TEXT: For
  Gold & Glory
  ™
  For
  Gold & Glory
  ™
  Old School Roleplaying
  Devon Chulick (Order # )
  
  Devon Chulick (Order # )
  
  The Adventurer’s Compendium:
  A Comprehensive Guide to Adventuring
  FOR GOLD AND GLORY™
  and
  How to Survive
  Long Enough to Enjoy It
  For Gold & Glory™
  ADVANCED FANTASY
  ROLE PLAYING GAME
  2ND EDITION (v2.0.1: 6 June 2016)
  Created by Justen Brown
  Edited by:
  Core, Magic & Spells, and Magical Items: Moses Wildermuth
  Bestiary: Moses Wildermuth, Chris Knowles, and Dan Hyland
  Proofread by:
  Core: Warren E. Raper III
  Magic & Spells: Adam Delvay
  Magical Items and General Cleanup: Dan Hyland
  Bestiary: Moses Wildermuth and Chris Knowles
  This rulebook is OSR Compatible and can be used with any old school RPG or modern clones. It was designed with the
  advanced version of the game in mind but with minimal changes can be used with original or classic rules or their clones.
  Encounters are listed in the following format:
  Orcs (4) – AC 6, Move 9, HD 1, THACO 19, Attack 1 longsword (1d8), Size M, Morale 12, XP 15
  Armor Class is given descending values. An unarmored character is AC 10 and chainmail gives AC 5.
  Devon Chulick (Order # )
  
  Devon Chulick (Order # )
  
  CONTENTS
  v
  Table of Contents
  Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . .
  1
  Editor’s Foreword . . . . . . . . . . . . . . . . . . . . . .
  2
  3
  0
  Introduction
  Introduction to the Game . . . . . . . . . . . . . . . . . .
  3
  What is a Role-Playing Game? . . . . . . . . . . . .
  3
  The Golden Rule . . . . . . . . . . . . . . . . . . . .
  3
  A Word of Metagaming . . . . . . . . . . . . . . . .
  3
  Required Materials
  . . . . . . . . . . . . . . . . . .
  3
  Core Mechanic . . . . . . . . . . . . . . . . . . . . .
  3
  A Note About Pronouns
  . . . . . . . . . . . . . . .
  3
  An Example of Play . . . . . . . . . . . . . . . . . . . . .
  3
  Glossary
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  4
  Character Generation Basics
  . . . . . . . . . . . . . . . .
  6
  1
  Ability Scores
  7
  Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  7
  Dexterity . . . . . . . . . . . . . . . . . . . . . . . . . . .
  8
  Constitution
  . . . . . . . . . . . . . . . . . . . . . . . . .
  8
  Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . .
  9
  Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  10
  Charisma . . . . . . . . . . . . . . . . . . . . . . . . . . .
  10
  11
  2
  Player Character Races
  Ability Score Requirements . . . . . . . . . . . . . . . . .
  11
  Ability Score Adjustments
  . . . . . . . . . . . . . . . . .
  11
  Class Restrictions and Class Level Limits . . . . . . . . .
  11
  Languages
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  11
  Dwarves
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  11
  Elves
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  12
  Gnomes . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  13
  Half-Elves
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  13
  Halﬂings . . . . . . . . . . . . . . . . . . . . . . . . . . .
  14
  Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  15
  Height, Weight, and Age . . . . . . . . . . . . . . . . . .
  15
  3
  Player Character Classes
  17
  Ability Score Requirements . . . . . . . . . . . . . . . . .
  17
  Class Descriptions . . . . . . . . . . . . . . . . . . . . . .
  17
  Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  17
  Fighter
  . . . . . . . . . . . . . . . . . . . . . . . . .
  17
  Paladin . . . . . . . . . . . . . . . . . . . . . . . . .
  18
  Ranger
  . . . . . . . . . . . . . . . . . . . . . . . . .
  19
  Wizard
  . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  20
  Mage
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  21
  Specialist Mage
  . . . . . . . . . . . . . . . . . . . .
  21
  Priest
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  22
  Cleric . . . . . . . . . . . . . . . . . . . . . . . . . .
  22
  Druid . . . . . . . . . . . . . . . . . . . . . . . . . .
  23
  Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  24
  Thief . . . . . . . . . . . . . . . . . . . . . . . . . . .
  24
  Bard . . . . . . . . . . . . . . . . . . . . . . . . . . .
  27
  Multi-Class Characters
  . . . . . . . . . . . . . . . . . . .
  28
  Dual-Class Characters . . . . . . . . . . . . . . . . . . . .
  28
  Energy Drain on Dual- and Multi-Class Characters
  28
  4
  Alignment
  29
  Law vs. Chaos . . . . . . . . . . . . . . . . . . . . . . . .
  29
  Good vs. Evil . . . . . . . . . . . . . . . . . . . . . . . . .
  29
  The Nine Alignments . . . . . . . . . . . . . . . . . . . .
  29
  Tracking and Changing Alignment
  . . . . . . . . . . . .
  30
  5
  Combat Skills
  31
  Combat Skill Points . . . . . . . . . . . . . . . . . . . . .
  31
  Ambidexterity . . . . . . . . . . . . . . . . . . . . . . . .
  31
  Weaponry Skills . . . . . . . . . . . . . . . . . . . . . . .
  31
  Combat Methods
  . . . . . . . . . . . . . . . . . . . . . .
  32
  Melee Weaponry Methods
  . . . . . . . . . . . . . .
  32
  Ranged Weaponry Methods
  . . . . . . . . . . . . .
  33
  Unarmed Combat Methods . . . . . . . . . . . . . .
  33
  6
  Non-Combat Skills
  35
  Learning Skills . . . . . . . . . . . . . . . . . . . . . . . .
  35
  Optional: Additional Skills . . . . . . . . . . . . . .
  35
  Beginning Trade or Knowledge
  . . . . . . . . . . .
  35
  What Does a Character Know? . . . . . . . . . . . .
  35
  Using Skills . . . . . . . . . . . . . . . . . . . . . . . . . .
  35
  Ability Score Checks . . . . . . . . . . . . . . . . . .
  35
  Aiding Another
  . . . . . . . . . . . . . . . . . . . .
  36
  Difﬁculty Modiﬁers . . . . . . . . . . . . . . . . . .
  36
  Skill Descriptions
  . . . . . . . . . . . . . . . . . . . . . .
  36
  7
  Equipment
  43
  Starting Money . . . . . . . . . . . . . . . . . . . . . . . .
  43
  Standard Equipment Lists
  . . . . . . . . . . . . . . . . .
  43
  Animals . . . . . . . . . . . . . . . . . . . . . . . . .
  46
  Mundane Weapons
  . . . . . . . . . . . . . . . . . . . . .
  47
  Mundane Armor . . . . . . . . . . . . . . . . . . . . . . .
  50
  Donning Armor . . . . . . . . . . . . . . . . . . . .
  51
  Encumbrance . . . . . . . . . . . . . . . . . . . . . . . . .
  51
  Example: Creating a Character . . . . . . . . . . . . . . .
  54
  8
  Combat
  55
  Encounters . . . . . . . . . . . . . . . . . . . . . . . . . .
  55
  Encounter Actions . . . . . . . . . . . . . . . . . . .
  55
  Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  55
  Time in Combat
  . . . . . . . . . . . . . . . . . . . .
  55
  Combat Sequence . . . . . . . . . . . . . . . . . . .
  55
  Combat Initiative
  . . . . . . . . . . . . . . . . . . .
  55
  The Attack Roll
  . . . . . . . . . . . . . . . . . . . .
  55
  Attack Modiﬁers . . . . . . . . . . . . . . . . . . . .
  56
  Multiple Attacks . . . . . . . . . . . . . . . . . . . .
  56
  Facing and Space
  . . . . . . . . . . . . . . . . . . .
  56
  Weapon Length
  . . . . . . . . . . . . . . . . . . . .
  56
  Called Shot . . . . . . . . . . . . . . . . . . . . . . .
  56
  Spell Casting . . . . . . . . . . . . . . . . . . . . . .
  56
  Two-Weapon Fighting . . . . . . . . . . . . . . . . .
  56
  Attacks with the Non-Dominant Hand . . . . . . .
  57
  Movement in Combat . . . . . . . . . . . . . . . . .
  57
  Movement and Melee Attacks . . . . . . . . . . . .
  57
  Movement and Ranged Attacks . . . . . . . . . . .
  57
  Charge
  . . . . . . . . . . . . . . . . . . . . . . . . .
  57
  Retreat
  . . . . . . . . . . . . . . . . . . . . . . . . .
  57
  Non-Lethal Combat . . . . . . . . . . . . . . . . . .
  57
  Brawling and Wrestling . . . . . . . . . . . . . . . .
  57
  Overbearing
  . . . . . . . . . . . . . . . . . . . . . .
  58
  Weapons and Non-Lethal Combat . . . . . . . . . .
  58
  Touch Spells and Combat . . . . . . . . . . . . . . .
  58
  Ranged Attacks
  . . . . . . . . . . . . . . . . . . . .
  58
  Cover and Concealment . . . . . . . . . . . . . . . .
  58
  Firing into Crowds . . . . . . . . . . . . . . . . . . .
  58
  Indirect Missiles . . . . . . . . . . . . . . . . . . . .
  59
  Typical Indirect Missiles
  . . . . . . . . . . . . . . .
  59
  Heavy Objects as Missile Weapons . . . . . . . . . .
  59
  Saving Throws . . . . . . . . . . . . . . . . . . . . . . . .
  59
  Saving Throw Priorities . . . . . . . . . . . . . . . .
  60
  Creatures and Saving Throws
  . . . . . . . . . . . .
  60
  v
  Devon Chulick (Order # )
  
