trouble these items bring.
  As a player, you can do your part to ensure Thieves’ World’s gritty 
  atmosphere remains intact. If you acquire an amulet of natural armor, 
  don’t refer to it as such, but, for example, call it your lucky charm that 
  you got from a wizard in exchange for some past service. Likewise, if 
  you pick up a cloak of resistance, it might be an old garment left behind by 
  the Beysib when they withdrew. In short, magic items should be special, 
  have a history and be a part of the larger world.
  BUYING & SELLING MAGIC ITEMS
  Finding magic items for sale in Sanctuary is diﬃcult. There are no shops 
  where items are mass-produced and so one is more likely to stumble 
  across an item rather than be able to buy it outright. There’s not much of 
  a market for magic items in Sanctuary. People with powerful items tend 
  to hang on to them, while the common folk can’t generally aﬀord even 
  simple items like potions. Characters that can create items generally 
  prefer to use them rather than sell them, and likely ﬁnd it diﬃcult to 
  locate a buyer who can aﬀord such things anyway. Some priests may 
  make items for the good of their parishioners, but it’s not something 
  most religions encourage. Those resources and prayers would be better 
  served enlarging the power of the entire cult, not just the powers of 
  a select few.
  the same Fortitude save DC as the original poison, but if the victim 
  fails the Fortitude save, he takes the poison’s initial damage one day 
  after exposure. He then makes the same Fortitude save every day, 
  taking the poison’s secondary damage with each failed save. Only after 
  making two successful Fortitude saves in a row does the victim throw 
  oﬀ the poison’s eﬀects.
  Other characters can make Heal checks to treat the victim as if he were 
  suﬀering the eﬀects of a disease. A remove disease spell will not cure him, 
  but neutralize poison will.
  Long-term poisons have the same Craft DC to make as normal versions, 
  but their price is doubled (which aﬀects how long it takes to make them, 
  as normal).
  
  - 137 -
  CHAPTER EIGHT: SORCERY
  CHAPTER EIGHT:  
  SORCERY
  Just as the tides drive the breakers crashing against Sanctuary’s coastline, 
  so too do the tides of magic send waves of sorcerous energy cascading 
  across all lands. Magic ebbs and ﬂows. It is not a constant force that 
  wizards and their ilk tap whenever they wish, but one that follows 
  patterns and cycles. It is manipulated by the gods, enhanced by divine 
  will or shuttered against mortal misuse. This energy force abides by laws 
  but is at the same time unknowable, changing, ﬁckle. From this contrast, 
  users of magic draw their energy, exploiting it to further their ends and 
  accumulate knowledge and power.
  There are many theories on the sources of magical power. Some suggest 
  magic is nothing more than a ﬁeld of energy that can be tapped to 
  create impossible eﬀects. Others suggest magic (or, rather, the ability to 
  manipulate magical energy) stems from the syllables and sounds carried 
  down from the language of creation. There are even those who suggest 
  that magic comes wholly from within the individual. All spellcasters have 
  their own theories, and though few agree, fewer still are foolish enough 
  to discount the beliefs and techniques of their rivals.
  DIVINE
  Naturally, the gods are perhaps the most visible and signiﬁcant sources 
  of magic. Priests invoke their deities through prayer, and in exchange 
  for their piety and mortal service, the gods bestow some of their power. 
  However, though the gods wield great power, they are still bound by the 
  same rules governing magic. Just as mages have a diﬃcult time controlling 
  magic in certain places and at certain times, gods suﬀer the same limits 
  when bestowing power to their mortal servants. These limitations suggest 
  that though the gods can grant magical energy, they do not create it.
  In Thieves’ World, there are many gods, with each society adapting deities 
  to suit their needs, co-opting other gods for their own pantheons, or 
  even altering the very nature of their gods’ personas to match cultural 
  expectations. The relationship between a mortal and a god is particular 
  to the parties involved—always personal, unique, and with worship 
  performed in some unusual manner.
  In the most general terms, sorcery represents the uncanny. Sorcery is the 
  supernatural vehicle by which the impossible occurs. It is the province 
  of mages and wizards, warlocks and witches, priests and shamans. They 
  weave it, control it (or try to) and work miracles with it. When S’danzo 
  fortunetellers read instruments of divination, they use sorcery. When 
  Lalo breathed life into his paintings, creating the multicolored ﬂies that 
  the Wrigglies harvest to sell as dye, he used sorcery.
  Gods, men, and monsters alike all make use of this inexplicable force, 
  and while reserved for the few dedicated practitioners who master its use, 
  sorcery remains a powerful force in the world—one that can be used both 
  SOURCES OF POWER
  for good (as in the case of Strick) and evil (as Roxane proved time and 
  again). Throughout the anthologies of both incarnations of Thieves’ World, 
  magic has had a dramatic eﬀect on the lives of Sanctans—plaguing the 
  city with the walking dead, vomiting forth pillars of liquid ﬁre to scorch 
  the heavens themselves, and even calling forth the cult of the Dyareelans 
  who sacriﬁced their victims on bloody altars to the hermaphroditic 
  Mother of Chaos. The suspicion many harbor of workers of sorcery is 
  well founded. 
  To capture the essence of magic as found in Thieves’ World, this chapter 
  presents a new magic system.
  
  - 138 -
  CHAPTER EIGHT: SORCERY
  EXTERNAL
  As opposed to receiving magical energy from the gods, many spellcasters 
  create magical eﬀects through the careful practice of speciﬁc magical 
  formulae. As a cook refers to a recipe to create a meal, a mage uses 
  a particular set of invocations, gestures, and props to produce the 
  desired eﬀect. This source of power derives from the words used in the 
  manifestation of spells. Certain phrases, syllables, and utterances derive 
  from a root language—the source of all speech; the very words used to 
  spark the creation of the world. A formulaic system would seem the 
  best theory for deﬁning the ultimate source of magical power were it 
  not for witchcraft, which circumvents the necessity of learning speciﬁc 
  magical recipes in favor of creating direct eﬀects from the individual 
  spellcaster’s will.
  INTERNAL
  Of all the cultures mentioned in the anthologies, it is perhaps the Nisibisi 
  who are the most feared and reviled, for they eschew the traditional 
  methods of manipulating magic in favor of drawing their power directly 
  from themselves. They do not pray to gods. They do not pore over old 
  tomes. They cast spells through force of will alone, channeling the latent 
  energy within to create magic eﬀects that alter reality in subtle (or not-
  so-subtle) ways.
  In addition to the notorious Nisibisi, another people naturally drawn to 
  internal magical forms are the S’danzo. Like the Nisibisi, the S’danzo 
  propensity for sorcery more commonly emerges in women, though the 
  S’danzo’s powers tend toward divination rather than the destructive or 
  necromantic tendencies of Nis.
  MANA
  All three theories of magic fall under one general truism—sorcery requires 
  mana to function. Mana is a raw magical energy existing everywhere at 
  some level, but not uniformly. Some areas are rich in magical energy 
  while others are nearly barren, and some points in time are clearly more 
  potent sources of this energy than are others. Consider the period after the 
  Nisibisi globes shattered during the Beysib occupation of Sanctuary. When 
  Ischade and Randal sundered the artifact, all of Sanctuary was infused with 
  incredible magical power. Spellcasters could cast spells to greater eﬀect, 
  and unusual creatures and unexpected happenings plagued the city. By 
  contrast, when the Irrune liberated Sanctuary from the Dyareelan grip, 
  they banned the practice of any religion within the city. Those wizards who 
  had somehow survived were exiled, and magic seemed to be a thing of the 
  past—something of legend, a force that no longer existed.
  THIEVES’ WORLD AND THE PHB
  This chapter presents a new system for spellcasting in the d20 system 
  with one goal in mind—reﬂecting the tone and ﬂavor of the Thieves’ 
  World books above all other considerations. However, though the 
  system for casting spells in Sanctuary is new, a majority of the spells 
  you’ll ﬁnd in the PHB still exist in Thieves’ World. Likewise, spell 
  mechanics such as range, components, duration (except for spells cast 
  as rituals), and magical eﬀects are largely unchanged. Where changes 
  do occur, we’ve rebuilt the spell and included it in Chapter Nine: 
  Spells. In short, though Thieves’ World presents the mechanics of a 
  new magic system, that system should be a familiar and comfortable 
  one for players and GM alike.
  
  - 139 -
  CHAPTER EIGHT: SORCERY
  In Thieves’ World there are three techniques for casting spells. Though 
  other forms of magic exist, these three methods encompass nearly all 
  spellcasting in this setting. Each method represents diﬀerent ways in 
  which spells and rituals take eﬀect. The three types of spellcasting include 
  magic, prayer, and witchcraft.
  MAGIC
  Magic is sorcery as practiced by mages. These spellcasters rely on strict 
  formulae and a careful balance of material ingredients to produce the 
  desired eﬀect. A mage sees magic as something existing within things, 
  released and controlled by the use of spells. Considering the complexities 
  of this technique, it takes an individual with a logically ordered and 
  intelligent mind to successfully manipulate magic.
  PRAYER
  Prayer is sorcery as practiced by adepts, priests, and shamans. Unlike 
  wizards, prayer-users rely on communication with an otherworldly 
  being or source of magical energy. By communicating one’s wishes to 
  the source, the source in turn creates the desired magical eﬀect (or at 
  least usually creates it). Prayer does not rely on complex formulae or 
  practiced phrases to achieve results; rather, the spellcaster must know how 
  to communicate his desires to the source in such a way as to achieve the 
  desired end. Thus, wisdom, dedication, and piety are all traits required 
  to succeed as a prayer-user.
  WITCHCRAFT
  The ﬁnal sorcery technique is witchcraft, a much-reviled art employed 
  by witches and warlocks, and made infamous by the Nisibisi witches 
  of Wizardwall to the north. Where wizards draw magic from their 
  environments and priests from their gods, witches rely on the power within 
  themselves. Witchcraft is more exclusive than magic and prayer, requiring 
  a special touch of witchblood in the veins in order to unlock its dark arts. It 
  is theorized that witchcraft ﬁnds its roots in the Nisibisi people, obviously, 
  but also within the atheistic S’danzo, who deny the power of the gods and 
  see magic as a false path. Though S’danzo often do not cast spells in the 
  manner of actual witches, their powers of prophecy, foresight, and divination 
  are clear examples of their gift.
  SORCERY
  Sorcery is a general term used to describe any supernatural eﬀect. Included in sorcery are the three main categories of spellcasting: magic, 
  prayer, and witchcraft. Nearly all spellcasters fall into one of these three categories. Even spellcasters who merely dabble in magic (initiates 
  and godsworn, for example), employ one of the overarching theories governing all spellcasting.
  To call oneself a sorcerer is typically an act of obfuscation, whereby the spellcaster purposefully or ignorantly conceals the nature of his skills. There are, 
  however, other forms of magic in Thieves’ World. Logomancy (practiced by the Crimson Scholars) draws power from language, changing reality with 
  the merest utterance (see Shadowspawn’s Guide to Sanctuary). Likewise, many characters from the anthologies exhibit bizarre or unexpected powers. 
  Thanks to a gift from Enas Yorl (and augmented by the gods), Lalo the Limner could breathe life into any of his paintings, whether summoning forth 
  all the hate, sin, and depravity of the Vulgar Unicorn or simply creating ﬂies from the full spectrum of colors. His skills and powers were beyond the 
  capabilities of other sorcerers (and certainly lay outside the three archetypes of magic), eﬀectively deﬁning a unique form of magic outside the realm 
  of comprehension for even the most talented spellcasters.
  ‘Sorcerer’ also connotes someone who mixes techniques. Witches never pray, just as wizards would never sully themselves by dabbling in witchcraft. 
  And above all, no priest worth his salt would endanger his position in his church by practicing anything other than prayer. Still, the blending of 
  techniques is possible, and as witchblood spreads with each generation, potential witches are often born who never conceive of the power that 
  lives within them. The most notorious priest ever to live in Sanctuary, Molin Torchholder, was half-Nisibisi. However, to control his power he 
  studied under Randal (the only mage ever allowed to become a Stepson), which suggests he probably learned a little magic as well. Molin is the 
  exception, however, and to mix magic is generally frowned upon. To be called a sorcerer can be a terrible insult for a speciﬁc spellcaster, though 
  despite the reservations and social repercussions, sorcery persists.
  TECHNIQUES
  SPELLCASTING
  Characters with the ability to cast spells may cast them as spells or as 
  rituals. A spell is cast quickly for rapid results, but the caster is more 
  limited in the spells he can cast. A spell cast as a ritual allows a spellcaster 
  to cast spells above his normal limits (and to an often greater eﬀect) at 
  the expense of more time. Some spellcasters may only cast spells as rituals 
  (such as the godsworn), while others cast spells more eﬀectively in that 
  way (such as the priest class).
  THE CASTING CHECK
  In order for a spellcaster to cast a spell, he must draw the requisite energy 
  from the ambient mana ﬁeld—the amount of magical energy available 
  to cast a spell. To do so, the spellcaster must determine whether he will 
  cast the spell normally or as a ritual.
  When you would cast a spell normally, roll a spellcasting check:
  1d20 + your class spellcasting modiﬁer + your key spellcasting  
  ability modiﬁer + any other applicable modiﬁers
  When you would cast a spell as a ritual, roll a ritualcasting check:
  1d20 + your class ritualcasting modiﬁer + your key spellcasting 
  ability modiﬁer + any other applicable modiﬁers
  Your class as described in Chapter Three: Classes determines your base 
  spellcasting or ritualcasting bonus, just as it determines your base attack 
  
  - 140 -
  CHAPTER EIGHT: SORCERY
  bonus and base save bonuses. Your class choice also determines your key 
  spellcasting ability. A mage’s key spellcasting ability is Intelligence, a 
  priest’s is Wisdom, and a witch’s is Charisma. For example, a 3rd-level 
  mage with a 15 Intelligence would roll a spellcasting check of 1d20 + 
  5 (+3 spellcasting bonus, +2 Intelligence modiﬁer).
  For multiclass spellcasters, the spellcasting bonuses and ritualcasting 
  bonuses from diﬀerent classes stack. For example, a sorcerer who is a 
  4th-level wizard and 7th-level witch has a total spellcasting bonus of 
  +9 and a total ritualcasting bonus of +7. The key spellcasting ability of 
  a multiclass character depends on the kind of spell cast. Thus, a mage 
  3/witch 3 uses his Intelligence modiﬁer to cast magic missile (a mage 
  spell) but his Charisma modiﬁer to cast convert light wounds (a witch 
  spell). Spells that appear on the lists of two or more of a character’s 
  classes use the higher ability modiﬁer for casting checks.
  Each spell has a Mana Threshold (MT). The Mana Threshold is the 
  total amount of mana required for the spell to take eﬀect. Each round, 
  a character makes a spellcasting check (as described above) and applies 
  the result toward the spell’s MT by adding it to a mana pool. The action 
  required for the check is the same as that listed as the spell’s casting time. 
  Magic missile has a casting time of 1 standard action, so a spellcaster who 
  casts this spell makes a spellcasting check as a standard action.
  If a casting check fails to meet or exceed the spell’s MT, the character must 
  continue to cast the spell on his following turns, adding the result of each 
  subsequent check to his mana pool. Once the amount of mana accumulated 
  in the mana pool exceeds the spell’s Mana Threshold, the spell takes eﬀect.
  Alternatively, a character can cast a spell as a ritual. Instead of using the 
  spell’s casting time, the caster must spend a full minute (or the spell’s 
  full casting time, if higher) to cast the spell. At the end of this time, the 
  character makes a ritualcasting check instead of a spellcasting check. As 
  with spellcasting, if the caster fails to hit the spell’s Mana Threshold with 
  the ﬁrst roll, the result of the check goes into his mana pool and he must 
  spend another minute (or longer) making another ritualcasting check.
  Note that certain die rolls have unusual results in spellcasting and 
  ritualcasting. Just as a natural 20 represents a critical hit in combat, there 
  are opportunities for critical successes and critical failures when making 
  casting checks. The range of spectacular success or failure depends on 
  the amount of free mana in the area. For more information, see The 
  Eﬀects of Mana on page 142.
  MANA THRESHOLDS
  All spells have a Mana Threshold determined by their level. The higher a 
  spell’s level, the more complex it is and the harder it is to cast, as shown 
  on Table 8–1: Mana Thresholds.
  Jaezel (a 4th-level mage) is in an alley, facing down two thieves 
  seeking to take her necklace and perhaps her dignity. She decides 
  to cast magic missile at the opponents, hopeful that she can 
  incapacitate one and scare the other oﬀ. As a 1st-level spell, magic 
  missile has an MT of 20. On her initiative count, Jaezel begins 
  casting. She has a +4 spellcasting bonus and 16 Intelligence, giving 
  her another +3 bonus on her spellcasting checks. She rolls a 15 for a 
  total of 22—enough to cast the spell the ﬁrst round.
  TAKING MORE TIME
  The rate at which you make spellcasting or ritualcasting checks depends on 
  the listed casting time of the spell. In most cases, the listed casting time is 
  1 standard action, so that it takes a standard action to make a spellcasting 
  check. Some spells (like feather fall) can be cast as a swift action, meaning 
  you make the ﬁrst spellcasting check as a swift action, then can make 
  another check as a standard action in the same round (either to complete 
  the spell if necessary, or to begin casting a new spell). At your option, you 
  may cast a spell as a full-round action. Doing so adds a bonus on your 
  check equal to your spellcasting modiﬁer –5 (minimum 0).
  PERFORMING RITUALS
  Casting spells as rituals follows the same basic procedure as casting spells, but 
  takes signiﬁcantly longer. The godsworn casts spells only as rituals, while the 
  priest and the witch are both better at casting spells as rituals. Unlike spells, 
  once you begin to cast a ritual, you are committed to it. Doing anything else 
  during the casting besides focusing your full attention on the ritual causes the 
  spell to fail. There are many beneﬁts to casting spell as rituals—eﬀects last 
  longer, spells are generally more powerful, and other characters employing 
  the same ritual technique as you can assist in your casting.
  RITUAL CASTING TIME
  When you cast a ritual, you make a ritualcasting check once every minute 
  (or once every increment of the spell’s casting time, if longer). For example, 
  when ritualcasting summon monster I, you make a ritualcasting check once 
  per minute. Hallow, on the other hand, requires a ritualcasting check once 
  every 24 hours (the spell’s casting time).
  In the case of Familiar and Unknown spells (see page 146), the 
  minimum time for preparation equals the spell’s casting time increment. 
  For example, a Familiar summon monster II spell requires a full-round 
  action of preparation, while a Familiar hallow ritual requires 24 hours 
  of preparation.
  TABLE 8–1: MANA THRESHOLDS
  Spell Level
  Spell or Ritual
  0
  10
  1st
  20
  2nd
  30
  3rd
  40
  4th
  50
  5th
  60
  6th
  70
  7th
  80
  8th
  90
  9th
  100
  MANA POOL
  Throughout this chapter, there are many references to mana 
  pools. Essentially, whenever you take an action to cast a spell, you 
  accumulate a variable amount of mana which is the result of your 
  spellcasting or ritualcasting check. If the check is not enough to meet 
  the Mana Threshold (MT) of the spell, the result becomes your mana 
  pool. Each additional check result is then added to this pool until 
  the total amount of accumulated meets or exceeds the MT of the 
  spell you are trying to cast. You “empty” your mana pool to cast the 
  spell, so when casting the next spell, your mana pool starts at 0.
  
  - 141 -
  CHAPTER EIGHT: SORCERY
  RITUALS AND DURATION
  Whenever you cast a spell as a ritual, you increase the spell’s duration. 
  Where a duration is indicated under the spell entry in the PHB or in this 
  book, casting the spell as a ritual increases the duration increment to the 
  next bracket (as shown on Table 8–2: Ritual Durations). Rounds become 
  minutes, minutes become 10 minutes, 10 minutes become hours, and 
  hours become days. Spells with durations longer than days are unchanged 
  by being cast as a ritual.
  Haaken, a 5th-level priest, casts bull’s strength as a ritual. 
  When successfully cast, the ritual grants the subject a +4 bonus to 
  his Strength score for 50 minutes—the normal duration of bull’s 
  strength is 1 minute per level, but by being cast as a ritual, the 
  duration is increased to 10 minutes per level.
  COOPERATIVE CASTING
  Another beneﬁt to ritualcasting is that multiple spellcasters can work 
  together to cast the ritual with greater success. To do so, all spellcasters 
  must have the spell to be cast as a Known or Familiar spell. One of the 
  spellcasters is declared the ritual leader, with a maximum number of 
  additional participants equal to the ritual leader’s key spellcasting ability 
  modiﬁer. Each time the ritual leader makes a check, every spellcaster 
  involved in the ritual makes a check. Every successful additional ritual check 
  adds a bonus on the ritual leader’s check equal to the ritual participant’s key 
  spellcasting ability bonus + 2. Every failed additional ritual check imposes a 
  –2 penalty on the ritual leader’s check. At the end of the ritual, any damage 
  resulting from casting the spell (see page 145) is divided evenly among all 
  the participants. If the damage does not distribute evenly, the ritual leader 
  takes any leftover damage.
  CONCENTRATION
  To cast a spell or ritual, you must concentrate. If something interrupts 
  your concentration while you’re casting, you must make a Concentration 
  check or lose the spell or ritual. The more distracting the interruption 
  and the higher the level of the spell or ritual you are trying to cast, the 
  higher the DC. If you fail the check, you lose some of the accumulated 
  mana in your pool.
  INJURY
  If you take damage while trying to cast a spell or ritual, you must make a 
  Concentration check (DC 10 + points of damage taken + the level of the 
  spell or ritual you’re casting). If you fail the check, halve your current mana 
  pool (see the sidebar on this page). An event interrupts your spellcasting 
  if it comes between when you start and complete a spell, or if it comes in 
  response to your casting the spell (for example, an attack of opportunity 
  provoked by the spell, or an attack made as a readied action).
  Haaken is casting blindness/deafness (a 3rd-level spell with 
  a 40 MT), and has accumulated 30 mana when he is hit by an 
  arrow, taking 7 points of damage. He must succeed on a DC 20 
  Concentration check (10 + 7 damage + 3 for level) or have his mana 
  pool drop from 30 to 15.
  If you are taking continuous damage, half the damage is considered to 
  take place while you are casting a spell. You must make a Concentration 
  check (DC 10 + 1/2 the damage that the continuous source last dealt + 
  the level of the spell you’re casting). If the last damage dealt was the last 
  damage that the eﬀect could deal then the damage is over, and it does 
  not distract you.
  Repeated damage does not count as continuous damage.
  SPELLS
  If you are aﬀected by a spell while attempting to cast a spell of your own, 
  you must make a Concentration check or halve your mana pool. If the 
  spell aﬀecting you deals damage, the DC is 10 + points of damage taken 
  + the level of the spell you’re casting.
  TABLE 8–2: RITUAL DURATIONS
  Spell Duration
  Ritual Duration
  Instantaneous
  Instantaneous
  Permanent
  Permanent
  Concentration
  Concentration
  Round
  Minute
  Minute
  10 minutes
  10 minutes
  Hour
  Hours
  Days
  Days or longer
  Days or longer
  HALVING YOUR MANA POOL
  Whenever you are interrupted or distracted during the casting of 
  a spell or ritual you do not lose the spell. Instead, you halve your 
  mana pool. Simply divide your accumulated mana in two, rounding 
  the result down.
  
  - 142 -
  CHAPTER EIGHT: SORCERY
  If the spell interferes with you or distracts you in some other way, the 
  DC equals the spell’s saving throw DC (or the DC the spell would have 
  if it allowed a save) + the level of the spell you’re casting.
  GRAPPLING OR PINNED
  Because spells in Thieves’ World often take longer to cast than under the 
  normal PHB rules, it is usually impossible to cast spells while grappling or 
  pinned (casting spells as rituals is always impossible in such circumstances). 
  The only spells you can cast while grappling or pinned are those without 
  somatic components and whose material components (if any) you have 
  in hand. Even so, you must make a Concentration check (DC 20 + the 
  level of the spell). If you succeed on the check, you may make one ﬁnal 
  spellcasting check to attempt to complete the spell. If you do not meet 
  the spell’s Mana Threshold, then the spell automatically fails.
  VIGOROUS MOTION
  If you are riding on a moving mount, taking a bouncy ride in a wagon, on 
  a small boat in rough water, belowdecks in a storm-tossed ship, or simply 
  being jostled in a similar fashion, you must make a Concentration check 
  (DC 10 + the level of the spell you’re casting) or halve your mana pool.
  VIOLENT MOTION
  If you are on a galloping horse, taking a very rough ride in a wagon, 
  on a small boat in rapids or in a storm, on deck in a storm-tossed ship, 
  or being tossed roughly about in a similar fashion, you must make a 
  Concentration check (DC 15 + the level of the spell you’re casting) or 
  halve your mana pool.
  VIOLENT WEATHER
  You must make a Concentration check if you try to cast a spell in violent 
  weather. If you are in a high wind carrying blinding rain or sleet, the 
  DC is 5 + the level of the spell you’re casting. In wind-driven hail, dust, 
  or debris, the DC is 10 + the level of the spell you’re casting. In either 
  case, you halve your mana pool if you fail the Concentration check. If 
  the weather is caused by a spell, use the rules in the previously described 
  Spell subsection.
  CASTING DEFENSIVELY
  If you want to cast a spell without provoking any attacks of opportunity 
  during a particular round of casting, you must make a Concentration 
  check (DC 15 + the level of the spell you’re casting) to succeed. You lose 
  the spell if you fail.
  ENTANGLED
  If you want to cast a spell while entangled in a net or by a similar magical 
  eﬀect, you must make a DC 15 Concentration check. You lose the spell 
  if you fail.
  SPELLCASTING IN ARMOR
  Armor generally interferes with a spellcaster’s ability to cast spells, 
  reducing ﬂexibility, awareness, and simply being cumbersome. When 
  casting a spell that has somatic components (either normally or as a ritual), 
  the caster applies the armor’s armor check penalty on spellcasting and 
  ritualcasting checks. If the spellcaster is not proﬁcient with the armor, 
  he applies twice the penalty.
  TABLE 8–3: MANA LEVELS
  No Mana
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Low Mana
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Normal Mana
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  High Mana
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Maximum Mana
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  
  - 143 -
  CHAPTER EIGHT: SORCERY
  THE EFFECTS OF MANA
  Whenever a spell is cast, the spellcaster is manipulating mana—a 
  magical ﬁeld of energy that ebbs and ﬂows in all places and through 
  all things. A spell is nothing more than mana that has been changed 
  and molded through particular techniques to achieve a desired eﬀect. 
  Thus, a mage who casts a ﬁreball spell draws from the same energy that 
  a god bestows on the priest who seeks to heal an injured comrade. Mana 
  is not unlimited, however. In some places, magical energy is in great 
  abundance (most notoriously in the Nisibisi homeland), while in others, 
  it is scarcely there at all. Furthermore, even places rich in magical energy 
  do not remain so indeﬁnitely. Excessive spellcasting drains free mana, 
  depleting the resources to fuel future spells and rituals (as happened 
  in Sanctuary after the Stepsons and Ischade faced oﬀ against Roxane 
  in Soul of the City).
  Mana is generally equally distributed throughout an area. There may 
  be pockets of low mana and high mana within a speciﬁc location, but 
  overall (and for the sake of simplicity), consider each region to have 
  a constant mana level throughout. The GM will set the level of mana 
  in a region based upon the style of campaign desired. For high-magic 
  games where spellcasters have a great deal of power (such as during 
  the early books of the ﬁrst Thieves’ World anthologies, or in the Time 
  of Troubles between the classic era and the new era), the mana level 
  might be set at high or even maximum. In a low-magic game where 
  spellcasting is erratic, the gods virtually powerless, and the general 
  atmosphere grittier than most d20 fantasy, the mana level might be 
  set at low or even none. For most games, the default mana level will be 
  normal (as it is assumed to be in this book), which is about the current 
  level in the new anthologies.
  A region’s mana level determines the range for failure and spectacular 
  success. To determine these ranges, determine the mana level for the 
  location of your game, then reference Table 8–3: Mana Levels. Under 
  each header is a range of 1 to 20 reﬂecting the die roll when you make 
  a spellcasting or ritualcasting check. Where gray boxes are indicated, 
  the casting check is a failure with the potential for spectacular failure. 
  Where white boxes are indicated, the die roll is a success. Where black 
  boxes are indicated, the die roll is a spectacular success. Always use the 
  actual die roll before modiﬁers to determine the eﬀect.
  FAILURE AND SPECTACULAR FAILURE
  Whenever the unadjusted roll of your casting check falls into the range 
  of failure, you fail to control the mana, losing focus and allowing the 
  energy you’ve harnessed to slip away. Subtract your unmodiﬁed die roll 
  from your mana pool. If this brings your mana pool to a negative number 
  (either because you’ve just begun casting the spell or because successive 
  failures have depleted your mana pool over a number of rounds), the 
  result is a spectacular failure.
  A spectacular failure means the intended magic goes awry, usually with 
  some small or minor eﬀect. The magical ﬁeld the caster tried to grasp 
  and control snaps back, having an unpredictable eﬀect on someone 
  or something nearby. When a spectacular failure occurs, the GM can 
  determine the result or the character can roll on Table 8–4: Spectacular 
  Failures. In any event, the caster takes the normal nonlethal or lethal 
  damage from casting the spell.
  SUCCESS
  If the casting check results in a success, add your check result (including 
  all bonuses) to your mana pool as normal.
  TABLE 8–4: SPECTACULAR FAILURES
  d% Roll
  Result
  01
  Random creature (including the caster) within range of the 
  spell or ritual is aﬀected by insanity (as the spell), as if cast at 
  the caster’s level.
  02–05
  Magical backlash stuns the caster for 1d6 rounds.
  06–10
  Spell or ritual instantly takes eﬀect, but strikes the caster or an 
  ally instead of the intended target, or a random target nearby 
  if the caster was the intended recipient.
  11–15
  Wizard weather. A random atmospheric phenomenon occurs, 
  such as a sudden downpour, a strong gust of wind, snow in 
  summer, the skies raining frogs, or some other strange eﬀect.
  16–20
  The failed spell kills a random animal (but not a familiar or 
  animal companion) within 100 feet.
  21–25
  Failed casting imposes a –10 penalty on the caster’s next 
  casting check.
  26–30
  Weak eﬀect. The caster’s next successfully cast spell or ritual 
  has a 50% chance of total failure.
  31–35
  A surge of uncontrolled magical energy deals 1d6 points of 
  damage per spell level to the caster.
  36–40
  The ground convulses as if aﬀected by an earthquake spell, 
  centered on the caster and cast at the caster’s level.
  41–45
  Failed casting imposes a –5 penalty on the caster’s next three 
  casting checks.
  46–50
  Spell or ritual’s eﬀect on the target is contrary to the spell’s 
  normal eﬀect. (A magic missile could cure damage instead of 
  dealing it, for instance.)
  51–60
  A random container within range of the spell explodes, dealing 
  1d2 points of damage to all creatures within 10 feet.
  61–65
  Failed casting imposes a –2 penalty on the caster’s next ten 
  casting checks.
  66
  Caster becomes cursed with a common curse (see page 148) 
  as determined by the GM.
  67–70
  Caster becomes fatigued.
  71–75
  Caster becomes sickened for 1d10 rounds.
  76–80
  Diminished result. The next spell or ritual the caster successfully 
  casts has all variable factors halved (including duration, area, 
  range, damage, and so on).
  81–85
  Caster become nauseated for 1d10 rounds.
  86–90
  Caster becomes exhausted.
  91–95
  Future repercussions. The next spell or ritual the caster 
  successfully casts automatically fails and results in a spectacular 
  failure.
  96–98
  Spell goes awry and accidentally summons a creature. Roll 
  1d10. On a result of 10, nothing happens; otherwise, the die roll 
  determines the type of summon monster spell used. The GM picks 
  or rolls randomly for the speciﬁc creature summoned, which 
  immediately attacks the creatures closest to it. It remains for 
  a number of rounds equal to the caster level of the spellcaster 
  who botched the spell.
  99
  Random bizarre occurrence as determined by the GM. See 
  the rod of wonder entry or scroll mishaps in the DMG for 
  possible outcomes.
  100
  Roll twice more, disregarding future rolls of 100.
  