  CONTENTS
  FOR GOLD & GLORY
  10 Encounters
  81
  Planned Encounters . . . . . . . . . . . . . . . . . . . . .
  81
  Combining Keys and Triggers . . . . . . . . . . . .
  81
  Random Encounters . . . . . . . . . . . . . . . . . . . . .
  81
  2–20 Table . . . . . . . . . . . . . . . . . . . . . . . .
  81
  Percentile Table
  . . . . . . . . . . . . . . . . . . . .
  81
  Dungeon Encounters
  . . . . . . . . . . . . . . . . . . . .
  82
  Dungeon Traps and Tricks
  . . . . . . . . . . . . . .
  82
  Wilderness Encounters
  . . . . . . . . . . . . . . . . . . .
  83
  Special Encounter Tables . . . . . . . . . . . . . . . . . .
  83
  Encounter Checks . . . . . . . . . . . . . . . . . . . . . .
  83
  Encounter Size . . . . . . . . . . . . . . . . . . . . .
  83
  Surprise . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  83
  The Surprise Round . . . . . . . . . . . . . . . . . .
  83
  Encounter Distance
  . . . . . . . . . . . . . . . . . . . . .
  84
  Encounter Reactions . . . . . . . . . . . . . . . . . .
  84
  85
  11 Experience
  Story Related Experience . . . . . . . . . . . . . . . . . .
  85
  87
  12 Treasure, Magical Items, and Research
  Magical Items
  . . . . . . . . . . . . . . . . . . . . . . . .
  87
  Using Magical Items . . . . . . . . . . . . . . . . . .
  87
  Researching and Crafting Magical Items
  . . . . . .
  88
  Recharging Magical Items
  . . . . . . . . . . . . . .
  90
  Destroying Magical Items . . . . . . . . . . . . . . .
  90
  13 Hirelings and Henchmen
  91
  Hirelings . . . . . . . . . . . . . . . . . . . . . . . . . . .
  91
  0-Level Characters . . . . . . . . . . . . . . . . . . .
  91
  Expert Hirelings . . . . . . . . . . . . . . . . . . . . . . .
  91
  Assassins . . . . . . . . . . . . . . . . . . . . . . . .
  91
  Spies
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  91
  Sages
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  92
  Soldiers . . . . . . . . . . . . . . . . . . . . . . . . .
  92
  Hiring Hirelings . . . . . . . . . . . . . . . . . . . . . . .
  93
  Weekly Wages . . . . . . . . . . . . . . . . . . . . .
  93
  Henchmen . . . . . . . . . . . . . . . . . . . . . . . . . .
  93
  Hiring Spell Casters . . . . . . . . . . . . . . . . . . . . .
  94
  Morale
  . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  94
  A Magic Overview and Spells
  95
  Wizard Spells . . . . . . . . . . . . . . . . . . . . . . . . .
  95
  Schools of Magic . . . . . . . . . . . . . . . . . . . .
  95
  Illusions . . . . . . . . . . . . . . . . . . . . . . . . .
  95
  Priest Spells
  . . . . . . . . . . . . . . . . . . . . . . . . .
  96
  Researching Spells . . . . . . . . . . . . . . . . . . . . . .
  96
  Casting Spells
  . . . . . . . . . . . . . . . . . . . . . . . .
  96
  Wizard Spells by Level
  . . . . . . . . . . . . . . . . . . .
  96
  Priest Spells by Level
  . . . . . . . . . . . . . . . . . . . .
  99
  Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . 100
  Alphabetical Spell List
  . . . . . . . . . . . . . . . . . . . 101
  A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
  B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
  C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
  D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
  E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
  F . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
  G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
  H
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
  I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
  J . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
  K . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
  L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
  M
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
  N
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
  O
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
  P . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
  Q
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
  R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
  S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
  T . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
  Voluntarily Failing Saving Throws . . . . . . . . . .
  60
  Ability Checks as Saving Throws
  . . . . . . . . . .
  60
  Modifying Saving Throws
  . . . . . . . . . . . . . .
  60
  Magic Resistance . . . . . . . . . . . . . . . . . . . . . . .
  60
  Immunity to Weapons . . . . . . . . . . . . . . . . . . . .
  61
  Special Attacks . . . . . . . . . . . . . . . . . . . . . . . .
  61
  Turn Undead . . . . . . . . . . . . . . . . . . . . . .
  61
  Dominate Undead . . . . . . . . . . . . . . . . . . .
  61
  Charmed Creatures . . . . . . . . . . . . . . . . . .
  62
  Gaze Attacks . . . . . . . . . . . . . . . . . . . . . .
  62
  Innate Abilities . . . . . . . . . . . . . . . . . . . . .
  62
  Breath Weapons . . . . . . . . . . . . . . . . . . . .
  62
  Damaging Objects . . . . . . . . . . . . . . . . . . . . . .
  62
  Item Saving Throws . . . . . . . . . . . . . . . . . .
  62
  Morale
  . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  63
  Example of Combat . . . . . . . . . . . . . . . . . . . . .
  64
  Advanced Combat Rules . . . . . . . . . . . . . . . . . .
  65
  Siege Damage
  . . . . . . . . . . . . . . . . . . . . .
  65
  Mounted Combat
  . . . . . . . . . . . . . . . . . . .
  65
  Underwater Combat . . . . . . . . . . . . . . . . . . . . .
  66
  Injury and Death . . . . . . . . . . . . . . . . . . . . . . .
  66
  Special Conditions . . . . . . . . . . . . . . . . . . . . . .
  66
  Poison . . . . . . . . . . . . . . . . . . . . . . . . . .
  67
  Death . . . . . . . . . . . . . . . . . . . . . . . . . .
  67
  Death from Poison . . . . . . . . . . . . . . . . . . .
  67
  Death Through Massive Damage
  . . . . . . . . . .
  67
  Raising the Dead . . . . . . . . . . . . . . . . . . . .
  67
  Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  68
  Natural Healing . . . . . . . . . . . . . . . . . . . .
  68
  Magical Healing . . . . . . . . . . . . . . . . . . . .
  68
  Diseases . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  68
  Lycanthropy . . . . . . . . . . . . . . . . . . . . . .
  70
  9
  Adventuring and Exploration
  71
  Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  71
  Movement
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  71
  Overland Movement
  . . . . . . . . . . . . . . . . .
  71
  Mounted Travel
  . . . . . . . . . . . . . . . . . . . .
  71
  Terrain and Vehicles . . . . . . . . . . . . . . . . . .
  71
  Terrain and Overland Movement
  . . . . . . . . . .
  71
  Roads and Trails . . . . . . . . . . . . . . . . . . . .
  72
  Obstacles and Hindrances
  . . . . . . . . . . . . . .
  72
  Water Travel . . . . . . . . . . . . . . . . . . . . . . . . .
  72
  River
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  72
  Ocean Voyage
  . . . . . . . . . . . . . . . . . . . . .
  73
  Weather Conditions . . . . . . . . . . . . . . . . . .
  73
  Aerial Movement
  . . . . . . . . . . . . . . . . . . . . . .
  73
  Aerial Combat . . . . . . . . . . . . . . . . . . . . .
  73
  Becoming Lost . . . . . . . . . . . . . . . . . . . . . . . .
  75
  Lost . . . . . . . . . . . . . . . . . . . . . . . . . . .
  75
  Hopelessly Lost
  . . . . . . . . . . . . . . . . . . . .
  75
  Swimming . . . . . . . . . . . . . . . . . . . . . . . . . .
  76
  Holding a Character’s Breath . . . . . . . . . . . . .
  76
  Vision Underwater
  . . . . . . . . . . . . . . . . . .
  76
  Climbing . . . . . . . . . . . . . . . . . . . . . . . . . . .
  76
  Climb Speed . . . . . . . . . . . . . . . . . . . . . .
  76
  Climbing Tools . . . . . . . . . . . . . . . . . . . . .
  77
  Rappel
  . . . . . . . . . . . . . . . . . . . . . . . . .
  77
  Vision and Light . . . . . . . . . . . . . . . . . . . . . . .
  77
  Light
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  77
  Infravision . . . . . . . . . . . . . . . . . . . . . . .
  77
  Darkness . . . . . . . . . . . . . . . . . . . . . . . .
  77
  Using a Mirror . . . . . . . . . . . . . . . . . . . . .
  78
  Hearing . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  78
  Doors . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  78
  Secret and Concealed Doors
  . . . . . . . . . . . . .
  78
  Invisibility
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  78
  Planes of Existence . . . . . . . . . . . . . . . . . . . . . .
  78
  Dimensional Space
  . . . . . . . . . . . . . . . . . . . . .
  79
  vi
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CONTENTS
  U . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
  V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
  W
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
  B
  Treasure Lists and Descriptions
  209
  Coins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209
  Gemstones . . . . . . . . . . . . . . . . . . . . . . . . . . 210
  Objects of Art . . . . . . . . . . . . . . . . . . . . . . . . . 210
  Other Treasure . . . . . . . . . . . . . . . . . . . . . . . . 210
  Magical Items
  . . . . . . . . . . . . . . . . . . . . . . . . 211
  Magical Item Tables . . . . . . . . . . . . . . . . . . 211
  Potions & Oils . . . . . . . . . . . . . . . . . . . . . . . . 212
  Potion Descriptions . . . . . . . . . . . . . . . . . . 213
  Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
  Map Scrolls . . . . . . . . . . . . . . . . . . . . . . . 219
  Spell Scrolls . . . . . . . . . . . . . . . . . . . . . . . 220
  Protection Scrolls
  . . . . . . . . . . . . . . . . . . . 221
  Cursed Scrolls . . . . . . . . . . . . . . . . . . . . . 223
  Magical Rings
  . . . . . . . . . . . . . . . . . . . . . . . . 223
  Magical Ring Descriptions . . . . . . . . . . . . . . 224
  Magical Rods . . . . . . . . . . . . . . . . . . . . . . . . . 229
  Magical Rod Descriptions . . . . . . . . . . . . . . . 230
  Magical Staves . . . . . . . . . . . . . . . . . . . . . . . . 233
  Magical Staff Descriptions
  . . . . . . . . . . . . . . 233
  Magical Wands . . . . . . . . . . . . . . . . . . . . . . . . 236
  Magical Wand Descriptions . . . . . . . . . . . . . . 237
  Miscellaneous Magical Items . . . . . . . . . . . . . . . . 243
  Magical Books & Tomes . . . . . . . . . . . . . . . . 243
  Jewels & Jewelry . . . . . . . . . . . . . . . . . . . . 246
  Cloaks & Robes
  . . . . . . . . . . . . . . . . . . . . 251
  Boots & Gloves . . . . . . . . . . . . . . . . . . . . . 255
  Girdles & Helms . . . . . . . . . . . . . . . . . . . . 257
  Bags & Bottles . . . . . . . . . . . . . . . . . . . . . 259
  Candles, Dusts & Stones
  . . . . . . . . . . . . . . . 264
  Household Items & Tools . . . . . . . . . . . . . . . 269
  Musical Instruments . . . . . . . . . . . . . . . . . . 272
  Odd Curios . . . . . . . . . . . . . . . . . . . . . . . 275
  Magical Armor & Shields . . . . . . . . . . . . . . . . . . 285
  Special Armor Descriptions . . . . . . . . . . . . . . 286
  Magical Weapons
  . . . . . . . . . . . . . . . . . . . . . . 287
  Special Weapon Descriptions . . . . . . . . . . . . . 288
  Intelligent Magical Weapons . . . . . . . . . . . . . 294
  Artifacts & Relics
  . . . . . . . . . . . . . . . . . . . . . . 296
  C Bestiary
  299
  Creature Descriptions . . . . . . . . . . . . . . . . . . . . 299
  Alphabetical Bestiary . . . . . . . . . . . . . . . . . . . . 300
  Aerial Servant . . . . . . . . . . . . . . . . . . . . . 300
  Animal . . . . . . . . . . . . . . . . . . . . . . . . . 301
  Animal, Monstrous
  . . . . . . . . . . . . . . . . . . 303
  Basilisk . . . . . . . . . . . . . . . . . . . . . . . . . 304
  Behir
  . . . . . . . . . . . . . . . . . . . . . . . . . . 305
  Brownie . . . . . . . . . . . . . . . . . . . . . . . . . 305
  Bugbear . . . . . . . . . . . . . . . . . . . . . . . . . 306
  Centaur . . . . . . . . . . . . . . . . . . . . . . . . . 306
  Chimera
  . . . . . . . . . . . . . . . . . . . . . . . . 307
  Cockatrice
  . . . . . . . . . . . . . . . . . . . . . . . 307
  Corpse Ravager
  . . . . . . . . . . . . . . . . . . . . 308
  Couatl . . . . . . . . . . . . . . . . . . . . . . . . . . 308
  Demon
  . . . . . . . . . . . . . . . . . . . . . . . . . 308
  Devil
  . . . . . . . . . . . . . . . . . . . . . . . . . . 309
  Dragon . . . . . . . . . . . . . . . . . . . . . . . . . 310
  Dryad . . . . . . . . . . . . . . . . . . . . . . . . . . 317
  Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . 317
  Elemental . . . . . . . . . . . . . . . . . . . . . . . . 318
  Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319
  Ettin . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
  Gazer . . . . . . . . . . . . . . . . . . . . . . . . . . 320
  Genie . . . . . . . . . . . . . . . . . . . . . . . . . . 321
  Ghoul . . . . . . . . . . . . . . . . . . . . . . . . . . 322
  Giant
  . . . . . . . . . . . . . . . . . . . . . . . . . . 322
  Gnoll
  . . . . . . . . . . . . . . . . . . . . . . . . . . 325
  Gnome
  . . . . . . . . . . . . . . . . . . . . . . . . . 325
  Goblin . . . . . . . . . . . . . . . . . . . . . . . . . . 326
  Golem . . . . . . . . . . . . . . . . . . . . . . . . . . 326
  Griffon
  . . . . . . . . . . . . . . . . . . . . . . . . . 328
  Halﬂing . . . . . . . . . . . . . . . . . . . . . . . . . 328
  Harpy . . . . . . . . . . . . . . . . . . . . . . . . . . 329
  Hobgoblin
  . . . . . . . . . . . . . . . . . . . . . . . 329
  Human . . . . . . . . . . . . . . . . . . . . . . . . . 330
  Hydra . . . . . . . . . . . . . . . . . . . . . . . . . . 330
  Invisible Stalker . . . . . . . . . . . . . . . . . . . . 331
  Kobold
  . . . . . . . . . . . . . . . . . . . . . . . . . 331
  Leprechaun . . . . . . . . . . . . . . . . . . . . . . . 332
  Lich . . . . . . . . . . . . . . . . . . . . . . . . . . . 332
  Lizard . . . . . . . . . . . . . . . . . . . . . . . . . . 333
  Lizardman . . . . . . . . . . . . . . . . . . . . . . . 333
  Lycanthrope
  . . . . . . . . . . . . . . . . . . . . . . 334
  Manticore . . . . . . . . . . . . . . . . . . . . . . . . 335
  Medusa . . . . . . . . . . . . . . . . . . . . . . . . . 336
  Minotaur . . . . . . . . . . . . . . . . . . . . . . . . 336
  Mongrelman . . . . . . . . . . . . . . . . . . . . . . 337
  Mudman . . . . . . . . . . . . . . . . . . . . . . . . 337
  Mummy
  . . . . . . . . . . . . . . . . . . . . . . . . 338
  Night Hag
  . . . . . . . . . . . . . . . . . . . . . . . 338
  Nixie
  . . . . . . . . . . . . . . . . . . . . . . . . . . 339
  Nymph . . . . . . . . . . . . . . . . . . . . . . . . . 339
  Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . . 340
  Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . 341
  Orc
  . . . . . . . . . . . . . . . . . . . . . . . . . . . 342
  Otyugh . . . . . . . . . . . . . . . . . . . . . . . . . 343
  Owlbear . . . . . . . . . . . . . . . . . . . . . . . . . 344
  Phase Spider . . . . . . . . . . . . . . . . . . . . . . 344
  Pixie . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
  Rakshasa . . . . . . . . . . . . . . . . . . . . . . . . 345
  Remorhaz . . . . . . . . . . . . . . . . . . . . . . . . 346
  Salamander . . . . . . . . . . . . . . . . . . . . . . . 346
  Satyr . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
  Shadow . . . . . . . . . . . . . . . . . . . . . . . . . 348
  Skeleton . . . . . . . . . . . . . . . . . . . . . . . . . 348
  Specter
  . . . . . . . . . . . . . . . . . . . . . . . . . 349
  Sprite . . . . . . . . . . . . . . . . . . . . . . . . . . 349
  Tarrasque . . . . . . . . . . . . . . . . . . . . . . . . 350
  Titan . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
  Treant . . . . . . . . . . . . . . . . . . . . . . . . . . 351
  Triton . . . . . . . . . . . . . . . . . . . . . . . . . . 351
  Troll . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
  Tunnel Lurk
  . . . . . . . . . . . . . . . . . . . . . . 353
  Unicorn . . . . . . . . . . . . . . . . . . . . . . . . . 353
  Vampire . . . . . . . . . . . . . . . . . . . . . . . . . 354
  Water Serpent
  . . . . . . . . . . . . . . . . . . . . . 354
  Wight . . . . . . . . . . . . . . . . . . . . . . . . . . 355
  Will O’ Wisp . . . . . . . . . . . . . . . . . . . . . . 355
  Winter Wolf . . . . . . . . . . . . . . . . . . . . . . . 356
  Wolfwere . . . . . . . . . . . . . . . . . . . . . . . . 356
  Worg
  . . . . . . . . . . . . . . . . . . . . . . . . . . 357
  Wraith . . . . . . . . . . . . . . . . . . . . . . . . . . 357
  Wyvern . . . . . . . . . . . . . . . . . . . . . . . . . 358
  Xorn . . . . . . . . . . . . . . . . . . . . . . . . . . . 358
  Yeti
  . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
  Zombie . . . . . . . . . . . . . . . . . . . . . . . . . 359
  Index
  361
  D Legal
  367
  Redistributing For Gold & Glory™ . . . . . . . . . . . . . 367
  Publishing Your Own Works for For Gold & Glory™ . . . 367
  For Gold & Glory™ Compatibility-Statement License (CSL)367
  Open Game Content . . . . . . . . . . . . . . . . . . . . . 367
  OPEN GAME LICENSE Version 1.0a
  . . . . . . . . . . . 367
  Creative Commons Attribution-ShareAlike 4.0 Int’l. . . . 368
  Creative Commons Attribution 3.0 Unported . . . . . . . 368
  Public Domain . . . . . . . . . . . . . . . . . . . . . . . . 369
  Character Sheet
  372
  vii
  Devon Chulick (Order # )
  
  Devon Chulick (Order # )
  
  LIST OF TABLES
  1
  Size Categories . . . . . . . . . . . . . . . . . . . . .
  5
  1.1
  Strength . . . . . . . . . . . . . . . . . . . . . . . . .
  7
  1.3
  Dexterity . . . . . . . . . . . . . . . . . . . . . . . .
  8
  1.2
  Constitution
  . . . . . . . . . . . . . . . . . . . . . .
  8
  1.4
  Intelligence . . . . . . . . . . . . . . . . . . . . . . .
  9
  1.5
  Wisdom . . . . . . . . . . . . . . . . . . . . . . . . .
  10
  1.6
  Charisma . . . . . . . . . . . . . . . . . . . . . . . .
  10
  2.1
  Demi-human Ability Score Requirements . . . . . .
  11
  2.2
  Racial Ability Score Adjustments
  . . . . . . . . . .
  11
  2.3
  Racial Class Restriction . . . . . . . . . . . . . . . .
  11
  2.4
  Player Character Languages . . . . . . . . . . . . .
  11
  2.5
  Height and Weight . . . . . . . . . . . . . . . . . . .
  15
  2.6
  Age . . . . . . . . . . . . . . . . . . . . . . . . . . .
  15
  3.1
  Class Ability Score Requirements
  . . . . . . . . . .
  17
  3.2
  Warrior Saving Throws . . . . . . . . . . . . . . . .
  17
  3.3
  Warrior Advancement . . . . . . . . . . . . . . . . .
  17
  3.4
  Warrior Attacks per Round . . . . . . . . . . . . . .
  17
  3.5
  Paladin Spells per Level . . . . . . . . . . . . . . . .
  18
  3.6
  Ranger Tracking Modiﬁers . . . . . . . . . . . . . .
  19
  3.7
  Ranger Abilities . . . . . . . . . . . . . . . . . . . .
  19
  3.8
  Wizard Advancement . . . . . . . . . . . . . . . . .
  20
  3.9
  Wizard Saving Throws
  . . . . . . . . . . . . . . . .
  20
  3.10 Specialist Wizard Restrictions
  . . . . . . . . . . . .
  21
  3.11 Priest Advancement . . . . . . . . . . . . . . . . . .
  22
  3.12 Priest Saving Throws . . . . . . . . . . . . . . . . .
  22
  3.14 Rogue Advancement
  . . . . . . . . . . . . . . . . .
  24
  3.13 Rogue Saving Throws . . . . . . . . . . . . . . . . .
  24
  3.15 Thieving Skill Base Scores . . . . . . . . . . . . . . .
  25
  3.16 Thieving Skill Racial Modiﬁers . . . . . . . . . . . .
  25
  3.17 Thieving Skill Dexterity Modiﬁers . . . . . . . . . .
  25
  3.18 Thieving Skill Armor Modiﬁers
  . . . . . . . . . . .
  25
  3.19 Backstab Damage Multipliers
  . . . . . . . . . . . .
  26
  3.20 Bardic Skill Base Scores . . . . . . . . . . . . . . . .
  27
  3.21 Bard Spell Progression
  . . . . . . . . . . . . . . . .
  27
  5.1
  Skill Points by Class . . . . . . . . . . . . . . . . . .
  31
  5.2
  Weaponry Groups . . . . . . . . . . . . . . . . . . .
  31
  5.3
  Fighter Weaponry Specialization . . . . . . . . . . .
  32
  6.1
  Skill Points by Class . . . . . . . . . . . . . . . . . .
  35
  6.2
  Knowledge Skills
  . . . . . . . . . . . . . . . . . . .
  38
  6.3
  Perform Skills
  . . . . . . . . . . . . . . . . . . . . .
  39
  6.4
  Trade Skills . . . . . . . . . . . . . . . . . . . . . . .
  40
  7.1
  Exchange Rates
  . . . . . . . . . . . . . . . . . . . .
  43
  7.2
  PC Starting Money
  . . . . . . . . . . . . . . . . . .
  43
  7.3
  Carrying Capacity . . . . . . . . . . . . . . . . . . .
  43
  7.4
  Clothing
  . . . . . . . . . . . . . . . . . . . . . . . .
  44
  7.5
  Miscellaneous Equipment
  . . . . . . . . . . . . . .
  44
  7.6
  Provisions
  . . . . . . . . . . . . . . . . . . . . . . .
  45
  7.7
  Provisions
  . . . . . . . . . . . . . . . . . . . . . . .
  45
  7.8
  Living Conditions . . . . . . . . . . . . . . . . . . .
  45
  7.9
  Services . . . . . . . . . . . . . . . . . . . . . . . . .
  45
  7.10 Lock Quality Modiﬁers . . . . . . . . . . . . . . . .
  45
  7.11 Animals . . . . . . . . . . . . . . . . . . . . . . . . .
  46
  7.12 Horse Quality
  . . . . . . . . . . . . . . . . . . . . .
  46
  7.13 Tack and Harness
  . . . . . . . . . . . . . . . . . . .
  46
  7.14 Barding for Unusual Mounts and Creatures
  . . . .
  47
  7.15 Transport . . . . . . . . . . . . . . . . . . . . . . . .
  47
  7.16 Melee Weapons
  . . . . . . . . . . . . . . . . . . . .
  48
  7.17 Hurled Weapons . . . . . . . . . . . . . . . . . . . .
  49
  7.18 Ranged Weapons
  . . . . . . . . . . . . . . . . . . .
  49
  7.19 Ammunition . . . . . . . . . . . . . . . . . . . . . .
  49
  7.20 Armor . . . . . . . . . . . . . . . . . . . . . . . . . .
  51
  7.21 Shields
  . . . . . . . . . . . . . . . . . . . . . . . . .
  51
  7.23 Armor for Smaller and Larger Humanoids . . . . .
  51
  7.22 Helmets . . . . . . . . . . . . . . . . . . . . . . . . .
  51
  7.24 Encumbrance for Man-sized Bipeds . . . . . . . . .
  53
  7.25 Encumbrance for Domestic Animals . . . . . . . . .
  53
  8.1
  Initiative Modiﬁers
  . . . . . . . . . . . . . . . . . .
  55
  8.2
  Attack Roll Modiﬁers . . . . . . . . . . . . . . . . .
  56
  8.3
  Brawling and Wrestling . . . . . . . . . . . . . . . .
  57
  8.4
  Armor Modiﬁers for Wrestling . . . . . . . . . . . .
  58
  8.5
  Cover/Concealment Modiﬁers . . . . . . . . . . . .
  58
  8.6
  Indirect Missile Effects
  . . . . . . . . . . . . . . . .
  59
  8.7
  Turn Undead . . . . . . . . . . . . . . . . . . . . . .
  61
  8.8
  Monster Hit Dice Overcoming Immunity . . . . . .
  61
  8.9
  Damaging Objects . . . . . . . . . . . . . . . . . . .
  62
  8.10 Item Saving Throws . . . . . . . . . . . . . . . . . .
  63
  8.11 Base Morale Ratings . . . . . . . . . . . . . . . . . .
  63
  8.12 Morale Modiﬁers
  . . . . . . . . . . . . . . . . . . .
  63
  8.13 Structural Saving Throws . . . . . . . . . . . . . . .
  65
  8.14 Mounted Missile Fire . . . . . . . . . . . . . . . . .
  65
  8.15 Insanity . . . . . . . . . . . . . . . . . . . . . . . . .
  66
  8.16 Poison Strength
  . . . . . . . . . . . . . . . . . . . .
  67
  8.18 Modiﬁed Recovery Times . . . . . . . . . . . . . . .
  68
  8.17 Diseases . . . . . . . . . . . . . . . . . . . . . . . . .
  68
  9.1
  Terrain Costs for Overland Movement
  . . . . . . .
  72
  9.2
  Obstacles and Hindrances
  . . . . . . . . . . . . . .
  72
  9.3
  Boat Movement
  . . . . . . . . . . . . . . . . . . . .
  72
  9.4
  Ship Movement
  . . . . . . . . . . . . . . . . . . . .
  73
  9.5
  Weather Movement Modiﬁers for Ships . . . . . . .
  73
  9.6
  Random Wind . . . . . . . . . . . . . . . . . . . . .
  73
  9.7
  Aerial Movement Modiﬁers
  . . . . . . . . . . . . .
  73
  9.8
  Speed Classes
  . . . . . . . . . . . . . . . . . . . . .
  74
  9.9
  Maneuver Classes . . . . . . . . . . . . . . . . . . .
  74
  9.10 Chance of Becoming Hopelessly Lost . . . . . . . .
  75
  9.11 Lost Modiﬁers . . . . . . . . . . . . . . . . . . . . .
  75
  9.12 Climbing Modiﬁers . . . . . . . . . . . . . . . . . .
  76
  9.13 Climbing Speed Modiﬁers
  . . . . . . . . . . . . . .
  77
  9.14 Visibility Ranges (In Yards) . . . . . . . . . . . . . .
  77
  9.15 Light Sources . . . . . . . . . . . . . . . . . . . . . .
  77
  9.16 Chance to Hear by Race . . . . . . . . . . . . . . . .
  78
  10.1 Encounter Frequency . . . . . . . . . . . . . . . . .
  81
  10.2 2–20 Table . . . . . . . . . . . . . . . . . . . . . . . .
  82
  10.3 Example Percentile Table . . . . . . . . . . . . . . .
  82
  10.4 Creature Level . . . . . . . . . . . . . . . . . . . . .
  82
  10.5 Sample Dungeon Level 3 . . . . . . . . . . . . . . .
  82
  10.6 Terrain Encounter Checks . . . . . . . . . . . . . . .
  83
  10.8 Surprise Modiﬁers . . . . . . . . . . . . . . . . . . .
  84
  10.9 Encounter Distance
  . . . . . . . . . . . . . . . . . .
  84
  10.7 Encounter Reactions . . . . . . . . . . . . . . . . . .
  84
  11.1 Creature Experience Awards . . . . . . . . . . . . .
  85
  11.2 Hit Dice Value Modiﬁers . . . . . . . . . . . . . . .
  85
  13.1 0-Level Character Hit Points . . . . . . . . . . . . .
  91
  13.2 0-Level Character Saving Throws
  . . . . . . . . . .
  91
  13.3 Sage Knowledge . . . . . . . . . . . . . . . . . . . .
  92
  13.4 Sage Proﬁciency Modiﬁers . . . . . . . . . . . . . .
  92
  13.5 Research Time . . . . . . . . . . . . . . . . . . . . .
  92
  13.6 Military Occupations
  . . . . . . . . . . . . . . . . .
  93
  ix
  Devon Chulick (Order # )
  
  LIST OF TABLES
  FOR GOLD & GLORY
  13.7 Common Wages . . . . . . . . . . . . . . . . . . . .
  93
  13.8 Spell Caster Services . . . . . . . . . . . . . . . . . .
  94
  13.9 Permanent Morale Modiﬁers . . . . . . . . . . . . .
  94
  A.1 Wizard Spells by Level and School . . . . . . . . . .
  96
  A.2 Priest Spells by Level and School
  . . . . . . . . . .
  99
  B.1
  Treasure Type
  . . . . . . . . . . . . . . . . . . . . . 209
  B.2
  Random Gemstones . . . . . . . . . . . . . . . . . . 210
  B.3
  Gem Value Variation
  . . . . . . . . . . . . . . . . . 210
  B.4
  Objects of Art . . . . . . . . . . . . . . . . . . . . . . 210
  B.5
  Objects of Art Value Variation
  . . . . . . . . . . . . 211
  B.6
  Furs and Fancy Clothes . . . . . . . . . . . . . . . . 211
  B.7
  Commodities . . . . . . . . . . . . . . . . . . . . . . 211
  B.8
  Jewelry and Trinkets . . . . . . . . . . . . . . . . . . 211
  B.9
  Magical Items
  . . . . . . . . . . . . . . . . . . . . . 212
  B.10 Potion Incompatibility
  . . . . . . . . . . . . . . . . 212
  B.11 Potions (1d6) . . . . . . . . . . . . . . . . . . . . . . 213
  B.12 Scrolls (1d6)
  . . . . . . . . . . . . . . . . . . . . . . 218
  B.13 Map Table
  . . . . . . . . . . . . . . . . . . . . . . . 219
  B.14 Map Distance Table . . . . . . . . . . . . . . . . . . 219
  B.15 Map Location Table . . . . . . . . . . . . . . . . . . 219
  B.16 Monetary Hoard Table
  . . . . . . . . . . . . . . . . 219
  B.17 Magic Hoard Table
  . . . . . . . . . . . . . . . . . . 219
  B.18 Combined Hoard Table . . . . . . . . . . . . . . . . 219
  B.19 Treasure Container Table . . . . . . . . . . . . . . . 220
  B.20 Treasure Traps . . . . . . . . . . . . . . . . . . . . . 220
  B.21 Treasure Hiding . . . . . . . . . . . . . . . . . . . . 220
  B.22 Spell Failure
  . . . . . . . . . . . . . . . . . . . . . . 221
  B.23 Rings (1d6) . . . . . . . . . . . . . . . . . . . . . . . 224
  B.24 Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
  B.25 Staves . . . . . . . . . . . . . . . . . . . . . . . . . . 233
  B.26 Wands . . . . . . . . . . . . . . . . . . . . . . . . . . 237
  B.27 Books and Tomes
  . . . . . . . . . . . . . . . . . . . 243
  B.28 Jewelry & Jewels (1d6)
  . . . . . . . . . . . . . . . . 246
  B.29 Cloaks and Robes . . . . . . . . . . . . . . . . . . . 252
  B.30 Boots and Gloves
  . . . . . . . . . . . . . . . . . . . 255
  B.31 Girdles and Helms . . . . . . . . . . . . . . . . . . . 257
  B.32 Bags and Bottles . . . . . . . . . . . . . . . . . . . . 260
  B.33 Candles, Dusts, and Stones . . . . . . . . . . . . . . 264
  B.34 Household Items and Tools . . . . . . . . . . . . . . 269
  B.35 Musical Instruments . . . . . . . . . . . . . . . . . . 272
  B.36 Odd Curios (1d6)
  . . . . . . . . . . . . . . . . . . . 276
  B.37 Armor Type
  . . . . . . . . . . . . . . . . . . . . . . 285
  B.38 Enchantment Modiﬁer
  . . . . . . . . . . . . . . . . 285
  B.39 Special Armors . . . . . . . . . . . . . . . . . . . . . 285
  B.40 Weapon Type . . . . . . . . . . . . . . . . . . . . . . 287
  B.41 Enchantment Modiﬁer
  . . . . . . . . . . . . . . . . 287
  B.42 Special Weapon (1d10)
  . . . . . . . . . . . . . . . . 287
  B.43 Weapon Intelligence . . . . . . . . . . . . . . . . . . 294
  B.44 Bonus Languages
  . . . . . . . . . . . . . . . . . . . 294
  B.45 Weapon Alignment
  . . . . . . . . . . . . . . . . . . 294
  B.46 Detection Powers
  . . . . . . . . . . . . . . . . . . . 295
  B.47 Extraordinary Powers . . . . . . . . . . . . . . . . . 295
  B.48 Special Purpose
  . . . . . . . . . . . . . . . . . . . . 295
  B.49 Dedicated Powers . . . . . . . . . . . . . . . . . . . 295
  B.50 Weapon Ego Points
  . . . . . . . . . . . . . . . . . . 295
  C.1
  Encounter Frequency . . . . . . . . . . . . . . . . . 299
  C.2
  Creature Intelligence
  . . . . . . . . . . . . . . . . . 299
  C.3
  Creature THACO
  . . . . . . . . . . . . . . . . . . . 300
  C.4
  Creature Size . . . . . . . . . . . . . . . . . . . . . . 300
  C.5
  Morale Ratings . . . . . . . . . . . . . . . . . . . . . 300
  C.6
  Dragon Age Categories and Modiﬁers
  . . . . . . . 311
  C.7
  Dragon Fear
  . . . . . . . . . . . . . . . . . . . . . . 311
  x
  Devon Chulick (Order # )
  
  FOREWORD
  I was introduced to role-playing through video games. Early PC titles like Ultima, Wizardry, and Might & Magic brought me into
  fantastical worlds where monsters lurked in every wire frame dungeon waiting to kill your faceless avatars who sought fantastic,
  randomly generated treasure. I made my own maps, poorly scribbled on graph paper, complete with locations of traps, merchants,
  and ambushes. I named my characters after friends and family – their victories and failures felt like my own. With every death or
  secret trove discovered, I felt like I had accomplished something. No play session, whether ﬁve minutes or ﬁve hours, went without
  its pleasant (or not) surprises.
  Unwittingly I was being prepared for a richer and more in depth experience that transcended the digital world. I remember
  checking out the 2nd Edition Advanced rules at my local library. I knew a little about the license from video games but nothing could
  prepare me for the wealth of opportunities within those books.
  Cracking open the original 1989 player’s guide, the ﬁrst illustration you’re drawn to is a full-page oil painting by Larry Elmore.
  Entitled “Dragon slayers, and proud of it!” the painting depicts ﬁve adventurers triumphantly posing before the body of a very
  young green dragon dangling from a tree as a ﬁsherman would present his prized catch. A small wooden box at their feet held gold
  coins, a few glittering gems poking out here and there. The adventurers weren’t wearing ridiculously exaggerated armor, bikini-mail
  with bare midriffs and massive cleavage, or wielding ﬁfty-foot long paper-thin swords. Our heroes were a lightly armored elf archer,
  a cleric with a hammer and a holy symbol etched on his belt buckle, a massive bearded warrior with rusty chain mail, a smaller raven
  haired female warrior, and a mysterious looking magic user cloaked in red.
  To me, this picture is how I imagine the quintessential adventurers. These allies had braved some distant lair, defeated a mighty
  monster (as even newborn dragons are not to be triﬂed with), collected a modest treasure, and escaped with treasure (and a few
  scars) that tell entire stories. These heroes were the invisible men and women I created in my fantasy video games. I knew that I held
  in my hand a gateway into majestic worlds yet to be told and I quickly met many people whose vision we all shared. These dragon
  slayers have made a hobbyist out of me and I’m proud of it.
  Justen Brown
  1
  Devon Chulick (Order # )
  