  - 144 -
  CHAPTER EIGHT: SORCERY
  SPECTACULAR SUCCESS
  When the casting check results in a spectacular success, you immediately 
  roll another spellcasting or ritualcasting check and add both results to 
  your mana pool. (If you roll another spectacular success on the second 
  roll, you may roll again.) This continues until you don’t roll a spectacular 
  success or until you meet the spell’s MT.
  In the example on page 140, Jaezel successfully cast a magic missile 
  spell at one of the two thieves in the alley. In an area of normal mana, 
  Jaezel’s roll was simply a success. If she had rolled a 5 or less, she would 
  have failed, and 19 or higher, would have had a spectacular success. 
  On the following round, she decides to cast acid arrow at the second 
  thief—a more complex spell with a 30 MT. Jaezel’s initiative count 
  comes up and she makes a spellcasting check, rolling a 10 plus modiﬁers 
  (+7) for a total of 17. She does not have enough mana to cast the spell 
  as a standard action (the casting time of the spell) this round. On 
  the following round, she tries again, but this time rolls a 4, a failure! 
  She subtracts the unmodiﬁed die roll from her mana pool, reducing 
  her mana pool to 13. Undeterred, she tries on the third round, this 
  time rolling a 19, a spectacular success. This takes her mana pool to 
  32, enough to cast the spell. However, had she been casting a more 
  powerful spell, she could have immediately rolled again and added 
  the number to her pool in the same round.
  MANA AND PERMANENT SPELLS
  As permanent spells tap the mana ﬁeld indeﬁnitely, they are also subject to 
  the ﬂuctuations that aﬀect their casters. Where the mana ﬁeld wanes, not 
  only do spellcasters have a harder time casting spells and rituals, they have 
  a harder time maintaining what would otherwise be permanent spells. For 
  example, the wards that protected the mageguild in Sanctuary began to fail 
  after the Nisibisi power globes were destroyed. This leached mana from 
  the city, making the most ordinary spells diﬃcult to cast and maintaining 
  powerful spells nearly impossible. In theory, the same is true for spells with 
  shorter durations, but the eﬀects of a diminished ﬁeld are negligible.
  The maximum-level spell that can be cast with a permanent duration 
  depends solely on the intensity of the mana ﬁeld as described in the 
  following table. Spells cast with permanent durations of a level above the 
  maximum level allowed by the ﬁeld have their duration reduced to 1 day 
  per caster level. If an existing spell with a permanent duration is in an area 
  where the mana ﬁeld is suddenly reduced (so that permanent spells of its 
  level cannot be cast within the ﬁeld), the spell instantly drops its duration 
  to 1 day per caster level. If the original caster level is not known, use the 
  minimum safe caster level for the spell.
  PERMANENT SPELLS
  Intensity
  Maximum Level of Permanent Spell
  No
  1st
  Low
  3rd
  Average
  5th
  High
   7th
  Maximum
  Any
  OTHER SORCEROUS INFLUENCES
  Magic, prayer, and witchcraft all rely on the ambient mana ﬁeld that allows 
  spells to function. And while individual spellcasters are able to manipulate 
  mana ﬁelds to produce intended (or unintended) eﬀects, there are other 
  forces that can aﬀect the intensity of mana and those who use it.
  CHANGING MANA FIELDS
  A single mana ﬁeld covers the entire world, but there are varying 
  intensities within that ﬁeld. The total mana ﬁeld is subdivided into 
  smaller mana ﬁelds, each of which can be visualized as a square 
  approximately 7 miles on a side. In areas where multiple ﬁelds have 
  the same intensity, the transition from one ﬁeld to the next is not 
  noticeable.
  The natural tendency for a mana ﬁeld is to be uniform in potency. 
  When mana is used to cast a spell or ritual, it brieﬂy depletes the 
  area around the caster, but the surrounding mana rushes in to ﬁll the 
  vacuum. This continues until the mana ﬁeld is drained. When a mana 
  ﬁeld is depleted in this way, it repairs itself by drawing on the adjacent 
  ﬁelds, which spill into it to correct the damage done. The bordering 
  ﬁelds are not aﬀected unless there is a large disparity, such as when 
  one ﬁeld is two steps lower than all the ﬁelds around it.
  For example, a ﬁeld and its eight surrounding ﬁelds are all at high 
  mana. A nasty battle between mages and witches drains the primary 
  ﬁeld to normal mana. Because the disparity is just one step, the eight 
  surrounding ﬁelds do not change in intensity. However, the battle 
  continues, further draining the primary ﬁeld to low mana. Now, 
  because the disparity is two steps, all eight of the adjacent ﬁelds drop 
  from high mana to normal mana. The sixteen ﬁelds beyond, which 
  remain at high mana, don’t change. The war is particularly brutal, 
  however, and drains all the mana in the ﬁeld, reducing it to no mana. 
  Now the eight ﬁelds surrounding it drop to low mana, while the 
  sixteen ﬁelds beyond drop to normal mana.
  The same holds true in reverse. As the ﬁeld where the conﬂict was 
  fought recovers naturally over time, it will increase to low mana. 
  However, it will not aﬀect the ﬁelds around it until the disparity is 
  two steps. Thus, for the neighboring ﬁelds to recover to normal mana, 
  the center ﬁeld must be restored to high mana.
  It takes a signiﬁcant amount of spellcasting to drain a ﬁeld of its mana, 
  and such events are usually of great signiﬁcance. The destruction of 
  the Nisibisi globes caused a sudden surge and subsequent depletion 
  of the ﬁeld around Sanctuary for years until the Dyareelans seized 
  the city. One can only imagine what Wizardwall might have looked 
  like after the Rankan-Nisibisi wars. When running a Thieves’ World 
  game, it’s best to maintain a constant level of mana, reserving changes 
  in mana ﬁelds for signiﬁcant campaign-shaping events.
  TABLE 8–5: SAFE LEVEL LIMITS
  Caster Level
  Safe Level Limit
  1st–3rd
  1st-level spells
  4th–5th
  2nd-level spells
  6th–7th
  3rd-level spells
  8th–9th
  4th-level spells
  10th–11th
  5th-level spells
  12th–13th
  6th-level spells
  14th–15th
  7th-level spells
  16th–17th
  8th-level spells
  18th–20th
  9th-level spells
  
  - 145 -
  CHAPTER EIGHT: SORCERY
  ASTROLOGICAL EVENTS
  Many theorize that the movements of heavenly bodies can aﬀect and 
  control the intensity of a mana ﬁeld just as they do the tides. Perhaps 
  the most signiﬁcant phenomenon is a solar or lunar eclipse. Spellcasters 
  can sense the arrival of an eclipse in the same way that some can feel 
  an old injury when a storm approaches. When the eclipse occurs, mana 
  ﬁelds change erratically, usually increasing or decreasing their intensity. A 
  solar eclipse diminishes the mana ﬁeld by one step, while a lunar eclipse 
  increases the mana ﬁeld by one step. At the GM’s option, other eﬀects 
  might also occur (the application of a speciﬁc metamagic feat to all spells 
  cast, temporary hit points bestowed to speciﬁc types of creatures, odd 
  weather, or any other strange phenomenon imaginable).
  THE PLANES
  The world in which Sanctuary lies is not the only world in existence. 
  There are countless others, from the nearly identical to the completely 
  alien—worlds ﬁlled with creatures whose very forms defy imagination. 
  Spellcasters with the Touch the Otherworld feat (see page 125) can draw 
  mana from these planes while also drawing mana from the Material 
  Plane, thereby increasing the power of their spells and the speed with 
  which they cast them.
  The planes can also aﬀect spellcasters in indirect ways, operating in a way 
  similar to how the heavens seem to move. The planar realities shift and 
  rotate in an inexplicable pattern—sometimes touching the Material Plane 
  on their own, other times drawn by powerful sorcery such as a gate ritual. 
  When two planes touch, they come into planar conjunction.
  When a spellcaster is in proximity to a gate or another planar connection 
  within a number of feet equal to his key spellcasting ability modiﬁer × 
  10, he can draw mana from both worlds, making two checks and adding 
  the results together. In the very rare instance of three planes touching, 
  he can make three checks. Instances of four or more planes touching are 
  extraordinarily rare, and usually have some detrimental eﬀect on the worlds 
  involved (such as warping the mana ﬁeld by increasing or decreasing it; see 
  the Changing Mana Fields sidebar).
  SPELL LEVELS
  Just as with spells in the PHB, spells are organized by level, from 0 to 
  9th. However, a spellcaster in Thieves’ World can only safely cast a spell 
  he knows of a level equal to one-half his caster level (minimum 1st-level 
  spells and rituals), as shown on Table 8–5: Safe Level Limits. The safe 
  level limits allow a spellcaster to cast certain spells without risk of serious 
  injury. However, with enough time and resources, a spellcaster can cast 
  any spell or ritual he knows.
  For multiclass spellcasters, the safe level limit depends on their highest-
  level spellcasting class, not the sum of all classes. For example, while an 
  11th-level mage can safely cast 5th-level spells or rituals, a 4th-level 
  mage/7th-level witch could only safely cast 3rd-level spells or rituals.
  THE PRICE
  Every time you cast a spell, the act of working with mana drains you. 
  When casting a spell within your safe level limit, the eﬀects are minor, 
  but casting spells or rituals above your level of mastery can have severe 
  side eﬀects. This threat to a spellcaster is called “the price”. Normally, 
  a spell that you can safely cast deals an amount of nonlethal damage 
  equal to its level when the casting is complete (so that 1st-level spells 
  deal 1 point of nonlethal damage, 2nd-level spells deal 2 points, and so 
  on). Cantrips are a special case. You can freely cast a number of cantrips 
  per day equal to your current key spellcasting ability modiﬁer for that 
  cantrip. Thereafter, each cantrip deals 1 point of nonlethal damage. 
  
  - 146 -
  CHAPTER EIGHT: SORCERY
  For example, a mage with a 15 Intelligence could cast two cantrips at 
  no price, but a third cantrip would deal 1 point of nonlethal damage 
  when cast.
  If you cast a spell above your safe level limit, you take lethal damage equal 
  to twice the spell’s level. For example, a desperate 1st-level wizard who 
  manages to cast ﬁreball quickly enough to avoid being chopped to pieces 
  by his foes takes 6 points of damage as the spell is cast.
  If a character’s caster level drops for any reason, his safe level limit drops 
  accordingly. Those Known spells that can no longer be safely cast become 
  Familiar spells instead (see the following).
  If you cast a spell as a ritual, you halve all damage taken, regardless of 
  whether the spell is within your safe level limit or not.
  KNOWN AND FAMILIAR SPELLS
  Though spellcasters in Thieves’ World don’t prepare spells in advance, there 
  are limits to the number of spells they know well enough to cast without 
  referring to a spellbook, prayer book, or scroll. As a result, most spellcasters 
  have at least a small number of scrolls, magic tomes, and so on to refer 
  to when needed. Naturally, as a spellcaster rises in power, so too do the 
  number of spells she can recall at a moment’s notice.
  KNOWN SPELLS
  All spellcasters, regardless of technique, know a ﬁxed number of spells. 
  A Known spell is one with which you are so familiar that you can cast 
  it without any additional preparation or resources. Any spells on your 
  spell list (of a level up to and including your safe level limit) can be 
  Known spells.
  For example, a 1st-level mage can select any 0-level or 1st-level spells as 
  his Known spells, while a 15th-level witch can select any 7th-level spell 
  or lower on the witch spell list as a Known spell. As a character advances 
  in level and skill, the number of spells known increase (though these 
  additional spells must abide by the character’s safe level limits).
  FAMILIAR SPELLS
  A spellcaster also has a number of spells she knows well enough to be 
  able to cast with a little extra eﬀort. These are Familiar spells, requiring 
  reference to scrolls, sacred texts, or spellbooks. In order to cast a Familiar 
  spell, a spellcaster must quickly review the essential workings of the spell 
  (in the case of a mage), attune the inner self (in the case of the witch), or 
  say special invocations to her patron deity (in the case of the priest). This 
  extra eﬀort requires one standard action per spell level (or 1 full-round 
  action per two spell levels) over and above the spell’s normal casting 
  time. Each round spent in preparation provokes attacks of opportunity. 
  Thereafter, the spellcaster can cast the spell normally.
  A Familiar spell can be any spell on your character’s class spell list, but 
  unlike Known spells, can be of a level up to your safe level limit or 1-1/2 
  times your key spellcasting ability modiﬁer (whichever is higher). For 
  example, a 1st-level mage with an 18 Intelligence could conceivably be 
  familiar with a 6th-level spell (Int modiﬁer 4 × 1-1/2 = 6). However, 
  casting such a spell would deal 12 points of damage (enough to almost 
  certainly kill the character) at the end of the casting.
  UNKNOWN SPELLS
  Though spellcasters work with Known and Familiar spells most often, 
  they can also work with spells they have never before encountered. These 
  spells are called Unknown spells. Ordinarily, spellcasters acquire Unknown 
  spells from spellbooks, scrolls, prayer books, or from witnessing other 
  spellcasters cast spells. 
  To cast an Unknown spell or ritual, you must have access to the spell. 
  All spellcasting classes can access Unknown spells in written form (most 
  commonly scrolls). In addition, a witch can cast an unknown spell by 
  observing someone else casting the spell within a number of minutes 
  equal to his Charisma modiﬁer. In any event, a character must then 
  review the spell by spending a number of full-round actions equal to 
  twice the spell’s level before attempting to cast it (0-level spells require 
  one full-round action).
  Each round spent reviewing the spell provokes attacks of opportunity 
  (casting defensively does not apply to this period of review for an 
  Unknown spell). Once a spell has been successfully reviewed, you can 
  begin casting it as normal. If you like, you can delay the casting of an 
  Unknown spell after reviewing it, up to a number of minutes equal to 
  your key spellcasting ability modiﬁer.
  SPECIAL SPELLCASTING TACTICS
  The essential practice of casting spells is quite simple, but in the thick of 
  combat, spending 8 rounds to cast mass charm monster can be risky. Each 
  round that the spellcaster spends manipulating mana to produce the desired 
  eﬀect means a round spent in danger as his enemies try to strike him down. 
  In these instances, it is helpful for a character to cast spells with haste.
  TABLE 8–6: FAMILIAR SPELL LEVEL LIMITS
  Key Spellcasting Ability Modiﬁer
  Familiar Spell Level Limit
  0
  As safe level limit
  +1
  1st or as safe level limit
  +2
  3rd or as safe level limit
  +3
  4th or as safe level limit
  +4
  6th or as safe level limit
  +5
  7th or as safe level limit
  +6 or higher
  9th or as safe level limit
  TABLE 8–7: FAMILIAR AND UNKNOWN  
  SPELL/RITUAL PREPARATION
  —Preparation Time (Actions)—
  Spell/Ritual Level
  Familiar
  Unknown
  0
  —
  1 full-round
  1st
  1 standard
  2 full-round
  2nd
  2 standard or 1 full-round
  4 full-round
  3rd
  3 standard 
  6 full-round
  4th
  4 standard or 2 full-round
  8 full-round
  5th
  5 standard
  10 full-round
  6th
  6 standard or 3 full-round
  12 full-round
  7th
  7 standard
  14 full-round
  8th
  8 standard or 4 full-round
  16 full-round
  9th
  9 standard
  18 full-round
  
  - 147 -
  CHAPTER EIGHT: SORCERY
  On the other hand, where casting a spell properly is deemed more 
  important than the time spent to cast it, a spellcaster can slow the process 
  down—taking more care with the casting to increase the chances of 
  success.
  CAUTIOUS CASTING
  In situations where it is imperative for you to cast a spell but where 
  time is not a factor, you can cast cautiously. One of the biggest dangers 
  a caster faces in Thieves’ World is the potential for spell failure, but to 
  reduce the chances of botching a spell, you can reduce the failure range 
  at the cost of drawing mana more slowly.
  A character can reduce the failure range of a spell by an amount up to 
  his base spellcasting or ritualcasting modiﬁer (depending on how the 
  spell is cast), to a minimum of 1. For every point by which a spellcaster 
  reduces the failure range, he takes a –2 circumstance penalty on his 
  casting check. Note that this penalty can reduce your casting check to 
  0 but not below 0.
  Jaezel, if she has enough of a drop on her foes, could take her 
  time and cast acid arrow cautiously. As her base spellcasting 
  modiﬁer is +4, she could reduce the range of failure by up to –4 
  (instead of failing on a roll of 1–5, she would fail only on a roll 
  of 1). However, by doing so, she imposes a –8 penalty on her 
  spellcasting checks.
  HASTY CASTING
  Whenever a character needs to cast a spell quickly, she can speed up 
  the casting. Such eﬀorts are considered sloppy by most spellcasters, as 
  spells are more likely to fail or be lost to the slightest mistake. Still, in 
  desperate or life-threatening situations, many spellcasters are willing 
  to take the risk.
  To cast a spell hastily, a spellcaster increases the failure range of a spell 
  by a certain amount. For every point spent to increase the failure range, 
  the spellcaster gains a +2 circumstance bonus on his casting check. 
  The spellcaster cannot increase the failure range by more than his base 
  spellcasting bonus.
  Despite being struck by Jaezel’s acid arrow, the thief is not down, 
  but rather is racing for her, enraged. As he draws closer, dagger 
  drawn, Jaezel decides to cast another acid arrow hastily. Her base 
  spellcasting bonus is +4 and she is in a normal mana ﬁeld, so she 
  can increase her spell failure range from 1–5 to 1–9. By doing so, 
  she gains a +8 bonus on her spellcasting check. Acid arrow has a 
  30 MT and she rolls an 18 on her spellcasting check—a total of 33 
  with her +7 spellcasting modiﬁer and the bonus for hasty casting, 
  allowing her to cast the spell in 1 standard action.
  PREPARING SPELLS IN ADVANCE
  Sometimes having a spell readied in advance is a good way to circumvent 
  longer casting times. A spellcaster can start casting a spell in advance, 
  storing the free mana in his mana pool. To do so, he begins to cast 
  the spell as normal, but before he meets the spell’s Mana Threshold, 
  he must stop casting. (If the spell’s mana threshold is exceeded, even 
  accidentally, the spell is cast as normal.) Locking the spell into place, 
  he records how much mana he has accumulated on his character sheet 
  for the purpose of casting that spell.
  A spellcaster can only prepare spells in advance that are within his safe 
  level limit. As well, preparing spells in this way is time consuming, 
  with each spellcasting check taking 1 minute to carefully draw mana 
  and ready the spell. If he so chooses, a caster can prepare another spell 
  in advance (or the same spell a second time). A spellcaster can hold 
  a number of spells in his mind equal to his key spellcasting ability 
  modiﬁer, so that a wizard with a 16 Intelligence can store three spells 
  of any level he can safely cast in advance.
  At any point, a spellcaster can retrieve a prepared spell from memory 
  and ready it for casting. He makes a spellcasting check as normal, but 
  now needs to only exceed the spell’s remaining Mana Threshold in order 
  to successfully cast the spell. A spellcaster can also choose to forget a 
  spell previously prepared in advance if no longer needed, or if he wants 
  to prepare another spell in its place.
  Asher, an 8th-level priest with a 16 Wisdom, wants to prepare 
  convert serious wounds (3rd level) in advance. The spell has 
  a 40 MT and she has a +7 ritualcasting modiﬁer (+4 class, +3 
  Wisdom). She spends 1 minute in concentration and rolls a 17 on 
  her casting check, for a total of 24. Not wanting to risk accidentally 
  casting the spell, she locks it into place with an accumulated mana 
  of 24. Later in the day, one of her comrades falls. Asher recalls the 
  convert serious wounds spell she has prepared and concentrates 
  for 1 minute, but instead of needing a 40 total, she now needs 
  to accumulate only the remaining 16 points of mana with her 
  successive casting checks.
  CHANGING SPELLS  
  IN THE MIDDLE OF CASTING
  Sometimes it’s necessary to change a spell in the middle of casting it. 
  For example, if you’re preparing a wall of ﬁre spell against a demon but 
  your mage ally learns through casting a burning hands spell that the 
  demon is resistant to ﬁre, you may want to abandon the partially cast 
  
  - 148 -
  CHAPTER EIGHT: SORCERY
  Some of the most frightening magic of Thieves’ World takes the form of 
  curses—supernatural maladies that can aﬀect even the most powerful 
  mages and wizards. Enas Yorl, one of the greatest mages in all the 
  world, suﬀered from a particularly nasty curse that condemned him to 
  spend his life shifting from one ever-changing form to the next. In a 
  world where even the lowliest beggar might hurl a vicious curse, to say 
  that caution is advisable is an understatement. A knife in the back is 
  almost always preferred to the straight confrontation, and every action 
  must be weighed against the risk of raising the just ire of an aﬀronted 
  commoner.
  By laying a curse, however, the curser gives something of himself to 
  ensure that the oﬀending person is properly punished for the perceived 
  wrongdoing. Depending on the nature of the curse, the price can be 
  quite severe to the person laying it, and this remains the primary reason 
  that there aren’t more cursed individuals roaming the world, condemned 
  to a fate far worse than Hell or even torture by the Stepsons.
  This section details how curses work in Thieves’ World, how they aﬀect 
  characters, how to bestow them, and how to remove them.
  TYPES OF CURSES
  Curses are organized by intensity, ranging from least to greatest. Least 
  curses include minor eﬀects that are mere nuisances, such as an unseemly 
  wart, excessive ear hair, weight gain or loss, and so on. Great curses are 
  quite powerful, possibly resulting in a messy and sudden (or slow and 
  lingering) death, a series of misfortunes that utterly destroy a person 
  socially, or a run of bad luck that renders the victim too terriﬁed to even 
  go outdoors. Each degree of intensity is described below, though GMs 
  are encouraged to come up with other suitable curses along the lines of 
  those described here.
  Regardless of its potency, no curse can aﬀect the following characteristics: 
  ethnicity, background, class choice, character level, experience points, 
  direct reduction of hit points (though loss of Constitution is allowed), 
  base attack bonus (though melee, ranged, and grapple attacks can all be 
  individually targeted).
  LEAST
  This category of curses includes extremely minor eﬀects, usually entailing 
  some relatively insigniﬁcant physical malady or a small mechanical 
  penalty.
  • Wart, streak of white through the hair, unusual eye color, weeping 
  eye, profuse ear or nose hair, the urge to spit while talking, acne, bad 
  breath, runny nose, facial tics, and so on.
  • Gain or lose 1d20 pounds.
  • –2 curse penalty on checks with any one skill.
  • –1 curse penalty on Fortitude, Reﬂex, or Will saves.
  COMMON
  Common curses are more than a simple nuisance, and can aﬀect characters 
  in potentially dangerous ways. These curses tend to aﬀect certain sets of 
  skills or a particular ability. Common curses aﬀecting abilities have some 
  accompanying outward eﬀect as well.
  • –2 curse penalty to Strength. Examples include a constant feeling of 
  weakness, a loss of muscle (–3d6 pounds), or brittle bones.
  • –2 curse penalty to Dexterity. Examples include constant tremors and 
  shaking, a bad sense of balance, or slight vertigo.
  • –2 curse penalty to Constitution. Examples include nagging cough, 
  nausea, aﬄicted by parasites.
  • –2 curse penalty to Intelligence. Examples include mild amnesia, easily 
  distracted, constant fever.
  • –2 curse penalty to Wisdom. Examples include a constant ringing in 
  the ears, tunnel vision, or fugue.
  • –2 curse penalty to Charisma. Examples include unsightly sores around 
  mouth, nose, and hands, weeping eye, tendency to drool, stuttering, or 
  depression.
  • –4 curse penalty on checks with any one skill. For example, a wronged 
  customer might level this curse on a merchant, imposing a –4 curse 
  penalty on Profession (merchant) checks.
  • Character loses the ability to see in color.
  • Target gains an addiction to some mundane substance or activity 
  (sweets or buying clothing, for example). The target’s addiction has 
  a withdrawal period of 5 days, a Fortitude save DC of 10, and deals 
  1 point of Wisdom damage and 1 point of Charisma damage on a 
  failed save. See Creating and Using Drugs on page 134 for more 
  information on addiction.
  • Any two least curses (a –1 curse penalty on any two saves, weight gain 
  and –2 curse penalty on checks with any one skill, and so on).
  POTENT
  Easily the most common curses leveled at serious oﬀenders. Potent curses 
  have the ability to aﬀect the target in a signiﬁcant way, hampering his 
  ability to ﬁght, cast spells, or invoke the gods. Potent curses can also aﬀect 
  the target’s senses and health, eliminate the target’s ability to feel, taste, 
  or smell, aﬄict him with a mild disease, and many more possibilities.
  CURSES
  wall of ﬁre in favor of cone of cold instead. If so, any mana you have already 
  drawn toward casting the initial spell is not a complete loss, but can be 
  transferred to another spell instead. To do so, pay the price (lethal or 
  nonlethal damage) of the original spell you had intended to cast, and 
  halve your mana pool. The remaining mana can then be applied to the 
  new spell you want to cast.
  If you abandon an almost-complete high-level spell for a lower-level 
  spell, it’s possible that you might end up with enough mana in your 
  newly-halved mana pool to cast the new spell automatically. If this is the 
  cae,  you still need to make a casting check to complete the spell (and 
  might well decrease your mana pool, so as to have to make subsequent 
  checks to complete the spell).
  Saul has spent a round casting summon monster VI (MT 70), 
  accumulating 34 points of mana. However, the lead ﬁghter in his 
  party takes a nasty hit and is reduced to 0 hit points. Saul switches 
  spells to help his comrade, taking 6 points of nonlethal damage (Saul 
  can safely cast the original spell) and halves his mana pool to 17. 
  He chooses to cast cure serious wounds (a 3rd-level spell with an 
  MT 40) instead, and needs to accumulate an additional 23 points 
  of mana to complete the spell.
  
  - 149 -
  CHAPTER EIGHT: SORCERY
  • –4 curse penalty to any one ability score. These curses are more advanced 
  forms of common curses, so a potent curse of weakness aﬄicts the target 
  with a muscle loss and frail frame, while a curse of idiocy could strip 
  memories and higher-order thinking from the target.
  • –8 curse penalty on checks with any one skill. These are devastating, 
  as they are often used to serious hamper another’s talents. This curse 
  can curtail (or even destroy) a crafter’s ability to create goods, ruin the 
  business of a professional, or create phobias such as a fear of heights (a 
  penalty on Climb checks), a fear of water (a penalty on Swim checks), 
  and so on.
  • –5 feet curse penalty to speed. Target gains a limp or mild arthritic 
  pain.
  • Target loses one of the following senses: taste, touch, smell. Losing 
  these senses may carry additional eﬀects, such as penalties on Search 
  checks, Spot checks, the ability to notice poisoned food or drink, and 
  others as the GM adjudicates.
  • Target gains a disease with a Fortitude save of 15 or less (see Chapter 
  Eight: Glossary in the DMG).
  • Equipment Loss: The target loses a minor magic item or equivalent 
  (GM’s discretion and choice).
  • Poor Warrior: –4 curse penalty on melee attacks, ranged attacks, and 
  grapple checks.
  • Poor Spellcaster: –4 curse penalty on spellcasting and ritualcasting 
  checks.
  • Target gains an addiction to a mildly addictive drug (kleetel or krrf 
  variants) or some normally nonaddictive substance or activity (alcohol 
  or sex, for example). For addictive substances and activities, the target’s 
  addiction has a withdrawal period of 5 days, a Fortitude save DC of 10, 
  and deals 1d3 points of Wisdom damage and 1d3 points of Charisma 
  damage on a failed save. See Creating and Using Drugs on page 134 
  for more information on addiction.
  • Any two common curses.
  • Any three least curses.
  MIGHTY
  Reserved for those who truly deserve it, mighty curses have incredible 
  eﬀects. Though not directly lethal, they will often hinder or destroy a 
  character’s ability to deal with potentially lethal situations.
  • –6 curse penalty to any one ability score. These curses are even more 
  advanced forms of common curses, and are both debilitating and 
  devastating. A mighty curse aﬀecting a warrior’s Strength score can 
  eﬀectively end his career, just as a one aﬀecting Intelligence cripples 
  a mage.
  • –10 feet curse penalty to speed. Target gains a serious limp or moderate 
  arthritic pain.
  • Subject changes size, growing one size category larger or smaller. Such 
  changes are never aesthetically pleasing, with the hideously twisted 
  target also taking a –4 curse penalty to Charisma and a –5 foot curse 
  penalty to speed for the new form.
  • Target becomes deafened or blinded.
  • Target gains any disease (see Chapter Eight: Glossary in the 
  DMG).
  • Target gains an addiction to a highly addictive drug (opah or krrf) 
  or some form of socially forbidden behavior (sadism or masochism, 
  for example). For addictive behavior, the target’s addiction has a 
  
  - 150 -
  CHAPTER EIGHT: SORCERY
  withdrawal period of 5 days, a Fortitude save DC of 10, and deals 1d6 
  points of Wisdom damage and 1d6 points of Charisma damage on 
  a failed save. See Creating and Using Drugs on page 134 for more 
  information on addiction.
  • Mild Madness: Each turn, the target has a 50% chance to act normally; 
  otherwise he takes no action.
  • Target changes gender.
  • Target gains lycanthropy (see Lycanthrope in the MM for details)
  • Equipment Loss: The target loses a medium magic item or equivalent, 
  or has a minor magic item or equivalent permanently destroyed (GM’s 
  discretion and choice).
  • Inept Warrior: –6 curse penalty on melee attacks, ranged attacks, and 
  grapple checks.
  • Inept Spellcaster: –6 curse penalty on spellcasting and ritualcasting 
  checks.
  • Transformative: This curse changes the target to another creature of 
  the same type, either changing the appearance of a human character, 
  or changing that character into another humanoid creature. This curse 
  otherwise functions as baleful polymorph. Though Thieves’ World does 
  not have creatures such as goblins, you can use the transformative 
  curse to eﬀectively create them.
  • Any two potent curses.
  • Any three common curses.
  • Any four least curses.
  GREAT
  The great curses are the stuﬀ of legend, ranging from Enas Yorl’s terrible 
  burden of changing form randomly, to lethal curses that cause their 
  victims to simply waste away. Even such eﬀects as Lalo’s ability to paint 
  a portrait’s soul can be considered the eﬀects of a curse of this level, 
  for the “gift” certainly landed him in more trouble than it was worth. 
  Because of their great power, curses of this magnitude can disrupt entire 
  campaigns, and the GM has ﬁnal say over their eﬀects. In fact, it’s often 
  best if these curses are reserved only to spin new adventures, or as threats 
  to be avoided.
  • Devastating Ability Loss: A great curse can apply up to a –16 curse 
  penalty to a single ability. Reducing an ability score to 0 (especially in 
  a combat situation) very often spells the end of a character (see Ability 
  Score Loss in Chapter Eight: Glossary of the DMG).
  • –20 foot curse penalty to speed. One of the target’s legs rots away, or 
  his body is wracked with terrible pain.
  • Target gains any disease (see Chapter Eight: Glossary in the DMG), 
  but increase the save DC by +5.
  • Madness: Target is permanently confused.
  • Equipment Loss: The target loses a major magic item or equivalent, 
  or has a medium magic item, two or more minor magic items, or 
  equivalent permanently destroyed (all of this is at GM’s discretion 
  and choice).
  • Pathetic Warrior: –10 curse penalty on melee attacks, ranged attacks, 
  and grapple attacks.
  • Pathetic Spellcaster: –10 curse penalty on spellcasting and ritualcasting 
  checks.
  • Transforming: This curse changes the target to another creature of 
  the same or a similar type (so that humanoids can transform into 
  monstrous humanoids or giants, but not into dragons or undead). 
  Enas Yorl suﬀers from a particularly nasty version of this curse that 
  forces him to change form at random, often many times per day.
  • Any two mighty curses.
  • Any three potent curses.
  • Any four common curses.
  • Any ﬁve least curses.
  BESTOWING THE CURSE
  In Thieves’ World, anyone can bestow a curse. Anyone. The beggar you 
  kick, the barmaid you stiﬀ, the priest you knock down in the street—any 
  of them can slap a curse on you that might just make you rue the day you 
  were born. The threat of curses doesn’t create a polite society, however, 
  and in point of fact, Sanctuary is one of the nastiest places in the world 
  to live.
  But even though people do terrible things worthy of curses every day, 
  certainly not everyone in this infamous city bears a curse. This is because 
  bestowing a curse is never an act to be undertaken lightly. A curse can 
  backﬁre, striking the curser or an innocent passer-by even if the target 
  doesn’t resist it. More than anything else, though, a curse drains something 
  from the one who speaks it, leaving the laying of curses most often 
  reserved for the dying or the mortally oﬀended.
  STEP ONE: TARGET
  To bestow a curse, you must select a target. You cannot lay a blanket 
  curse on a people, a city, or even one small group of soldiers. Each curse 
  is speciﬁcally tailored to one individual.
  