  EDITOR’S FOREWORD
  “Wow!” That’s the sound that I make every time I think about the last year and a half that I labored on this massive compendium of
  rules and suggestions. Since February of 2010, For Gold & Glory™ has consumed most of my spare time. Though I have done smaller
  projects in recent years, I haven’t been this consumed by a game system since I published my own OGL inspired Mutazoids3e back
  in 2003. While that project used the (then) new open gaming system and a post apocalyptic setting, as you know by now, FG&G™
  uses the open gaming license to simulate old school rules in a straight fantasy setting. I felt as if I had come home to a much more
  familiar territory.
  Even though I didn’t know it at the time, my ﬁrst gaming experiences were in hybrid games. Thirty years later, I can now see how
  my ﬁrst GM had intricately woven rules from the (then) new, “Advanced” version of the game with his favorite house rules pulled
  from the “Basic” games that came before it and the now infamous RPG magazines of the day: the Dragon, Dungeon, Polyhedron,
  etc.
  For Gold & Glory™ pays homage to this hybrid style of gaming. My primary concern when I took over as editor of FG&G™
  was to lay nothing less than a solid, old school foundation similar in style to the second “Advanced” version of the game. My
  next concern then became to ﬁx any obvious errors and ﬁll in any obviously missing rules. Whenever possible, the most ofﬁcial
  sources (such as erratum, ofﬁcial second edition handbooks, “Dispel Illusion”, and www.d20srd.org) were consulted. Next, either
  the ﬁrst “Advanced” version or even one of the “Basic” versions was consulted. If no ofﬁcial source could be found, unofﬁcial
  sources, such as “Sage Advice” was checked, and ﬁnally if no source of information could be found, I would consult the forums at
  www.dragonsfoot.com and attempt to form a consensus. Justen and I dropped sections of his original manuscript, other sections
  previously considered optional were added, and all sections were completely reworked. I attempted to leave stubs in place for many
  of the optional rules that have not yet been devised. While my stepson Warren and others found several issues in the core, Adam
  was of utmost assistance when working with the spells. He devoured them, and researched dozens of issues I never would have
  considered. Lessons learned while working on spells paid off while working on magical items. Dan came on to the project at this
  time, checked over the magical items, corrected my punctuation over the entire document, and forced me to be more careful with my
  run-on sentences.
  This book is the result. Despite its size, I certainly don’t think it’s perfect or complete. I also don’t think everyone will agree with
  every decision that Justen or I made. Even so, I am rather pleased with it, not because it represents the way you or I actually play the
  game, but because it lays a solid foundation for either of us to turn it into the game we will love to play.
  Moses Wildermuth
  July 12, 2012
  PS—Always remember that magic is not an exact science. - HawkWolf
  2
  Devon Chulick (Order # )
  
  the ﬁnal say in all matters. The only important thing at the table
  is the game and the enjoyment of everyone.
  A WORD OF METAGAMING
  Metagaming is a term referring to a character that has knowledge
  that only the player could obtain. This is usually knowledge re-
  garding monsters, spells, or item functions. The challenge of role-
  playing is feigning ignorance. Players are discouraged from act-
  ing upon knowledge their characters wouldn’t have. Remember
  that FG&G™ is a game of high fantasy and magic where literally
  anything is possible from exploring the stars to time travel. This
  is a game where gods can walk the earth. . . or not. The GM is
  “God” but should be impartial in his rulings.
  REQUIRED MATERIALS
  To play this game you need a player willing to be the Game
  Master (GM) and at least one player to run a character.
  The
  Game Master creates and runs the world while the players cre-
  ate characters to experience the world. Four to ﬁve characters are
  optimal—the more players, the slower the game plays. In addi-
  tion to a copy of this rule set you’ll also need some paper, graph-
  ing paper for maps although combat relies very little on exact
  placement, some miniatures or character markers if you prefer,
  pencils, and a set of funny dice (d4, d6, d8, d10, d12, and d20).
  CORE MECHANIC
  The basis on which the game runs is “If it’s not covered by the
  rules, roll d20 and add or subtract modiﬁers.” There are numer-
  ous situations that cannot be covered in a single document. In
  cases where an action seems probable, a player is encouraged to
  roll a d20; high numbers favor their character. Positive modiﬁers
  can be applied for easy situations such as masterwork tools and
  negative modiﬁers can be applied for difﬁcult situations such as
  poor visibility. As a rule of thumb, situational modiﬁers should
  be applied in even numbers such as −2 (−10%) or +4 (+20%).
  The higher the bonus means the easier the task and vice versa for
  penalties.
  A NOTE ABOUT PRONOUNS
  The male pronoun (he, him, his) is used regularly throughout this
  document for ease of use. It does not reﬂect gender exclusivity.
  AN EXAMPLE OF PLAY
  This example is to ease new players into how a typical game of
  For Gold & Glory™ is played. A ﬁghter, ranger, thief, and wizard
  (the four players) have been tasked by a nearby village to clear
  out the evil infesting a nearby moat house. The PCs easily dis-
  patched the giant frogs that ambushed them in the marshes and
  are now approaching the ruined drawbridge.
  CHAPTER 0
  INTRODUCTION
  INTRODUCTION TO THE GAME
  In 1974, E. Gary Gygax and Dave Arneson created the rules to
  the world’s ﬁrst published Role Playing Game. Combining im-
  provisational character acting with modiﬁed war-gaming rules
  to support single players, “The Fantasy Medieval War game” be-
  came a major success among tabletop gamers and young adults
  alike. Gygax continued to expand on his original concept and in
  1977 he released the ﬁrst edition “Advanced” rules based on the
  original TFMW.
  Gygax billed his new rules as “neither an expansion nor a re-
  vision of the old game, it is a new game”. For ten years the Ad-
  vanced product line remained strong, seeing many published ad-
  ventures, a monthly magazine, and supplemental material that
  expanded the rules. Having left the company, TSR built upon
  Gygax’s Advanced line to create a “2nd Edition” in 1989 designed
  by David “Zeb” Cook and developed by Steve Winter and Jon
  Pickens.
  For Gold & Glory™ is an Open Game License interpretation of
  Zeb Cook’s 2nd Edition rules. All material contained within is free
  for use, distribution, copying, and updating within the conﬁnes
  of the OGL. The rules remain mostly intact but the descriptions
  have changed for the sake of brevity, clarity, and ease of reference.
  For Gold & Glory gives role players a complete reference to 2nd
  Edition “core material” and allows publishers to release original
  or new material using 2nd Edition rules.
  WHAT IS A ROLE-PLAYING GAME?
  A role playing game combines the rules aspects of a board game
  with the free form acting found in traditional role-play. Play-
  ers assume the role of intrepid heroes (or dastardly villains) and
  their interactions with the world they live in. Players act as their
  avatars would with a ﬁctional background and personality.
  What separates role-playing from all other games is the vari-
  able nature. Heroes win and lose as the result of good planning,
  experience, and sharp skills or lack thereof. However, just like
  real life, circumstances can get the better of you as events can
  sway in either direction at the drop of a hat (or dice, in the game’s
  case).
  The players shape the world and the Game Master creates the
  world. The rules remain the same, but unlike most games the
  playing ﬁeld constantly changes. Role-playing is unique because
  every choice has a reaction. Sometimes it’s blatant but often sub-
  tle. You can play the game for years and never recreate the same
  experience twice.
  THE GOLDEN RULE
  Have fun. Role-playing is a shared experience that relies on the
  teamwork of everyone at the table. If people aren’t having fun
  then the problem needs to be identiﬁed quickly, whether it’s a
  problem player or noticeable distraction. If a single person is ru-
  ining the enjoyment for everyone else, they should be politely
  notiﬁed of their behavior and the situation corrected without de-
  tracting from the game. Arguments naturally devolve from inter-
  pretations of the rules but regardless of any situation the GM has
  3
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 0. INTRODUCTION
  looking man wearing chain armor, a shield, and wielding a long
  sword. He speaks “More adventurers?! Your heads will line my
  trophy wall, Haha!”
  Ranger:
  I’ll see to it this land is cleansed of your evil, brigand!
  Charge!!
  The game continues as the PCs ﬁght out this encounter. Thief
  is in a bad spot, ﬁghting a huge spider alone, but he could gain
  the advantage by striking ﬁrst. The other three PCs must contend
  with triple their numbers but Fighter and Ranger can hold their
  own in melee, the brigands are poorly equipped, and Wizard can
  cast sleep which may be the key to winning the battle.
  The events could’ve been different depending on the party’s
  actions.
  The two brigands standing watch could’ve been sur-
  prised and likely would have run off screaming or surrendered.
  The PCs could’ve investigated the watchtower ﬁrst, ﬁghting the
  spider alone and likely making quick work of it. The brigand
  leader, a coward at heart, could’ve ordered a retreat while taking
  with all their treasure with them but instead he pressed on after
  seeing the party was only three strong (he can’t see Thief who is
  in the watchtower).
  Every game is different and the party’s actions shape the world
  around them. This is the key to good roleplaying.
  GLOSSARY
  Ability:
  One of six attributes that determine the basic strong
  points and weak points of a character.
  These attributes
  are strength, dexterity, constitution, intelligence, wisdom, and
  charisma.
  Ability Check:
  A roll of 1d20, plus modiﬁers, against a relevant
  ability score. If the result is equal to or less than your character’s
  ability score the action succeeds. As a general rule, any action not
  covered by the rules should be handled with an ability check. For
  example, use a dexterity check to swing off a chandelier or an in-
  telligence check to navigate a difﬁcult maze. The GM may apply
  penalties based on the situation such as −8 for a ﬁghter trying to
  pick a lock (−2 for not having tools and −6 for not being a trained
  thief). If an action takes longer than a few seconds, assume a per-
  son can perform that action on a successful check for one round
  (one minute) before having to re-roll.
  Alignment:
  Reﬂects the characters attitude and personality.
  Alignment is a guideline, not an all-encompassing rule. A good
  character may lie to protect an innocent ally, while an evil per-
  son’s lie is likely to be entirely self-serving and harmful.
  Armor Class (“AC”):
  The defensive rating of a character, or
  how difﬁcult they are to hit. AC begins at base 10 (unarmored,
  no modiﬁers) and caps at −10 (highest armor value regardless
  of modiﬁers). Penalties increase AC and bonuses reduce it. AC
  is an abstraction; failing to hit an opponent’s AC doesn’t neces-
  sarily mean a miss’ but rather the weapon scraped across armor
  harmlessly, or the blow was deﬂected.
  Attack Roll:
  1d20 plus modiﬁers. Any bonus “to hit” is added
  to the attack roll. The attack roll is cross-referenced with THACO
  to determine a successful hit.
  Common:
  The generic, universal language that all player char-
  acters know how to speak, read, and write. Often, all civilized
  races and societies that interact with one another share this lan-
  guage.
  Creature:
  A collective term for PCs and NPCs. Sometimes used
  interchangeably with “character” or “monster”.
  GM:
  Wiping the frog blood from your weapons, you approach
  a drawbridge. Half of it has been battered through and the holes
  patched with wooden planks, the wood having long rotten. The
  chains have fallen and are completely rusted.
  Wizard:
  I’m not setting foot on that!
  Thief:
  Let me prod it with my 10’ pole!
  Fighter:
  Forget it. I’m the heaviest. Attach this rope around my
  waist, hand it to Ranger, and walk across testing each plank.
  Ranger:
  A sound plan.
  GM:
  The wood has rotted but it holds up easily under your
  weight. The rest of the party crosses with no problems. Before
  you are massive wooden doors serving as gates – one hanging
  open on a great hinge and the other is splintered and shored
  closed from the inside. Boot prints are visible leading out from
  the gates.
  Thief:
  Where there are tracks, there’s bound to be treasure.
  Ranger:
  Or, more accurately, trouble. Fighter, cover me. Stoop-
  ing low, I follow the tracks in. What do I see?
  GM:
  (Secretly rolls dice.
  He determines that two brigands
  keeping watch spot the party and stealthily run off to warn their
  leader.) The tracks lead into a ruined courtyard. Great stone steps
  lead up to the moat house’s main keep, the large oak doors rot-
  ten and ajar. The remains of a watchtower looms behind you, its
  wooden doors closed.
  Ranger:
  About how many tracks are there? (Ranger rolls a skill
  check for his tracking ability)
  GM:
  Six or seven distinct tracks. It’s hard to tell because the
  tracks slide about on the wet surface.
  Two tracks are fresh,
  though, only a minute or two old.
  Ranger:
  Weapons out, everyone. Proceed in formation to the
  keep.
  Wizard:
  I don’t like being out in the open. I cast shield on my-
  self. What do we hear?
  GM:
  Aside from your own chanting, strange sounds from in-
  side the keep echo out and reverberate along the walls.
  Thief:
  Hmm, that watchtower shouldn’t go unchecked. I peek
  inside.
  Ranger:
  Hey! Stay in formation!
  GM:
  Creeping over to the doors, you push them open. A few
  bones are scattered among the dirt but the gleam of many coins
  catches your eye.
  Thief:
  Jackpot! I rush in and scoop up some coins.
  Fighter:
  Stop you idiot!
  GM:
  Thief runs in with his coin purse open ready to snatch up
  some gold. There’s a hissing sound and a rush of air as a huge
  spider, the size of a bull mastiff, drops down. (Rolls d6 to see
  if Thief is surprised on a 1-5 – GM rolls a 6 meaning Thief isn’t
  surprised.) Your keen senses are enough to keep you alert but the
  spider presses in to attack.
  Thief:
  Help me!
  Wizard:
  Argh! I hate spiders!!
  Fighter:
  Attack!
  GM:
  Hold it, I’m not done yet.
  As the spider drops down
  you guys immediately hear multiple footsteps echo out the keep.
  Eight rough and tumble men wearing studded leather armor and
  wielding ﬂails come rushing out followed by a larger, meaner
  4
  Devon Chulick (Order # )
  