  - 151 -
  CHAPTER EIGHT: SORCERY
  STEP TWO: JUSTIFICATION
  Not all curses are justiﬁed. Sometimes the cursing party believes that 
  one person wronged them when, in fact, it was someone else. Likewise, 
  dying in combat is not enough justiﬁcation to lay a curse against your 
  killer (especially if you initiated the combat or if you and your foe are 
  both soldiers serving a cause). However, if a band of soldiers butchered 
  your family without provocation while they forced you to watch, a curse 
  would be more than justiﬁed.
  The GM always secretly determines the justiﬁcation of a curse. The 
  justiﬁcation determines the cost that the cursing character pays (see 
  Step Three, following), so that the curser never knows for certain 
  whether or not the curse will work, or even if it strikes the right party 
  or not.
  Justiﬁcation has four levels. Baseless means there is no justiﬁcation for 
  the curse. Minor guilt means the target had a small part in bringing 
  about the grievance, sometimes simply involving apathy on the target’s 
  part (witnessing a robbery and doing nothing about it, for example). 
  Major guilt means the target had a direct hand in the circumstances 
  leading to the curse, even if ultimate responsibility rests elsewhere (hired 
  thugs following a crimelord’s orders to kill a rival gang member’s family, 
  for example) Signiﬁcant guilt means the oﬀending party is the most 
  responsible and most deserving of the curse.
  The justiﬁcation of the curse also modiﬁes the curse roll (see Step Four) 
  that ultimately aﬀects the Will DC that the target of the curse must 
  overcome to resist its eﬀects. The modiﬁers are described on Table 8–8: 
  Justiﬁcation Modiﬁers.
  STEP THREE: INTENSITY
  Next, determine the curse’s intensity (least, common, potent, mighty, 
  or great). The intensity, like the justiﬁcation, determines the cost to the 
  character bestowing the curse. As well, there are limits to the intensity 
  based on justiﬁcation. A great curse against an innocent almost never 
  works, for example.
  STEP THREE: COST
  Every curse exacts a price on the person bestowing it, in the form 
  of negative levels. Depending on the desired intensity and the level 
  of justiﬁcation, there is a minimum number of negative levels the 
  person bestowing the curse must gain. The negative levels can reduce 
  the curser’s eﬀective level to 0 but not lower. If the negative levels 
  exceed the current level of the curser, he cannot bestow the curse. If 
  the negative levels exactly equal the current level of the curser, he dies 
  even as the curse is laid.
  These negative levels remain for as long as the curse is in eﬀect, and 
  it is only too possible to kill yourself while bestowing a curse. Once 
  the curse is lifted or the cursed target dies (unless they die as a result 
  of being cursed) the negative levels disappear. For the minimum costs 
  for curses, see Table 8–9: Curses by Justiﬁcation and Intensity. The 
  negative numbers indicate how many negative levels the person doing 
  the cursing must gain. A “—” indicates that a curse combining the listed 
  intensity and justiﬁcation automatically fails.
  STEP FOUR: CURSE ROLL
  Once the intensity and justification of a curse have both been 
  determined, the curser must make a curse roll, which is a modiﬁed 
  level check:
  1d20 + character level + justiﬁcation modiﬁer +  
  negative levels gained + circumstantial modiﬁers
  The justiﬁcation modiﬁer is as described on Table 8–7: Justiﬁcation 
  Modiﬁers. The negative levels refer to how many negative levels the 
  character gained by making the curse.
  Circumstantial modiﬁers are small adjustments made to the roll based 
  on the circumstances of the curse. If the curse is a death curse (one in 
  which a character dies in the laying of the curse), the curse roll gains a 
  bonus equal to one-quarter the character’s level. If the curser has some 
  possession of the target’s (such as an item or article of clothing), he 
  gains a +2 bonus on the roll. If the curser has a piece of ﬂesh (or a lock 
  of hair or ﬁngernail clippings), he gains a bonus equal to one-quarter 
  the target’s character level.
  In both the above cases, the character bestowing the curse can 
  alternatively choose to substitute the listed bonus for a like number of 
  negative levels that would otherwise be gained (though the curser must 
  always take at least one negative level). For example, a curse that would 
  normally bestow four negative levels would bestow only two negative 
  levels if the curser was in possession of the target’s weapon or cloak.
  The result of this check determines the DC for the curse. The curse’s 
  target immediately makes a Will save against that DC in order to resist 
  the curse’s eﬀects. On a successful save, the curse does not take eﬀect. 
  On a failed save, the curse takes hold.
  EXAMPLE CURSE
  A drunk Irrune soldier backhands the daughter of a S’danzo 
  fortuneteller with his mailed ﬁst, breaking her neck. The enraged 
  mother decides to lay a curse against the soldier. The soldier killed 
  the girl because she would not consent to spending an evening 
  between the sheets, but he was drunk and didn’t realize he was 
  wearing a mailed glove. The GM rules that the curse’s justiﬁcation 
  involves major guilt. The S’danzo decides that the soldier should 
  be forced to dwell on the indignity he attempted to inﬂict on her 
  daughter, and so lays a mighty curse in which she will change his 
  TABLE 8–9:  
  CURSES BY JUSTIFICATION AND INTENSITY
  —Minimum Negative Levels by Intensity—
  Justiﬁcation
  Least
  Common
  Potent
  Mighty
  Great
  Baseless
  –4
  –8
  –12
  —
  —
  Minor guilt
  –2
  –4
  –8
  –12
  —
  Major guilt
  –1
  –2
  –4
  –8
  –12
  Signiﬁcant guilt
  0
  –1
  –2
  –4
  –8
  TABLE 8–8: JUSTIFICATION MODIFIERS
  Justiﬁcation
  Curse Roll Modiﬁer
  Baseless
  –8
  Minor guilt
  –4
  Major guilt
  +0
  Signiﬁcant guilt
  +4
  
  - 152 -
  CHAPTER EIGHT: SORCERY
  ESCAPING A CURSE
  Once a curse is in eﬀect, it is extremely diﬃcult to remove it. A character 
  is permanently aﬀected by a curse until he can right the wrongs that 
  landed him in his predicament in the ﬁrst place. Certain forms of 
  magic (see Exchange Malady in the Spellmaster prestige class entry, 
  page 113) can modify existing curses, changing the nature of a curse to 
  aﬀect some other aspect of the target. There are other means, however, 
  described as follows.
  CHANGING THE CONDITIONS
  If a character can somehow change the condition of the curse, she gains 
  a new saving throw. Changing conditions can include recovering the 
  piece of ﬂesh, lock of hair, ﬁngernail clippings, or article of clothing used 
  to augment the curse. Likewise, if the aﬄicted character brings the true 
  source of the oﬀense to justice, the character can reroll the save with a 
  bonus equal to his character level.
  RIGHTING THE WRONG
  Characters that were deserving of the curse can remove it by righting the 
  wrong that led to their predicament. This is only possible if all parties 
  involved are still alive. In the previous example, the aﬄicted soldier could 
  not right his wrong because he killed the girl. However, if a curse’s eﬀect 
  was brought on by theft, the aﬄicted character could simply return the 
  object to the curser. The curser can voluntarily lift the curse at any time, 
  but must be convinced to do so. However, if proper restitution can be 
  made, this is often not that diﬃcult, as permanent negative levels are 
  sometimes as hard a burden to carry as the curse itself.
  TIME
  Sometimes, simply waiting the curse out will be enough. With the 
  exception of dying curses, a curse ends if the curser dies or is killed. 
  In the case of common and least curses, the eﬀects simply fade after 
  time, with least curses lasting for a number of months equal to the 
  curser’s character level, and common curses lasting for a number of 
  years equal to the curser’s character level. More powerful curses are 
  otherwise permanent.
  MAGIC ITEMS AND OTHER EQUIPMENT
  Magic items are a big part of fantasy roleplaying games. As characters 
  progress in levels, they need bigger and more powerful items to maintain 
  the careful balance in their progression. However, because of the changes 
  to the magic system designed to properly reﬂect the nature of magic 
  in the novels, certain items work in diﬀerent ways in a Thieves’ World 
  campaign.
  The following sections discuss how speciﬁc groups of magic items from 
  the DMG work in Thieves’ World. When adapting items from other 
  sources, use these as guidelines.
  MAKING MAGIC ITEMS
  Unless otherwise noted here, all rules for constructing magic items as 
  described in the PHB and DMG are unchanged. The spellcaster must 
  have the proper item creation feat and meet all the prerequisites deﬁned 
  by the item. A ring of invisibility still requires a 3rd-level caster, the 
  Forge Ring feat, an invisibility spell, and 10,000 sh (replacing gp with 
  sh) of raw materials. If the magic item requires a spell, it must be one 
  that can be cast safely. Thus, a 3rd-level mage could not provide the spell 
  necessary to create a wand of ﬁreball (as the ﬁreball spell is not within 
  his safe level limit).
  When casting the spell that will go into an item, you make a ritualcasting 
  check (not a spellcasting check) for each day of the item’s construction. 
  Apply this roll toward the spell’s Mana Threshold. If you have not 
  reached the Mana Threshold for the spell by the normal time it takes 
  to manufacture the item (usually one day for each 1,000 sh of the base 
  price), you extend the time it takes to create the item until the Mana 
  Threshold is met.
  SCROLLS
  Scrolls in Thieves’ World function in the same manner as those presented 
  in the DMG (including requiring read magic or a successful Spellcraft 
  check to decipher the scroll’s writing), except as follows.
  To have any chance of activating a scroll spell, the scroll user must meet 
  the following requirements.
  gender to female. At a minimum, she must gain eight negative 
  levels to lay this powerful curse.
  The curser is 8th level. Because of its high cost, this curse will kill 
  her (which is ﬁne, for she believes she cannot live without her 
  daughter). She rolls a 10 for her curse check, and adds the following 
  modiﬁers: +8 for her level, +0 for major guilt, +8 for the negative 
  levels, +2 for the death curse. Her total result is 28, a DC nearly 
  impossible for the soldier to overcome. His Will save modiﬁer is 
  +0, so he has to roll a natural 20 to escape the curse’s eﬀects.
  
  - 153 -
  CHAPTER EIGHT: SORCERY
  • The user must have the spell on his or her class list. Note that Thieves’ 
  World does not make a distinction between arcane and divine forms 
  of magic.
  • The spell must be one that the caster can safely cast (see page 144-145 
  for Safe Level Limits).
  If the user meets the requirements noted above and her caster level is at 
  least equal to the spell’s caster level, she can automatically activate the 
  spell without a check. If she cannot cast the spell safely, then she has to 
  make a caster level check (DC = scroll’s caster level + 1) to cast the spell 
  successfully. If she fails, she must make a DC 5 Wisdom check to avoid 
  a spectacular failure (see Table 8–4: Spectacular Failures on page 143). 
  A natural roll of 1 always fails, whatever the modiﬁers. If the spell does 
  not appear on the caster’s class list, the spellcaster must cast the spell as 
  an Unknown spell (see Unknown Spells on page 146).
  • Casting Check: Once the activation conditions are determined, the 
  spellcaster can cast the spell from the scroll as she normally would 
  (either using spellcasting or ritualcasting), based on her level of 
  knowledge of the spell. She must spend the requisite number of rounds 
  in study if the spell is familiar or unknown to her.
  • Determine Eﬀect: A spell successfully activated from a scroll works 
  exactly like a spell prepared and cast the normal way. Assume the 
  scroll spell’s caster level is always the minimum level for the character 
  who scribed the scroll to safely cast the spell (see Table 8–5: Safe 
  Level Limits on page 144) unless the creator speciﬁcally desires 
  otherwise.
  The writing for an activated spell disappears from the scroll.
  STAFFS
  Staﬀs in Thieves’ World function in the same manner as those presented 
  in the DMG (including using the wielder’s abilities, feats, and caster level 
  to set spell DCs and eﬀects), except as follows.
  When activating a staﬀ, the spellcaster gains access to all the spells stored 
  inside as if she knew them and could safely cast them (even spells not 
  normally on the caster’s class list). The spellcaster must make spellcasting 
  checks to cast the spells in a staﬀ, as normal.
  Spells cast from staﬀs cannot be witnessed by a witch in order to then 
  be cast as an Unknown spell.
  WANDS
  Wands in Thieves’ World function in the same manner as those presented 
  in the DMG, except as follows.
  When activating a wand, the spellcaster gains access to the spell stored 
  inside as if she knew it and could safely cast it (even spells not normally 
  on the caster’s class list). The spellcaster must make spellcasting checks 
  to cast the spells in a wand, as normal.
  Spells cast from wands cannot be witnessed by a witch in order to then 
  be cast as an Unknown spell.
  NEW MAGIC ITEM TYPES
  Thieves’ World introduces two new types of magic items: foci and matrices. 
  These magic items are especially useful for spellcasters, with the former 
  enhancing spell and ritual checks, while the latter serve as semipermanent 
  layers of spells used to protect speciﬁc locations, or as conditional eﬀects 
  that trigger when a certain set of circumstances occur.
  FOCI
  Foci are a speciﬁc set of tools designed to enhance a spellcaster’s ability 
  to cast spells and rituals. Generally, magic foci can be any small object 
  or objects (a matched pair of knives, a golden cup, a simple fetish woven 
  of rare feathers, a bit of fur, special herbs, and so on). Regardless of the 
  materials, these objects are expensive to produce, as the ingredients to 
  attune them properly are typically rare or diﬃcult to work with. An 
  object to be made into a focus must be worth 100 sh for every +1 bonus 
  it would confer.
  A focus assists a spellcaster in casting spells or rituals, usually by adding 
  a bonus on spellcasting or ritualcasting checks (as determined at the time 
  of creation). Some foci include special properties that enhance spells in 
  certain ways, such as applying the eﬀect of a metamagic feat, changing 
  the energy type of the spell cast, and so on. A focus must provide at least 
  a +1 bonus on spellcasting or ritualcasting checks to accept a special 
  property.
  To create a focus, a character needs a proper workspace, including all the 
  tools necessary to fashion the object. She also needs a supply of materials, 
  including anything to be incorporated into the focus. As well, the creator’s 
  caster level must be at least twice the enhancement bonus of the focus (8th 
  level for a +4 focus, 12th level for a +6 focus, and so on).
  Item Creation Feat Required: Craft Focus.
  Foci provide a bonus on spellcasting and ritualcasting checks. Only 
  characters with a spellcasting or ritualcasting bonus of +1 or better 
  can use them. A character can only use one focus of each type at a 
  time. If the character uses a second focus of the same type, use the 
  higher modiﬁer.
  TABLE 8–10: FOCI
  Minor
  Medium
  Major
  Item
  Base Price
  01–35
  01–02
  —
  +1 ritual
  1,000 sh
  36–45
  03–07
  —
  +1 spell
  2,000 sh
  46–55
  08–17
  —
  +2 ritual
  4,000 sh
  56–65
  18–27
  —
  +2 spell
  8,000 sh
  66–75
  28–37
  01–10
  +3 ritual
  9,000 sh
  76–85
  38–47
  11–20
  +3 spell
  18,000 sh
  86–90
  48–57
  21–30
  +4 ritual
  16,000 sh
  91–95
  58–67
  31–40
  +4 spell
  32,000 sh
  96–99
  68–77
  41–45
  +5 ritual
  25,000 sh
  100
  78–82
  46–50
  +5 spell
  50,000 sh
  —
  83–87
  51–55
  +6 ritual
  36,000 sh
  —
  88–92
  56–60
  +6 spell
  72,000 sh
  —
  93–97
  61–65
  +7 ritual
  49,000 sh
  —
  98–99
  66–70
  +7 spell
  98,000 sh
  —
  100
  71–75
  +8 ritual
  64,000 sh
  —
  —
  76–80
  +8 spell
  128,000 sh
  —
  —
  81–85
  +9 ritual
  81,000 sh
  —
  —
  86–90
  +9 spell
  162,000 sh
  —
  —
  91–95
  +10 ritual
  100,000 sh
  —
  —
  96–100
  +10 spell
  200,000 sh
  
  - 154 -
  CHAPTER EIGHT: SORCERY
  Physical Description: Foci are generally small valuable objects, often 
  ceremonial knives, statuettes, or jewelry. A focus has the physical 
  characteristics of the enchanted object. An average focus weighs 1d4 
  pounds, and has AC 10, 5 hit points, hardness 10, and a break DC of 20 
  (or the statistics of the original object, whichever are better).
  Activation: To use a focus, you must incorporate the object into your 
  spellcasting. For example, if the focus is an earring, you must be able to 
  touch it while you make your casting checks.
  Random Generation: To generate foci randomly, roll on Table 8–10: 
  Foci, on page 153.
  MATRICES
  A matrix consists of one or more spells you can safely cast as rituals 
  (up to 6th level), which are then placed into an area and set to take 
  eﬀect under speciﬁc pre-deﬁned circumstances. You determine all of 
  the parameters of the spells in advance, as well as the conditions that 
  trigger them.
  To create a matrix, you must spend 10 minutes preparing an area no 
  larger than a 10-foot cube per caster level (though you may make the 
  matrix smaller, such as within a box or chest, or the surface of a door) 
  by carefully drawing a magical circle onto the surface to contain the 
  ritual eﬀects. All writing implements and materials used to scribe a 
  circle must be fresh and unused. The cost for these supplies is 50 sh × 
  the level of the spell × the spell’s caster level for each spell placed in the 
  matrix. In addition, the caster pays the normal experience point cost 
  of 1/25 of the price of the matrix. Thus, a matrix for a single 3rd-level 
  spell at caster level 5 costs 750 sh and 30 XP. If the spells have expensive 
  material components or an XP cost, you must pay those costs at the 
  time the matrix is created.
  You cast the spells as rituals while scribing the circle, and so make 
  ritualcasting checks as normal (usually once per minute) until all the 
  spells have been successfully cast. During this time, you must also 
  describe the conditions needed to bring the spells simultaneously 
  into eﬀect. The conditions must be clear (see the magic mouth spell 
  in the PHB for examples). Whenever the prescribed circumstances 
  occur, the matrix immediately triggers the spells stored within it, but 
  if complicated or convoluted conditions are prescribed, it may fail 
  when called on.
  You pay any costs incurred for casting the spells when the circle is 
  completed. If you roll a spectacular failure at any time during the 
  scribing of the matrix, the scribing attempt fails for all spells, and any 
  materials and experience point cost are wasted.
  Two matrices cannot occupy the same area, and matrices cannot 
  overlap. A matrix lasts indeﬁnitely or until triggered, at which time 
  it is spent.
  Scribing a matrix requires one day for each 1,000 sh value of its base 
  price.
  Item Creation Feat Required: Scribe Matrix.
  TABLE 8–11: NEW MAGIC ITEM CREATION COSTS
  —Spell Component Costs—2
  Magic Item
  Feat
  Item Cost
  Material
  XP
  Magic Supplies Cost
  Base Price3
  Focus
  Craft Focus
  1
  × 50 (often none)
  × 50 (often none)
  1/2 the listed value
  Value listed
  Matrix
  Scribe Matrix
  —
  Cost (often none)
  Coat (often none)
  See below 
  See below
  1 Foci usable as weapons, such as a longsword that doubles as a focus, must include a masterwork weapon or masterwork armor cost as appropriate to the item. 
  Many foci are disguised as innocuous objects, such as jewelry, crystals, and the like. The object must be worth 100 sh for every +1 bonus it bestows. 
  2 This cost is only for spells contained within the item that have expensive material or XP components. 
  3 A character creating an item pays 1/25 the base price in experience points.
  ESTIMATING MAGIC SHABOOZH VALUES
  Eﬀect
  Base Price
  Example
  Ritual bonus
  Bonus squared × 1,000 sh
  +1 ritual cup
  Spell bonus
  Bonus squared × 2,000 sh
  +1 spell knife
  
  - 155 -
  CHAPTER NINE: SPELLS
  Though Thieves’ World features new character classes and a customized 
  spellcasting system, that system is built on the familiar foundation of 
  spells found in the PHB. In the class spell lists that follow, spells in italics 
  are new to the Thieves’ World Player’s Manual or are modiﬁed versions of 
  PHB spells that replace the original versions. All are described in this 
  chapter following the spell lists.
  An M or F appearing at the end of a spell’s name in the spell lists denotes a 
  spell with a material or focus component, respectively, that is not normally 
  included in a spell component pouch. An X denotes a spell with an XP 
  component paid by the caster.
  Where a PHB spell requires a material component or focus whose value 
  is measured in gold pieces, replace the gp cost with an equivalent cost 
  in shaboozh.
  SWIFT AND IMMEDIATE ACTIONS
  The latest updates to the d20 System present two new types of actions: 
  the swift action and the immediate action. For this book, we’ve adapted 
  them for use with both magic and special abilities. Where a spell or ability 
  requires a swift or immediate action, refer to these entries for details.
  A swift action consumes a very small amount of time, but represents a 
  larger expenditure of eﬀort and energy than a free action. You can perform 
  one swift action per turn without aﬀecting your ability to perform other 
  actions. In that regard, a swift action is like a free action. However, you 
  can perform only a single swift action per turn, regardless of what other 
  actions you take. You can take a swift action any time you would normally 
  be allowed to take a free action. Casting or manifesting a quickened spell 
  or power is a swift action. In addition, casting any spell or manifesting 
  any power with a casting time of 1 swift action is a swift action. Casting 
  a spell or manifesting a power with a manifesting time of 1 swift action 
  does not provoke attacks of opportunity.
  Much like a swift action, an immediate action consumes a very small 
  amount of time, but represents a larger expenditure of effort and 
  energy than a free action. However, unlike a swift action, an immediate 
  action can be performed at any time—even if it’s not your turn. Using 
  an immediate action on your turn is the same as using a swift action, 
  and counts as your swift action for that turn. You cannot use another 
  immediate action or a swift action until after your next turn if you have 
  used an immediate action when it is not currently your turn (eﬀectively, 
  using an immediate action before your turn is equivalent to using your 
  swift action for the coming turn). You also cannot use an immediate 
  action if you are currently ﬂat-footed.
  SPELLS IN THIEVES’ WORLD
  Because of the essential diﬀerences between Thieves’ World and the 
  standard fantasy roleplaying of the d20 system, certain spells are not 
  appropriate for a Thieves’ World campaign. Speciﬁcally, any spells that 
  reference alignment, work to augment the mechanics of the standard 
  d20 spellcasting system, or are made redundant by any of the new rules 
  in Thieves’ World (such as the rules for curses) should not be used.
  However, certain spells might have general eﬀects that make them suitable 
  for a Thieves’ World game even though they also feature additional eﬀects 
  based on non-existent game elements such as alignment. For such spells, 
  simply ignore the irrelevant features. For example, a forbiddance spell in a 
  Thieves’ World campaign (6th-level priest) seals an area against all planar 
  travel but does not deal damage to any creatures coming through it.
  The following spells from the PHB are not used in Thieves’ World: 
  align weapon, bestow curse, blasphemy1, bless weapon, cloak of chaos2, 
  all cure spells3, detect chaos/evil/good/law, dictum1, dispel chaos/evil/
  good/law4, holy aura, holy smite, holy sword, holy word1, imbue with 
  spell ability, lesser restoration, mage’s lucubration, magic circle against 
  CHAPTER NINE:  
  SPELLS
  
  - 156 -
  CHAPTER NINE: SPELLS
  chaos/evil/good/law5, mark of justice, mnemonic enhancer, order’s wrath, 
  protection from chaos/evil/good/law5, remove curse, shield of law1, 
  undetectable alignment, unholy aura, and unholy blight.
  The following spells from the PHB exist in Thieves’ World in modiﬁed 
  form, and are described in this chapter: 
  atonement, contingency.
  1 See word of ruin in this chapter.
  2 See favored of the gods in this chapter.
  3 Cure spells are replaced by convert spells, as described in this chapter.
  4 See dispel extraplanar entity in this chapter.
  5 See circle of protection and greater circle of protection in this chapter.
  MAGE SPELLS
  0-LEVEL MAGE SPELLS
  Acid Splash: Orb deals 1d3 acid damage.
  Arcane Mark: Inscribes a personal rune (visible or invisible).
  Dancing Lights: Creates torches or other lights.
  Daze: Humanoid creature of 4 HD or less loses next action.
  Detect Magic: Detects spells and magic items within 60 ft.
  Detect Poison: Detects poison in one creature or small object.
  Disrupt Undead: Deals 1d6 damage to one undead.
  Flare: Dazzles one creature (–1 on attack rolls).
  Ghost Sound: Figment sounds.
  Light: Object shines like a torch.
  Mage Hand: 5-pound telekinesis.
  Mending: Makes minor repairs on an object.
  Message: Whispered conversation at distance.
  Open/Close: Opens or closes small or light things.
  Prestidigitation: Performs minor tricks.
  Ray of Frost: Ray deals 1d3 cold damage.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Touch of Fatigue: Touch attack fatigues target.
  1ST-LEVEL MAGE SPELLS
  Alarm: Wards an area for 2 hours/level.
  Animate Rope: Makes a rope move at your command.
  Burning Hands: 1d4/level ﬁre damage (max 5d4).
  Cause Fear: One creature of 5 HD or less ﬂees for 1d4 rounds.
  Charm Person: Makes one person your friend.
  Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str 
  damage.
  Circle of Protection: +2 to AC and saves, counter mind control, hedge out 
  elementals and outsiders.
  Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
  Comprehend Languages: You understand all spoken and written 
  languages.
  Detect Curse: Reveals curses within 60 ft.
  Detect Secret Doors: Reveals hidden doors within 60 ft.
  Detect Undead: Reveals undead within 60 ft.
  Disguise Self: Changes your appearance.
  Endure Elements: Exist comfortably in hot or cold environments.
  Enlarge Person: Humanoid creature doubles in size.
  Erase: Mundane or magical writing vanishes.
  Expeditious Retreat: Your speed increases by 30 ft.
  Feather Fall: Objects or creatures fall slowly.
  Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 
  lb./level.
  