  CHAPTER 0. INTRODUCTION
  FOR GOLD & GLORY
  d#:
  Abbreviation for die or dice. By itself, it means a single die
  while a number preceding indicates the number of die or dice to
  roll (e.g. 3d6 means roll three sets of six dice).
  d3:
  Roll 1d6; a result of 1-2 is considered a 1, 3-4 is considered a
  2, and 5-6 is considered a 3.
  d100 or d%:
  Either an actual 100 sided dice or roll 2d10 and
  denote which is the 10s die and which is the 1s die. A roll of 10
  on either die is considered a 0. Rolling two 0s is equal to 100.
  Damage:
  The effect of a successful attack subtracted from a
  creature’s hit points.
  Demi-human:
  Any non-human player character race.
  Dual-class Character:
  A human who stops advancing in their
  current class to advance in another. Demi-humans cannot dual
  class.
  Effective Area:
  The area in which a device, creature or charac-
  ter’s power works. Unless stated otherwise, all creatures caught
  in the area are subject to the effects, regardless of disposition.
  Energy drain:
  A special power that allows a creature to drain
  the life energy in the form of class levels from a character.
  Experience points (“XP”):
  Points characters earn from the GM.
  When XP reaches a certain level, their character advances learn-
  ing new abilities and becoming more powerful.
  Game Master (“GM”):
  The player who controls the ﬂow of the
  game, creates encounters, and adjudicates the rules.
  Henchman:
  Non-player character that is loyal to a speciﬁc PC.
  The PC in question usually controls the henchman’s actions but
  is expected to treat the henchman fairly.
  In cases of abuse, a
  henchman should be role-played by the GM. The total number
  of henchmen a PC can ever have is based on the PC’s charisma
  score.
  Hireling:
  Non-player characters hired for a particular task and
  that usually stay under control of the GM. Hirelings are loyal, so
  long as the pay is good, and the job in question isn’t against their
  nature.
  Hit dice:
  Dice rolled to determine a character’s hit points. After
  a certain level, hit dice are no longer obtained. Hit point mod-
  iﬁers gained from constitution are only added to hit dice, never
  levels.
  Hit points (“HP”):
  A number representing the overall health of
  a character. Hit points are an abstraction; higher-level characters
  are capable of shrugging off blows that would have killed weaker
  characters. An attack that deals 1 HP against a creature with 2 HP
  is a vicious blow but the same attack against a creature with 20
  HP is hardly a scratch.
  Infravision:
  The ability to see in non-magical darkness. Infrav-
  ision is black and white only; color must be discerned in natural
  light.
  Initiative:
  A 1d10 roll made by opposing parties in combat.
  Lower initiatives go before higher initiatives. All actions a party
  makes happen simultaneously before proceeding to the next
  party in the initiative order.
  Level:
  Generally used as a measure of power for characters,
  dungeons, or spells. The higher the level, the stronger the aspect
  is.
  Melee:
  Combat made through direct contact, either through
  natural or manufactured weapons.
  Missile combat:
  Attacking using a ranged weapon, either pow-
  ered by a weapon or thrown.
  Movement Value/Speed (“MV”):
  A number representing the
  distance a character can cover in a single round.
  Movement
  value (or sometimes referred to as speed’) is represented in miles,
  yards, or feet depending on whether the characters are traveling
  overland, exploring open terrain, navigating enclosed areas, or
  ﬁghting.
  Multi-class character:
  A demi-human with more than one
  class. Humans cannot multi-class.
  Non-player Character (“NPC”):
  All characters controlled by
  the GM.
  Object:
  Any inanimate, unintelligent item, organic or not.
  Some objects are magically intelligent and can be treated as crea-
  tures.
  Race:
  A player character’s species. These include human, elf,
  half-elf, dwarf, halﬂing, and gnome.
  Rate of ﬁre (“ROF”):
  The number of times a ranged weapon
  can be used to attack, represented as (# of attacks)/(per round).
  An ROF of 3/1 means three attacks per round. An ROF of 1/2
  means one attack every other round.
  Round:
  Measurement of in-game time equal to 1 minute. In
  combat, characters can generally perform one action. Rounds are
  an abstraction and in combat encompass more than simple at-
  tacking and moving. Attackers feint, dodge blows, and move
  into favorable positions.
  Saving Throw:
  A character’s ability to resist the effects of spe-
  cial attacks such as magic, poison, or a dragon’s breath. Success
  is determined by rolling 1d20 and meeting or beating the char-
  acter’s modiﬁed save. Penalties increase saving throws, while
  bonuses decrease it.
  Size Category:
  All creatures have a size category that can affect
  the type of equipment they need, the amount of damage done to
  them and the types of spells cast against them. Most humanoids
  are man-sized, thus equipment is sized for them.
  Surprise:
  The chance a party may be surprised before an en-
  counter. When two or more parties may be surprised, the GM
  rolls a surprise check of 1d10. On a 1-3, that character or group is
  surprised. It’s possible for all parties to be surprised at the same
  time.
  To Hit A Combat Opponent (“THACO”):
  This number repre-
  sents a character’s ability to successfully hit a target. Subtract the
  defender’s AC from the attacker’s THACO – the attack roll must
  equal or exceed this modiﬁed number in order to successfully hit.
  Remember that double negatives (subtracting a negative from a
  positive) add to the number, making it more difﬁcult to hit.
  Bonuses to hit decrease THACO and penalties increase it. Un-
  der no circumstances can THACO be reduced below 1. If a bonus
  would reduce it below 1, discard the remainder.
  Turn:
  Measurement of in-game time equal to 10 minutes.
  Turn Undead:
  The magical ability to channel divine power to
  turn away or destroy undead.
  Table 1: Size Categories
  Size
  Examples
  Tiny-sized or smaller
  Pixie, frog
  Halﬂing, large spider
  Small-sized
  Man-sized
  Human, riding dog
  Ogre, bear
  Large-sized
  Huge-sized
  Giant, behir
  Titan, tarrasque
  Gigantic-sized
  5
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 0. INTRODUCTION
  CHAPTER 5 & 6: CHOOSE SKILLS
  This is where your character’s previous life experience and train-
  ing shape a future hero, and you determine his favored or signa-
  ture weapon(s) and other attack methods that he employs in bat-
  tle. If your character is a single class ﬁghter, he will now gain his
  greatest advantages over the other classes, with the most number
  of options and interesting combinations. This is due to a single
  class ﬁghter’s uniquely singular focus on combat.
  CHAPTER 7: PURCHASE EQUIPMENT
  With your character ﬁnished, it’s time to outﬁt him. His starting
  gear could spell the difference between life and death, so choose
  affordable equipment that will help your character survive long
  enough to collect more treasure and ﬁnd better gear.
  CHARACTER GENERATION BASICS
  To create a character to play in For Gold & Glory™, read through
  Chapters 1-6. These cover all aspects of the player character. If
  there’s a term you don’t understand, check the glossary or keep
  reading. Some terms are explained in more detail during later
  chapters.
  You’ll keep your character recorded on a sheet of paper. Some
  people prefer fancy, pre-made character sheets but a simple index
  card or lined notebook paper will do.
  CHAPTER 1: ROLL ABILITY SCORES
  Your character’s six ability scores are his “backbone” and deter-
  mine his strong points and weak points.
  CHAPTER 2: CHOOSE RACE
  Each race has its own advantages and disadvantages, special abil-
  ities, and movement value.
  CHAPTER 3: CHOOSE CLASS
  Your character’s class is like his job. Class determines combat
  skills (THACO), health (hit points), endurance (saving throws),
  and special abilities like stealth or magic.
  CHAPTER 4: CHOOSE ALIGNMENT
  Your character’s alignment is his moral compass, or complete
  lack thereof, that inﬂuences his personality and choices. Align-
  ment isn’t a straight jacket that limits role-play but rather a tool
  to help guide the decisions you make for your character.
  6
  Devon Chulick (Order # )
  
  CHAPTER 1
  ABILITY SCORES
  All characters are represented by six ability scores; three phys-
  ical and three mental. The method for generating ability scores is
  determined by the GM.
  Method I - Traditional:
  Roll 3d6 in order of attributes: strength,
  dexterity, constitution, intelligence, wisdom, and charisma.
  Method II - Contemporary:
  Roll 4d6 six times, dropping the
  lowest number, and assign as the player chooses.
  Method III - New Age:
  Roll 4d4 + 2 six times and assign as the
  player chooses.
  Method IV - Points System:
  Characters have 60 + 4d4 points to
  assign to their abilities (minimum 3 and maximum 18). Each 10%
  of exceptional strength costs 1 point.
  Human characters will typically have a score between 3–18
  with 9–11 being the typical average. Non-human races have abil-
  ity requirements; if the ability scores do not meet the require-
  ment, the character cannot be that race.
  A starting character
  won’t have a single ability score above 18 with the exception of
  racial bonuses or exceptional strength provided the character is a
  warrior.
  Table 1.1: Strength
  Melee Attack
  Ability Score
  Modiﬁer
  Damage
  Modiﬁer
  Bend Bars/Lift
  Force Doors
  Max Weight
  Non-Encum
  Portcullis
  1
  −5
  −4
  3
  1
  0%
  2
  −3
  −2
  1
  5
  1
  0%
  3
  −3
  −1
  5
  10
  2
  0%
  4–5
  −2
  −1
  10
  20
  3
  0%
  3
  −3
  −1
  5
  10
  2
  0%
  4–5
  −2
  −1
  10
  20
  3
  0%
  6–7
  −1
  0
  20
  55
  4
  0%
  8–9
  0
  0
  35
  90
  5
  1%
  10–11
  0
  0
  40
  115
  6
  2%
  12–13
  0
  0
  45
  135
  7
  4%
  14–15
  0
  0
  55
  165
  8
  7%
  16
  0
  +1
  70
  180
  9
  10%
  17
  +1
  +1
  85
  220
  10
  13%
  18
  +1
  +2
  110
  255
  11
  16%
  18/01–50
  +1
  +3
  135
  280
  12
  20%
  18/51–75
  +2
  +3
  160
  315
  13
  25%
  18/76–90
  +2
  +4
  185
  330
  14
  30%
  18/91–99
  +2
  +5
  235
  380
  15(3)
  35%
  18/00
  +3
  +6
  335
  480
  16(6)
  40%
  19
  +3
  +7
  485
  640
  16(8)
  50%
  20
  +3
  +8
  535
  700
  17(10)
  60%
  21
  +4
  +9
  635
  810
  17(12)
  70%
  22
  +4
  +10
  785
  970
  18(14)
  80%
  23
  +5
  +11
  935
  1,130
  18(16)
  90%
  24
  +6
  +12
  1,235
  1,440
  19(17)
  95%
  25
  +7
  +14
  1,535
  1,750
  19(18)
  99%
  STRENGTH
  Strength (Str) represents raw muscle mass and is the most impor-
  tant ability score for warriors. A warrior with strength of 18 can
  roll a d% for exceptional strength. An 18/61 is stronger than an
  18/35.
  Melee Attack Modiﬁer:
  Modiﬁes the character’s ability to hit
  with a melee weapon or bow.
  Refer to Weapons and Armor:
  Bows, for more information.
  Damage Modiﬁer:
  This bonus is applied to the damage of
  melee weapons, hurled weapons, and bows, but never cross-
  bows. Refer to Weapons and Armor: Bows, for more information.
  Non-Encumbered:
  How much weight a character can carry on
  his person without feeling the effects of encumbrance (Refer to
  Encumbrance).
  Max Weight:
  The maximum amount of weight the character
  can carry on his person. If a character carries more weight than
  they’re allowed, they cannot move or act.
  Force Doors:
  The chance to force open a large or stuck door on
  a roll of 1d20. If the number is equal to or less than the number
  the door is forced open. Each attempt takes an amount of time
  determined by the GM and creates considerable noise. The num-
  ber in parentheses is the chance to force open a locked (magical
  or mundane) or barred door. Retrying a failed roll is not possible.
  7
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 1. ABILITY SCORES
  Bend Bars/Lift Portcullis:
  The chance to physically bend strong
  metal bars or lift a heavy portcullis. Retrying a failed roll is not
  possible.
  Bonuses and Penalties to Exceptional Strength Scores:
  If a
  character with exceptional strength receives a bonus or penalty
  to his strength score, whether permanent or temporary, from a
  spell, magic item or some other magical means, each point of
  bonus or penalty equates to one category increase or decrease in
  the character’s exceptional strength, placing them in the middle
  of the next lowest or highest category. This does not include racial
  modiﬁers for strength given while the character is created.
  For each +1 bonus or −1 penalty, the results for exceptional
  strength are shown here: 18/01–50 will rise to 18/64 or drop to
  standard 18; 18/51–75 will rise to 18/83 or drop to 18/25; 18/76–
  90 will rise to 18/95 or drop to 18/64; 18/91–99 will rise to 18/00
  or drop to 18/83; and 18/00 will rise to 19 or drop to 18/95.
  DEXTERITY
  Dexterity (Dex) represents reﬂexes and hand eye coordination. It
  is the most important ability score for rogues.
  Surprise Modiﬁer:
  Modiﬁer added to your character’s surprise
  roll.
  This bonus is also applied to saving throws vs.
  attacks
  that can be avoided by quick movement like ﬁreballs and breath
  weapons.
  Missile Attack Modiﬁer:
  Modiﬁes the attack roll for all ranged
  attacks, and reduces the penalties for two-weapon attacks.
  AC Modiﬁer:
  Modiﬁes the character’s AC. A beneﬁcial modi-
  ﬁer can be ignored in cases where character’s cannot react to a
  situation such as when surprised, prone, paralyzed, sleeping or
  tied up. A positive number is a penalty and a negative number is
  a bonus whenever calculating AC.
  Table 1.3: Dexterity
  Ability
  Score
  Surprise
  Modifer
  Missile
  Attack
  Modiﬁer
  AC Modiﬁer
  1
  −6
  −6
  +5
  2
  −4
  −4
  +5
  3
  −3
  −3
  +4
  4
  −2
  −2
  +3
  5
  −1
  −1
  +2
  6
  0
  0
  +1
  7–14
  0
  0
  0
  15
  0
  0
  −1
  16
  +1
  +1
  −2
  17
  +2
  +2
  −3
  18
  +2
  +2
  −4
  19
  +3
  +3
  −4
  20
  +3
  +3
  −4
  21
  +4
  +4
  −5
  22
  +4
  +4
  −5
  23
  +4
  +4
  −5
  24
  +5
  +5
  −6
  25
  +5
  +5
  −6
  CONSTITUTION
  Constitution (Con) represents a character’s physical endurance
  and is important to all classes. A character’s base constitution is
  also the maximum number of times they can be resurrected.
  HP Modiﬁer:
  Modiﬁes the hit die rolled to determine HP. Re-
  gardless of modiﬁers, the hit dice always yield at least 1 HP (treat
  anything less than 0 as 1).
  A character may gain extra HP if
  their constitution changes, by multiplying the new value with the
  character’s current hit dice and adding if their new constitution
  is higher or subtracting it if their new constitution is lower. For
  Table 1.2: Constitution
  Resurrection
  System Shock
  HP Modiﬁer
  Ability Score
  Chance
  Regeneration
  Poison Resistance
  1
  −3
  25%
  30%
  −2
  N/A
  2
  −2
  30%
  35%
  −1
  N/A
  3
  −2
  35%
  40%
  0
  N/A
  4
  −1
  40%
  45%
  0
  N/A
  5
  −1
  45%
  50%
  0
  N/A
  6
  −1
  50%
  55%
  0
  N/A
  7
  0
  55%
  60%
  0
  N/A
  8
  0
  60%
  65%
  0
  N/A
  9
  0
  65%
  70%
  0
  N/A
  10
  0
  70%
  75%
  0
  N/A
  11
  0
  75%
  80%
  0
  N/A
  12
  0
  80%
  85%
  0
  N/A
  13
  0
  85%
  90%
  0
  N/A
  14
  0
  88%
  92%
  0
  N/A
  15
  +1
  90%
  94%
  0
  N/A
  16
  +2*
  95%
  96%
  0
  N/A
  17
  +3
  97%
  98%
  0
  N/A
  18
  +4
  99%
  100%
  0
  N/A
  19
  +5
  99%
  100%
  +1
  N/A
  20
  +5**
  99%
  100%
  +1
  1/6 turns
  21
  +6***
  99%
  100%
  +2
  1/5 turns
  22
  +6***
  99%
  100%
  +2
  1/4 turns
  23
  +6***
  99%
  100%
  +3
  1/3 turns
  24
  +7****
  99%
  100%
  +3
  1/2 turns
  25
  +7****
  100%
  100%
  +4
  1/1 turn
  *Maximum HP bonus for non-warrior classes regardless of actual constitution score.
  **1s rolled for hit dice are considered 2.
  ***1s and 2s rolled for hit dice are considered 3.
  ****1s, 2s, and 3s rolled for hit dice are considered 4s.
  8
  Devon Chulick (Order # )
  
  CHAPTER 1. ABILITY SCORES
  FOR GOLD & GLORY
  Table 1.4: Intelligence
  Languages
  Ability Score
  Known
  Illusion Immunity
  Learn Spell
  Max Number
  Max Spell Level
  1
  0
  0
  0
  0%
  –
  2–8
  1
  0
  0
  0%
  –
  9
  2
  4th
  6
  35%
  –
  10
  2
  5th
  7
  40%
  –
  11
  2
  5th
  7
  45%
  –
  12
  3
  6th
  7
  50%
  –
  13
  3
  6th
  9
  55%
  –
  14
  4
  7th
  9
  60%
  –
  15
  4
  7th
  11
  65%
  –
  16
  5
  8th
  11
  70%
  –
  17
  6
  8th
  14
  75%
  –
  18
  7
  9th
  18
  85%
  –
  19
  8
  9th
  24
  95%
  1st level Illusions
  20
  9
  9th
  30
  96%
  2nd Level Illusions
  21
  10
  9th
  30
  97%
  3rd Level Illusions
  22
  11
  9th
  30
  98%
  4th Level Illusions
  23
  12
  9th
  30
  99%
  5th Level Illusions
  24
  15
  9th
  30
  100%
  6th Level Illusions
  25
  20
  9th
  30
  100%
  7th Level Illusions
  example, an 11th level ﬁghter who goes from 17 constitution to
  18 would gain 9 hit points (1 × 9 hit dice), but if he went down
  to 16 constitution he would lose 9 hit points. It is possible to die
  through hit point loss as a result of reduced constitution.
  System Shock:
  Modiﬁes a character’s chance to survive against
  magical changes to their body such as petriﬁcation and poly-
  morph. If the character fails a system shock check when they
  return to their original form they die.
  Resurrection Chance:
  Deﬁnes a character’s chance to survive
  resurrection. If the character fails they can no longer be raised short
  of divine intervention.
  Poison Resistance:
  Modiﬁes a character’s bonus to saving
  throws vs. poison. Dwarves and halﬂings do not beneﬁt from
  this.
  Regeneration:
  Characters with exceptionally high constitution
  regenerate hit points at a rate equal to 1 per number of turns listed
  after the slash. Regeneration is a supernatural ability. Acid and
  ﬁre damage cannot be regenerated and must be healed naturally
  or magically.
  INTELLIGENCE
  Intelligence (Int) represents a character’s cognitive reasoning and
  thought. It is the most important ability score for wizards.
  Languages Known:
  All player character races know how to
  speak, and if the GM allows, read and write, common. Demi-
  humans can also speak, read and write their native languages.
  This indicates the number of extra languages a character can
  learn. If the character’s intelligence is 1, he only communicates
  through grunts and gestures.
  Max Spell Level:
  The highest spell level a wizard with this in-
  telligence score can cast.
  Max Number:
  The maximum number of spells per spell level
  that a wizard may learn. For mortals, 30 per spell level is the
  maximum, but beings of demigod or higher status, with an intel-
  ligence of 21+, have no upper limit to the number of spells they
  may learn.
  Learn Spell:
  If this roll fails, the wizard cannot retry until gain-
  ing an experience level.
  Illusion Immunity:
  Indicates the cumulative power of magical
  illusions a character is immune to. Illusions have no effect on
  characters with high intelligence and they recognize and disbe-
  lieve them as soon as they see them.
  9
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 1. ABILITY SCORES
  Table 1.5: Wisdom
  Mental
  Ability Score
  Defense
  Modiﬁer
  Spell Immunity
  Bonus Spells
  Spell Failure
  1
  −6
  0
  80%
  –
  2
  −4
  0
  60%
  –
  3
  −3
  0
  50%
  –
  4
  −2
  0
  45%
  –
  5
  −1
  0
  40%
  –
  6
  −1
  0
  35%
  –
  7
  −1
  0
  30%
  –
  8
  0
  0
  25%
  –
  9
  0
  0
  20%
  –
  10
  0
  0
  15%
  –
  11
  0
  0
  10%
  –
  12
  0
  0
  5%
  –
  13
  0
  1st
  0%
  –
  14
  0
  1st
  0%
  –
  15
  +1
  2nd
  0%
  –
  16
  +2
  2nd
  0%
  –
  17
  +3
  3rd
  0%
  –
  18
  +4
  4th
  0%
  –
  19
  +4
  1st, 4th
  0%
  Cause Fear, Charm, Command, Friends, Hypnotism
  20
  +4
  2nd, 4th
  0%
  Forget, Hold Person, Ray of Enfeeblement, Scare
  21
  +4
  3rd, 5th
  0%
  Fear
  22
  +4
  4th, 5th
  0%
  Charm Monster, Confusion, Emotion, Fumble, Suggestion
  23
  +4
  5th, 5th
  0%
  Chaos, Feeble mind, Hold Monster, Magic Jar, Quest
  24
  +4
  6th, 6th
  0%
  Geas, Mass Suggestion, Rod of Rulership
  25
  +4
  6th, 7th
  0%
  Antipathy/Sympathy, Death Spell, Mass Charm
  WISDOM
  Wisdom (Wis) represents a character’s will power, comprehen-
  sion, and common sense. It is the most important ability score
  for priests.
  Mental Defense Modiﬁer:
  Modiﬁes a character’s saving throw
  vs. spell effects that affect the mind such as charm and fear.
  Bonus Spells:
  Allows additional spells per day to be cast by a
  priest only. Each entry in the block grants the priest one bonus
  spell per listed spell level. The effects are cumulative.
  Spell Failure:
  The chance a priest’s spell may fail when cast.
  Spell Immunity:
  Character’s with high wisdom are immune to
  all the effects given in this list. The effects are cumulative.
  CHARISMA
  Charisma (Cha) represents a character’s personal magnetism and
  presence. It becomes important whenever any character expect to
  deal with NPCs. Charisma does not necessarily represent phys-
  ical appearance, although this may play a role. A horriﬁc mon-
  ster could have a high charisma, commanding fear through his
  appearance. A beautiful princess could have a low charisma be-
  cause she’s shy and introverted.
  Maximum Henchmen:
  The number of NPCs that may act as
  permanent retainers to the character.
  This has no effect on
  hirelings.
  Loyalty Modiﬁer:
  Modiﬁes a henchman’s loyalty to the charac-
  ter.
  Reaction Modiﬁer:
  Modiﬁes random reaction rolls during an
  encounter.
  Table 1.6: Charisma
  Ability
  Score
  Maximum
  Henchmen
  Loyalty
  Modiﬁer
  Reaction
  Modiﬁer
  1
  0
  −8
  −7
  2
  1
  −7
  −6
  3
  1
  −6
  −5
  4
  1
  −5
  −4
  5
  2
  −4
  −3
  6
  2
  −3
  −2
  7
  3
  −2
  −1
  8
  3
  −1
  0
  9–11
  4
  0
  0
  12
  5
  0
  0
  13
  5
  0
  +1
  14
  6
  +1
  +2
  15
  7
  +3
  +3
  16
  8
  +4
  +5
  17
  10
  +6
  +6
  18
  15
  +8
  +7
  19
  20
  +10
  +8
  20
  25
  +12
  +9
  21
  30
  +14
  +10
  22
  35
  +16
  +11
  23
  40
  +18
  +12
  24
  45
  +20
  +13
  25
  50
  +20
  +14
  10
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  CHAPTER 2
  PLAYER CHARACTER RACES
  All player characters are members of one of six fantasy races
  including human. Each race possesses advantages and disad-
  vantages as well as advancement restrictions and ability require-
  ments.
  The description for each race is a general description.
  Players should not feel bound by the assumptions made in a
  race’s description.
  ABILITY SCORE REQUIREMENTS
  All non-human or demi-human races have ability score require-
  ments and maximum limits. In order for a character to qualify
  for the race they must meet the base requirement on their ability
  score rolls. If the base score is below or above the requirement,
  the character does not qualify for the race.
  ABILITY SCORE ADJUSTMENTS
  Demi-humans have racial modiﬁers to their base ability scores.
  Apply racial adjustments temporarily to see if you qualify for a
  speciﬁc race. If the score is equal to or falls between the mini-
  mum and maximum ability scores after adjustments, the player
  qualiﬁes for that race. Once the player’s choice of race has been
  ﬁnalized, apply the adjustments permanently.
  CLASS RESTRICTIONS AND CLASS LEVEL LIMITS
  Demi-humans are restricted in what class they may choose and
  their maximum level. This reﬂects the natural tendencies of a
  demi-human race and their additional powers.
  Humans can
  choose any class and advance to any level.
  Table 2.1: Demi-human Ability Score Requirements
  Ability
  Dwarf
  Elf
  Gnome
  Half-
  Elf
  Halﬂing
  Strength
  8/18
  3/18
  6/18
  3/18
  7/18*
  Dexterity
  2/17
  6/19
  3/18
  6/18
  7/19
  Constitution
  11/19
  7/18
  8/18
  6/18
  10/18
  Intelligence
  3/18
  8/18
  6/19
  4/18
  6/18
  Wisdom
  3/18
  3/18
  2/18
  3/18
  3/17
  Charisma
  3/17
  8/18
  3/18
  3/18
  3/18
  *Halﬂing ﬁghters do not gain exceptional strength.
  Table 2.2: Racial Ability Score Adjustments
  Race
  Adjustments
  Dwarf
  +1 Con, −1 Dex
  Elf
  +1 Dex, −1 Con
  Gnome
  +1 Int, −1 Wis
  Halﬂing
  +1 Dex, −1 Str
  Table 2.3: Racial Class Restriction
  Class
  Human Dwarf
  Elf
  Gnome Half-
  Elf
  Half-
  ling
  Bard
  U
  No
  No
  No
  U
  No
  Cleric
  U
  10
  12
  9
  14
  8
  Druid
  U
  No
  No
  No
  9
  No
  Fighter
  U
  15
  12
  11
  14
  9
  Illusionist
  U
  No
  No
  15
  No
  No
  Mage
  U
  No
  15
  No
  12
  No
  Paladin
  U
  No
  No
  No
  No
  No
  Ranger
  U
  No
  15
  No
  16
  No
  Thief
  U
  12
  12
  13
  12
  15
  U Unrestricted advancement.
  No This race can never advance in the class.
  Table 2.4: Player Character Languages
  Player Character Languages
  Typical Speakers
  Common
  Most civilized races
  Burrow speak*
  Foxes, rabbits, moles,
  squirrels, burrowing
  mammals
  Druidic**
  Druids
  Dwarven
  Dwarves
  Elven
  Elves
  Giant
  Ogres, giants, trolls
  Goblin
  Goblins, bugbears
  Gnoll
  Gnolls
  Gnome
  Gnomes
  Halﬂing
  Halﬂings
  Hobgoblin
  Hobgoblins
  Kobold
  Kobolds
  Orc
  Orcs
  * Gnomes only **Druids only
  LANGUAGES
  Demi-humans begin play knowing common and their native
  language. Demi-humans may also know additional bonus lan-
  guages based on their intelligence but are restricted to the lan-
  guages listed in their description. Humans begin play knowing
  common but are not restricted to their choice of bonus languages.
  DWARVES
  Dwarves are short, stocky mountain dwelling folk. They stand on
  average 4 feet tall with broad shoulders and live to be about 350
  years old. Dwarves have black, brown, red, and platinum blonde
  hair, dark eyes, and earth tone skin. Male dwarves pride them-
  selves on their long beards, sometimes styled in braids with dec-
  orative features like skulls and gems. Female dwarves can grow
  beards but most prefer prominent sideburns or smooth faces.
  Dwarves are typically miners, engineers, warriors and crafts-
  men that build mighty fortresses in the hills and mountains. They
  have a love for metal, gems, and ﬁne drink, often sealing deals
  with their powerful brews. Most dwarves are orderly, hierarchal,
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  FOR GOLD & GLORY
  CHAPTER 2. PLAYER CHARACTER RACES
  and believe in strong family bonds with large clans gathering to-
  gether for mutual protection. Dwarves are extremely proud of
  their heritage, quick to anger, wary of strangers, loyal to friends,
  and slow to forget grudges.
  Because of their homes, dwarves are constantly in combat with
  evil mountain dwelling races including goblinoids, orcs, and
  some giants. Dwarves are suspicious of half-orcs who share her-
  itage with their hated enemy orcs. Elves tend to annoy dwarves,
  as their aloof and ﬂippant nature is the dwarves’ direct opposite.
  Dwarves are generally friendly to their distant cousin gnomes
  who share a love of the earth as well as humans who tend to be
  dedicated in their work.
  Size:
  Man-sized. Although short and stocky, a dwarf’s upper
  body physically resembles a normal man.
  Classes:
  Dwarves can be a cleric, ﬁghter, thief, and multi-class
  as a ﬁghter/cleric or ﬁghter/thief.
  Languages:
  Dwarves know common and dwarven. They may
  learn gnome, goblin, kobold, orc, and giant.
  Magic Resistant:
  Dwarves’ non-magical nature gives them a +1
  bonus for every 3.5 points of constitution to saving throws vs.
  wands, staves, rods, and spells.
  Poison Resistance:
  Dwarves receive a +1 bonus for every 3.5
  points in constitution to saving throws vs. poison.
  Magical Item Malfunction:
  All magical items used by a dwarf
  that aren’t speciﬁc to their class have a 20% chance of failure. The
  dwarf may try again, but that speciﬁc activation fails and a charge
  is spent if applicable.
  Favored Enemy:
  Dwarves receive a +1 bonus on attack rolls
  against orcs, half-orcs, goblins, and hobgoblins.
  Combat Training:
  Ogres, trolls, ogre magi, giants, and titans
  that attack a dwarf suffer a −4 penalty to their attack.
  Infravision:
  Dwarves have 60-foot infravision.
  Stone cunning:
  Dwarves are naturally cunning when faced
  with natural stone. When actively searching within 10 feet of nat-
  ural stone they may make a special check to detect the following:
  • Grade or slope in passage: 1–5 on 1d6
  • New tunnel or passage: 1–5 on 1d6
  • Sliding/shifting walls or rooms: 1–4 on 1d6
  • Stone traps and pits: 1–3 on 1d6
  • Approx. depth underground: 1–3 on 1d6
  Ability Score Adjustments:
  Dwarves add +1 to their constitu-
  tion and −1 to their dexterity.
  Movement Value:
  9
  ELVES
  Elves are a fair, long-lived race standing a foot shorter than the
  average human and living well over 500 years. They physically
  resemble shorter humans with fair skin, pointed ears, smooth
  faces, black, brown or blonde hair and eyes that range from blue,
  green, or brown. Elves grow their hair long and decorate it in in-
  tricate designs. They love loose ﬁtting clothing made of ﬁne silks
  and fabrics with forest colors like green and red.
  Other races view elves as being aloof and apathetic. Elves are
  simple folk who care little for the events outside their homes.
  They love nature, building their small communes high in the
  trees or in groves. Elves value beauty, seeing the artistic intrica-
  cies in even the most mundane aspect of nature, and enjoy good
  music, ﬁne foods, and poetry.
  Elves ﬁnd dwarves boorish and humans impulsive. Elves get
  along well with halﬂings who live peacefully among nature and
  gnomes who share the elves’ love of art and magic. Despite their
  attitude, elves are ﬁerce ﬁghters with sword, bow, and magic.
  They’re forever loyal to friends and wrathful against the evil
  denizens of nature.
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  FOR GOLD & GLORY
  CHAPTER 2. PLAYER CHARACTER RACES
  Classes:
  Elves can be a cleric, ﬁghter, mage, thief, or ranger and
  multi-class as ﬁghter/mage, ﬁghter/thief, ﬁghter/mage/thief, or
  mage/thief.
  Languages:
  Elves know elven and common. They may learn
  gnome, halﬂing, goblin, hobgoblin, orc, and gnoll.
  Enchantment Resistant:
  Elves have 90% resistance against all
  sleep and charm spells.
  Expert Pull:
  When using bows (but not crossbows), elves get a
  +1 bonus to attack rolls.
  Sword Expertise:
  When using short or long swords, elves get a
  +1 bonus to attack rolls.
  Stealthy:
  An elf imposes a −4 penalty to surprise rolls against
  opponents. This bonus only applies if the elf isn’t wearing metal
  armor, is alone or with a group entirely composed of elves and/or
  halﬂings, or the elf is further than 90 feet from his traveling
  group. When performing a complicated physical task such as
  opening a door or climbing, the applied penalty is −2.
  Infravision:
  Elves have infravision out to 60 feet.
  Keen Senses:
  Elves have a natural tendency to notice secret or
  concealed door merely by passing within 10 feet.
  • Secret or concealed door: 1 on 1d6
  • Secret door (searching): 1–2 on 1d6
  • Concealed door (searching): 1–3 on 1d6
  Ability Score Adjustments:
  Elves receive a +1 bonus to dexter-
  ity and a −1 penalty to constitution.
  Movement Value:
  12
  GNOMES
  Gnomes are distant cousins of dwarves that live in remote re-
  gions far from civilization.
  They’re smaller, thinner in frame,
  with darker earth colored skin and bulbous noses. Gnomes wear
  their hair short and males keep their beards short and stylized.
  Gnomes wear simple garb and are fond of gems of all sorts.
  Gnomes live in hilly or heavily forested areas untouched by
  man. They live in small communities where they ﬁsh, weave, and
  cultivate herbs. Gnomes are expert gem cutters, love good mu-
  sic, and enjoy harmless practical jokes. Being less reserved than
  dwarves, gnomes are highly inquisitive and curious to a fault.
  Gnomes are indifferent yet inviting to all peaceful races but are
  friendly with their dwarven cousins. Gnomes are friendly with
  woodland creatures, pixies, brownies, and other fey. A gnomish
  adventurer seeks to experience the wide and wondrous world
  outside his burrow.
  Size:
  Small. Small creatures must wear specially crafted armor
  and require two hands to wield man-sized weapons.
  Classes:
  Gnomes can be a ﬁghter, thief, cleric, or illusion-
  ist.
  Gnomes can multi-class as ﬁghter/thief, ﬁghter/cleric,
  ﬁghter/illusionist,
  thief/cleric,
  thief/illusionist,
  and
  cleric/illusionist.
  Languages:
  Gnomes know common and gnome.
  They may
  learn dwarf, halﬂing, goblin, kobold, and burrow speak, a lan-
  guage of chirps, clicks, and body motion used to speak with
  burrowing mammals such as badgers, moles, foxes, groundhogs,
  weasels, and rabbits. Because animals have limited intelligence,
  only basic things like emotion, simple objects, and locations can
  be communicated clearly.
  Magic Resistant:
  Gnomes receive a +1 bonus for every 3.5
  points of constitution on saving throws vs. wands, staves, rods,
  and spells.
  Magic Item Malfunction:
  Gnomes have a 20% malfunction
  chance when activating any magical item that’s not a weapon, ar-
  mor, shield, illusionist item, or if the gnome is also a thief, items
  that duplicate thieving abilities. Failure indicates the item doesn’t
  activate but a charge is spent.
  Favored Enemy:
  Gnomes gain a +1 bonus to attack rolls against
  kobolds and goblins.
  Combat Training:
  Gnomes apply a −4 penalty to attack rolls
  when attacked by gnolls, bugbears, ogres, trolls, ogre magi, gi-
  ants, and titans.
  Infravision:
  Gnomes have 60-foot infravision.
  Stone cunning:
  Gnomes can detect special properties of natural
  underground spaces whenever they’re within 10 feet. Gnomes
  must actively concentrate to detect the following:
  • Incline or slope: 1–5 on 1d6
  • Unstable walls, ceiling, or ﬂoor: 1–7 on 1d10
  • Approx. depth underground: 1–4 on 1d6
  • Direction underground: 1–3 on 1d6
  Ability Score Adjustment:
  Gnomes receive a +1 bonus to intel-
  ligence and a −1 penalty to wisdom.
  Movement Value:
  6
  HALF-ELVES
  Half-elves are an interspecies mix of human and elf, combining
  aspects of both races and living about twice as long as a human.
  Physically they resemble elves although taller, heavier and with
  a less exaggerated taper in their ears. Male half-elves can grow
  beards like a human but they prefer short, trimmed facial hair
  and neatly styled hair. Half-elves adopt the clothing, culture, and
  personality of the community they live in.
  Half-elves form no speciﬁc communities of their own; rather,
  they’re found among humans or elves, and generally accepted
  into society.
  In less civilized areas, humans and elves treat
  half-elves with racism and bigotry. In some areas, a half-elf is
  viewed as a mediator between races. Because of their openness,
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  FOR GOLD & GLORY
  CHAPTER 2. PLAYER CHARACTER RACES
  Gnomes prefer halﬂing company and hospitality. The taller races
  tend to be suspicious of halﬂings as their short size makes them
  quintessential pickpockets.
  Size:
  Small. Small creatures must wear specially crafted armor
  and require two hands to wield man-sized weapons.
  Classes:
  Halﬂings may be a cleric, ﬁghter, thief, or multi-class
  as a ﬁghter/thief.
  Languages:
  Halﬂings know common and halﬂing. They may
  learn dwarf, elf, gnome, goblin, and orc.
  Magic Resistance:
  Halﬂings receive a +1 bonus for every 3.5
  points in constitution on saving throws against wands, staves,
  rods, and spells.
  Poison Resistance:
  Halﬂings gain a bonus to saving throws vs.
  poison equal to +1 for every 3.5 points in constitution.
  Sling Training:
  Halﬂings receive a +1 bonus on attack rolls
  when using a hurled weapon or sling.
  Stealthy:
  Halﬂings impose a −4 penalty to surprise rolls
  against opponents. This bonus only applies if the halﬂing isn’t
  wearing metal armor, is alone or with a group entirely composed
  of halﬂings and/or elves, or the halﬂing is further than 90 feet
  from his traveling group. When performing a complicated phys-
  ical task such as opening a door or climbing, the applied penalty
  is −2.
  Infravision:
  Halﬂings have 60-foot infravision.
  Nature Cunning:
  Halﬂings can assess information about their
  natural surroundings. The halﬂing must concentrate for at least
  one round before making a check.
  • Detect up or down slope: 1–3 on 1d4
  • Discern direction: 1–3 on 1d6
  Ability Score Adjustments:
  Halﬂings receive a +1 bonus to
  dexterity and a −1 penalty to strength.
  Movement Value:
  6
  charisma, and willingness to feel accepted, half-elves make ideal
  diplomats and bards.
  Classes:
  Half-elves can be a cleric, druid, ﬁghter, ranger, mage,
  wizard, thief, or bard. A half-elf can multi-class as cleric/ﬁghter,
  druid/ﬁghter,
  cleric/ﬁghter/mage,
  druid/ﬁghter/mage,
  cleric/ranger,
  druid/ranger,
  cleric/mage,
  druid/mage,
  ﬁghter/mage, ﬁghter/thief, ﬁghter/mage/thief, or mage/thief.
  Languages:
  Half-elves know common and elven.
  They may
  learn gnome, halﬂing, goblin, hobgoblin, orc, and gnoll.
  Enchantment Resistance:
  Half-elves have a 30% resistance to
  sleep and charm related spells.
  Infravision:
  Half-elves have 60-foot infravision.
  Keen Senses:
  Half-elves have a natural tendency to notice se-
  cret or concealed door merely by passing within 10 feet.
  • Secret or concealed door: 1 on 1d6
  • Secret door (searching): 1–2 on 1d6
  • Concealed door (searching): 1–3 on 1d6
  Movement Value:
  12
  HALFLINGS
  Halﬂings are a small, slightly rotund people physically looking
  like short humans. They have human hair and eye tones, plump
  faces, rosy complexion, and rarely grow facial hair.
  Halﬂings
  have large, powerful feet (males grow coarse hair on top) and
  usually avoid wearing boots as constructing them for their size is
  difﬁcult.
  Halﬂings live in simple towns, are industrious, but not overly
  dedicated, and enjoy the company of others. Halﬂings prefer
  the comforts of home to adventuring and value tales of the out-
  side world over leaving their well-furnished burrows. Halﬂings
  aren’t apathetic, but they’re motivated by anything that makes
  their life more comfortable. They’re not cowardly, but they would
  sooner avoid a ﬁght than engage in one.
  Halﬂings get along well with all races.
  Elves view them
  as cheerful simpletons.
  Dwarves tolerate their good nature.
  14
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  CHAPTER 2. PLAYER CHARACTER RACES
  FOR GOLD & GLORY
  HUMANS
  In game terms, human is an all-encompassing race; however
  they’re as diverse and varied as the humans in the real world.
  Because humans are more dedicated and driven than other races,
  humans have no class restrictions. Humans in general are more
  tolerant of other races and humans are found among any race
  that accepts them. Because of their high birth rate, quick matura-
  tion compared to other races, industrious attitude, tenacity, and
  ingenuity, humans have created vast empires and spread their
  inﬂuence to every corner of the world.
  Classes:
  Any
  Languages:
  Common. Humans may learn any language they
  would reasonably have access to.
  Movement Value:
  12
  HEIGHT, WEIGHT, AND AGE
  After assigning ability scores and choosing a race and gender,
  the player should choose his character’s height, weight, and age
  or roll for them randomly. Age has effects on a character’s ability
  scores. There are three steps to aging; middle, old, and venerable.
  Each step provides a cumulative penalty to physical ability scores
  and a bonus to mental scores. The GM secretly rolls a variable to
  determine the maximum age of a speciﬁc character.
  Some effects magically age a character. Characters do not gain
  the mental bonuses of magical aging but do gain the penalties
  applied. Effects that reduce a characters age likewise removes
  the physical penalties but not the mental bonuses.
  Table 2.5: Height and Weight
  Modiﬁer
  Base Weight
  Base Height
  Race
  Modiﬁer
  Dwarf
  43”/41”
  1d10
  130 lbs./105 lbs.
  4d10
  3d10
  90 lbs./70 lbs.
  1d10
  55”/50”
  Elf
  Gnome
  38”/36”
  1d6
  72 lbs./68 lbs.
  5d4
  3d12
  110 lbs./85 lbs.
  2d6
  60”/58”
  Half-elf
  Halﬂing
  32”/30”
  2d8
  52 lbs./48 lbs.
  5d4
  6d10
  140 lbs./100 lbs.
  2d10
  60”/59”
  Human
  Table 2.6: Age
  Venerable***
  Old Age**
  Middle Age*
  Variable
  Starting Age
  Race
  Max Age
  Dwarf
  40
  5d6
  250 + 2d100
  125
  167
  250
  350
  233
  175
  350 + 4d100
  5d6
  100
  Elf
  Gnome
  60
  3d12
  200 + 3d100
  100
  133
  200
  125
  83
  62
  125 + 3d20
  1d6
  15
  Half-elf
  Halﬂing
  20
  3d4
  100 + 1d100
  50
  67
  100
  90
  60
  45
  90 + 2d20
  1d4
  15
  Human
  *−1 Str/Con; +1 Int/Wis
  ** −2 Str/Dex, −1 Con; +1 Wis
  *** −1 Str/Dex/Con; +1 Int/Wis
  15
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  Devon Chulick (Order # )
  