  - 157 -
  CHAPTER NINE: SPELLS
  Grease: Makes 10-ft. square or one object slippery.
  Hold Portal: Holds door shut.
  Hypnotism: Fascinates 2d4 HD of creatures.
  IdentifyM: Determines properties of magic item.
  Jump: Subject gets bonus on Jump checks.
  Mage Armor: Gives subject +4 armor bonus.
  Magic Aura: Alters object’s magic aura.
  Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st 
  (max 5).
  Magic Weapon: Weapon gains +1 bonus.
  Mount: Summons riding horse for 2 hours/level.
  Obscuring Mist: Fog surrounds you.
  Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
  Reduce Person: Humanoid creature halves in size.
  Shield: Invisible disk gives +4 to AC, blocks magic missiles.
  Shocking Grasp: Touch delivers 1d6/level electricity damage (max 
  5d6).
  Silent Image: Creates minor illusion of your design.
  Sleep: Puts 4 HD of creatures into magical slumber.
  Summon Monster I: Calls extraplanar creature to ﬁght for you.
  True Strike: +20 on your next attack roll.
  Unseen Servant: Invisible force obeys your commands.
  Ventriloquism: Throws voice for 1 min./level.
  2ND-LEVEL MAGE SPELLS
  Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/
  three levels.
  Alter Self: Assume form of a similar creature.
  Arcane LockM: Magically locks a portal or chest.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  Blindness/Deafness: Makes subject blinded or deafened.
  Blur: Attacks miss subject 20% of the time.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Command Undead: Undead creature obeys your commands.
  Continual FlameM: Makes a permanent, heatless torch.
  Darkness: 20-ft. radius of supernatural shadow.
  Darkvision: See 60 ft. in total darkness.
  Daze Monster: Living creature of 6 HD or less loses next action.
  Detect Thoughts: Allows “listening” to surface thoughts.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  False Life: Gain 1d10 temporary hp +1/level (max +10).
  Flaming Sphere: Creates rolling ball of ﬁre, 2d6 damage, lasts 1 round/
  level.
  Fog Cloud: Fog obscures vision.
  Fox’s Cunning: Subject gains +4 Int for 1 min./level.
  Ghoul Touch: Paralyzes one subject, which exudes stench that makes 
  those nearby sickened.
  Glitterdust: Blinds creatures, outlines invisible creatures.
  Gust of Wind: Blows away or knocks down smaller creatures.
  Hideous Laughter: Subject loses actions for 1 round/level.
  Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  Invisibility: Subject is invisible for 1 min./level or until it attacks.
  Knock: Opens locked or magically sealed door.
  Levitate: Subject moves up and down at your direction.
  Locate Object: Senses direction toward object (speciﬁc or type).
  Magic MouthM: Speaks once when triggered.
  Minor Image: As silent image, plus some sound.
  Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, 
  max 8).
  Misdirection: Misleads divinations for one creature or object.
  Obscure Object: Masks object against scrying.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Phantom TrapM: Makes item seem trapped.
  Protection from Arrows: Subject immune to most ranged attacks.
  Pyrotechnics: Turns ﬁre into blinding light or choking smoke.
  Resist Energy: Ignores ﬁrst 10 (or more) points of damage/attack from 
  speciﬁed energy type.
  Rope Trick: As many as eight creatures hide in extradimensional 
  space.
  Scare: Panics creatures of less than 6 HD.
  Scorching Ray: Ranged touch attack deals 4d6 ﬁre damage, +1 ray/four 
  levels (max 3).
  See Invisibility: Reveals invisible creatures or objects.
  Shatter: Sonic vibration damages objects or crystalline creatures.
  Spectral Hand: Creates disembodied glowing hand to deliver touch 
  attacks.
  Spider Climb: Grants ability to walk on walls and ceilings.
  Summon Monster II: Calls extraplanar creature to ﬁght for you.
  Summon Swarm: Summons swarm of bats, rats, or spiders.
  Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha 
  damage.
  Web: Fills 20-ft.-radius spread with sticky spiderwebs.
  Whispering Wind: Sends a short message 1 mile/level.
  3RD-LEVEL MAGE SPELLS
  Arcane Sight: Magical auras become visible to you.
  Blacklight: 20-ft. radius emanation of total darkness.
  Blink: You randomly vanish and reappear for 1 round/level.
  Circle of Protection, Greater: As circle of protection, but 10-ft. radius and 
  10 min./level.
  Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./
  level.
  Daylight: 60-ft. radius of bright light.
  Deep Slumber: Puts 10 HD of creatures to sleep.
  Dispel Magic: Cancels magical spells and eﬀects.
  Displacement: Attacks miss subject 50%.
  Explosive Runes: Deals 6d6 damage when read.
  Fireball: 1d6 damage per level, 20-ft. radius.
  Flame Arrow: Arrows deal +1d6 ﬁre damage.
  Fly: Subject ﬂies at speed of 60 ft.
  Gaseous Form: Subject becomes insubstantial and can ﬂy slowly.
  Gentle Repose: Preserves one corpse.
  Halt Undead: Immobilizes undead for 1 round/level.
  Haste: One creature/level moves faster, +1 on attack rolls, AC, and 
  Reﬂex saves.
  Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Illusory ScriptM: Only intended reader can decipher.
  Invisibility Sphere: Makes everyone within 10 ft. invisible.
  Keen Edge: Doubles normal weapon’s threat range.
  Lightning Bolt: Electricity deals 1d6/level damage.
  Magic Weapon, Greater: +1/four levels (max +5).
  Major Image: As silent image, plus it includes sound, smell and thermal 
  eﬀects.
  NondetectionM: Hides subject from divination, scrying.
  Phantom Steed: Magic horse appears for 1 hour/level.
  Protection from Energy: Absorb 12 points/level of damage from one 
  kind of energy.
  Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
  Ray of Exhaustion: Ray makes subject exhausted.
  ScryingF: Spies on subject from a distance.
  Secret Page: Changes one page to hide its real content.
  Sepia Snake SigilM: Creates text symbol that immobilizes reader.
  
  - 158 -
  CHAPTER NINE: SPELLS
  Shrink Item: Object shrinks to one-sixteenth size.
  Sleet Storm: Hampers vision and movement.
  Slow: One subject/level takes only one action/round, –1 to AC, reﬂex 
  saves, and attack rolls.
  Stinking Cloud: Nauseating vapors, 1 round/level.
  Suggestion: Compels subject to follow stated course of action.
  Summon Monster III: Calls extraplanar creature to ﬁght for you.
  Tiny Hut: Creates shelter for ten creatures.
  Tongues: Speak any language.
  Vampiric Touch: Touch deals 1d6/two levels damage; caster gains 
  damage as hp.
  Water Breathing: Subjects can breathe underwater.
  Wind Wall: Deﬂects arrows, smaller creatures, and gases.
  4TH-LEVEL MAGE SPELLS
  Animate DeadM: Creates undead skeletons and zombies.
  Arcane Eye: Invisible ﬂoating eye moves 30 ft./round.
  Black Tentacles: Tentacles grapple all within 20 ft. 
  spread.
  Charm Monster: Makes monster believe it is your 
  ally.
  Confusion: Subjects behave oddly for 1 round/
  level.
  Contagion: Infects subject with chosen 
  disease.
  Crushing Despair: Subjects take –2 on attack 
  rolls, damage rolls, saves, and checks.
  Detect Scrying: Alerts you of magical 
  eavesdropping.
  Dimension Door: Teleports you short 
  distance.
  Dimensional Anchor: Bars extradimensional 
  movement.
  Enervation: Subject gains 1d4 negative levels.
  Enlarge Person, Mass: Enlarges several 
  creatures.
  Fear: Subjects within cone ﬂee for 1 round/level.
  Fire Shield: Creatures attacking you take ﬁre damage; 
  you’re protected from heat or cold.
  Fire TrapM: Opened object deals 1d4 damage +1/level.
  Geas, Lesser: Commands subject of 7 HD or less.
  Globe of Invulnerability, Lesser: Stops 1st-level through 3rd-level 
  spell eﬀects.
  Hallucinatory Terrain: Makes one type of terrain appear like another 
  (ﬁeld into forest, or the like).
  Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  Illusory Wall: Wall, ﬂoor, or ceiling looks real, but anything can pass 
  through.
  Invisibility, Greater: As invisibility, but subject can attack and stay 
  invisible.
  Locate Creature: Indicates direction to familiar creature.
  Minor Creation: Creates one cloth or wood object.
  Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 
  damage.
  Polymorph: Gives one willing subject a new form.
  Rainbow Pattern: Lights fascinate 24 HD of creatures.
  Reduce Person, Mass: Reduces several creatures.
  Resilient Sphere: Force globe protects but traps one subject.
  Secure Shelter: Creates sturdy cottage.
  Shadow Conjuration: Mimics conjuration below 4th level, but only 
  20% real.
  Shout: Deafens all within cone and deals 5d6 sonic damage.
  Solid Fog: Blocks vision and slows movement.
  Stone Shape: Sculpts stone into any shape.
  StoneskinM: Ignore 10 points of damage per attack.
  Summon Monster IV: Calls extraplanar creature to ﬁght for you.
  Wall of Fire: Deals 2d4 ﬁre damage out to 10 ft. and 1d4 out to 20 ft. 
  Passing through wall deals 2d6 damage +1/level.
  Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can 
  trap creatures inside.
  5TH-LEVEL MAGE SPELLS
  Animal Growth: One animal/two levels doubles in size.
  Baleful Polymorph: Transforms subject into harmless animal.
  Blight: Withers one plant or deals 1d6/level damage to plant creature.
  Break Enchantment: Frees subjects from enchantments, alterations, 
  curses, and petriﬁcation.
  Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD 
  take Con damage.
  Cone of Cold: 1d6/level cold damage.
  Contact Other Plane: Lets you ask question of 
  extraplanar entity.
  Dismissal: Forces a creature to return to native 
  plane.
  Dominate Person: Controls humanoid 
  telepathically.
  Dream: Sends message to anyone sleeping.
  Fabricate: Transforms raw materials into 
  ﬁnished items.
  False VisionM: Fools scrying with an illusion.
  Feeblemind: Subject’s Int and Cha drop to 1.
  Hold Monster: As hold person, but any 
  creature.
  Interposing Hand: Hand provides cover 
  against one opponent.
  Mage’s Faithful Hound: Phantom dog can 
  guard, attack.
  Mage’s Private Sanctum: Prevents anyone from 
  viewing or scrying an area for 24 hours.
  Magic JarF: Enables possession of another creature.
  Major Creation: As minor creation, plus stone and metal.
  Mind Fog: Subjects in fog get –10 to Wis and Will checks.
  Mirage Arcana: As hallucinatory terrain, plus structures.
  Nightmare: Sends vision dealing 1d10 damage, fatigue.
  Overland Flight: You ﬂy at a speed of 40 ft. and can hustle over long 
  distances.
  Passwall: Creates passage through wood or stone wall.
  PermanencyX: Makes certain spells permanent.
  Persistent Image: As major image, but no concentration required.
  Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until 
  it performs a task.
  Prying Eyes: 1d4 +1/level ﬂoating eyes scout for you.
  Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve 
  it at will.
  Seeming: Changes appearance of one person per two levels.
  Sending: Delivers short message anywhere, instantly.
  Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
  Summon Monster V: Calls extraplanar creature to ﬁght for you.
  Symbol of PainM: Triggered rune wracks nearby creatures with pain.
  Symbol of SleepM: Triggered rune puts nearby creatures into catatonic 
  slumber.
  Telekinesis: Moves object, attacks creature, or hurls object or creature.
  Telepathic Bond: Link lets allies communicate.
  Teleport: Instantly transports you as far as 100 miles/level.
  
  - 159 -
  CHAPTER NINE: SPELLS
  Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
  Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
  Wall of Force: Wall is immune to damage.
  Wall of Stone: Creates a stone wall that can be shaped.
  Waves of Fatigue: Several targets become fatigued.
  6TH-LEVEL MAGE SPELLS
  Acid Fog: Fog deals acid damage.
  Analyze DweomerF: Reveals magical aspects of subject.
  Antimagic Field: Negates magic within 10 ft.
  Bear’s Endurance, Mass: As bear’s endurance, aﬀects one subject/level.
  Bull’s Strength, Mass: As bull’s strength, aﬀects one subject/level.
  Cat’s Grace, Mass: As cat’s grace, aﬀects one subject/level.
  Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals 
  half damage.
  Circle of DeathM: Kills 1d4/level HD of creatures.
  ContingencyF: Sets trigger condition for another spell.
  Control Water: Raises or lowers bodies of water.
  Create UndeadM: Creates ghouls, ghasts, mummies, or mohrgs.
  Disintegrate: Makes one creature or object vanish.
  Dispel Magic, Greater: As dispel magic, but +20 on check.
  Eagle’s Splendor, Mass: As eagle’s splendor, aﬀects one subject/level.
  Eyebite: Target becomes panicked, sickened, and comatose.
  Flesh to Stone: Turns subject creature into statue.
  Forceful Hand: Hand pushes creatures away.
  Fox’s Cunning, Mass: As fox’s cunning, aﬀects one 
  subject/level.
  Freezing Sphere: Freezes water or deals cold 
  damage.
  Geas/Quest: As lesser geas, plus it aﬀects any 
  creature.
  Globe of Invulnerability: As lesser globe of 
  invulnerability, plus 4th-level spell eﬀects.
  Guards and Wards: Array of magic eﬀects 
  protects area.
  Hardening: Increase the hardness of any 
  material by +1/2 caster levels.
  Heroism, Greater: Gives +4 bonus on attack 
  rolls, saves, skill checks; immunity to fear; 
  temporary hp.
  Legend LoreMF: Lets you learn tales about a 
  person, place, or thing.
  Mislead: Turns you invisible and creates illusory 
  double.
  Move Earth: Digs trenches and build hills.
  Owl’s Wisdom, Mass: As owl’s wisdom, aﬀects one 
  subject/level.
  Permanent Image: Includes sight, sound, and smell.
  Planar Binding: As lesser planar binding, but up to 12 HD.
  Programmed ImageM: As major image, plus triggered by event.
  Repulsion: Creatures can’t approach you.
  Shadow Walk: Step into shadow to travel rapidly.
  Stone to Flesh: Restores petriﬁed creature.
  Suggestion, Mass: As suggestion, plus one subject/level.
  Summon Monster VI: Calls extraplanar creature to ﬁght for you.
  Symbol of FearM: Triggered rune panics nearby creatures.
  Symbol of PersuasionM: Triggered rune charms nearby creatures.
  TransformationM: You gain combat bonuses.
  True SeeingM: Lets you see all things as they really are.
  Undeath to DeathM: Destroys 1d4/level HD of undead (max 20d4).
  Wall of IronM: 30 hp/four levels; can topple onto foes.
  Veil: Changes appearance of group of creatures.
  7TH-LEVEL MAGE SPELLS
  Arcane Sight, Greater: As arcane sight, but also reveals magic eﬀects on 
  creatures and objects.
  Banishment: Banishes 2 HD/level of extraplanar creatures.
  Control Undead: Undead don’t attack you while under your command.
  Control Weather: Changes weather in local area.
  Delayed Blast Fireball: 1d6/level ﬁre damage; you can postpone blast 
  for 5 rounds.
  Ethereal Jaunt: You become ethereal for 1 round/level.
  Finger of Death: Kills one subject.
  ForcecageM: Cube or cage of force imprisons all inside.
  Grasping Hand: Hand provides cover, pushes, or grapples.
  Hold Person, Mass: As hold person, but all within 30 ft.
  Insanity: Subject suﬀers continuous confusion.
  Instant SummonsM: Prepared object appears in your hand.
  Invisibility, Mass: As invisibility, but aﬀects all in range.
  Limited WishX: Alters reality—within spell limits.
  Mage’s Magniﬁcent MansionF: Door leads to extradimensional mansion.
  Mage’s SwordF: Floating magic blade strikes opponents.
  Phase Door: Creates an invisible passage through wood or stone.
  Plane ShiftF: As many as eight subjects travel to another plane.
  Power Word Blind: Blinds creature with 200 hp or less.
  Prismatic Spray: Rays hit subjects with variety of 
  eﬀects.
  Project Image: Illusory double can talk and cast 
  spells.
  Reverse Gravity: Objects and creatures fall 
  upward.
  Scrying, Greater: As scrying, but faster and 
  longer.
  Sequester: Subject is invisible to sight and 
  scrying; renders creature comatose.
  Shadow Conjuration, Greater: As shadow 
  conjuration, but up to 6th level and 60% 
  real.
  SimulacrumMX: Creates partially real double 
  of a creature.
  Spell Turning: Reﬂect 1d4+6 spell levels 
  back at caster.
  Statue: Subject can become a statue at will.
  Summon Monster VII: Calls extraplanar 
  creature to ﬁght for you.
  Symbol of StunningM: Triggered rune stuns nearby 
  creatures.
  Symbol of WeaknessM: Triggered rune weakens 
  nearby creatures.
  Teleport Object: As teleport, but aﬀects a touched object.
  Teleport, Greater: As teleport, but no range limit and no oﬀ-target 
  arrival.
  VisionMX: As legend lore, but quicker and strenuous.
  Waves of Exhaustion: Several targets become exhausted.
  8TH-LEVEL MAGE SPELLS
  Antipathy: Object or location aﬀected by spell repels certain creatures.
  BindingM: Utilizes an array of techniques to imprison a creature.
  Charm Monster, Mass: As charm monster, but all within 30 ft.
  Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  CloneMF: Duplicate awakens when original dies.
  Create Greater UndeadM: Create shadows, wraiths, spectres, or 
  devourers.
  Demand: As sending, plus you can send suggestion.
  
  - 160 -
  CHAPTER NINE: SPELLS
  Dimensional Lock: Teleportation and interplanar travel blocked for 
  one day/level.
  Discern Location: Reveals exact location of creature or object.
  Horrid Wilting: Deals 1d6/level damage within 30 ft.
  Incendiary Cloud: Cloud deals 4d6 ﬁre damage/round.
  Iron Body: Your body becomes living iron.
  Irresistible Dance: Forces subject to dance.
  Maze: Traps subject in extradimensional maze.
  Mind Blank: Subject is immune to mental/emotional magic and scrying.
  Moment of Prescience: You gain insight bonus on single attack roll, 
  check, or save.
  Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
  Polar Ray: Ranged touch attack deals 1d6/level cold damage.
  Polymorph Any Object: Changes any subject into anything else.
  Power Word Stun: Stuns creature with 150 hp or less.
  Prismatic Wall: Wall’s colors have array of eﬀects.
  Protection from SpellsMF: Confers +8 resistance bonus.
  Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
  Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
  Screen: Illusion hides area from vision, scrying.
  Shadow Evocation, Greater: As shadow evocation, but up to 7th level 
  and 60% real.
  Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns 
  creatures, damages objects.
  Summon Monster VIII: Calls extraplanar creature to ﬁght for you.
  Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  Symbol of DeathM: Triggered rune slays nearby creatures.
  Symbol of InsanityM: Triggered rune renders nearby creatures insane.
  SympathyF: Object or location attracts certain creatures.
  Trap the SoulMF: Imprisons subject within gem.
  Telekinetic Sphere: As resilient sphere, but you move sphere 
  telekinetically.
  Temporal StasisM: Puts subject into suspended animation.
  9TH-LEVEL MAGE SPELLS
  Astral ProjectionM: Projects you and companions onto Astral Plane.
  Crushing Hand: Large hand provides cover, pushes, or crushes your 
  foes.
  Dominate Monster: As dominate person, but any creature.
  Energy Drain: Subject gains 2d4 negative levels.
  Etherealness: Travel to Ethereal Plane with companions.
  Foresight: “Sixth sense” warns of impending danger.
  Freedom: Releases creature from imprisonment.
  GateX: Connects two planes for travel or summoning.
  Hold Monster, Mass: As hold monster, but all within 30 ft.
  Imprisonment: Entombs subject beneath the earth.
  Mage’s Disjunction: Dispels magic, disenchants magic items.
  Meteor Swarm: Four exploding spheres each deal 6d6 ﬁre damage.
  Power Word Kill: Kills one creature with 100 hp or less.
  Prismatic Sphere: As prismatic wall, but surrounds on all sides.
  RefugeM: Alters item to transport its possessor to you.
  Shades: As shadow conjuration, but up to 8th level and 80% real.
  ShapechangeF: Transforms you into any creature, and change forms 
  once per round.
  Soul BindF: Traps newly dead soul to prevent resurrection.
  Summon Monster IX: Calls extraplanar creature to ﬁght for you.
  Teleportation CircleM: Circle teleports any creature inside to designated 
  spot.
  Time Stop: You act freely for 1d4+1 rounds.
  Wail of the Banshee: Kills one creature/level.
  Weird: As phantasmal killer, but aﬀects all within 30 ft.
  WishX: As limited wish, but with fewer limits.
  PRIEST DOMAINS
  AIR DOMAIN
  Deities: Savankala.
  This domain is described in Chapter Eleven: Spells of the PHB.
  ANCESTORS DOMAIN
  Deities: Irrunega.
  Granted Power: Once per day, you may call upon the wisdom of your 
  ancestors as a standard action, granting you a bonus equal to your 
  character level on any one attack roll, check, or save. This is a spell-
  like ability.
  ANCESTORS DOMAIN SPELLS
  1 True Strike: +20 on your next attack roll.
  2 AuguryMF: Learns whether an action will be good or bad.
  3 Clairaudience/Clairvoyance: Hear or see at a distance.
  4 DivinationM: Provides useful advice for speciﬁc proposed 
  actions.
  5 CommuneX: Deity answers one yes-or-no question/level.
  6 Find the Path: Shows most direct way to a location.
  7 VisionMX: As legend lore, but quicker and strenuous.
  8 Discern Location: Reveals exact location of creature or 
  object.
  9 Foresight: “Sixth sense” warns of impending danger.
  ANIMAL DOMAIN
  Deities: Anen, Larlerosh, Mother Bey.
  This domain is described in Chapter Eleven: Spells of the PHB.
  ARTIFICE DOMAIN
  Deities: Sivini.
  Granted Power: You gain a +4 bonus on all Craft checks. In addition, 
  you cast all conjuration (creation) spells at +1 caster level. 
  ARTIFICE DOMAIN SPELLS
  1 Animate Rope: Makes a rope move at your command.
  2 Wood Shape: Rearranges wooden objects to suit you.
  3 Stone Shape: Sculpts stone into any shape.
  4 Minor Creation: Creates one cloth or wood object.
  5 Fabricate: Transforms raw materials into ﬁnished items.
  6 Major Creation: As minor creation, plus stone and metal.
  7 Hardening: Increase the hardness of any material by +1/2 
  caster levels.
  8 True Creation: Create permanent object up to 1 cubic foot/
  level.
  9 WishX: As limited wish, but with fewer limits.
  BEAUTY DOMAIN
  Deities: Eshi
  Granted Power: Once per day as a swift action, you may perform a feat 
  of exquisite beauty, granting you a bonus on your Charisma checks 
  and Charisma-based skill checks equal to one-half your caster level. 
  This power lasts for 3 rounds.
  
  - 161 -
  CHAPTER NINE: SPELLS
  BEAUTY DOMAIN SPELLS
  1 Charm Person: Makes one person your friend.
  2 Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  3 Fair Light: Bright light of day increases morale.
  4 Rainbow Pattern: Lights fascinate 24 HD of creatures.
  5 Mind Fog: Subjects in fog get –10 to Wis and Will checks.
  6 Suggestion, Mass: As suggestion, plus one subject/level.
  7 Statue: Subject can become a statue at will.
  8 SympathyF: Object or location attracts certain creatures.
  9 Power Word Kill: Kills one creature with 100 hp or less.
  BETRAYAL DOMAIN
  Deities: Azyuna.
  Granted Power: You gain a +3 bonus on Disguise checks. In addition, 
  the Sense Motive DC for another character to get a hunch about you 
  increases by +1 per character level.
  BETRAYAL DOMAIN SPELLS
  1 Disguise Self: Changes your appearance.
  2 Detect Thoughts: Allows “listening” to surface thoughts.
  3 Suggestion: Compels subject to follow stated course of 
  action.
  4 Crushing Despair: Subjects take –2 on attack rolls, damage 
  rolls, saves, and checks.
  5 False VisionM: Fools scrying with an illusion.
  6 Mislead: Turns you invisible and creates illusory double.
  7 Screen: Illusion hides area from vision, scrying.
  8 Symbol of WeaknessM: Triggered rune weakens nearby 
  creatures.
  9 Foresight: “Sixth sense” warns of impending danger.
  CATASTROPHE DOMAIN
  Deities: Dyareela.
  Granted Power: When caught in the area of one of your own spells 
  that allows a Reﬂex save for half damage, you take no damage on a 
  successful save.
  CATASTROPHE DOMAIN SPELLS
  1 Doom: One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks.
  2 Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  3 Contagion: Infects subject with chosen disease.
  4 Giant Vermin: Turns centipedes, scorpions, or spiders into 
  giant vermin.
  5 Insect Plague: Locust swarms attack creatures.
  6 Control Weather: Changes weather in local area.
  7 Creeping Doom: Swarms of centipedes attack at your 
  command.
  8 Earthquake: Intense tremor shakes 80-ft.-radius.
  9 Storm of Vengeance: Storm rains down acid, lightning, and 
  hail.
  CHARM DOMAIN
  Deities: Eshi, Thili. 
  Granted Power: As a free action, you may boost your Charisma score 
  by +4 points once per day. This increase lasts 1 minute.
  CHARM DOMAIN SPELLS
  1 Charm Person: Makes one person your friend.
  2 Calm Emotions: Calms creatures, negating emotion eﬀects.
  3 Suggestion: Compels subject to follow stated course of action.
  4 Heroism: Gives +2 on attack rolls, saves, skill checks.
  5 Charm Monster: Makes monster believe it is your ally.
  6 Geas/Quest: As lesser geas, plus it aﬀects any creature.
  7 Insanity: Subject suﬀers continuous confusion.
  8 Demand: As sending, plus you can send suggestion.
  9 Dominate Monster: As dominate person, but aﬀects any 
  creature.
  COMMUNITY DOMAIN
  Deities: Cult of Amalur, Thili, Weda Krizhtawn.
  Granted Power: You gain a +2 bonus on Diplomacy and Sense Motive 
  checks. In addition, you cast all enchantment (charm) spells at +1 
  caster level.
  COMMUNITY DOMAIN SPELLS
  1 Bless: Allies gain +1 on attack rolls and saves against fear.
  2 Shield OtherF: You take half of subject’s damage.
  3 Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  4 Status: Monitors condition, position of allies.
  5 Telepathic Bond: Link lets allies communicate.
  6 Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  7 RefugeM: Alters item to transport its possessor to you.
  8 Heal, Mass: As heal, but with several subjects.
  9 MiracleX: Requests a deity’s intercession.
  
  - 162 -
  CHAPTER NINE: SPELLS
  CONQUEST DOMAIN
  Deity: Vashanka.
  Granted Power: You gain a +2 bonus on damage rolls when wielding 
  your deity’s favored weapon.
  CONQUEST DOMAIN SPELLS
  1 Command: One subject obeys selected command for 1 
  round.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Suggestion: Compels subject to follow stated course of 
  action.
  4 Geas, Lesser: Commands subject of 7 HD or less.
  5 Command, Greater: As command, but aﬀects one subject/
  level.
  6 Geas/Quest: As lesser geas, plus it aﬀects any creature.
  7 Word of Ruin: Kills, paralyzes, weakens, or dazes 
  opponents.
  8 Symbol of PersuasionM: Triggered rune charms nearby 
  creatures.
  9 Dominate Monster: As dominate person, but any creature.
  DARKNESS DOMAIN
  Deities: Death
  Granted Power: You gain the Blind-Fight feat as a bonus feat.
  DARKNESS DOMAIN SPELLS
  1 Darkness: 20-ft. radius of supernatural shadow. 
  2 Deeper Darkness: Object sheds supernatural shadow in 60-ft. 
  radius. 
  3 Blindness: Makes subject blind; as blindness/deafness but only blindness 
  eﬀect.
  4 Blacklight: 20-ft. radius emanation of total darkness.
  5 Armor of Darkness: Gain deﬂection bonus to AC, darkvision 60 ft., 
  +2 on saves against light spells and eﬀects.
  6 Summon Monster V: Calls extraplanar creature to ﬁght for you (1d3 
  shadows only).
  7 Prying Eyes: 1d4 +1/level ﬂoating eyes scout for you.
  8 Nightmare: Sends vision dealing 1d10 damage, fatigue.
  9 Power Word Blind: Blinds creature with 200 hp or less.
  DEATH DOMAIN
  Deities: Death.
  This domain is described in Chapter Eleven: Spells of the PHB.
  DESPERATION DOMAIN
  Deities: Cult of Amalur, Theba.
  Granted Power: Once per day, you may gain a +20 insight bonus on any 
  one attack roll, check, or save. Afterward, you are fatigued until you 
  rest for 2 hours (no magical or other remedies possible).
  DESPERATION DOMAIN SPELLS
  1 Sanctuary: Opponents can’t attack you, and you can’t attack.
  2 Circle of Protection: +2 to AC and saves, counter mind control, 
  hedge out elementals and outsiders.
  3 Shield OtherF: You take half of subject’s damage.
  4 Helping Hand: Ghostly hand leads subject to you.
  5 Freedom of Movement: Subject moves normally despite 
  impediments.
  6 Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petriﬁcation.
  7 Word of Recall: Teleports you back to designated place.
  8 RefugeM: Alters item to transport its possessor to you.
  9 Foresight: “Sixth sense” warns of impending danger.
  DESTRUCTION DOMAIN
  Deity: Porta.
  This domain is described in Chapter Eleven: Spells of the PHB.
  DISEASE DOMAIN
  Deity: Dyareela.
  Granted Power: You are immune to ability damage or drain caused by 
  disease, though you still suﬀer any superﬁcial eﬀects (boils, odors, sores, 
  and so on). This is an extraordinary ability.
  DISEASE DOMAIN SPELLS
  1 Itchy Hives: –2 penalty on attack rolls, skill checks, and saving 
  throws.
  2 Fit of Coughing: Spells with verbal components require 
  Concentration check, have 20% chance of failure.
  3 Contagion: Infects subject with chosen disease.
  4 Stinking Cloud: Nauseating vapors, 1 round/level.
  5 Eyebite: Target becomes panicked, sickened, and 
  comatose.
  6 Regenerate: Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35).
  7 Word of Ruin: Kills, paralyzes, weakens, or dazes opponents.
  8 Symbol of InsanityM: Triggered rune renders nearby 
  creatures insane.
  9 Energy Drain: Subject gains 2d4 negative levels.
  EARTH DOMAIN
  Deities: Mother Bey, Shipri.
  This domain is described in Chapter Eleven: Spells of the PHB.
  ELOQUENCE DOMAIN
  Deities: Ils, Thuﬁr.
  Granted Power: Once per day, you can force an opponent to reroll a 
  successful saving throw made against a mind-aﬀecting enchantment 
  spell cast by you. The opponent must take the result of the second 
  roll, even if it is better than the original roll. This is an extraordinary 
  ability.
  ELOQUENCE DOMAIN SPELLS
  1 Charm Person: Makes one person your friend.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Charm Monster: Makes monster believe it is your ally.
  4 Good Hope: Subjects gain +2 on attack rolls, damage rolls, 
  saves, and checks.
  5 Modify Memory: Changes 5 minutes of subject’s memories.
  6 Geas/Quest: As lesser geas, plus it aﬀects any creature.
  7 Symbol of PersuasionM: Triggered rune charms nearby 
  creatures.
  