  CHAPTER 3
  PLAYER CHARACTER CLASSES
  All player characters are members of a speciﬁc class. Their
  class embodies their special training before they became an ad-
  venturer. There are four class groups; warrior, wizard, priest, and
  rogue. Each group bestows the same hit dice progression, attack
  bonus, and saving throw progression.
  ABILITY SCORE REQUIREMENTS
  All classes require a minimum ability score to qualify for them. If
  a character does not qualify for any class the GM should allow the
  player to re-roll their ability scores or increase a score to match a
  minimum.
  CLASS DESCRIPTIONS
  Each class group includes a basic description followed by their
  deﬁning features and abilities. A table lists their hit dice, combat
  rating, and saving throws followed by any other special abilities
  directly related to the class in question. After a certain level a
  class stops gaining hit dice and constitution bonuses to hit dice.
  From then on they receive a ﬁxed rate of hit points.
  Each individual class lists the racial, ability, and alignment re-
  strictions. Characters who meet their prime requisite receive a
  +10% bonus to earned experience points. Weapons and armor
  list the restrictions the class has for equipment.
  Table 3.1: Class Ability Score Requirements
  Cha
  Character Class
  Str
  Dex
  Con
  Int
  Wis
  Fighter
  9
  –
  –
  –
  –
  –
  Paladin
  12
  –
  9
  –
  13
  17
  Ranger
  13
  13
  14
  –
  14
  –
  Mage
  –
  –
  –
  9
  –
  –
  Specialist Mage*
  Var
  Var
  Var
  Var
  Var
  Var
  Cleric
  –
  –
  –
  –
  9
  –
  Druid
  –
  –
  –
  –
  12
  15
  Thief
  –
  9
  –
  –
  –
  –
  Bard
  –
  12
  –
  13
  –
  15
  *Specialist mage ability score requirements vary.
  Table 3.2: Warrior Saving Throws
  Paralyzation,
  Level
  Poison, or Death
  Rod, Staff, or
  Wand
  Petriﬁcation or
  Polymorph
  Spell
  Breath Weapon
  1–2
  14
  16
  15
  17
  17
  16
  16
  14
  15
  13
  3–4
  5–6
  11
  13
  12
  13
  14
  13
  12
  11
  12
  10
  7–8
  9–10
  8
  10
  9
  9
  11
  10
  8
  8
  9
  7
  11–12
  13–14
  5
  7
  6
  5
  8
  7
  4
  5
  6
  4
  15–16
  17+
  3
  5
  4
  4
  6
  Table 3.3: Warrior Advancement
  Paladin/
  Fighter
  Level
  Ranger
  Hit Dice
  (d10)
  THACO
  1
  0
  0
  1
  20
  2
  2,000
  2,250
  2
  19
  3
  4,000
  4,500
  3
  18
  4
  8,000
  9,000
  4
  17
  5
  16,000
  18,000
  5
  16
  6
  32,000
  36,000
  6
  15
  7
  64,000
  75,000
  7
  14
  8
  125,000
  150,000
  8
  13
  9
  250,000
  300,000
  9
  12
  10
  500,000
  600,000
  9 + 3
  11
  11
  750,000
  900,000
  9 + 6
  10
  12
  1,000,000
  1,200,000
  9 + 9
  9
  13
  1,250,000
  1,500,000
  9 + 12
  8
  14
  1,500,000
  1,800,000
  9 + 15
  7
  15
  1,750,000
  2,100,000
  9 + 18
  6
  16
  2,000,000
  2,400,000
  9 + 21
  5
  17
  2,250,000
  2,700,000
  9 + 24
  4
  18
  2,500,000
  3,000,000
  9 + 27
  3
  19
  2,750,000
  3,300,000
  9 + 30
  2
  20
  3,000,000
  3,600,000
  9 + 33
  1
  Table 3.4: Warrior Attacks per Round
  Warrior Level
  Attacks per Round
  1–6
  1/round
  3/2 rounds
  7–12
  13+
  2/round
  WARRIOR
  Warriors are combatants that rely on strength, weapons training,
  and tactics to dominate the battleﬁeld. Warriors charge into battle
  with sword and shield or ﬁre accurate shots from the sidelines.
  FIGHTER
  Fighters are men-at-arms and experts at weapon combat. They’re
  the frontlines of every battle, the archers that soften targets from
  afar, the charging cavalry, and with a little luck, skill in arms, and
  a lot of determination, they eventually become warrior-lords that
  lead entire armies.
  17
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 3. PLAYER CHARACTER CLASSES
  Ability Requirements:
  Str 12, Con 9, Wis 13, and Cha 17
  Race:
  Human
  Prime Requisite:
  Str and Cha 16+
  Alignment:
  Lawful Good
  Weapons:
  All
  Armor:
  All + shields
  Detect Evil:
  Paladins can cast a detect evil with a 60’ range by
  concentrating for 1 round. They can only detect evil monsters
  and characters, not magic.
  Divine Grace:
  Paladins receive a +2 bonus on all saving throws.
  Divine Health:
  Paladins are immune to all diseases but not
  curses such as lycanthropy.
  Lay on Hands:
  Paladins can heal by the laying on of hands.
  1/day, a paladin can heal 2 HP per experience level on himself
  or someone else.
  Cure Disease:
  Paladins can cast cure disease once per week per
  5 experience levels.
  Aura of Protection:
  Paladins emit an aura of protection in a 10’
  radius. All summoned and evil creatures suffer a −1 penalty to
  attack rolls within the aura.
  Circle of Power:
  A paladin wielding a holy sword projects
  power in a 15’ radius when the sword is unsheathed and wielded.
  This ability dispels enemy magic up to the experience level of the
  paladin.
  Turn Undead:
  A paladin can turn undead, devils, and demons
  at 3rd level as if he were a 1st level cleric. The paladin’s turning
  level increases to 2nd at 4th level, 3rd at 5th, etc.
  Special Mount:
  A paladin gains a special mount at 4th level.
  The paladin’s mount appears as fast as possible when called. It is
  then magically bound and always loyal to the paladin. The pal-
  adin can communicate simple commands to his mount without
  fail. The GM should determine the nature of the paladin’s mount
  and the mount should be obtained as part of an adventure.
  Priest Spells:
  Paladins can cast priest spells beginning at 9th
  level. He can only cast spells in the Combat, Divination, Heal-
  ing, and Protection spheres. Paladins do not gain bonus spells
  for high wisdom. Paladins cannot cast cleric or druid spells from
  scrolls nor use priest items unless also allowed to warriors.
  Table 3.5: Paladin Spells per Level
  Paladin Level
  Caster Level
  1
  2
  3
  4
  9
  1
  1
  –
  –
  –
  10
  2
  2
  –
  –
  –
  11
  3
  2
  1
  –
  –
  12
  4
  2
  2
  –
  –
  13
  5
  2
  2
  1
  –
  14
  6
  3
  2
  1
  –
  15
  7
  3
  2
  1
  1
  16
  8
  3
  3
  2
  1
  17
  9*
  3
  3
  3
  1
  18
  9
  3
  3
  3
  1
  19
  9
  3
  3
  3
  2
  20
  9
  3
  3
  3
  3
  *Maximum caster level for a paladin
  Ability Requirements:
  Str 9
  Race:
  Any
  Prime Requisite:
  Str 16+
  Alignment:
  Any
  Weapons:
  All
  Armor:
  All + shields
  Combat Skill Aptitude:
  When choosing combat skills, a single
  class ﬁghter is at a distinct advantage over all others. They alone
  are able to specialize with speciﬁc weapons and unarmed com-
  bat methods, as well as become skilled in more than one combat
  method (Refer to Combat Skills).
  Lord:
  At 9th level, a ﬁghter becomes a “Lord” or gains some
  other special title. A lord’s reputation is enough that they’re enti-
  tled to land or the right to build a stronghold. With a stronghold,
  a lord attracts a small army of men-at-arms as well as an elite
  guard that enforce his rule. While the loyalty of these troops is
  greater than the average hireling, the lord is still expected to pay
  their wages and treat them fairly.
  The GM is in charge of assigning the lord’s men. A good rule
  of thumb is one leader half the lord’s level, eighty 0-level soldiers
  (pike men, archers, and mace men), and an elite guard of twelve
  1st level knights.
  PALADIN
  Paladins are the quintessential knights-in-shining-armor. They’re
  noble warriors of unwavering good who protect the innocent,
  crusade against evil, and uphold the law while challenging those
  who abuse the rules for their own beneﬁt. Because of their strict
  code of conduct, few achieve paladin-hood and fewer still walk
  the path their whole lives without falling.
  18
  Devon Chulick (Order # )
  