  - 163 -
  CHAPTER NINE: SPELLS
  8 Charm Monster, Mass: As charm monster, but all within 30 ft.
  9 Power Word Kill: Kills one creature with 100 hp or less.
  FIRE DOMAIN
  Deities: Savankala.
  This domain is described in Chapter Eleven: Spells of the PHB.
  HEALING DOMAIN
  Deities: Meshpri, Sabellia, Theba.
  This domain is described in Chapter Eleven: Spells of the PHB. Replace 
  all cure spells with corresponding convert spells.
  HOME DOMAIN
  Deities: Shipri, Thili.
  Granted Power: Once per day, you may designate a location as “home” 
  by lighting and tending a hearth there. The area within 30 feet of the 
  hearth is protected as if under the eﬀects of a circle of protection, and 
  all attempts to turn undead in the area gain a +4 bonus on the turning 
  check. This eﬀect lasts for a number of hours equal to one-half your 
  caster level.
  HOME DOMAIN SPELLS
  1 Rope Trick: As many as eight creatures hide in 
  extradimensional space.
  2 Tiny Hut: Creates shelter for ten creatures.
  3 Secure Shelter: Creates sturdy cottage.
  4 Secret ChestF: Hides expensive chest on Ethereal Plane; 
  you retrieve it at will.
  5 HallowM: Designates location as holy.
  6 Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  7 Guards and Wards: Array of magic eﬀects protects area.
  8 Mage’s Magnificent Mansion F: Door leads to 
  extradimensional mansion.
  9 Extraplanar PalaceX: Door leads to palace on another plane.
  INSPIRATION DOMAIN
  Deities: Anen, Allestina.
  Granted Power: Once per day, you can inspire courage (see the bard 
  ability in Chapter Three of the PHB) as a bard whose level equals your 
  caster level. In addition, you gain Perform as a class skill.
  INSPIRATION DOMAIN SPELLS
  1 Message: Whispered conversation at distance.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Muse: +10 bonus on Craft or Perform check within 1 week.
  4 Good Hope: Subjects gain +2 on attack rolls, damage rolls, 
  saves, and checks.
  5 Command, Greater: As command, but aﬀects one subject/
  level.
  6 Geas/Quest: As lesser geas, plus it aﬀects any creature.
  7 Insanity: Subject suﬀers continuous confusion.
  8 Mind Blank: Subject is immune to mental/emotional magic 
  and scrying.
  9 Greater Muse: +20 bonus on Craft or Perform check within 
  1 week/level.
  JUSTICE DOMAIN
  Deities: Death, Irrunega, Savankala.
  Granted Power: You gain a +2 bonus on Sense Motive checks. In 
  addition, if you sense that a creature is lying to you (with a Sense 
  Motive check, a discern lies spell, or any other means), you gain a bonus 
  on your next attack roll against that target equal to your Charisma 
  modiﬁer (minimum +1).
  JUSTICE DOMAIN SPELLS
  1 Command: One subject obeys selected command for 1 
  round.
  2 Hold Person: Paralyzes one humanoid for 1 round/level.
  3 Searing Light: Ray deals 1d8/two levels damage, more 
  against undead.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Geas/Quest: As lesser geas, plus it aﬀects any creature.
  6 True SeeingM: Lets you see all things as they really are.
  7 Word of Ruin: Kills, paralyzes, weakens, or dazes opponents.
  8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  9 Storm of Vengeance: Storm rains acid, lightning, and hail.
  KNOWLEDGE DOMAIN
  Deities: Ils, Sivini.
  This domain is described in Chapter Eleven: Spells of the PHB.
  LIBERATION DOMAIN
  Deities: Heqt, Irrunega.
  Granted Power: You gain a +2 bonus on saves against enchantment 
  spells and eﬀects.
  LIBERATION DOMAIN SPELLS
  1 Remove Fear: Suppresses fear or gives +4 on saves against 
  fear for one subject + one per four levels.
  2 Remove Paralysis: Frees one or more creatures from 
  paralysis or slow eﬀect.
  3 Remove Disease: Cures all diseases aﬀecting subject.
  4 Freedom of Movement: Subject moves normally despite 
  impediments.
  5 Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petriﬁcation.
  6 Dispel Magic, Greater: As dispel magic, but +20 on check.
  7 RefugeM: Alters item to transport its possessor to you.
  8 Mind Blank: Subject is immune to mental/emotional magic 
  and scrying.
  9 Freedom: Releases creature from imprisonment.
  LUCK DOMAIN
  Deities: Anen, Shalpa.
  This domain is described in Chapter Eleven: Spells of the PHB.
  MADNESS DOMAIN
  Deities: Dyareela.
  Granted Power: You gain an Insanity modiﬁer equal to half your class 
  level. For spellcasting (when making spellcasting or ritualcasting 
  checks, as well as for determining bonus spells and spell DCs), add 
  
  - 164 -
  CHAPTER NINE: SPELLS
  your Insanity modiﬁer to your Wisdom modiﬁer. For all other purposes 
  (such as Wisdom-based checks and saves), subtract your Insanity 
  modiﬁer from your Wisdom modiﬁer. 
   
  Once per day, you can see and act with the clarity of true madness. 
  Add your Insanity modiﬁer as a bonus (rather than a penalty) on any 
  Wisdom-based check or save. You must choose to use this power 
  before the roll is made.
  MADNESS DOMAIN SPELLS
  1 Lesser Confusion: One creature is confused for 1 round.
  2 Touch of Madness: Creature cannot take actions for 1 round/
  level.
  3 Rage: Subjects gains +2 to Str and Con, +1 on Will saves, 
  –2 to AC.
  4 Confusion: Subjects behave oddly for 1 round/level.
  5 Bolts of Bedevilment: Ray clouds target’s mind, prevents it 
  from taking actions for 1d3 rounds.
  6 Phantasmal Killer: Fearsome illusion kills subject or deals 
  3d6 damage.
  7 Insanity: Subject suﬀers continuous confusion.
  8 Maddening Scream: Touched subject takes a –4 penalty 
  to AC, automatically fails Reﬂex saves, and can’t use 
  shields.
  9 Weird: As phantasmal killer, but aﬀects all within 30 ft.
  NIGHT DOMAIN
  Deities: Sabellia.
  Granted Power: Any spells you cast at night are at +1 caster level.
  NIGHT DOMAIN SPELLS
  1 Doom: One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks.
  2 Darkness: 20-ft. radius of supernatural shadow.
  3 Deeper Darkness: Object sheds supernatural shadow in 
  60-ft. radius.
  4 Deep Slumber: Puts 10 HD of creatures to sleep.
  5 Dream: Sends message to anyone sleeping.
  6 Veil: Changes appearance of group of creatures.
  7 Shadow Walk: Step into shadow to travel rapidly.
  8 Shadow Conjuration, Greater: As shadow conjuration, but 
  up to 6th level and 60% real.
  9 Shadow Evocation, Greater: As shadow evocation, but up 
  to 7th level and 60% real.
  NOBILITY DOMAIN
  Deities: Allestina, Mother Bey.
  Granted Power: You can inspire allies once per day as a standard action, 
  granting them a +2 morale bonus on saving throws, attack rolls, ability 
  checks, skill checks, and weapon damage rolls for a number of rounds 
  equal to your Charisma bonus (minimum +1). Allies must be able to 
  hear you speak for 1 round.
  NOBILITY DOMAIN SPELLS
  1 Divine Favor: You gain +1 per three levels on attack and 
  damage rolls.
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3 Magic Vestment: Armor or shield gains +1 enhancement 
  per four levels.
  4 Discern Lies: Reveals deliberate falsehoods.
  5 Command, Greater: As command, but aﬀects one subject/
  level.
  6 Geas/Quest: As lesser geas, plus it aﬀects any creature.
  7 Repulsion: Creatures can’t approach you.
  8 Demand: As sending, plus you can send suggestion.
  9 Storm of Vengeance: Storm rains acid, lightning, and hail.
  PLANT DOMAIN
  Deities: Anen, Heqt.
  This domain is described in Chapter Eleven: Spells of the PHB.
  PLEASURE DOMAIN
  Deities: Eshi.
  Granted Power: You receive a +4 competence bonus on all Bluﬀ, 
  Diplomacy, Gather Information, and Sense Motive checks made 
  against a creature that would ordinarily be attracted to someone of 
  your gender.
  PLEASURE DOMAIN SPELLS
  1 Charm Person: Makes one person your friend.
  2 Hideous Laughter: Subject loses actions for 1 round/level.
  3 Ecstasy: Target creature becomes helpless for 1 round/level.
  4 Good Hope: Subjects gain +2 on attack rolls, damage rolls, 
  saves, and checks.
  5 Dream: Sends message to anyone sleeping.
  6 Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  7 Regenerate: Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35).
  8 Irresistible Dance: Forces subject to dance.
  9 MiracleX: Requests a deity’s intercession.
  PROTECTION DOMAIN
  Deities: Sabellia, Shipri, Sostreia, Theba.
  This domain is described in Chapter Eleven: Spells of the PHB.
  REPOSE DOMAIN
  Deities: Sostriea.
  Granted Power: You may use a death touch once per day. Your death 
  touch is a supernatural ability that produces a death eﬀect. You must 
  succeed on a melee touch attack against a living creature (using the 
  rules for touch spells). When you touch, roll 1d6 per priest level you 
  possess. If the total at least equals the creature’s current hit points, it 
  dies (no save).
  REPOSE DOMAIN SPELLS
  1 Deathwatch: Reveals how near death subjects within 30 ft. 
  are.
  2 Gentle Repose: Preserves one corpse.
  3 Speak with Dead: Corpse answers one question/two levels.
  4 Death Ward: Grants immunity to death spells and negative 
  energy eﬀects.
  5 Slay Living: Touch attack kills subject.
  6 Undeath to DeathM: Destroys 1d4 HD/level undead (max 
  20d4).
  
  - 165 -
  CHAPTER NINE: SPELLS
  7 DestructionF: Kills subject and destroys remains.
  8 Surelife: Protects you from one condition that would 
  normally cause death.
  9 Wail of the Banshee: Kills one creature/level.
  SNARES DOMAIN
  Deities: Larlerosh.
  Granted Power: You gain a +2 bonus on all grapple checks.
  SNARES DOMAIN SPELLS
  1  Entangle: Plants entangle everyone in 40-ft.-radius.
  2 Hold Animal: Paralyzes one animal for 1 round/level.
  3 Snare: Creates a magic booby trap.
  4 Hold Person: Paralyzes one humanoid for 1 round/level.
  5 Black Tentacles: Tentacles grapple all within 20 ft. spread.
  6 Hold Monster: As hold person, but any creature.
  7 Grasping Hand: Hand provides cover, pushes, or grapples.
  8 Maze: Traps subject in extradimensional maze.
  9 Hold Monster, Mass: As hold monster, but all within 30 ft.
  SOLACE DOMAIN
  Deities: Cult of Amalur, Meshpri.
  Granted Power: Once per day, you may touch an ally who is currently 
  cowering, frightened, panicked, shaken, or under the eﬀects of a 
  crushing despair or similar spell. The ally gains another saving throw 
  against the eﬀect and at a bonus equal to your Charisma modiﬁer (if 
  any). If the new save succeeds, the eﬀect ends.
  SOLACE DOMAIN SPELLS
  1 Calm Animals: Calms (2d4 + level) HD of animals.
  2 Charm Person: Makes one person your friend.
  3 Calm Emotions: Calms creatures, negating emotion eﬀects.
  4 Good Hope: Subjects gain +2 on attack rolls, damage rolls, 
  saves, and checks.
  5 RestorationM: Restores level and ability score drains.
  6 Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  7 RefugeM: Alters item to transport its possessor to you.
  8 Heal, Mass: As heal, but with several subjects.
  9 MiracleX: Requests a deity’s intercession.
  SPIRIT DOMAIN
  Deities: Sostreia.
  Granted Power: You gain a +3 bonus on all Charisma-based skill checks 
  when interacting with the dead or undead.
  SPIRIT DOMAIN SPELLS
  1 Detect Return: Detect creatures raised or resurrected from 
  the dead.
  2 ConsecrateM: Fills area with positive energy, making undead 
  weaker.
  3 Death Ward: Grants immunity to death spells and negative 
  energy eﬀects.
  4 Slay Returned: Slay creatures that have been raised or 
  resurrected.
  5 HallowM: Designates location as holy.
  6 Heal: Cures 10 points/level of damage, all diseases and 
  mental conditions.
  7 Restoration, GreaterX: As restoration, plus restores all levels 
  and ability scores.
  8 Greater Slay Returned: All raised or resurrected creatures in 
  area die.
  9 Trap the SoulMF: Imprisons subject within gem.
  STRENGTH DOMAIN
  Deities: Porta.
  This domain is described in Chapter Eleven: Spells of the PHB.
  SUBTERFUGE DOMAIN
  Deities: Azyuna.
  Granted Power: You gain the spell-like ability to cast disguise self once 
  per day as a caster of your character level.
  SUBTERFUGE DOMAIN SPELLS
  1 Disguise Self: Changes your appearance.
  2 Alter Self: Assume form of a similar creature.
  3 Displacement: Attacks miss subject 50%.
  4 Invisibility, Greater: As invisibility, but subject can attack 
  and stay invisible.
  5 False VisionM: Fools scrying with an illusion.
  6 Mislead: Turns you invisible and creates illusory double.
  7 Invisibility, Mass: As invisibility, but aﬀects all in range.
  8 Sequester: Subject is invisible to sight and scrying; renders 
  creature comatose.
  9 Mind Blank: Subject is immune to mental/emotional magic 
  and scrying.
  SUN DOMAIN
  Deities: Savankala.
  Granted Power: Once per day, you can expend one of your uses of your 
  channel divine power ability to create a burst of bright light. This 
  illuminates an area as per the daylight spell and deals damage equal 
  to your priest level to all undead in the area of illumination (no save). 
  This eﬀect lasts for one round. Otherwise, this domain is the same as 
  the one described in Chapter Eleven: Spells of the PHB.
  SWIFTNESS DOMAIN
  Deities: Thuﬁr.
  Granted Power: Your base land speed increases by +5 feet.
  SWIFTNESS DOMAIN SPELLS
  1 Expeditious Retreat: Your speed increases by 30 ft.
  2 Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  3 Blur: Attacks miss subject 20% of the time.
  4 Haste: One creature/level moves faster, +1 on attack rolls, 
  AC, and Reﬂex saves.
  5  Freedom of Movement: Subject moves normally despite 
  impediments.
  6 Overland Flight: You ﬂy at a speed of 40 ft. and can hustle 
  over long distances.
  7 Cat’s Grace, Mass: As cat’s grace, but affects multiple 
  targets.
  8 Wind Walk: You and your allies turn vaporous and travel 
  fast.
  9 Time Stop: You act freely for 1d4+1 rounds.
  
  - 166 -
  CHAPTER NINE: SPELLS
  TRAVEL DOMAIN
  Deities: Heqt, Thuﬁr.
  This domain is described in Chapter Eleven: Spells of the PHB.
  TRICKERY DOMAIN
  Deities: Azyuna, Ils, Shalpa.
  This domain is described in Chapter Eleven: Spells of the PHB.
  TRUTH DOMAIN
  Deities: Allestina, Meshpri.
  Granted Power: You gain a +2 bonus on Gather Information, Sense 
  Motive, and Spot checks.
  TRUTH DOMAIN SPELLS
  1 Detect Secret Doors: Reveals hidden doors within 60 ft.
  2 Zone of Truth: Subjects within range cannot lie.
  3 Discern Lies: Reveals deliberate falsehoods.
  4 ScryingF: Spies on subject from a distance.
  5 True SeeingM: Lets you see all things as they really are.
  6 Analyze DweomerF: Reveals magical aspects of subject.
  7 Scrying, Greater: As scrying, but faster and longer.
  8 Foresight: “Sixth sense” warns of impending danger.
  9 Fact to FictionX: Reverse one event from the previous 
  round.
  WAR DOMAIN
  Deities: Shalpa, Sivini, Vashanka.
  This domain is described in Chapter Eleven: Spells of the PHB.
  WATER DOMAIN
  Deities: Larlerosh, Porta, Weda Krizhtawn.
  This domain is described in Chapter Eleven: Spells of the PHB.
  WEATHER DOMAIN
  Deities: Vashanka, Weda Krizhtawn.
  Granted Power: Gain Knowledge (nature) and Survival as class skills. In 
  addition, you treat wind eﬀects (see Chapter Three: Adventures in the 
  DMG) as one step less severe. Thus, strong winds count as moderate 
  winds for you, while a hurricane counts as a windstorm.
  WEATHER DOMAIN SPELLS
  1 Obscuring Mist: Fog surrounds you.
  2 Fog Cloud: Fog obscures vision.
  3 Call Lightning: Calls down lightning bolts (3d6 per bolt) 
  from sky.
  4 Sleet Storm: Hampers vision and movement.
  5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. 
  across.
  6 Control Winds: Change wind direction and speed.
  7 Control Weather: Changes weather in local area.
  8 Whirlwind: Cyclone deals damage and can pick up 
  creatures.
  9 Storm of Vengeance: Storm rains acid, lightning, and hail.
  PRIEST SPELLS
  0-LEVEL PRIEST SPELLS
  Convert Minor Wounds: Converts 1 point of damage.
  Create Water: Creates 2 gallons/level of pure water.
  Detect Magic: Detects spells and magic items within 60 ft.
  Detect Poison: Detects poison in one creature or object.
  Guidance: +1 on one attack roll, saving throw, or skill check.
  Inﬂict Minor Wounds: Touch attack, 1 point of damage.
  Light: Object shines like a torch.
  Mending: Makes minor repairs on an object.
  Purify Food and Drink: Puriﬁes 1 cu. ft./level of food or water.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Virtue: Subject gains 1 temporary hp.
  1ST-LEVEL PRIEST SPELLS
  Bane: Enemies take –1 on attack rolls and saves against fear.
  Bless: Allies gain +1 on attack rolls and saves against fear.
  Bless WaterM: Makes holy water.
  Cause Fear: One creature of 5 HD or less ﬂees for 1d4 rounds.
  Circle of Protection: +2 to AC and saves, counter mind control, hedge 
  out elementals and outsiders.
  Command: One subject obeys selected command for 1 round.
  Comprehend Languages: You understand all spoken and written 
  languages.
  Convert Light Wounds: Converts 1d8 damage +1/level (max +5).
  Curse WaterM: Makes unholy water.
  Deathwatch: Reveals how near death subjects within 30 ft. are.
  Detect Curse: Reveals curses within 60 ft.
  Detect Undead: Reveals undead within 60 ft.
  Divine Favor: You gain +1 per three levels on attack and damage 
  rolls.
  Doom: One subject takes –2 on attack rolls, damage rolls, saves, and 
  checks.
  Endure Elements: Exist comfortably in hot or cold environments.
  Entropic Shield: Ranged attacks against you have 20% miss chance.
  Hide from Undead: Undead can’t perceive one subject/level.
  Inﬂict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
  Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
  Magic Weapon: Weapon gains +1 bonus.
  Obscuring Mist: Fog surrounds you.
  Remove Fear: Suppresses fear or gives +4 on saves against fear for one 
  subject + one per four levels.
  Sanctuary: Opponents can’t attack you, and you can’t attack.
  Shield of Faith: Aura grants +2 or higher deﬂection bonus.
  Summon Monster I: Calls extraplanar creature to ﬁght for you.
  2ND-LEVEL PRIEST SPELLS
  Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level 
  (max +10).
  AuguryMF: Learns whether an action will be good or bad.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Calm Emotions: Calms creatures, negating emotion eﬀects.
  ConsecrateM: Fills area with positive energy, making undead weaker.
  Convert Moderate Wounds: Converts 2d8 damage +1/level (max +10).
  Darkness: 20-ft. radius of supernatural shadow.
  Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to 
  Str, and +1 level.
  
  - 167 -
  CHAPTER NINE: SPELLS
  Delay Poison: Stops poison from harming subject for 1 hour/level.
  DesecrateM: Fills area with negative energy, making undead stronger.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Enthrall: Captivates all within 100 ft. + 10 ft./level.
  Find Traps: Notice traps as a rogue does.
  Gentle Repose: Preserves one corpse.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Inﬂict Moderate Wounds: Touch attack, 2d8 damage +1/level (max 
  +10).
  Itchy Hives: –2 penalty on attack rolls, skill checks, and saving 
  throws.
  Make Whole: Repairs an object.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Remove Paralysis: Frees one or more creatures from paralysis or slow 
  eﬀect.
  Resist Energy: Ignores 10 (or more) points of damage/attack from 
  speciﬁed energy type.
  Shatter: Sonic vibration damages objects or crystalline creatures.
  Shield OtherF: You take half of subject’s damage.
  Silence: Negates sound in 20-ft. radius.
  Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
  Spiritual Weapon: Magic weapon attacks on its own.
  Status: Monitors condition, position of allies.
  Summon Monster II: Calls extraplanar creature to ﬁght for you.
  Zone of Truth: Subjects within range cannot lie.
  3RD-LEVEL PRIEST SPELLS
  Animate DeadM: Creates undead skeletons and zombies.
  Blindness/Deafness: Makes subject blinded or deafened.
  Circle of Protection, Greater: As circle of protection, but 10-ft. radius 
  and 10 min./level.
  Contagion: Infects subject with chosen disease.
  Continual FlameM: Makes a permanent, heatless torch.
  Convert Serious Wounds: Converts 3d8 damage +1/level (max +15).
  Create Food and Water: Feeds three humans (or one horse)/level.
  Daylight: 60-ft. radius of bright light.
  Deeper Darkness: Object sheds supernatural shadow in 60-ft. 
  radius.
  Dispel Magic: Cancels spells and magical eﬀects.
  Glyph of WardingM: Inscription harms those who pass it.
  Helping Hand: Ghostly hand leads subject to you.
  Inﬂict Serious Wounds: Touch attack, 3d8 damage +1/level (max 
  +15).
  Invisibility Purge: Dispels invisibility within 5 ft./level.
  Locate Object: Senses direction toward object (speciﬁc or type).
  Magic Vestment: Armor or shield gains +1 enhancement per four 
  levels.
  Meld into Stone: You and your gear merge with stone.
  Obscure Object: Masks object against scrying.
  Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  Protection from Energy: Absorb 12 points/level of damage from one 
  kind of energy.
  Remove Blindness/Deafness: Cures normal or magical conditions.
  Remove Disease: Cures all diseases aﬀecting subject.
  Searing Light: Ray deals 1d8/two levels damage, more against 
  undead.
  Speak with Dead: Corpse answers one question/two levels.
  Stone Shape: Sculpts stone into any shape.
  Summon Monster III: Calls extraplanar creature to ﬁght for you.
  Water Breathing: Subjects can breathe underwater.
  Water Walk: Subject treads on water as if solid.
  Wind Wall: Deﬂects arrows, smaller creatures, and gases.
  4TH-LEVEL PRIEST SPELLS
  Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  Control Water: Raises or lowers bodies of water.
  Convert Critical Wounds: Converts 4d8 damage +1/level (max +20).
  Death Ward: Grants immunity to death spells and negative energy 
  eﬀects.
  Dimensional Anchor: Bars extradimensional movement.
  Discern Lies: Reveals deliberate falsehoods.
  Dismissal: Forces a creature to return to native plane.
  DivinationM: Provides useful advice for speciﬁc proposed actions.
  Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  Fair Light: Bright light of day increases morale.
  Freedom of Movement: Subject moves normally despite 
  impediments.
  Giant Vermin: Turns centipedes, scorpions, or spiders into giant 
  vermin.
  Inﬂict Critical Wounds: Touch attack, 4d8 damage +1/level (max 
  +20).
  Magic Weapon, Greater: +1 bonus/four levels (max +5).
  Neutralize Poison: Immunizes subject against poison, detoxiﬁes venom 
  in or on subject.
  Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  Planar Ally, LesserX: Exchange services with a 6 HD extraplanar 
  creature.
  Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
  RestorationM: Restores level and ability score drains.
  Sending: Delivers short message anywhere, instantly.
  Spell Immunity: Subject is immune to one spell per four levels.
  Summon Monster IV: Calls extraplanar creature to ﬁght for you.
  Tongues: Speak any language.
  
  - 168 -
  CHAPTER NINE: SPELLS
  5TH-LEVEL PRIEST SPELLS
  AtonementFX: Removes burden of misdeeds from subject.
  Break Enchantment: Frees subjects from enchantments, alterations, 
  curses, and petriﬁcation.
  Command, Greater: As command, but aﬀects one subject/level.
  CommuneX: Deity answers one yes-or-no question/level.
  Convert Light Wounds, Mass: Converts 1d8 damage +1/level for many 
  creatures.
  Disrupting Weapon: Melee weapon destroys undead.
  Flame Strike: Smite foes with divine ﬁre (1d6/level damage).
  HallowM: Designates location as holy.
  Inﬂict Light Wounds, Mass: Deals 1d8 damage +1/level to many 
  creatures.
  Insect Plague: Locust swarms attack creatures.
  Muse: +10 bonus on Craft or Perform check within 1 week.
  Plane ShiftF: As many as eight subjects travel to another plane.
  Raise DeadM: Restores life to subject who died as long as one day/level 
  ago.
  Righteous Might: Your size increases, and you gain combat bonuses.
  ScryingF: Spies on subject from a distance.
  Slay Living: Touch attack kills subject.
  Spell Resistance: Subject gains SR 12 + level.
  Summon Monster V: Calls extraplanar creature to ﬁght for you.
  Symbol of PainM: Triggered rune wracks nearby creatures with pain.
  Symbol of SleepM: Triggered rune puts nearby creatures into catatonic 
  slumber.
  True SeeingM: Lets you see all things as they really are.
  UnhallowM: Designates location as unholy.
  Wall of Stone: Creates a stone wall that can be shaped.
  6TH-LEVEL PRIEST SPELLS
  Animate Objects: Objects attack your foes.
  Antilife Shell: 10-ft. ﬁeld hedges out living creatures.
  Banishment: Banishes 2 HD/level of extraplanar creatures.
  Bear’s Endurance, Mass: As bear’s endurance, aﬀects one subject/
  level.
  Blade Barrier: Wall of blades deals 1d6/level damage.
  Bull’s Strength, Mass: As bull’s strength, aﬀects one subject/level.
  Convert Moderate Wounds, Mass: Converts 2d8 damage +1/level for 
  many creatures.
  Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
  Dispel Extraplanar Entity: +4 bonus to AC against attacks by 
  extraplanar creatures.
  Dispel Magic, Greater: As dispel magic, but up to +20 on check.
  Eagle’s Splendor, Mass: As eagle’s splendor, aﬀects one subject/level.
  Find the Path: Shows most direct way to a location.
  ForbiddanceM: Blocks planar travel.
  Geas/Quest: As lesser geas, plus it aﬀects any creature.
  Glyph of Warding, Greater: As glyph of warding, but up to 10d8 
  damage or 6th-level spell.
  Harm: Deals 10 points/level damage to target.
  Heal: Cures 10 points/level of damage, all diseases and mental 
  conditions.
  Heroes’ Feast: Food for one creature/level cures and grants combat 
  bonuses.
  Inﬂict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many 
  creatures.
  Owl’s Wisdom, Mass: As owl’s wisdom, aﬀects one subject/level.
  Planar AllyX: As lesser planar ally, but up to 12 HD.
  Summon Monster VI: Calls extraplanar creature to ﬁght for you.
  Symbol of FearM: Triggered rune panics nearby creatures.
  Symbol of PersuasionM: Triggered rune charms nearby creatures.
  Undeath to DeathM: Destroys 1d4 HD/level undead (max 20d4).
  Wind Walk: You and your allies turn vaporous and travel fast.
  Word of Recall: Teleports you back to designated place.
  7TH-LEVEL PRIEST SPELLS
  Control Weather: Changes weather in local area.
  Convert Serious Wounds, Mass: Converts 3d8 damage +1/level for 
  many creatures.
  DestructionF: Kills subject and destroys remains.
  Ethereal Jaunt: You become ethereal for 1 round/level.
  Inﬂict Serious Wounds, Mass: Deals 3d8 damage +1/level to many 
  creatures.
  RefugeM: Alters item to transport its possessor to you.
  Regenerate: Subject’s severed limbs grow back, cures 4d8 damage 
  +1/level (max +35).
  Repulsion: Creatures can’t approach you.
  Restoration, GreaterX: As restoration, plus restores all levels and 
  ability scores.
  ResurrectionM: Fully restore dead subject.
  Scrying, Greater: As scrying, but faster and longer.
  Summon Monster VII: Calls extraplanar creature to ﬁght for you.
  Symbol of StunningM: Triggered rune stuns nearby creatures.
  Symbol of WeaknessM: Triggered rune weakens nearby creatures.
  8TH-LEVEL PRIEST SPELLS
  Antimagic Field: Negates magic within 10 ft.
  Convert Critical Wounds, Mass: Converts 4d8 damage +1/level for 
  many creatures.
  Create Greater UndeadM: Create shadows, wraiths, spectres, or 
  devourers.
  Dimensional Lock: Teleportation and interplanar travel blocked for 
  one day/level.
  Discern Location: Reveals exact location of creature or object.
  Earthquake: Intense tremor shakes 80-ft.-radius.
  Fire Storm: Deals 1d6/level ﬁre damage.
  Heal, Mass: As heal, but with several subjects.
  Inﬂict Critical Wounds, Mass: Deals 4d8 damage +1/level to many 
  creatures.
  Planar Ally, GreaterX: As lesser planar ally, but up to 18 HD.
  Spell Immunity, Greater: As spell immunity, but up to 8th-level 
  spells.
  Summon Monster VIII: Calls extraplanar creature to ﬁght for you.
  Symbol of DeathM: Triggered rune slays nearby creatures.
  Symbol of InsanityM: Triggered rune renders nearby creatures 
  insane.
  Word of Ruin: Kills, paralyzes, weakens, or dazes opponents.
  9TH-LEVEL PRIEST SPELLS
  Astral ProjectionM: Projects you and companions onto the Astral 
  Plane.
  Energy Drain: Subject gains 2d4 negative levels.
  Etherealness: Travel to Ethereal Plane with companions.
  Favored of the GodsF: +4 to AC, +4 resistance, and SR 25.
  GateX: Connects two planes for travel or summoning.
  Implosion: Kills one creature/round.
  MiracleX: Requests a deity’s intercession.
  Soul BindF: Traps newly dead soul to prevent resurrection.
  Storm of Vengeance: Storm rains acid, lightning, and hail.
  Summon Monster IX: Calls extraplanar creature to ﬁght for you.
  True ResurrectionM: As resurrection, plus remains aren’t needed.
  
  - 169 -
  CHAPTER NINE: SPELLS
  WITCH SPELLS
  0-LEVEL WITCH SPELLS
  Create Water: Creates 2 gallons/level of pure water.
  Convert Minor Wounds: Converts 1 point of damage.
  Detect Magic: Detects spells and magic items within 60 ft.
  Detect Poison: Detects poison in one creature or object.
  Flare: Dazzles one creature (–1 penalty on attack rolls).
  Guidance: +1 on one attack roll, saving throw, or skill check.
  Know Direction: You discern north.
  Light: Object shines like a torch.
  Mending: Makes minor repairs on an object.
  Purify Food and Drink: Puriﬁes 1 cu. ft./level of food or water.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 bonus on saving throws.
  Virtue: Subject gains 1 temporary hp.
  1ST-LEVEL WITCH SPELLS
  Calm Animals: Calms (2d4 + level) HD of animals.
  Charm Animal: Makes one animal your friend.
  Circle of Protection: +2 to AC and saves, counter mind control, hedge out 
  elementals and outsiders.
  Convert Light Wounds: Converts 1d8 damage +1/level (max +5).
  Dancing Lights: Creates torches or other lights.
  Daze: Humanoid creature of 4 HD or less loses next action.
  Detect Animals or Plants: Detects kinds of animals or plants.
  Detect Curse: Reveals curses within 60 ft.
  Detect Snares and Pits: Reveals natural or primitive traps.
  Endure Elements: Exist comfortably in hot or cold environments.
  Entangle: Plants entangle everyone in 40-ft.-radius.
  Faerie Fire: Outlines subjects with light, canceling blur, concealment, 
  and the like.
  Ghost Sound: Figment sounds.
  Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  Hide from Animals: Animals can’t perceive one subject/level.
  Jump: Subject gets bonus on Jump checks.
  Longstrider: Your speed increases by 10 ft.
  Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on 
  Will saves against sleep.
  Mage Hand: 5-pound telekinesis.
  Magic Fang: One natural weapon of subject creature gets +1 on attack 
  and damage rolls.
  Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
  Message: Whispered conversation at distance.
  Obscuring Mist: Fog surrounds you.
  Open/Close: Opens or closes small or light things.
  Pass without Trace: One subject/level leaves no tracks.
  Prestidigitation: Performs minor tricks.
  Produce Flame: 1d6 damage +1/level, touch or thrown.
  Shillelagh: Cudgel or quarterstaﬀ becomes +1 weapon (1d10 damage) 
  for 1 min./level.
  Speak with Animals: You can communicate with animals.
  Summon Instrument: Summons one instrument of the caster’s 
  choice.
  Summon Monster I: Calls extraplanar creature to ﬁght for you.
  Summon Nature’s Ally I: Calls creature to ﬁght.
  2ND-LEVEL WITCH SPELLS
  Alarm: Wards an area for 2 hours/level.
  Animal Messenger: Sends a Tiny animal to a speciﬁc place.
  Animal Trance: Fascinates 2d6 HD of animals.
  Animate Rope: Makes a rope move at your command.
  Barkskin: Grants +2 (or higher) enhancement to natural armor.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Cause Fear: One creature of 5 HD or less ﬂees for 1d4 rounds.
  Charm Person: Makes one person your friend.
  Chill Metal: Cold metal damages those who touch it.
  Comprehend Languages: You understand all spoken and written 
  languages.
  Confusion, Lesser: One creature is confused for 1 round.
  Delay Poison: Stops poison from harming subject for 1 hour/level.
  Detect Secret Doors: Reveals hidden doors within 60 ft.
  Disguise Self: Changes your appearance.
  Erase: Mundane or magical writing vanishes.
  Expeditious Retreat: Your speed increases by 30 ft.
  Feather Fall: Objects or creatures fall slowly.
  Fire TrapM: Opened object deals 1d4 +1/level damage.
  Flame Blade: Touch attack deals 1d8 +1/two levels damage.
  Flaming Sphere: Creates rolling ball of ﬁre, 2d6 damage, lasts 1 round/
  level.
  Fog Cloud: Fog obscures vision.
  Grease: Makes 10-ft. square or one object slippery.
  Gust of Wind: Blows away or knocks down smaller creatures.
  Heat Metal: Make metal so hot it damages those who touch it.
  Hideous Laughter: Subject loses actions for 1 round/level.
  Hold Animal: Paralyzes one animal for 1 round/level.
  Hypnotism: Fascinates 2d4 HD of creatures.
  IdentifyM: Determines properties of magic item.
  Magic Aura: Alters object’s magic aura.
  Magic MouthM: Speaks once when triggered.
  Obscure Object: Masks object against scrying.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Reduce Animal: Shrinks one willing animal.
  Remove Fear: Suppresses fear or gives +4 on saves against fear for one 
  subject + one per four levels.
  Resist Energy: Ignores 10 (or more) points of damage/attack from 
  speciﬁed energy type.
  Silent Image: Creates minor illusion of your design.
  Sleep: Puts 4 HD of creatures into magical slumber.
  Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
  Spider Climb: Grants ability to walk on walls and ceilings.
  Summon Monster II: Calls extraplanar creature to ﬁght for you.
  Summon Nature’s Ally II: Calls creature to ﬁght.
  Summon Swarm: Summons swarm of bats, rats, or spiders.
  Tree Shape: You look exactly like a tree for 1 hour/level.
  Unseen Servant: Invisible force obeys your commands.
  Ventriloquism: Throws voice for 1 min./level.
  Warp Wood: Bends wood (shaft, handle, door, plank).
  Wood Shape: Rearranges wooden objects to suit you.
  3RD-LEVEL WITCH SPELLS
  Alter Self: Assume form of a similar creature.
  Blindness/Deafness: Makes subject blind or deaf.
  Blur: Attacks miss subject 20% of the time.
  Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  Calm Emotions: Calms creatures, negating emotion eﬀects.
  Circle of Protection, Greater: As circle of protection, but 10-ft. radius and 
  10 min./level.
  Contagion: Infects subject with chosen disease.
  Convert Moderate Wounds: Converts 2d8 damage +1/level (max +10).
  
  - 170 -
  CHAPTER NINE: SPELLS
  Darkness: 20-ft. radius of supernatural shadow.
  Daylight: 60-ft. radius of bright light.
  Daze Monster: Living creature of 6 HD or less loses next action.
  Detect Thoughts: Allows “listening” to surface thoughts.
  Diminish Plants: Reduces size or blights growth of normal plants.
  Dominate Animal: Subject animal obeys silent mental commands.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Ecstasy: Target creature becomes helpless for 1 round/level.
  Enthrall: Captivates all within 100 ft. + 10 ft./level.
  Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
  Glitterdust: Blinds creatures, outlines invisible creatures.
  Heroism: Gives +2 on attack rolls, saves, skill checks.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  Invisibility: Subject is invisible for 1 min./level or until it attacks.
  Locate Object: Senses direction toward object (speciﬁc or type).
  Magic Fang, Greater: One natural weapon of subject creature gets 
  +1/four levels on attack and damage rolls (max +5).
  Meld into Stone: You and your gear merge with stone.
  Minor Image: As silent image, plus some sound.
  Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, 
  max 8).
  Misdirection: Misleads divinations for one creature or object.
  Neutralize Poison: Immunizes subject against poison, detoxiﬁes venom 
  in or on subject.
  Plant Growth: Grows vegetation, improves crops.
  Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  Protection from Energy: Absorb 12 points/level of damage from one 
  kind of energy.
  Pyrotechnics: Turns ﬁre into blinding light or choking smoke.
  Quench: Extinguishes nonmagical ﬁres or one magic item.
  Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
  Scare: Panics creatures of less than 6 HD.
  Shatter: Sonic vibration damages objects or crystalline creatures.
  Silence: Negates sound in 20-ft. radius.
  Sleet Storm: Hampers vision and movement.
  Snare: Creates a magic booby trap.
  Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
  Speak with Plants: You can talk to normal plants and plant creatures.
  Spike Growth: Creatures in area take 1d4 damage, may be slowed.
  Stone Shape: Sculpts stone into any shape.
  Suggestion: Compels subject to follow stated course of action.
  Summon Monster III: Calls extraplanar creature to ﬁght for you.
  Summon Nature’s Ally III: Calls creature to ﬁght.
  Tongues: Speak any language.
  Water Breathing: Subjects can breathe underwater.
  Whispering Wind: Sends a short message 1 mile/level.
  Wind Wall: Deﬂects arrows, smaller creatures, and gases.
  4TH-LEVEL WITCH SPELLS
  Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  Antiplant Shell: Keeps animated plants at bay.
  Blight: Withers one plant or deals 1d6/level damage to plant creature.
  Blink: You randomly vanish and reappear for 1 round/level.
  Break Enchantment: Frees subjects from enchantments, alterations, 
  curses, and petriﬁcation.
  Charm Monster: Makes monster believe it is your ally.
  Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./
  level.
  Command Plants: Sway the actions of one or more plant creatures.
  Confusion: Subjects behave oddly for 1 round/level.
  Control Water: Raises or lowers bodies of water.
  Convert Serious Wounds: Converts 3d8 damage +1/level (max +15).
  Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, 
  and checks.
  Deep Slumber: Puts 10 HD of creatures to sleep.
  Dispel Magic: Cancels spells and magical eﬀects.
  Displacement: Attacks miss subject 50%.
  Fear: Subjects within cone ﬂee for 1 round/level.
  Flame Strike: Smite foes with divine ﬁre (1d6/level damage).
  Freedom of Movement: Subject moves normally despite impediments.
  Gaseous Form: Subject becomes insubstantial and can ﬂy slowly.
  Geas, Lesser: Commands subject of 7 HD or less.
  Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
  Glibness: You gain +30 bonus on Bluﬀ checks, and your lies can escape 
  magical discernment.
  Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and 
  checks.
  Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reﬂex 
  saves.
  Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  Illusory ScriptM: Only intended reader can decipher.
  Invisibility Sphere: Makes everyone within 10 ft. invisible.
  Major Image: As silent image, plus sound, smell and thermal eﬀects.
  Modify Memory: Changes 5 minutes of subject’s memories.
  Phantom Steed: Magic horse appears for 1 hour/level.
  Reincarnate: Brings dead subject back in a random body.
  Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
  Rusting Grasp: Your touch corrodes iron and alloys.
  ScryingF: Spies on subject from a distance.
  Sculpt Sound: Creates new sounds or changes existing ones.
  Secret Page: Changes one page to hide its real content.
  See Invisibility: Reveals invisible creatures or objects.
  Sepia Snake SigilM: Creates text symbol that immobilizes reader.
  Slow: One subject/level takes only one action/round, –1 to AC, reﬂex 
  saves, and attack rolls.
  Spike Stones: Creatures in area take 1d8 damage, may be slowed.
  Summon Monster IV: Calls extraplanar creature to ﬁght for you.
  Summon Nature’s Ally IV: Calls creature to ﬁght.
  Tiny Hut: Creates shelter for ten creatures.
  Zone of Silence: Keeps eavesdroppers from overhearing conversations.
  5TH-LEVEL WITCH SPELLS
  Animal Growth: One animal/two levels doubles in size.
  AwakenX: Animal or tree gains human intellect.
  Baleful Polymorph: Transforms subject into harmless animal.
  Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  Commune with Nature: Learn about terrain for 1 mile/level.
  Control Winds: Change wind direction and speed.
  Convert Critical Wounds: Converts 4d8 damage +1/level (max +20).
  Death Ward: Grants immunity to all death spells and negative energy 
  eﬀects.
  Detect Scrying: Alerts you of magical eavesdropping.
  Dimension Door: Teleports you short distance.
  Dominate Person: Controls humanoid telepathically.
  HallowM: Designates location as holy.
  Hallucinatory Terrain: Makes one type of terrain appear like another 
  (ﬁeld into forest, or the like).
  Hold Monster: As hold person, but any creature.
  Insect Plague: Locust swarms attack creatures.
  Invisibility, Greater: As invisibility, but subject can attack and stay 
  invisible.
  Legend LoreMF: Lets you learn tales about a person, place, or thing.
  Locate Creature: Indicates direction to familiar creature.
  
  - 171 -
  CHAPTER NINE: SPELLS
  Convert Moderate Wounds, Mass: Converts 2d8 damage +1/level for 
  many creatures.
  Creeping Doom: Swarms of centipedes attack at your command.
  Eagle’s Splendor, Mass: As eagle’s splendor, aﬀects one subject/level.
  Eyebite: Target becomes panicked, sickened, and comatose.
  Fire Storm: Deals 1d6/level ﬁre damage.
  Fox’s Cunning, Mass: As fox’s cunning, aﬀects one subject/level.
  Geas/Quest: As lesser geas, plus it aﬀects any creature.
  Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  Irresistible Dance: Forces subject to dance.
  Permanent Image: Includes sight, sound, and smell.
  Programmed ImageM: As major image, plus triggered by event.
  Project Image: Illusory double can talk and cast spells.
  Scrying, Greater: As scrying, but faster and longer.
  Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns 
  creatures, damages objects.
  Summon Nature’s Ally VII: Calls creature to ﬁght.
  Sunbeam: Beam blinds and deals 4d6 damage.
  Sympathetic Vibration: Deals 2d10 damage/round to freestanding 
  structure.
  Transmute Metal to Wood: Metal within 40 ft. becomes wood.
  True SeeingM: Lets you see all things as they really are.
  Veil: Changes appearance of group of creatures.
  Wind Walk: You and your allies turn vaporous and travel fast.
  8TH-LEVEL WITCH SPELLS
  Animal Shapes: One ally/level polymorphs into chosen animal.
  Control Plants: Control actions of one or more plant creatures.
  Convert Serious Wounds, Mass: Converts 3d8 damage +1/level for many 
  creatures.
  Earthquake: Intense tremor shakes 80-ft.-radius.
  Finger of Death: Kills one subject.
  Repel Metal or Stone: Pushes away metal and stone.
  Rainbow Pattern: Lights fascinate 24 HD of creatures.
  Secure Shelter: Creates sturdy cottage.
  Shadow Conjuration: Mimics conjuring below 4th level, but only 20% 
  real.
  Shout: Deafens all within cone and deals 5d6 sonic damage.
  StoneskinM: Ignore 10 points of damage per attack.
  Summon Monster V: Calls extraplanar creature to ﬁght for you.
  Summon Nature’s Ally V: Calls creature to ﬁght.
  Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
  Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
  Tree Stride: Step from one tree to another far away.
  UnhallowM: Designates location as unholy.
  Wall of Fire: Deals 2d4 ﬁre damage out to 10 ft. and 1d4 out to 20 ft. 
  Passing through wall deals 2d6 damage +1/level.
  Wall of Thorns: Thorns damage anyone who tries to pass.
  6TH-LEVEL WITCH SPELLS
  Antilife Shell: 10-ft.-radius ﬁeld hedges out living creatures.
  Bear’s Endurance, Mass: As bear’s endurance, aﬀects one subject/level.
  Bull’s Strength, Mass: As bull’s strength, aﬀects one subject/level.
  Cat’s Grace, Mass: As cat’s grace, aﬀects one subject/level.
  Convert Light Wounds, Mass: Converts 1d8 damage +1/level for many 
  creatures.
  Dispel Magic, Greater: As dispel magic, but +20 on check.
  Dream: Sends message to anyone sleeping.
  False VisionM: Fools scrying with an illusion.
  Find the Path: Shows most direct way to a location.
  Fire Seeds: Acorns and berries become grenades and bombs.
  Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; 
  immunity to fear; temporary hp.
  Ironwood: Magic wood is strong as steel.
  Liveoak: Oak becomes treant guardian.
  Mind Fog: Subjects in fog get –10 to Wis and Will checks.
  Mirage Arcana: As hallucinatory terrain, plus structures.
  Mislead: Turns you invisible and creates illusory double.
  Move Earth: Digs trenches and builds hills.
  Nightmare: Sends vision dealing 1d10 damage, fatigue.
  Owl’s Wisdom, Mass: As owl’s wisdom, aﬀects one subject/level.
  Persistent Image: As major image, but no concentration required.
  Repel Wood: Pushes away wooden objects.
  Seeming: Changes appearance of one person per two levels.
  Shadow Evocation: Mimics evocation of lower than 5th level, but only 
  20% real.
  Shadow Walk: Step into shadow to travel rapidly.
  Song of Discord: Forces targets to attack each other.
  Spellstaﬀ: Stores one spell in wooden quarterstaﬀ.
  Stone Tell: Talk to natural or worked stone.
  Suggestion, Mass: As suggestion, plus one subject/level.
  Summon Monster VI: Calls extraplanar creature to ﬁght for you.
  Summon Nature’s Ally VI: Calls creature to ﬁght.
  Transport via Plants: Move instantly from one plant to another of the 
  same kind.
  Wall of Stone: Creates a stone wall that can be shaped.
  7TH-LEVEL WITCH SPELLS
  Analyze DweomerF: Reveals magical aspects of subject.
  Animate Objects: Objects attack your foes.
  Animate Plants: One or more plants animate and ﬁght for you.
  Changestaﬀ: Your staﬀ becomes a treant on command.
  Charm Monster, Mass: As charm monster, but all within 30 ft.
  Control Weather: Changes weather in local area.
  
  - 172 -
  CHAPTER NINE: SPELLS
  The new and modiﬁed spells here are presented in alphabetical order 
  (except for those whose names begin with “greater”).
  ARMOR OF DARKNESS
  Abjuration [Darkness]
  Level: Darkness 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell envelops the warded creature in a shroud of shadows that can 
  conceal its features if the caster desires. As well, armor of darkness grants 
  the recipient a +3 deﬂection bonus to Armor Class +1 per four caster 
  levels (maximum +8), as well as a +2 bonus on saving throws against any 
  light spells or eﬀects. The subject can see through the armor normally, 
  and gains darkvision to a range of 60 feet.
  Undead creatures that are subjects of armor of darkness also gain +4 turn 
  resistance.
  ATONEMENT
  Abjuration
  Level: Priest 5
  Components: V, S, M, F, DF, XP
  Casting Time: 1 hour
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell removes the burden of unsavory acts or misdeeds from the 
  subject. The creature seeking atonement must be truly repentant and 
  desirous of setting right its misdeeds. If the atoning creature committed 
  the oﬀending act unwittingly or under some form of compulsion, 
  atonement operates normally at no cost to you. However, in the case of 
  a creature atoning for deliberate misdeeds and acts of a knowing and 
  willful nature, you must intercede with your deity (requiring you to 
  expend 500 XP) in order to expunge the subject’s burden. Many casters 
  ﬁrst assign a subject of this sort a quest (see geas/quest) or similar penance 
  to determine whether the creature is truly contrite before casting the 
  atonement spell on its behalf.
  Atonement may be cast for one of several purposes, depending on the 
  version selected.
  • Restore Class: A godsworn who has lost her class features for 
  committing an act in conﬂict with her deity’s portfolio may have her 
  class restored to her by this spell.
  • Restore Priest Spell Powers: A priest who has lost the ability to cast spells 
  by incurring the anger of her deity may regain that ability by seeking 
  atonement from another priest of the same deity. If the transgression 
  was intentional, the casting priest loses 500 XP for his intercession. 
  If the transgression was unintentional, he does not lose XP.
  Material Component: Burning incense.
  Focus: In addition to your holy symbol or normal divine focus, you need 
  a set of prayer beads (or other prayer device, such as a prayer wheel or 
  prayer book) worth at least 500 sh.
  XP Cost: When cast for the beneﬁt of a creature whose guilt was the result 
  of deliberate acts, the cost to you is 500 XP per casting (see above).
  NEW SPELLS
  Reverse Gravity: Objects and creatures fall upward.
  Summon Nature’s Ally VIII: Calls creature to ﬁght.
  Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  Whirlwind: Cyclone deals damage and can pick up creatures.
  Word of Recall: Teleports you back to designated place.
  9TH-LEVEL WITCH SPELLS
  Antipathy: Object or location aﬀected by spell repels certain creatures.
  Convert Critical Wounds, Mass: Converts 4d8 damage +1/level for many 
  creatures.
  Elemental Swarm: Summons multiple elementals.
  Foresight: “Sixth sense” warns of impending danger.
  Regenerate: Subject’s severed limbs grow back, cures 4d8 damage 
  +1/level (max +35).
  Shambler: Summons 1d4+2 shambling mounds to ﬁght for you.
  ShapechangeF: Transforms you into any creature, and change forms 
  once per round.
  Storm of Vengeance: Storm rains acid, lightning, and hail.
  Summon Nature’s Ally IX: Calls creature to ﬁght.
  SympathyM: Object or location attracts certain creatures.
  
  - 173 -
  CHAPTER NINE: SPELLS
  BLACKLIGHT
  Evocation [Darkness]
  Level: Darkness 4, mage 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: A 20-ft.-radius emanation centered on a creature, object, or point 
  in space
  Duration: 1 round/level (D)
  Saving Throw: Will negates or none (object)
  Spell Resistance: Yes or no (object)
  You create an area of total darkness, impenetrable to normal vision and 
  darkvision. You can see normally within the blacklight, but creatures 
  outside the spell’s area (even you) cannot see through it. All creatures 
  within an area of blacklight or with line of sight obstructed by the spell 
  gain concealment (50% miss chance).
  The spell can be cast on a point in space, but the eﬀect is stationary unless 
  cast on a mobile object. If you cast the spell on a creature, the eﬀect then 
  radiates from the creature and moves as it moves. An unwilling creature 
  can attempt a Will save to negate the spell and can use spell resistance, 
  if any. Items in a creature’s possession or magic items that emit light 
  receive the beneﬁts of saves and spell resistance, but unattended objects 
  and points in space do not.
  Blacklight counters or dispels any light spell of equal or lower level. A 
  daylight spell counters or dispels blacklight.
  BOLTS OF BEDEVILMENT
  Enchantment [Mind-Aﬀecting]
  Level: Madness 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Eﬀect: Ray
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell grants the caster the ability to make one ray attack per round. The 
  ray dazes one living creature, clouding its mind so that it takes no actions for 
  1d3 rounds. The creature is not stunned (so attackers get no special advantage 
  against it), but it can’t move, cast spells, use mental abilities, and so on.
  CIRCLE OF PROTECTION
  Abjuration
  Level: Desperation 2, mage 1, priest 1, witch 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No; see text
  This spell wards a creature from attacks by extraplanar creatures, from 
  mental control, and from summoned creatures. It creates a magical barrier 
  around the subject at a distance of 1 foot. The barrier moves with the 
  subject and has three major eﬀects.
  First, the subject gains a +2 deﬂection bonus to AC and a +2 resistance 
  bonus on saves. Both these bonuses apply against attacks made or eﬀects 
  created by extraplanar creatures.
  Second, the barrier blocks any attempt to possess the warded creature 
  (by a magic jar attack, for example) or to exercise mental control over 
  the creature, including enchantment (charm) eﬀects and enchantment 
  (compulsion) eﬀects that grant the caster ongoing control over the 
  subject (such as dominate person). The protection does not prevent such 
  eﬀects from targeting the protected creature, but it suppresses the eﬀect 
  for the duration of the circle of protection eﬀect. If the circle of protection 
  eﬀect ends before the eﬀect granting mental control does, the would-
  be controller would then be able to mentally command the controlled 
  creature. Likewise, the barrier keeps out a possessing life force but does 
  not expel one if it is in place before the spell is cast.
  Third, the spell prevents bodily contact by summoned creatures. This 
  causes the natural weapon attacks of such creatures to fail and the 
  creatures to recoil if such attacks require touching the warded creature. 
  The protection against contact by summoned creatures ends if the warded 
  creature makes an attack against or tries to force the barrier against the 
  blocked creature. Spell resistance can allow a creature to overcome this 
  protection and touch the warded creature.
  Material Component: A little powdered silver with which you trace a 
  3-foot-diameter circle on the ﬂoor (or ground) around the creature to 
  be warded.
  CIRCLE OF PROTECTION, GREATER
  Abjuration
  Level: Mage 3, priest 3, witch 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Area: 10-ft.-radius emanation from touched creature
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No; see text
  All creatures within the area gain the eﬀects of a circle of protection spell, and no 
  extraplanar summoned creatures can enter the area either. You must overcome 
  a creature’s spell resistance in order to keep it at bay (as in the third function of 
  circle of protection), but the deﬂection and resistance bonuses and the protection 
  from mental control apply regardless of enemies’ spell resistance.
  This spell has an alternative version that you may choose when 
  casting it. A greater circle of protection can be focused inward rather 
  than outward. When focused inward, the spell binds an extraplanar 
  called creature (such as those called by the lesser planar binding, planar 
  binding, and greater planar binding spells) for a maximum of 24 hours 
  per caster level, provided you cast the spell that calls the creature 
  within 1 minute of casting the greater circle. The creature cannot cross 
  the circle’s boundaries. If a creature too large to ﬁt into the spell’s area 
  is the subject of the spell, the spell acts as a normal circle of protection 
  spell for that creature only.
  A greater circle leaves much to be desired as a trap. If the circle of 
  powdered silver laid down in the process of spellcasting is broken, the 
  eﬀect immediately ends. The trapped creature can do nothing that 
  disturbs the circle, directly or indirectly, but other creatures can. If the 
  called creature has spell resistance, it can test the trap once a day. If you 
  fail to overcome its spell resistance, the creature breaks free, destroying 
  the circle. A creature capable of any form of dimensional travel (astral 
  projection, blink, dimension door, etherealness, gate, plane shift, shadow 
  
  - 174 -
  CHAPTER NINE: SPELLS
  walk, teleport, and similar abilities) can simply leave the circle through 
  that means. You can prevent the creature’s extradimensional escape by 
  casting a dimensional anchor spell on it, but you must cast the spell before 
  the creature acts. If you are successful, the anchor eﬀect lasts as long as 
  the greater circle does. The creature cannot reach across the magic circle, 
  but its ranged attacks (ranged weapons, spells, magical abilities, and the 
  like) can. The creature can attack any target it can reach with its ranged 
  attacks except for the circle itself.
  You can add a special diagram (a two-dimensional bounded ﬁgure with 
  no gaps along its circumference, augmented with various magical sigils) 
  to make the greater circle more secure. Drawing the diagram by hand 
  takes 10 minutes, requires a DC 20 Spellcraft check, and counts as a 
  ritual whose casting time increment is 10 minutes. You do not know 
  the result of this check. If the check fails, the diagram is ineﬀective. You 
  can take 10 when drawing the diagram if you are under no particular 
  time pressure to complete the task. This task also takes 10 full minutes. 
  If time is no factor at all, and you devote 3 hours and 20 minutes to the 
  task, you can take 20.
  A successful diagram allows you to cast a dimensional anchor spell on the 
  greater circle during the round before casting any summoning spell. The 
  anchor holds any called creatures in the greater circle for 24 hours per 
  caster level. A creature cannot use its spell resistance against a greater circle 
  prepared with a diagram, and none of its abilities or attacks can cross the 
  diagram. If the creature tries a Charisma check to break free of the trap 
  (see the lesser planar binding spell in the PHB), the DC increases by 5. The 
  creature is immediately released if anything disturbs the diagram—even 
  a straw laid across it. However, the creature itself cannot disturb the 
  diagram either directly or indirectly, as noted above.
  This spell is not cumulative with circle of protection and vice versa.
  Material Component: A little powdered silver with which you trace a 
  3-foot diameter circle on the ﬂoor (or ground) around the creature to 
  be warded.
  CONTINGENCY
  Evocation
  Level: Mage 6
  Components: V, S, M, F
  Casting Time: At least 10 minutes; see text
  Range: Personal
  Target: You
  Duration: One day/level (D) or until discharged
  You can place another spell upon your person so it comes into eﬀect under 
  some condition you dictate when casting contingency. The contingency ritual 
  and the companion spell are cast at the same time. The 10-minute casting 
  time is the minimum total for both castings; if the companion spell has 
  a casting time longer than 10 minutes, use that instead.
  The spell to be brought into eﬀect by the contingency must be one that 
  aﬀects your person and be of a spell level no higher than one-third 
  your caster level (rounded down, maximum 6th level) and one you 
  can safely cast.
  The conditions needed to bring the spell into eﬀect must be clear, although 
  they can be general. In all cases, the contingency immediately brings 
  into eﬀect the companion spell, the latter being “cast” instantaneously 
  when the prescribed circumstances occur. If complicated or convoluted 
  conditions are prescribed, the whole spell combination (contingency and 
  the companion magic) may fail when called on. The companion spell 
  occurs based solely on the stated conditions, regardless of whether you 
  want it to.
  You can use only one contingency spell at a time; if a second is cast, the 
  ﬁrst one (if still active) is dispelled.
  Material Component: That of the companion spell, plus quicksilver.
  Focus: A statuette of you carved from elephant ivory and decorated 
  with gems (worth at least 1,500 sh). You must carry the focus for the 
  contingency to work.
  CONVERT CRITICAL WOUNDS
  Conjuration (Healing)
  Level: Healing 4, priest 4, witch 5
  This spell functions like convert light wounds, except that it converts 4d8 
  points of lethal damage +1 point per caster level (maximum +20) to an 
  equal amount of nonlethal damage.
  CONVERT CRITICAL WOUNDS, MASS
  Conjuration (Healing)
  Level: Healing 8, priest 8, witch 9
  This spell functions like mass convert light wounds, except that it converts 
  4d8 points of lethal damage +1 point per caster level (maximum +40) to 
  an equal amount of nonlethal damage.
  CONVERT LIGHT WOUNDS
  Conjuration (Healing)
  Level: Healing 1, priest 1, witch 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will half (harmless); see text
  Spell Resistance: Yes (harmless); see text
  When laying your hand upon a living creature, you channel positive 
  energy that converts 1d8 points of lethal damage +1 point per caster level 
  (maximum +5) to an equal amount of nonlethal damage.
  Since undead are powered by negative energy, this spell deals damage to 
  them instead of curing their wounds. An undead creature can apply spell 
  resistance, and can attempt a Will save to take half damage.
  CONVERT LIGHT WOUNDS, MASS
  Conjuration (Healing)
  Level: Healing 5, priest 5, witch 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/level, no two of which can be more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: Will half (harmless); see text
  Spell Resistance: Yes (harmless); see text
  You channel positive energy to convert 1d8 points of lethal damage 
  +1 point per caster level (maximum +25) in each selected creature to 
  an equal amount of nonlethal damage. Like other convert spells, mass 
  convert light wounds deals damage to undead in its area rather than 
  curing them. Each aﬀected undead may attempt a Will save for half 
  damage.
  
  - 175 -
  CHAPTER NINE: SPELLS
  CONVERT MINOR WOUNDS
  Conjuration (Healing)
  Level: Priest 0, witch 0
  This spell functions like convert light wounds, except that it converts only 
  1 point of lethal damage to 1 point of nonlethal damage.
  CONVERT MODERATE WOUNDS
  Conjuration (Healing)
  Level: Healing 2, priest 2, witch 3
  This spell functions like convert light wounds, except that it converts 2d8 
  points of lethal damage +1 point per caster level (maximum +10) to an 
  equal amount of nonlethal damage.
  CONVERT MODERATE WOUNDS, MASS
  Conjuration (Healing)
  Level: Priest 6, witch 7
  This spell functions like mass convert light wounds, except that it converts 
  2d8 points of lethal damage +1 point per caster level (maximum +30) to 
  an equal amount of nonlethal damage.
  CONVERT SERIOUS WOUNDS
  Conjuration (Healing)
  Level: Healing 3, priest 3, witch 4
  This spell functions like convert light wounds, except that it converts 3d8 
  points of damage +1 point per caster level (maximum +15) to an equal 
  amount of nonlethal damage.
  CONVERT SERIOUS WOUNDS, MASS
  Conjuration (Healing)
  Level: Priest 7, witch 8
  This spell functions like mass convert light wounds, except that it converts 
  3d8 points of damage +1 point per caster level (maximum +35) to an 
  equal amount of nonlethal damage.
  DETECT CURSE
  Divination
  Level: Mage 1, priest 1, witch 1
  Components: V, S
  Casting Time: 1 round
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 1 minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You detect the aura generated from a person suﬀering the eﬀects of a 
  curse (see page 148). The amount of information revealed depends on 
  how long you study a particular area.
  1st Round: Presence or absence of curses.
  2nd Round: Number of auras in the area and the strength of the strongest 
  aura present.
  3rd Round: The strength and location of each aura. If an aura is outside 
  your line of sight, then you discern its direction but not its exact 
  location.
  • Aura Strength: The strength of an aura is determined by the intensity 
  of the curse, as given on the following table:
  AURA STRENGTH
  Intensity
  Strength
  Least 
  Dim
  Common
  Faint
  Potent
  Moderate
  Mighty
  Strong
  Great
  Overwhelming
  • Lingering Aura: A curse’s aura lingers even after it has been removed 
  from the subject. If detect curse is cast and directed at such a location, 
  the spell indicates an aura strength of dim (even weaker than a faint 
  aura). How long the aura lingers at this dim level depends on its 
  original power:
  LINGERING AURA
  Original Strength
  Duration of Lingering Aura
  Faint
  1d6 rounds
  Moderate
  1d6 minutes
  Strong
  1d6 × 10 minutes
  Overwhelming
  1d6 days
   
  Each round, you can turn to detect curses in a new area. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead, or 3 feet of wood or dirt blocks it.
  DETECT RETURN
  Divination
  Level: Spirit 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You detect whether any living creatures in the area have ever been brought 
  back from death by any means (raise dead, resurrection, miracle, wish, 
  and so on). The amount of information revealed depends on how long 
  you study a particular area:
  1st Round: Presence or absence of creatures that have returned from 
  death.
  2nd Round: Number of creatures in the area who have returned from 
  death, and which among them has returned the most times. If more 
  than one creature has returned the most times, the spell indicates the 
  creature that has returned by the most powerful means.
  3rd Round: The number of times each returned creature has returned 
  from the dead, and by what means.
  
  - 176 -
  CHAPTER NINE: SPELLS
  Note: Each round, you can turn to detect creatures that have returned 
  from the dead in a new area. The spell can penetrate barriers, but one 
  foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of 
  wood or dirt block it.
  DISPEL EXTRAPLANAR ENTITY
  Abjuration
  Level: Priest 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target or Targets: You and a touched extraplanar creature; or you and 
  an enchantment on a touched creature or object
  Duration: 1 round/level or until discharged, whichever comes ﬁrst
  Saving Throw: See text
  Spell Resistance: See text
  Shimmering, white, energy surrounds you. This power has three 
  eﬀects.
  First, you gain a +4 deﬂection bonus to AC against attacks by extraplanar 
  creatures.
  Second, on making a successful melee touch attack against an extraplanar 
  creature, you can choose to drive that creature back to its home plane. 
  The creature can negate the eﬀects with a successful Will save (spell 
  resistance applies). This use discharges and ends the spell.
  Third, with a touch you can automatically dispel any one enchantment 
  spell cast by an extraplanar creature. Exception: Spells that can’t be 
  dispelled by dispel magic also can’t be dispelled by this spell. Saving 
  throws and spell resistance do not apply to this eﬀect. This use discharges 
  and ends the spell.
  ECSTASY
  Enchantment (Compulsion) [Mind-Aﬀecting]
  Level: Pleasure 3, witch 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid creature
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  The subject becomes overwhelmed with sexual stimulation, and is rooted 
  helpless to the spot. It is aware and breathes normally but cannot take 
  any actions (including speaking) except for taking a 5-foot step. In 
  addition, the subject automatically drops anything in hand. Each round 
  on its turn, the subject may attempt a new saving throw to end the eﬀect 
  (a full-round action that does not provoke attacks of opportunity.)
  A winged creature under the eﬀects of this spell cannot use its wings, 
  and falls. A swimming creature cannot swim and may drown.
  EXTRAPLANAR PALACE
  Transmutation
  Level: Home 9
  Components: V, S, DF, XP
  Casting Time: 1 standard action
  Range: Touch
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You move yourself and one other creature to a fabulous palace in the 
  heavens. This palace is staﬀed by ﬁve solars (see the MM), each of whom 
  serves in a diﬀerent capacity (body servant, handmaid, door warden, 
  chamberlain, and chef). You arrive in the palace’s atrium, where, if 
  the companion brought with you is hostile, it is set upon by the ﬁve 
  custodians of the palace.
  You may leave the palace and return to the place you left at will. No 
  mortal may reside within the palace for longer than 24 hours, as a mortal 
  vessel deteriorates when too long in the presence of the divine).
  Anyone spending 8 or more hours within the palace is treated to splendid 
  feasts and perfect restfulness. This all has the following eﬀects:
  • All present are cured of any hurts, diseases, curses, and other deleterious 
  magical or natural eﬀects other than those put on them by a god.
  • If the companion brought is dead, the solars use true resurrection to 
  restore him to life.
  • The solars may be asked 20 questions with yes or no answers, as per 
  the commune spell.
  • For 12 hours after leaving the palace, all who ate and rested there 
  remain under an eﬀect equivalent to bless, and gain immunity to 
  magical fear and similar eﬀects (such as crushing despair).
  There is a 1% chance that the caster will arrive at the palace while the 
  caster’s god is in residence. In such cases, the character is granted an 
  audience, as the GM adjudicates.
  XP Component: 5,000 XP
  FACT TO FICTION
  Evocation
  Level: Truth 9
  Components: V, S, DF, XP
  Casting Time: 1 standard action
  Range: See text
  Eﬀect: See text
  Duration: See text
  Saving Throw: See text
  Spell Resistance: Yes
  Fact to ﬁction calls upon the power of truth to render untrue that which is 
  currently true. It works exactly as the wish spell’s power to undo misfortune, 
  but costs far less XP since it is much more limited in scope.
  Fact to ﬁction can undo a single recent event, forcing a reroll of any roll 
  made within the last round (including your last turn). Reality reshapes 
  itself to accommodate the new result. For example, fact to ﬁction could 
  undo an opponent’s successful save, a foe’s successful critical hit (either 
  the attack roll or the critical conﬁrmation), a friend’s failed save, and 
  so on. You must take the result of the reroll, even if it is worse than the 
  original result. An unwilling target gets a Will save to negate the eﬀect, 
  and spell resistance (if any) applies.
  XP Cost: Fact to ﬁction costs only 2,500 XP, but that is expended even if 
  an unwilling target makes a successful save or the spell fails to penetrate 
  the target’s spell resistance. As well, you may voluntarily expend additional 
  experience points when the spell is cast, pouring more of yourself into your 
  entreaty to the gods to reverse the unfortunate truth. For each additional 500 
  XP spent, you gain an additional +1 sacred bonus on your caster level check 
  made to overcome the target’s spell resistance. For each additional 1,000 XP 
  
  - 177 -
  CHAPTER NINE: SPELLS
  Concentration check to speak (DC 10) or cast a spell with a verbal component 
  (DC 10 + the level of the spell). Even if the target creature succeeds on the 
  Concentration check, it still faces a 20% chance of spell failure.
  Remove disease counters this spell.
  HARDENING
  Transmutation
  Level: Mage 6, Artiﬁce 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One item of a volume no greater than 10 cu. ft./level (see text)
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes (object)
  This spell increases the hardness of any object. For every two caster levels, 
  increase the hardness of the material targeted by the spell by +1. This 
  hardness increase improves the material’s resistance to damage, but does 
  not in any way aﬀect resistance to other forms of transformation. This spell 
  aﬀects up to 10 cubic feet of material per level of the spellcaster. If cast upon 
  a metal or mineral, the volume is reduced to 1 cubic foot per level.
  Multiple castings of this spell do not stack.
  ITCHY HIVES
  Necromancy
  Level: Disease 1, priest 2
  Components: V, S
  Casting Time: 1 standard action
  spent (in addition to XP spent as above), the target takes a –1 sacred penalty 
  on its Will save or gains a +1 sacred bonus on the reroll (your choice).
  FAIR LIGHT
  Evocation [Light]
  Level: Beauty 3, priest 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  This spell functions as daylight, but the light emanates in a 60-foot radius 
  from you. The light evoked by this spell is just as bright as daylight, but 
  is ﬁlled with sparkling motes of pure luminescence. All allies within the 
  radius of the light gain a +1 morale bonus on attack rolls and saving 
  throws. All enemies take a –1 penalty on attack rolls and saving throws 
  while in the area of this spell.
  Fair light counters or dispels any darkness spell of equal or lower level, 
  such as darkness.
  FAVORED OF THE GODS
  Abjuration
  Level: Priest 9
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 20 ft.
  Targets: One creature/level in a 20-ft.-radius burst centered on you
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: Yes (harmless)
  A colorful aura surrounds the subjects, protecting them from attacks, 
  granting them resistance to spells, and causing opponents that strike the 
  subjects to become confused. This abjuration has four eﬀects.
  First, each warded creature gains a +4 deﬂection bonus to AC and a 
  +4 resistance bonus on saves. Second, each warded creature gains spell 
  resistance 25. Third, the abjuration blocks possession and mental inﬂuence, 
  just as circle of protection does.
  Finally, if a creature succeeds on a melee attack against a warded creature, 
  the oﬀending attacker is confused for 1 round (Will save negates, as with 
  the confusion spell, but against the save DC of favored of the gods).
  Focus: A tiny reliquary containing some sacred relic, such as a scrap of 
  parchment from a religious text. The reliquary costs at least 500 sh.
  FIT OF COUGHING
  Necromancy
  Level: Disease 2
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Fit of coughing aﬂicts a subject with a terrible hacking cough, impeding speech 
  and the casting of spells with verbal components. The target must succeed a 
  
  - 178 -
  CHAPTER NINE: SPELLS
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 hour/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The target creature’s body erupts with itchy hives, causing great discomfort. 
  The subject takes a –2 penalty on all attack rolls, skill checks, and saving 
  throws due to preoccupation with the itch. The disease runs its course 
  when the spell duration expires. A remove disease counters and dispels 
  itchy hives.
  MADDENING SCREAM
  Enchantment (Compulsion) [Mind-Aﬀecting]
  Level: Madness 8, mage 8
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1d4+1 rounds
  Saving Throw: None
  Spell Resistance: Yes
  The subject cannot keep herself from behaving as though completely mad. 
  This spell makes it impossible for the victim to take any action other than 
  to race about caterwauling. The subject of this spell can defend itself, but 
  takes a –4 penalty to Armor Class, automatically fails all Reﬂex saves 
  except on a natural 20, and cannot use a shield.
  MUSE
  Evocation [Sonic]
  Level: Inspiration 3, priest 5
  Components: V, DF
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 1 week or until discharged
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The spell creates a strong creative impulse as a result of divine inspiration. 
  The target creature feels sudden motivation to create or perform great 
  works, gaining a +10 insight bonus on her next Craft or Perform check 
  made while the spell is in eﬀect.
  MUSE, GREATER
  Evocation [Sonic]
  Level: Inspiration 9
  Duration: 1 week per level (D) or until discharged
  As muse, except as above and the subject gains a +20 insight bonus on 
  its check.
  SLAY RETURNED
  Necromancy [Death]
  Level: Spirit 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  This spell functions as slay living (see Chapter Eleven in the PHB), but 
  slay returned only aﬀects those who have died and returned to life by any 
  means other than direct divine intervention (raise dead, resurrection, true 
  resurrection, wish, reincarnation, and so on). A creature that succeeds on 
  its save takes 3d6 points of damage +1 point per caster level.
  SLAY RETURNED, GREATER
  Necromancy [Death, Language-Dependant]
  Level: Spirit 8
  Components: V
  Range: 30 ft.
  Area: Creatures in a 30-ft. radius spread centered on you
  This spell functions as slay returned, except that it aﬀects multiple creatures. 
  You utter a key phrase or scriptural passage, and all living beings in the area 
  who have at any point died and returned to life by any means other than 
  direct divine intervention must make a Fortitude save or die.
  Those brought back by “minor” magic and those brought back more than 
  once take penalties on their saves. If the subject has ever been brought 
  back to life by the following spells, she takes the following sacred penalties 
  on her Fortitude save. (Apply only the worst penalty if a creature has 
  been brought back to life by more than one spell).
  SACRED PENALTIES
  Spell
  Sacred Penlaty
  Reincarnate
  –8
  Raise Dead
  –5
  Resurrection
  –2
  If the subject has been brought back multiple times, they take the 
  following penalties. (These do not stack with the previous spell penalties; 
  apply only the worst penalty overall.)
  MULTIPLE RETURNS
  Number of Returns
  Sacred Penalty
  2–3 times
  –2
  4–5 times
  –4
  6–8 times
  –8
  9–12 times
  –16
  13 or more times
  –32
  On a successful save, the targets of this spell take 3d6 points of damage 
  +1 point per caster level.
  SURELIFE
  Abjuration
  Level: Repose 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 min./2 levels
  
  - 179 -
  CHAPTER NINE: SPELLS
  This spell protects you from some condition that would ordinarily cause 
  certain death. You can only protect yourself against a natural occurrence 
  or condition, not against spells or the actions of a creature. For example, 
  you could protect yourself from drowning, immolation in a burning 
  building, or succumbing to a disease, but not to damage from melee 
  attacks, a ﬁreball, or an itchy hives spell.
  You must specify the condition against which you wish to protect 
  yourself, and the spell is eﬀective only against that condition. Should 
  you be subjected to that condition during the duration of the spell, you 
  feel no discomfort and take no damage from the condition. However, 
  the spell does not protect any items carried on your person. At the end 
  of the spell’s duration, the condition takes full normal eﬀect if you are 
  still subjected to it.
  TOUCH OF MADNESS
  Enchantment [Mind-Aﬀecting]
  Level: Madness 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster may daze one living creature by making a successful touch 
  attack. If the target creature does not make a successful Will save, its mind 
  is clouded and it takes no actions for 1 round per caster level. The dazed 
  subject is not stunned, so attackers get no special advantage against it.
  TRUE CREATION
  Conjuration (Creation)
  Level: Artiﬁce 8
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: 0 ft.
  Eﬀect: Unattended, nonmagical object of nonliving matter, up to 1 cu. 
  ft./level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a nonmagical, unattended object of any sort of matter. Items 
  created are real and permanent, and cannot be negated or dispelled. The 
  volume of the item created cannot exceed 1 cubic foot per caster level. You 
  must succeed on an appropriate skill check to make a complex item.
  Unlike the items brought into being by the lower-level spells minor creation 
  and major creation (see Chapter Eleven in the PHB), objects created by 
  the casting of true creation can be used as material components.
  XP Cost: The item’s shaboozh value in XP (minimum 1 XP).
  WORD OF RUIN
  Evocation [Sonic]
  Level: Conquest 7, Disease 7, Justice 7, priest 8
  Components: V
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: All opponents within a 40-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  All creatures within the area of a word of ruin spell who fail their saves suﬀer 
  the following eﬀects show on the following table. The eﬀects are cumulative 
  and concurrent. No saving throw is allowed against these eﬀects.
  • Dazed: The creature can take no actions for 1 round, though it defends 
  itself normally.
  • Weakened: The creature’s Strength score decreases by 2d6 points for 
  2d4 rounds.
  • Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
  • Killed: Living creatures die. Undead creatures are destroyed.
  WORD OF RUIN
  HD
  Eﬀect
  Equal to caster level
  Dazed
  Up to caster level –1
  Weakened, dazed
  Up to caster level –5
  Paralyzed, weakened, dazed
  Up to caster level –10
  Killed, paralyzed, weakened, dazed
  Furthermore, if you are on your home plane when you cast this spell, 
  extraplanar creatures within the area are instantly banished back to their 
  home planes. Creatures so banished cannot return for at least 24 hours. This 
  eﬀect takes place regardless of whether the creatures hear the word of ruin. 
  The banishment eﬀect allows a Will save (at a –4 penalty) to negate.
  Creatures whose Hit Dice exceed your caster level are unaﬀected by 
  word of ruin.
  
  - 180 -
  APPENDIX I: GODS OF SANCTUARY
  This appendix provides a brief overview of the various gods who enjoy (or have enjoyed) inﬂuence in Sanctuary. For more information on the gods 
  of Sanctuary, see Green Ronin’s Thieves’ World Gazetteer.
  ILSIGI PANTHEON
  As ex-slave Ilsigis settled Sanctuary, it should come as no surprise that 
  the Ilsigi gods came with them. It’s doubtful, of course, that the earliest 
  Sanctans were all that devout, but when the Kingdom of Ilsig conquered 
  the city, their views on religion became a fundamental part of Sanctan life. 
  In the modern era, worship of the gods is prohibited within city walls, 
  and so priests enjoy far less inﬂuence than they once did.
  ANEN, GOD OF THE GRAPE
  INTERMEDIATE GOD
  Symbol: A bunch of luscious red grapes or spilled wine.
  Domains: Animal, Inspiration, Plant.
  Favored Weapon: Light mace.
  The god of good fortune and wine, Anen is also a deity of agriculture 
  and revelry. Like other gods of nature and the earth, Anen represents the 
  life of the vine, from the ﬁrst tender shoots to its death with the coming 
  of winter. As a minor god, Anen rarely has temples of his own, and his 
  priests keep altars in Ils’ temples instead.
  ESHI, GODDESS OF LOVE AND BEAUTY
  LESSER GODDESS
  Symbol: A ﬁg or (less frequently) a liver.
  Domains: Beauty, Charm, Pleasure.
  Favored Weapon: Dagger.
  Radiant Eshi the ever-virginal, twin of Shalpa, is the embodiment of 
  earthly love. Hers is the province of desire, beauty, and sensuality. A 
  stunning goddess, she lives to seduce mortals, cuckolding her drunken 
  husband Anen all the while. She enjoys a large following in Sanctuary, 
  though as young women marry, they typically leave this goddess for the 
  moderate Thilli.
  ILS, THE THOUSAND EYES
  GREATER GOD
  Symbol: Thunderbolt.
  Domains: Eloquence, Knowledge, Trickery.
  Favored Weapon: Short sword.
  It is from Ils that the Ilsigi take their name. The head of the Ilsigi 
  pantheon, Ils is a trickster god, a deity of wit, intelligence, and wisdom. 
  Mortals worship Ils out of respect for his cunning, not his capabilities in 
  war. Always a signiﬁcant power in Sanctuary, the Great Temple of Ils was 
  one of the ﬁrst sundered during the Catastrophe. Now, his priests have 
  small temples and altars on the Street of Red Lanterns in accordance 
  with the ban on worship in the city.
  MESHPRI
  LESSER GODDESS
  Symbol: Caduceus.
  Domains: Healing, Solace, Truth.
  Favored Weapon: Dagger.
  Meshpri is the Ilsigi goddess of health and healing. Along with her son 
  Meshnom, the patron of apothecaries, she is widely worshiped on the 
  fringes of Ilsigi society. Both have always enjoyed a greater following 
  in Sanctuary than elsewhere in the Kingdom of Ilsig. Still, Meshpri is 
  not widely known, and her followers are often subsumed into the larger 
  temple of Shipri. The cult of Meshpri includes priests dedicated both 
  to her and her son.
  SHALPA/HIM WHOM WE DO NOT NAME
  INTERMEDIATE GOD
  Symbol: A pair of eyes on a black ﬁeld.
  Domains: Luck, Trickery, War.
  Favored Weapon: Longsword.
  Shalpa, twin of Eshi and fourth-born of Ils and Shipri, has two aspects. 
  In one, he is the popular god of thieves, the master of night, and the 
  adventurer. In the other, he is a god of war, used by Ils to combat his 
  enemies. Most Sanctans pay homage to Shalpa either to ward oﬀ thieves 
  or to aid them in their own thievery. A mysterious god, he rarely shows 
  his face or interferes on behalf of mortals.
  SHIPRI ALL-MOTHER
  GREATER GODDESS
  Symbol: A warm hearth.
  Domains: Earth, Home, Protection.
  Favored Weapon: Club.
  Shipri is the created daughter of Ils, and is the goddess of hearths, 
  kitchens, and mothers. She furthers public works and charity, though 
  above all else is the goddess of women and infants, and her priestesses 
  often serve as midwives. Though powerful, she seldom acts overtly. 
  Since the Catastrophe, her followers have fallen oﬀ, some blaming her 
  for not sheltering their children from the depredations of the Mother 
  of Chaos.
  APPENDIX I: 
  GODS OF SANCTUARY 
  
  - 181 -
  APPENDIX I: GODS OF SANCTUARY
  SIVENI
  LESSER GODDESS
  Symbol: A spear and helmet.
  Domains: Artiﬁce, Knowledge, War.
  Favored Weapon: Longspear.
  Note: A small sect exists which venerates Sivini’s healing aspect. These priests 
  lose access to the War domain, and gain the Healing domain instead.
  Part warrior maiden, part architect, Sivini is the goddess of wisdom 
  and war. In Sanctuary’s early days, she was a ﬁgure of much greater 
  signiﬁcance, but when the Rankans seized the city, they destroyed many 
  of the older temples (especially those that they saw as threats). Those 
  members of Siveni’s clergy not killed outright vanished into the city, 
  serving in other roles such as healers and surgeons. Worship of Sivini 
  saw a brief resurgence toward the end of the Rankan era, but if she has 
  any followers left in Sanctuary now, they try not to make their presence 
  known.
  THEBA
  DEMIGODDESS
  Symbol: Broken manacles.
  Domains: Desperation, Healing, Protection.
  Favored Weapon: Light mace.
  Theba is a minor goddess of lost causes, promoting acceptance of fate and 
  righteous life. She is the goddess of slaves, the destitute, and the dregs 
  of society. An unpopular goddess, Sanctans worship her when they have 
  no other recourse left. Worship of Theba spiked during the Troubles, but 
  since the arrival of the Irrune, her cult has diminished.
  THILLI
  LESSER GODDESS
  Symbol: A silver ring.
  Domains: Charm, Community, Home.
  Favored Weapon: Light mace.
  Thili is Eshi’s counterpart. Where her sister personiﬁes sensuality, lust, and 
  beauty, Thili is the goddess of marriage, the hearth, and family. In a city of 
  vice and sin, Thili has a relatively small following in Sanctuary (especially 
  as compared to her popularity in the Kingdom of Ilsig). Because of her 
  association with love, young women typically switch worship from Eshi 
  to Thili after they marry.
  THUFIR THE FARSEEING
  LESSER GOD
  Symbol: A sandal.
  Domains: Eloquence, Swiftness, Travel.
  Favored Weapon: Quarterstaﬀ.
  Thuﬁr is a minor god of travel, trade, and the disabled. Often subsumed in 
  the worship of Ils, Thuﬁr has altars in many of the greater god’s temples 
  as well as his own roadside shrines, all with sandals nailed to their doors 
  to mark his blessing. He is depicted as being clubfooted, though this 
  inﬁrmity never slows him.
  RANKAN PANTHEON
  The Rankan Pantheon came to Sanctuary with its conquerors. Ranke has 
  a habit of co-opting deities from neighboring civilizations rather than 
  devising its own. Still, Ranke has a central cadre of gods that forms the 
  spine of its religion. As the Rankans withdrew, so too went the bulk of 
  their gods’ adherents. Few altars of the Rankan pantheon remain, though 
  the few remaining nobles at Land’s End continue to uphold the traditions 
  of their homeland’s faith.
  AZYUNA
  LESSER GODDESS
  Symbol: A black dagger or rose.
  Domains: Betrayal, Subterfuge, Trickery.
  Favored Weapon: Dagger.
  Wherever there is treachery, inﬁdelity, and betrayal, Rankans blame 
  Azyuna. The daughter of Savankala, she is despicable in the eyes of the 
  patriarchic Rankan Empire. So low is she that Rankan mythology speaks 
  of Vashanka raping her repeatedly. Mother of adulterers and harlots, few 
  mortals turn to this goddess for worship, and even prostitutes typically 
  look to Sabellia for succor.
  ALLESTINA EVER-VIRGIN
  DEMIGODDESS
  Symbol: A white rose.
  Domains: Inspiration, Nobility, and Truth.
  Favored Weapon: Dagger.
  Note: Allestina’s priestesses are all female virgins.
  There is little lore easily available about this minor goddess of celibacy, 
  purity, and inspiration. Said to be the virginal aspect of Sabellia, she 
  never enjoyed prominent status in Sanctuary (perhaps unsurprisingly) 
  during the Rankan era, and has even less inﬂuence in the modern era. 
  Large temples of Sabellia feature a small altar to the untouched virgin, 
  but mostly her followers congregate in isolated nunneries in the Rankan 
  Empire.
  SABELLIA
  GREATER GODDESS
  Symbol: A crescent moon.
  Domains: Healing, Night, Protection.
  Favored Weapon: Quarterstaﬀ.
  Note: Sabellia has only priestesses.
  Sabellia is the matron of the Rankan pantheon, the arbiter of proper 
  behavior (both mortal and divine). She is the goddess of the nighttime 
  stars, protecting families as they sleep. The matron of children, homes, 
  and hearths, hers is the province of women and their interests and 
  roles. Many priestesses of Sabellia are politically active within Ranke, 
  aggressively defending women’s rights in a largely chauvinistic society. 
  However, most sisters of Sabellia embark on missionary work, traveling 
  to depressed communities (Santuary being a prime example) to lend 
  a hand in uplifting and improving them. Currently a small group of 
  
  - 182 -
  APPENDIX I: GODS OF SANCTUARY
  priestesses has set up shop in Sanctuary, and works to spread the good 
  word of the goddess while improving the lives of the downtrodden. They 
  most certainly have their work cut out for them. 
  SAVANKALA
  GREATER GOD
  Symbol: Fiery sun.
  Domains: Fire, Justice, Sun.
  Favored Weapon: Longsword.
  Savankala is the ﬁery god of the sun, and is both father to and head of 
  the entire Rankan pantheon. He is a distant god, caring little for the 
  everyday rites and rituals of worship. He takes a casual interest in the 
  world, relying on his priesthood to advance his goals. Savankala is no 
  longer worshiped in Sanctuary, though the rubble of his never-ﬁnished 
  temple still lies near the Promise of Heaven.
  VASHANKA
  GREATER GOD
  Symbol: Lightning bolt.
  Domains: Conquest, War, Weather.
  Favored Weapon: Greatsword.
  Few gods are as famous or as destructive as Vashanka. The god of storms and 
  war’s persistence has long been the driving force behind Ranke’s expansion. 
  However, with the god’s supposed destruction at Shadowspawn’s hands, 
  Ranke lost the momentum to continue its aggression, marking the end 
  of the empire. Since Vashanka’s supposed demise, several other gods have 
  risen to claim his mantle, including Stormbringer, Enlil, possibly Shepherd, 
  and the god children who vanished shortly after the Stepsons pulled out 
  of Sanctuary. However, in the time since, Vashanka’s priests have regained 
  their ability to cast spells. This suggests that the god has found a way back, 
  and may soon wreak havoc in Thieves’ World once more.
  INDEPENDENT AND OUTSIDER DEITIES
  By no means are the gods of the Rankan Empire and the Kingdom of Ilsig 
  the only powers in the world. Thieves’ World is home to hundreds of smaller 
  gods, from household gods to the strange faiths of visiting merchants and 
  travelers. These are but a few of the most signiﬁcant ones.
  AMALUR
  INTERMEDIATE GOD
  Symbol: A crossed lightning bolt and staﬀ.
  Domains: Community, Desperation, Solace.
  Favored Weapon: Quarterstaﬀ.
  Worshiped for ages in Azehur (a region north of Sanctuary), Amalur’s 
  followers quickly spread through the world after a dynamic and 
  charismatic high priest recast the god as a messenger of righteous 
  living. Through a message of virtue in charity, good works, and equality, 
  Amalur promises to guide the pious through the gates of Paradise for 
  heavenly reward.
  Unlike other gods in Thieves’ World, Amalur lacks the hierarchy and dogma 
  of the Rankan or Ilsigi gods. The messengers, as they call themselves, speak 
  in lay terms, lending a hand where they can and promoting a message of 
  tolerance. Though not paciﬁsts, they prefer diplomacy to the sword.
  DEATH AND SOSTREIA,  
  LORD AND LADY OF THE UNDERWORLD
  INTERMEDIATE GODS
  Symbol: A pair of ravens—one white, the other black.
  Domains: Death—Darkness, Death, Justice; Sostreia—Protection, 
  Repose, Spirit.
  Favored Weapon: Scythe.
  For most Sanctans, death means entry into the bleak Underworld, where 
  spirits lament their fates for eternity. Ruling this somber land is the 
  personiﬁcation of death, simply called Death, and his beautiful wife, the 
  goddess of renewal, Sostreia. The pair of deities represent the cycle of 
  birth, death, and rebirth, encompassing the seasons and the beginnings 
  and endings of all things. Neither good nor evil, these gods jointly rule 
  the kingdom of death, passing judgment on the newly dead and sending 
  them to one of the many hells or to paradise, or condemning them to 
  the eventual oblivion of the Underworld.
  DYAREELA
  GREATER GODDESS
  Symbol: A pair of bloody hands.
  Domains: Catastrophe, Disease, Madness.
  Favored Weapon: Dagger.
  Throughout the known world’s long history, civilization has always 
  banned Dyareela. The embodiment of anarchy, destruction, and chaos, 
  the hermaphroditic deity has a large following, spread widely through 
  the world. Known as the Destroyer, the Dark Mother, or the Lady of 
  Blood, she is feared by all.
  Sanctuary has a long and troubled history with the Mother of Chaos. In 
  their earliest days, cultists worshiped the goddess, sacriﬁcing their own 
  to appease her. Though driven out of Sanctuary, Dyareela has always 
  craved a foothold in the city, precipitating her later arrival through the 
  vengeful S’danzo Ilyra, who thought to curse the city after the death 
  of her last child. Though the fortuneteller and her friends managed to 
  stop Dyareela from destroying the city with plague, the Dark Mother 
  would not be put oﬀ for long. Shortly after the Rankans withdrew from 
  Sanctuary, a terrible disease swept through the city, worse than ever before. 
  On the heels of the disease came the Dyareelans seized the city in the 
  name of their dark goddess through manipulation and fear, beginning 
  Sanctuary’s darkest time.
  Though Sanctans generally believe that the Irrune destroyed the cult to 
  the last root and branch, the Dyareelans persist, plotting their return. 
  And though Cauvin and others know of their existence, a majority of the 
  population wants nothing more than to forget the Troubles of the past.
  HEQT
  INTERMEDIATE GOD
  Symbol: A toad.
  Domains: Liberation, Plant, Travel.
  Favored Weapon: Heavy mace.
  
  - 183 -
  APPENDIX I: GODS OF SANCTUARY
  The antithesis of Dyareela, toad-headed Heqt exists for one reason: to 
  halt and contain the Mother of Chaos. The patron goddess of Cirdon, 
  Heqt worship survived occupation by the Rankans and thrives there to 
  this day. A goddess of earth and travel, she protects the Cirdonians. Her 
  earth aspect is one of life, growth, and productivity, rather than the act 
  of growing and maintaining crops. Though centralized in Cirdon, Heqt 
  is worshiped all over the world.
  IRRUNEGA
  LESSER GOD
  Symbol: A two-headed black panther.
  Domains: Ancestor, Justice, Liberation.
  Favored Weapon: Scimitar.
  If it weren’t for the fact that Irrune conquered Sanctuary, Irrunega would 
  be a minor god—a mere footnote in the annals of religion. But as his is 
  the only worship now permitted within the city walls, Irrunega has come 
  to deﬁne faith for most of Sanctuary’s people. An ancestor spirit turned 
  god, Irrunega is believed to be the founder of the Irrune tribe. Though 
  all the Irrune acknowledge Irrunega’s importance, most also worship 
  other gods (or at least other ancestor spirits such as family members or 
  defeated enemies). Irrunega’s priests are called shamans, and they are all 
  multiclass witch-priests.
  LARLEROSH
  DEMIGOD
  Symbol: A net and hook.
  Domains: Animal, Snares, Water.
  Favored Weapon: Net.
  The Ilsigi god of the seas and oceans, Larlerosh is a minor sea god in 
  Sanctuary. In this aspect, he is the god of hooks and nets, and claims his 
  followers from the ﬁshermen who ply Sanctuary’s coastal waters.
  MOTHER BEY
  GREATER GODDESS
  Symbol: The beynit (a snake).
  Domains: Animal, Earth, Nobility.
  Favored Weapon: Short sword.
  Since the Beysibs withdrew from Sanctuary, worship of Mother Bey 
  has ended. Her priestesses and the Harka Bey (holy assassins) haunt the 
  streets no longer. The primary goddess of the ﬁsh-eyed folk, Mother Bey 
  is a chthonic deity—a ﬁgure of the earth and its secrets. Though nominally 
  the head of the pantheon, she is also an agricultural goddess, and many 
  of her followers send her invocations for bountiful crops. Though she 
  no longer has a signiﬁcant presence in Thieves’ World, a few half-Beysibs 
  occasionally send her their prayers.
  PORTA
  DEMIGOD
  Symbol: A crashing wave.
  Domains: Destruction, Strength, Water.
  Favored Weapon: Trident.
  The bitch of the sea, Porta is more demon than goddess. Lurking deep 
  beneath the waves, this vicious deity preys on impious sailors. Known as 
  the devourer of ships, she sometimes emerges from the depths to shatter 
  the hull of a passing vessel, pulling its crew down into the cold waters 
  below. Besyib sailors once paid homage to her, but with their withdrawal, 
  so went her worship.
  RANDER REHABILITATIS
  QUASI-DEITY
  Symbol: A statuette of a drunken fat man.
  Domains: None.
  Favored Weapon: None.
  A minor god (little more than an idol, in fact), Rander is the patron spirit 
  of overindulgence and subsequent recovery. He lacks a formal temple or 
  priesthood—his clergy consists of drunks, and so there are no priests of 
  this god. Idols of Rander appear in nearly every bar and dive throughout 
  Sanctuary. More often than not, he is the god invoked against hangovers 
  and delirium tremens.
  WEDA KRISHTAWN
  INTERMEDIATE GOD
  Symbol: A dolphin.
  Domains: Community, Water, Weather.
  Favored Weapon: Shortspear.
  The theocratic isle of Sherranpip claims Weda Krishtawn as its principle 
  goddess. They believe she gave them the knowledge of boats and ﬁshing, and 
  so her priests occupy all levels of their government. Though her worship is 
  strongest in this southern archipelago, Sherranpip merchants carry their faiths 
  with them. As a result, worship of Weda has spread outward to other coastal 
  communities. Rumor holds that some of the priests of Weda Krishtawn are 
  actually sorcerers, blending prayer with magic and even witchcraft.
  
  - 184 -
  APPENDIX II: CHARACTER GLOSSARY
  What follows is a list of prominent characters residing in and around the 
  city of Sanctuary. The list spans both Rankan-era (RE) and Irrune-era 
  (IE) Sanctuary, and such a notation indicates each character’s origin. 
  No simple list can possibly capture the depth, richness, and magnitude 
  of the city’s cast of thousands, and it is suggested that interested parties 
  seek out the anthologies in order to learn more about these characters 
  ﬁrst hand.
  Aaliyah (IE): A dark-skinned beauty who lives with Spyder. She is 
  presumably his lover or wife.
  Alten Stulwig (RE): An apothecary and physician.
  Amoli (RE): Proprietor of the Lily Garden, a brothel on the Street of 
  Red Lanterns.
  Arizak (IE): Sanctuary’s current ruler, and chief of the Irrune.
  Arizak per-Arizak (IE): Known as “the Dragon” due to his fiery 
  temperament, per-Arizak is the eldest son of Chief Arizak.
  Becvar (IE): Cauvin’s younger brother, Becvar fancies himself a storyteller.
  Benbir (IE): One of Maksandrus’ thugs.
  Bezul the Changer (IE): A money-changer and pawnbroker who makes 
  his living in the Shambles quarter.
  Cappen Varra (RE): A minstrel of dubious fortune who often has his 
  lute in hock to pay for his wine.
  Cauvin (IE): One of the children who survived the Troubles. Cauvin 
  works out of Grabar’s stoneyard on Pyrtanis Street.
  Chance (IE): An elderly and crippled businessman of some inﬂuence.
  Chenaya (RE): A female gladiator who is famed for never having lost 
  a match.
  Chersey (IE): The wife of Bezul the Changer. Chersey runs the changing 
  house as often as Bezul does.
  Critias (RE): Second in command of the Stepsons after Tempus. Paired 
  with Straton.
  Dace (IE): A denizen of the Swamp of Night Secrets who now lives 
  with Bezul the Changer’s family in the Shambles.
  Dubro (RE): Husband of Illyra. Dubro makes his trade as a blacksmith 
  in the city’s bazaar.
  Dysan (IE): A twisted, childlike survivor of the Dyareelan pits who lives 
  with the Sisters of Sabellia on the Promise of Heaven.
  Elemi (IE): A S’danzo fortuneteller who lives in the Maze.
  Elisar (IE): A magistrate in the Hall of Justice.
  Enas Yorl (IE, RE): A legendary mage who is said to never take the 
  same form twice.
  Geddie (IE): A prostitute and drug addict who frequents the Frog and 
  Bucket.
  G’han the Wanderer (IE): A foreign caravan guard.
  Hakiem (RE): Sanctuary’s preeminent storyteller.
  Hâlott (IE): A necromancer who lives in a ruined tower to the north of 
  town. He frequents the Vulgar Unicorn.
  Harnet Mur (IE): An elderly blind man who was a crafter of some 
  renown before being crippled by the Hand.
  Haught (RE): A former Nisibisi slave, servant to Ischade.
  Heliz Yunz (IE): A scholar of language and writing who wears red robes.
  Illyra (RE): A half-S’danzo fortuneteller who does business in Sanctuary’s 
  bazaar. She is Dubro’s wife.
  Ischade (RE): Necromancer, witch, and thief. All who make love to her 
  are doomed to die. Roxane’s rival.
  Ixma (IE): A S’danzo who works for the Sharda. Taran Sayn’s partner.
  Jamie the Red (RE): A northern barbarian and close conﬁdant of 
  Cappen Varra.
  Jarveena of Forgotten Holt (RE): A linguist and translator, she is also 
  rumored to be Enas Yorl’s lover.
  Jerbrah Mioklas (IE): A Sanctan noble of Ilsigi extraction, and one of 
  the city’s Peers.
  Jerez Camargen (IE): A pirate or sailor from parts unknown. Seemingly 
  looking to carve his own place in Sanctuary’s underworld.
  Jubal (RE): Criminal lord, smuggler, and slaver. Jubal is the master of the 
  Hawkmasks, a group of mercenaries who are famous for the hawk-
  faced masks that they wear to conceal their identities.
  Kadakithis (RE): A prince of Ranke who has been sent by the emperor 
  to govern Sanctuary. Referred to derisively as “Prince Kittycat.”
  Kadasah (IE): An Irrune ﬁghter who is known for hunting Dyareelan 
  cultists.
  Kadithe Mur (IE): Grandson of Harnet Mur. Kadithe is an artistic sort 
  who can often be found admiring a relief of Kadakithis outside the 
  Prince’s Gate.
  Kama (RE): Also known as Jes. Tempus’ daughter, who he refuses to 
  acknowledge. She acts as a liaison between the Rankan 3rd Commando 
  and rebel groups in Sanctuary.
  Kaytin (IE): Kadasah’s S’danzo lover. His infatuation for Kadasah ensures 
  that he will continue to tolerate her abuse.
  Kiﬀ (IE): One of Maksandrus’ thugs. A large black man with golden 
  teeth.
  Kemren (The Purple Mage) (RE): A powerful wizard-priest of Weda 
  Krishtawn, he dwelled on the isle of Shugthee. He drew his power 
  from great magical machines and protected his home with giant crabs, 
  guardian monkeys, and poisonous spiders.
  APPENDIX II: 
  CHARACTER GLOSSARY 
  
  - 185 -
  APPENDIX II: CHARACTER GLOSSARY
  Komodoﬂorensal (IE): The bumbling apprentice of Kusharlonikas.
  Kusharlonikas (IE): A haughty, arrogant mage, and mentor to 
  Kusharlonikas.
  Lalo the Limner (RE): A well-respected artist and painter in the city. It 
  is rumored that he can paint the very essence of a person.
  Latilla (IE): Proprietor of the Phoenix Inn on the Hill, and daughter 
  of Lalo the Limner.
  Leorin (IE): Part-time prostitute and waitresses at the Vulgar Unicorn. 
  She is the very image of Rankan beauty.
  Lone (IE): A young thief who fancies himself to be following in the 
  footsteps of the great Shadowspawn.
  Lord Night (IE): The anonymous criminal mastermind who controls 
  much of Sanctuary’s extensive underworld.
  Lythande of the Blue Star (RE): A powerful mage with a distinctive 
  blue star upon his forehead.
  Maksandrus (IE): A drug dealer who operates out of the Frog and 
  Bucket. He does a good business selling opah.
  Marusha (IE): A powerful mage in the employ of Lord Shuman 
  Noordiseh.
  Masha zil-Ineel (RE): A midwife who also makes dentures in her spare 
  time.
  Mignureal (RE): A young S’danzo girl, Moonﬂower’s daughter.
  Molin Torchholder (IE, RE): Also known as the Torch. Archpriest and 
  architect of Vashanka.
  Moonﬂower (RE): A S’danzo fortuneteller frequented and befriended 
  by Shadowspawn. Mignureal’s mother.
  Mor-am (RE): Brother to Moria. He was once one of Jubal’s Hawkmasks, 
  but after being tortured by Moruth’s beggars, was left a treacherous 
  shell of a man.
  Moria (RE): Sister to Mor-am. She was once one of Jubal’s Hawkmasks, 
  but works for Ischade since the slaver’s downfall.
  Moruth (RE): King of the beggars, and the undisputed ruler of 
  Downwind.
  Mradhon Vis (RE): A mercenary of Nisibisi extraction, he also works 
  as a spy for Ischade.
  Myrtis (RE): Proprietor of the Aphrodisia House on the Street of Red 
  Lanterns. A woman of ageless beauty, she is also a close conﬁdant of 
  Lythande.
  Nadalya (IE): Chief Arizak’s second wife.
  Naimun (IE): Chief Arizak’s second son by Nadalya.
  Nikodimas (RE): One of the Stepsons. Nikodimas, known as Stealth 
  by his Stepson comrades, is skilled at both mental and martial 
  disciplines.
  One-Thumb (RE): Proprietor of the Vulgar Unicorn. Also known as 
  Lastel.
  Pegrin the Ugly (IE): Formerly a thief, now a bartender at the Vulgar 
  Unicorn.
  Pel Garwood (IE): Skilled healer who makes his residence in the 
  crumbling temple of Meshpri on the Promise of Heaven.
  Perez (IE): Bezul the Changer’s brother. He is a small-time thief and 
  con artist.
  Raithe (IE): Chief Arizak’s third son, by Nadalya. Rumors abound that 
  he may be the next ruler of Sanctuary.
  Raivay Savell (IE): Leader of the Sisters of Sabellia.
  Randal (RE): The only mage ever admitted into the Stepsons by 
  Tempus.
  Rogi (IE): Hâlott the necromancer’s servant. He is short, deformed, 
  and seemingly perverted.
  Rol (IE): A criminal entrepreneur and drug dealer who does business 
  on the Hill.
  Roxane (RE): Nisibisi witch from Wizardwall, known as Death’s 
  Queen. Ischade’s rival.
  Saliman (RE): Jubal’s loyal majordomo and advisor.
  Samlor hil-Samt (RE): Cirdonian caravan master. Worshiper of the 
  toad goddess Heqt.
  Shuman Noordiseh (IE): One of Sanctuary’s wealthiest nobles. His 
  wealth rivals that of the Rankans at Land’s End.
  Shupansea (RE): Queen of the Beysib exiles in Sanctuary. She is 
  considered to be the mortal incarnation of the goddess Mother 
  Bey.
  Sinjon (IE): Half-Beysib sailor, called Captain Sinjon by those in his 
  employ. Owner of the Broken Mast.
  Soldt (IE): Perhaps the most skilled duelist in all of Sanctuary.
  Spyder (IE): Mysterious proprietor of the Black Spider, a weapon 
  shop on the Hill.
  Strangle (IE): A priest of Dyareela, known for his particularly vicious 
  skill with a garrote.
  Straton (RE): Stepson, and rightside partner of Critias. Also known 
  as Ace.
  Strick (IE): Known as the Spellmaster, his magic comes with a price. 
  One of Chance’s companions.
  Taran Sayn (IE): Investigator for the Sharda. Ixma’s partner.
  Tempus Thales (RE): Immortal champion of the Rankan god Vashanka, 
  and leader of the Stepsons. Known by the Stepsons as the Riddler.
  Tor’dan J’ardin (IE): A minstrel and bard who has been known to play 
  in the Vulgar Unicorn, as well as at Land’s End and other taverns 
  within the city.
  Verezza (IE): Chief Arizak’s ﬁrst wife. She is far more traditional than 
  her younger counterpart, Nadalya.
  Walegrin (RE): Mercenary brother of Illyra, his father was murdered 
  by a S’danzo seeking vengeance for his mother’s rape. He is now a 
  Rankan oﬃcer assigned to the city’s garrison.
  Zalbar (RE): Loyal Rankan soldier and leader of the Hell Hounds.
  Zarzakhan (IE): Chief Arizak’s brother. He is a holy man who worships 
  Irrunega.
  Zip (RE): Young Nisibisi rebel. Dedicated to destroying the Beysib 
  presence in Sanctuary.
  
  Permission is granted to photocopy this page for personal use only. 
  THIEVES’ WORLD
  
  Permission is granted to photocopy this page for personal use only. 
  
  - 188 -
  INDEX
  INDEX
  INDEX
  A
  Acolyte of Lizerene  80–82
  Actions
  Immediate  155
  Swift  155
  Alchemical Items  132
  Allestina Ever-Virgin  181
  Amalur  182
  Anen  180
  Aphrodesia House  28
  Arcane Archer  114
  Arcane Trickster  114
  Archmage  114
  Armor  131
  Assassin  52–54, 114, 115
  Astrological Events  145
  Aurveshan  33–34
  Avatar  115
  Azyuna  181
  B
  Backgrounds  44–49
  Academic  44
  Acolyte  44
  Adventurer  44
  Apprentice  44
  Aristocrat  45
  Bandit  45
  Beggar  45
  Bureaucrat  45
  Constable  45
  Courtier  46
  Criminal  46
  Dyareelan Cultist  46
  Entertainer  46
  Entrepreneur  46
  Farmer  46
  Healer  47
  Herder  47
  Hunter  47
  Laborer  47
  Merchant  47
  Nomad  48
  Prizefighter  48
  Prostitute  48
  Sailor  48
  Slave  48
  Soldier  49
  Banmalts  43
  Barbarian  50–51
  Bazaar  26–27
  Bestowing  150–152
  Bezul the Changer  25
  Blackguard  114
  Black Spider  30
  Blue Star Adept  82–85
  Broken Mast, The  22
  C
  Cadis  43
  Calendar  14
  Caravan Depot  26
  Caronnese  34–35
  Caronnese Merchant  85–86
  Cavalier  115
  Cemetery  27
  Cirdonian  35
  Cirdonian Caravan Master  86–87
  Classes  50–79
  Cleea  43
  Climate  16–17
  Contacts  129–130
  Copper Corne  21
  Crime Lord  88–90
  Crook, The  30
  Cultures  32–43
  Curses  148–152
  Common  148
  Escaping  152
  Great  150
  Least  148
  Mighty  149–150
  Potent  148–149
  D
  Davar’s Forge  27
  Death and Sostreia  182
  Diamond, The  21
  Domains  160–166
  Air  160
  Ancestors  160
  Animal  160
  Artifice  160
  Beauty  160
  Betrayal  161
  Catastrophe  161
  Charm  161
  Community  161
  Conquest  162
  Darkness  162
  Death  162
  Desperation  162
  Destruction  162
  Disease  162
  Earth  162
  Eloquence  162
  Fire  163
  Healing  163
  Home  163
  Inspiration  163
  Justice  163
  Knowledge  163
  Liberation  163
  Luck  163
  Madness  163
  Night  164
  Nobility  164
  Plant  164
  Pleasure  164
  Protection  164
  Repose  164
  Snares  165
  Solace  165
  Spirit  165
  Strength  165
  Subterfuge  165
  Sun  165
  Swiftness  165
  Travel  166
  Trickery  166
  Truth  166
  War  166
  Water  166
  Weather  166
  Dragon Disciple  114
  Drugs  134–135
  Kleetel  134
  Krrf  134
  Opah  135
  Smoking Herbs  135
  Duelist  115
  Dwarven Defender  115
  Dyareela  182
  E
  Economics  15–16
  Eldritch Knight  115
  Enas Yorl’s Mansion  19
  Enlibar  43
  Enlibar Steel  132
  Eshi  180
  F
  Farmer’s Market  26
  Feats  119–125
  Agile Riposte  120
  Augment Ritual  120
  Craft Focus  120
  Crippler’s Eye  120
  Debilitating Strike  120
  Distinctive Title  122
  Extra Channeling  122
  Extra Spells  122
  Fame  122
  Greater Damage Threshold  122
  Greater Ritual Emphasis  122
  Greater Toughness  122
  Hasten Ritual  122
  Horrific Blow  122
  Improved Channeling  122
  Improved Damage Threshold  122
  Instantaneous Casting  123
  Interrupted Casting  123
  Life-Fuelled Casting  123
  Low Profile  123
  Manhunter  123
  Maze-Savvy  124
  Metamagic  119
  Missing  119
  Mixed Ancestry  124
  Multitalented  124
  Mundane Alchemy  124
  Perform Spell  124
  Ritual Emphasis  124
  Ritual Specialization  124
  Rushed Casting  125
  Scribe Matrix  125
  Sighted  125
  Streetwise  125
  Touch the Otherworld  125
  Well-Connected  125
  Witchblooded  125
  Fighter  51
  Fisherman’s Footbridge  25
  Fisherman’s Row  25–26
  Fish Market  22
  Foci  153
  Frog and Bucket  25
  G
  Geography  16–17
  Gladiator  90–91
  Gods  180–183
  Ilsigi  180–181
  Rankan  181–182
  Godsworn  54–57
  Government  11
  Grabar’s Stoneyard  19
  H
  Half-Beysib  35–36
  Hall of Justice  29
  Hâlott’s Tower  30
  Hazard Mage  92–93
  Healer of Meshpri  94–95
  Height  43
  Hell Hound  96–97
  Heqt  182
  Herbs  133
  Alum  133
  Citrus  133
  Citrus Essence  133
  Cylantha  133
  Dalin  133
  Stibium  133
  Hierophant  115
  Hill, The  30
  Hillers  30
  Holy Warrior  115
  Horizon Walker  115
  I
  Ilbarsi  43
  Ils, The Thousand Eyes  180
  
  INDEX
  - 189 -
  INDEX
  Ilsigi  36
  Infection  127–128
  Initiate  58–60
  Inn of Six Ravens  21
  Irrune  36–37
  Irrunega  183
  Irrune Raider  97–98
  L
  Land’s End Retreat  31
  Language  12–14, 119
  Aurveshan  12
  Beysin  12
  Caronnese  12
  Cirdonian  12
  Enlib  13
  Ilsigi  13
  Irrune  13
  Mrsevadan  13
  Nisi  13
  Raggah  13
  Raggah Signing  13
  Rankene  13
  S’danzo  13
  Sanctan  13
  Sherranpip  13
  Trade Tongue  14
  Twandan  14
  Yenized  14
  Larlerosh  183
  Law  11
  Loremaster  115
  Lucky Well, The  19
  Lumm the Staver  20
  M
  Madame Perspecia’s  24
  Mage  60–62
  Magic Items  136, 152–154
  Appropriate  136
  Buying and Selling  136
  Inappropriate  136
  Making  152
  Mana  138
  Effects of  143
  Mana Pool  140
  Thresholds  140
  Massive Damage  126
  Matrices  154
  Maze, The  23–24
  Navigating  23
  Meerash’s Oils  18
  Meshpri  180
  Mistress of Red Lanterns  99–100
  Money  15–16, 133
  Aurveshan  16
  Caronnese  16
  Coronations  16
  Geography  16–17
  Padpols  15
  Royals  15
  Shaboozh  15
  Soldats  15
  Mother Bey  183
  Mrsevadan  38
  Mrsevadan Sailor  101–102
  Multiclassing  50
  Mystic Theurge  115
  N
  ’Nighter  39
  Nerisis  22
  Nisibisi  39
  Nisibisi War Witch  102–105
  Noble  63–65, 115
  O
  Old Jeweler’s Quarter  19–20
  One-Eye Reesch  27
  P
  Paddling Duck Tavern  24–25
  Palace, The  29
  Peers  11
  Pel Garwood’s Shop  29
  Phoenix Inn  30
  Planes, The  145
  Poisons  135–136
  Porta  183
  Prestige Classes  80–115
  Adapting  114
  Price, The  145
  Priest  65–69
  Processional, The  22
  Promise of Heaven, The  29–30
  Psychic  115
  Public Baths  18
  Pyrtanis  19
  Q
  Qualis Grove  23
  R
  Raggah  40
  Raggah Horsemaster  105–106
  Rander Rehabilitatis  183
  Ranger  69–72
  Rankan  40
  Rankan Legionnaire  107–108
  Reputation  50, 128–129
  Rumor of Heaven  27–28
  S
  S’danzo  40–42
  S’danzo Fortuneteller  109–112
  Sabellia  181
  Sacred Bander  108–109
  Sanctuary  17–30
  Savankala  182
  Savant  72–74
  Severe Injuries  127
  Shadowdancer  115
  Shalpa/Him Whom We Do Not 
  Name  180
  Shaman  115
  Shambles, The  25
  Sherranpip  43
  Shipri All-Mother  180
  Sisterhood of Sabellia  29–30
  Siveni  181
  Skills  116–119
  Concentration  117
  Craft  117
  Diplomacy  117
  Gamble  116
  Heal  118–119
  Read/Write Language  117
  Speak Language  119
  Spellcraft  119
  Use Magic Device  119
  Sorcery  139
  Spellcasting  139–148
  Casting Check  139
  Cautious  147
  Changing in the Middle  147
  Concentration  141
  Hasty  147
  Preparing in Advance  147
  Rituals  140
  Spectacular Failure  143
  Taking More Time  140
  Spellmaster  112–114
  Spells  146, 172–179
  Armor of Darkness  172
  Atonement  172
  Blacklight  173
  Bolts of Bedevilment  173
  Circle of Protection  173
  Circle of Protection, Greater  173
  Contingency  174
  Convert Critical Wounds  174
  Convert Critical Wounds, 
  Mass  174
  Convert Light Wounds  174
  Convert Light Wounds, Mass  174
  Convert Moderate Wounds, 
  Mass  175
  Convert Serious Wounds  175
  Convert Serious Wounds,  
  Mass  175
  Detect Curse  175
  Detect Return  175
  Dispel Extraplanar Entity  176
  Ecstasy  176
  Extraplanar Palace  176
  Fact to Fiction  176
  Fair Light  177
  Familiar  146
  Favored of the Gods  177
  Fit of Coughing  177
  Hardening  177
  Itchy Hives  177
  Known  146
  Maddening Scream  178
  Muse  178
  Muse, Greater  178
  Slay Returned  178
  Slay Returned, Greater  178
  Surelife  178
  Touch of Madness  179
  True Creation  179
  Unknown  146
  Word of Ruin  179
  Spells, Mage  156–160
  Spells, Priest  166–168
  Spells, Witch  169–172
  Spell Levels  145
  Stairs, The  18
  Street of Red Lanterns  28–29
  Suma  43
  Survivor  75–77
  Swamp Ferry  26
  Swamp of Night Secrets  31
  Swift’s Smithy  19
  T
  ’Tween, The  18
  Taxes  11
  Thaumaturgist  115
  Thibalt the Rankan  21
  Thief  52
  Thilli  181
  Thufir the Farseeing  181
  Time  14–15
  Twandan  42
  Tyrisis-Beyond-the-Sea  43
  V
  Vashanka  182
  Vulgar Unicorn, The  24
  W
  Weapons  131
  Weda Krishtawn  183
  Weight  43
  Wharves  22
  Wideway, The  21
  Witch  77–79, 115
  Wrigglie  42–43
  Wrigglies  10, 12
  Writing  12
  Y
  Yenized  43
  INDEX
  
  - 190 -
  LICENSE
  LICENSE
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
  1.  Deﬁnitions: (a)”Contributors” means the copyright and/
  or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open 
  Game Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly 
  identiﬁed as Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under copyright law, 
  but speciﬁcally excludes Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or eﬀects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark 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 
  contributed to the Open Game License by the Contributor (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 conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Oﬀer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have suﬃcient rights to grant the rights 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, modifying or distributing, and You must 
  add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement 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 ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity.
  8. Identiﬁcation: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of 
  this License with every copy of the Open Game Content 
  You Distribute.
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so aﬀected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
   
  System Reference Document, Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. 
  Gary Gygax and Dave Arneson.
   
  Modern System Reference Document, Copyright 2002, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeﬀ Grubb, Rich Redman, Charles Ryan, based on original 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
   
  Codex Mysterium, Copyright 2001, Sovereign Press, Inc.; Authors Greg Porter, 
  Jamie Chambers, Timothy Kidwell, based on original material by Larry Elmore, 
  Margaret Weis, and Tracy Hickman.
   
  Evil, Copyright 2001, Alderac Entertainment Group.
   
  Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris 
  Pramas.
   
  Sovereign Stone Campaign Sourcebook, Copyright 2001, Sovereign Press, Inc.; 
  Authors Timothy Kidwell, Jamie Chambers, Don Perrin, based on original material 
  by Larry Elmore, Margaret Weis, and Tracy Hickman.
   
  Undead, Copyright 2001, Alderac Entertainment Group.
   
  Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Authors Erik Mona 
  and Chris Pramas.
   
  Book of the Righteous, Copyright 2002, Aaron Loeb.
   
  Gods, Copyright 2002, Alderac Entertainment Group.
   
  Monster, Copyright 2002, Alderac Entertainment Group.
   
  War, Copyright 2002, Alderac Entertainment Group.
   
  The Avatar’s Handbook, Copyright 2003, Green Ronin Publishing; Authors Jesse 
  Decker and Chris Thomasson.
   
  The Book of Fiends, Copyright 2003, Green Ronin Publishing; Authors Aaron 
  Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
   
  The Noble’s Handbook, Copyright 2003, Green Ronin Publishing; Author Rodney 
  Thompson.
   
  The Unholy Warrior’s Handbook, Copyright 2003, Green Ronin Publishing; Author 
  Robert J. Schwalb.
   
  Mutants and Masterminds, Copyright 2002, Green Ronin Publishing; Author 
  Steve Kenson.
   
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
   
  Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, 
  Jesse Decker, David Noonan, Rich Redman.
   
  Thieves’ World Player’s Manual, Copyright 2005, Green Ronin Publishing, LLC; 
  Authors Lynn Abbey, Gary Astleford, Patrick O’Duﬀy, and Robert J. Schwalb.
  
  LICENSE
  WELCOME TO THE VULGAR UNICORN. 
  JUST STEP OVER THE CORPSES...
  MURDER AT THE
  VULGAR UNICORN
  The Vulgar Unicorn is the black heart of Sanctuary’s corruption. When something bad goes down in Thieves’ World, it always seems to 
  start in this rundown dive. In this gripping adventure, what seems like just another murder leads to the unmasking of a terrible conspiracy 
  involving Dyareelan cultists, Nisibisi refugees, and a dangerous plague that could destroy the city. Murder at the Vulgar Unicorn is the 
  perfect starting point for a Thieves’ World campaign. In addition to the adventure proper, the book also provides full details and maps of 
  the most infamous bar in Sanctuary: the Vulgar Unicorn itself.
  A Thieves’ World 
  Adventure for  
  the d20 System
  Designed by Owen K.C. 
  Stephens
  Cover by Ted Galaday
  80 pages, perfect bound
  MSRP: $18.95
  GRR1802
  ISBN: 1-932442-48-0
  COMING 
  SUMMER 
  2005!
  
  SHADOWSPAWN’S
  GUIDE TO SANCTUARY
  Sanctuary: fantasy’s grimiest, nastiest, ugliest city. Shadowspawn: fantasy’s most notorious thief. Shadowspawn’s Guide to Sanctuary: the 
  indispensable Thieves’ World handbook. In this weighty tome, you’ll ﬁnd an overview of the city’s neighborhoods and surrounding areas, 
  descriptions of important locations and key sites, advice for aspiring Thieves’ World Game Masters, and full details on the principle characters 
  of both eras, including such favorites as Lythande, Tempus, Ischade, and of course Shadowspawn himself. The book also expands the rules 
  options of the Thieves’ World Player’s Manual with new backgrounds, cultures, prestige classes, and the mysterious and powerful Ur-words. 
  Shadowspawn’s Guide to Sanctuary gives you everything you need to run roleplaying games in this classic fantasy city. 
  256 pages, hardback
  MSRP: $39.95
  GRR1803
  ISBN: 1-932442-49-9
  COMING  
  AUTUMN 
  2005!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/Green Ronin Series/Thieves' World/Thieves' World Player's Manual.pdf