  CHAPTER 3. PLAYER CHARACTER CLASSES
  FOR GOLD & GLORY
  The Paladin’s Code of Conduct:
  • Paladins are lawful good. If a paladin knowingly commits
  a chaotic act, he must confess as soon as possible to a 7th
  level or higher priest and seek penance. If a paladin know-
  ingly and willfully commits an evil act, his status and pow-
  ers are stripped permanently. A fallen paladin becomes a
  ﬁghter of the same level, losing any excess experience points
  he may have. A paladin that commits an evil act against his
  will (through magic or possession) loses his status and func-
  tions as a ﬁghter of the same experience point value until he
  atones for his deed.
  • Paladins are humble. They may not carry more than 10 mag-
  ical items, restricted to one suit of armor, one shield, four
  weapons (ammunition does not count), and four miscella-
  neous items. Paladins can haul and transport magical items
  such as in saddlebags or a cart, but as an act of humility they
  cannot have on their person more than their restriction. If
  a paladin encounters an opponent while carrying magical
  items that exceed his limit, he must drop them before ﬁght-
  ing.
  • Paladins are charitable. Paladins must tithe at least 10% of
  their total income to a charitable or lawful good organiza-
  tion every month.
  They may only keep enough treasure
  to modestly support themselves, pay servitors a reasonable
  rate, and maintain a stronghold, although a fraction of the
  funds may be set aside for construction, repair, and emer-
  gencies. All excess wealth must be donated to a charitable
  cause (usually the paladin’s church) and may never be given
  to PCs or NPCs.
  • Paladins are righteous. Paladins only employ lawful good
  henchmen or those who act in a noble manner. Paladins
  tolerate characters of any alignment so long as they do no
  evil in their presences; however, paladins try to convert non-
  good followers by setting good examples and through vir-
  tuous actions.
  RANGER
  Rangers are warriors, hunters of evil, protectors of nature, and
  defenders of mankind from the nastier parts of nature. Rangers
  scout their area for encroaching armies, track criminals, pro-
  tect the land from evil interlopers, and lead small bands against
  strong resistance. Although rangers have the same abilities as
  ﬁghters, they prefer to wear light armor and assault enemies from
  afar or from the shadows before closing in.
  Ability Requirements:
  Str 13, Dex 13, Con 14, and Wis 14
  Race:
  Human, Elf, or Half-elf
  Prime Requisite:
  Str, Dex, and Wis 16+
  Alignment:
  Lawful, neutral, or chaotic good.
  Weapons:
  All
  Armor:
  All + shields
  Tracking:
  Rangers are expert trackers. To track a creature, the
  ranger rolls a 1d20 against his wisdom score. If the result is equal
  to or lower than his ability score, the ranger successfully follows
  the trail. Cumulative modiﬁers may apply to the ranger’s wis-
  dom score, further modifying his chance at success. If the modi-
  ﬁers reduce the tracker’s wisdom score to 0, the trail is impossible
  to follow.
  In order to track a creature, there must be evidence of a trail
  or witnesses to point the way. Additional checks are made under
  speciﬁc circumstances:
  • The trail becomes more difﬁcult to track (splitting direction,
  difﬁcult terrain, environmental hazards)
  Table 3.6: Ranger Tracking Modiﬁers
  Modiﬁer
  Terrain
  Soft or muddy ground
  +4
  +3
  Thick brush or vines
  Obvious signs of passage (muddy footprints,
  dust, etc.)
  +2
  0
  Hard earth, wood ﬂoor
  Rocky ground or shallow water
  −10
  +1
  Every two creatures in group
  Every 12 hours since trail was made
  −1
  Every hour of rain or snow
  −5
  Moonlight or candlelight
  −6
  Tracked party hides trail
  −5
  • Tracks of a similar nature cross the trail.
  • Resume tracking after a rest.
  If the tracker fails, he may retry after an hour of searching.
  If the second roll fails the trail is lost. If multiple trackers are
  present, each additional tracker adds +1 to the wisdom score of
  the most expert tracker. If the expert tracker loses the trail, it is
  lost for all trackers aiding him.
  Every time the tracker rolls a check, he may roll a second check
  to determine the type of creatures and an approximation of their
  numbers as determined by the GM.
  Expert Tracking:
  Every third level, a ranger receives a +1 bonus
  to his tracking (+1 at 3rd, +2 at 6th, etc.).
  Ranger Abilities:
  Rangers are experts at stealth and can hide
  and move stealthily. These abilities are modiﬁed by dexterity and
  race, but not armor, and otherwise function exactly like thieving
  skills of the same name. Rangers cannot hide or move stealthily
  in armor heavier than studded leather. When attempting these
  skills in artiﬁcial settings (city streets, inside buildings, crypts),
  his chance of success is halved.
  Two Weapon Style:
  Rangers can ﬁght with two weapons with-
  out penalty, as long as they are wearing studded leather or lighter
  armors (Refer to Two Weapon Fighting and also Two-Weapon
  Combat Method).
  Favored Enemy:
  At any point before 2nd level, rangers choose
  a species of creature that represents their chosen enemy. Typical
  Table 3.7: Ranger Abilities
  Spells
  Ranger
  Level
  Hide in
  Shadow*
  Move
  Stealth-
  ily*
  Caster
  Level
  3
  2
  1
  1
  10%
  15%
  –
  –
  –
  –
  2
  15%
  21%
  –
  –
  –
  –
  3
  20%
  27%
  –
  –
  –
  –
  4
  25%
  33%
  –
  –
  –
  –
  5
  31%
  40%
  –
  –
  –
  –
  6
  37%
  47%
  –
  –
  –
  –
  7
  43%
  55%
  –
  –
  –
  –
  8
  49%
  62%
  1
  1
  –
  –
  9
  56%
  70%
  2
  2
  –
  –
  10
  63%
  78%
  3
  2
  1
  –
  11
  70%
  86%
  4
  2
  2
  –
  12
  77%
  94%
  5
  2
  2
  1
  13
  85%
  99%
  6
  3
  2
  1
  14
  93%
  99%
  7
  3
  2
  2
  15
  99%
  99%
  8
  3
  2
  2
  16
  99%
  99%
  9
  3
  3
  3
  *See thief’s description for abilities. Abilities modiﬁed by
  race and dexterity as a thief.
  19
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 3. PLAYER CHARACTER CLASSES
  creatures include those native to the ranger’s homeland and are
  found in natural settings, such as giants, gnolls, goblins, and un-
  dead (GM has ﬁnal say). The ranger gains a +4 bonus to attack
  rolls against his favored enemy. His hatred is hard to mask re-
  sulting in a -4 penalty to reaction rolls against the favored enemy.
  The ranger will always attack his favored enemy ﬁrst in combat
  unless another creature presents a greater threat.
  Animal Empathy:
  Rangers can calm and befriend domesticated
  animals instantly. Wild animals must roll a saving throw vs. rods
  to resist a ranger’s effect. The ranger imposes a −1 penalty to this
  saving throw and an additional −1 for every 3 levels (-2 at 3rd, −3
  at 6th, etc.). If the animal fails, the ranger can shift its reaction one
  category as he chooses.
  Priest Spells:
  Rangers learn priest spells related to the Plant
  and Animal spheres at 8th level. Rangers do not gain bonus spells
  for high wisdom. The ranger’s spells otherwise function exactly
  like a priest’s. Spell progression is shown on the table above.
  Followers:
  At 10th level, rangers attract followers of the GM’s
  choice. These followers tend to be experienced woodsmen, track-
  ers, and semi-intelligent or magical animals appropriate to the
  terrain. As a guideline, no more than a dozen followers seek out
  a particular ranger.
  The Ranger’s Code of Conduct:
  • Rangers are Good: Rangers must always remain good. A
  ranger who willingly commits an evil act irrevocably loses
  his status and becomes a ﬁghter of the same level, losing any
  excess experience points. A ranger who unwillingly com-
  mits an evil act, through magic or otherwise, cannot gain ex-
  perience points until he atones through good deeds. These
  deeds are determined by the GM and could involve chal-
  lenging an evil lord, freeing captives from an evil master, or
  slaying a powerful evil beast.
  • Rangers are Loners: Rangers can never have henchmen,
  hirelings, or servants at any time, although they may travel
  and associate with fellow adventurers. This restriction is
  lifted after 8th level.
  • Rangers are Frugal: Rangers cannot own more treasure than
  they can carry. Excess treasure must either be converted to
  portable form (gems, art, bank notes) or donated to a good
  NPC-run charitable organization.
  WIZARD
  Wizards are men and women who study the arcane forces of the
  universe and gain mastery over it.
  Wizards pour over dusty
  tomes and scour ancient ruins for knowledge and lore.
  They
  memorize words of power, imprinting them into their brains, and
  utter their phrases to cast powerful magic. Wizards who study
  all the known schools of magic are called mages. Some wizards
  forgo study of certain schools in order to gain a greater mastery
  over another sacriﬁcing versatility for strength. These wizards
  are called by their specialization; a master of illusion is an illu-
  sionist and so forth.
  All wizards begin with a free 100-page spell book.
  Begin-
  ning wizards know 3d4 level 1 spells, two of which must be read
  magic and detect magic, and the other spells of the player’s choice.
  Whenever a wizard gains enough levels of experience to cast the
  next level of spells, they freely add 1 spell of the new spell level
  to their book.
  Table 3.8: Wizard Advancement
  Spells per Level
  9
  8
  7
  3
  2
  1
  THACO
  Hit Dice (d4)
  Mage/Specialist
  Level
  4
  5
  6
  1
  0
  1
  20
  1
  –
  –
  –
  –
  –
  –
  –
  –
  2
  2,500
  2
  20
  2
  –
  –
  –
  –
  –
  –
  –
  –
  3
  5,000
  3
  20
  2
  1
  –
  –
  –
  –
  –
  –
  –
  4
  10,000
  4
  19
  3
  2
  –
  –
  –
  –
  –
  –
  –
  5
  20,000
  5
  19
  4
  2
  1
  –
  –
  –
  –
  –
  –
  6
  40,000
  6
  19
  4
  2
  2
  –
  –
  –
  –
  –
  –
  7
  60,000
  7
  18
  4
  3
  2
  1
  –
  –
  –
  –
  –
  8
  90,000
  8
  18
  4
  3
  3
  2
  –
  –
  –
  –
  –
  9
  135,000
  9
  18
  4
  3
  3
  2
  1
  –
  –
  –
  –
  10
  250,000
  10
  17
  4
  4
  3
  2
  2
  –
  –
  –
  –
  11
  375,000
  10 + 1
  17
  4
  4
  4
  3
  3
  –
  –
  –
  –
  12
  750,000
  10 + 2
  17
  4
  4
  4
  4
  4
  1
  –
  –
  –
  13
  1,125,000
  10 + 3
  16
  5
  5
  5
  4
  4
  2
  –
  –
  –
  14
  1,500,000
  10 + 4
  16
  5
  5
  5
  4
  4
  2
  1
  –
  –
  15
  1,875,000
  10 + 5
  16
  5
  5
  5
  5
  5
  2
  1
  –
  –
  16
  2,250,000
  10 + 6
  15
  5
  5
  5
  5
  5
  3
  2
  1
  –
  17
  2,625,000
  10 + 7
  15
  5
  5
  5
  5
  5
  3
  3
  2
  –
  18
  3,000,000
  10 + 8
  15
  5
  5
  5
  5
  5
  3
  3
  2
  1
  19
  3,375,000
  10 + 9
  14
  5
  5
  5
  5
  5
  3
  3
  3
  1
  20
  3,750,000
  10 + 10
  14
  5
  5
  5
  5
  5
  4
  3
  3
  2
  Table 3.9: Wizard Saving Throws
  Paralyzation,
  Level
  Poison, or Death
  Rod, Staff, or
  Wand
  Petriﬁcation or
  Polymorph
  Spell
  Breath Weapon
  1–5
  14
  11
  13
  15
  12
  10
  13
  11
  9
  13
  6–10
  11–15
  11
  7
  9
  11
  8
  6
  9
  7
  5
  10
  16–20
  21+
  8
  3
  5
  7
  4
  20
  Devon Chulick (Order # )
  
  CHAPTER 3. PLAYER CHARACTER CLASSES
  FOR GOLD & GLORY
  MAGE
  Mages are versatile wizards, sometimes called generalists, which
  practice all schools of magic. Mages are not restricted by school,
  but gain no special beneﬁts like a specialist.
  Ability Requirements:
  Int 9
  Race:
  Human, Elf, Half-elf
  Prime Requisite:
  Int 16+
  Alignment:
  Any
  Weapons:
  Daggers, staves, darts, knives, and slings.
  Armor:
  Special (helmet and gauntlets only)
  SPECIALIST MAGE
  Specialists are wizards who practice a speciﬁc school of magic at
  the exclusion of others. Specialists greatly increase not only their
  chance to learn spells in their chosen school, but also increase the
  power and number of spells in their chosen school. However,
  this focus means spells of radically different school(s) are impos-
  sible to learn or cast. If the use of a magical item that duplicates
  spells from these schools is normally restricted to wizards, then
  a specialist mage cannot use the magical item. For example, an
  invoker cannot use a wand of conjuration. Because specialization
  is intensive, there are ability score and racial requirements to be-
  coming one, in addition to the intelligence required to be a wiz-
  ard.
  Ability Requirements:
  Int 9 and one other ability score
  Race:
  Varies
  Prime Requisite:
  Int 16+
  Alignment:
  Any
  Weapons:
  Daggers, staves, darts, knives, and slings.
  Armor:
  Special (helmet and gauntlets only)
  Multi-class and Dual-class:
  Specialist mages cannot be multi-
  classed characters with the exception of illusionist for gnomes.
  Dual-class characters can choose to be a specialist mage, but a
  character cannot dual-class to a specialist of an opposing school.
  School(s) Allowed:
  These are the schools that the character has
  access to. The ﬁrst school in the list (underlined and bolded) is
  the character’s chosen school. Spells from schools not shown in
  this column cannot be learned by that specialist mage.
  Bonus Spells:
  Specialists gain 1 additional spell slot per spell
  level. This additional slot may only be used to memorize spells
  from the specialist’s chosen school.
  Spell Focus:
  Specialists receive a +1 bonus to saving throws vs.
  spells of their chosen school. Other characters suffer a −1 penalty
  to saving throws vs. spells cast by the specialist from his chosen
  school.
  Spell Mastery:
  Specialists receive a +15% bonus to learn spells
  from their school and a −15% penalty to learn spells from other
  allowed schools.
  Spell Study:
  Whenever a specialist gains enough levels of ex-
  perience to cast a new level of spells, they automatically learn 1
  spell within their chosen school of any level they can cast. This is
  in addition to a free spell of the new spell level.
  Improved Research:
  Specialists treat spells of their chosen
  school as being one level less for determining difﬁculty of re-
  searching new spells.
  Table 3.10: Specialist Wizard Restrictions
  Race
  Specialist
  Minimum Score
  Schools Allowed
  Abjurer
  Human
  15 Wis
  Abjuration, Conjuration, Greater Divination, Enchantment,
  Evocation, Necromancy
  15 Con
  Human, Half-elf
  Conjurer
  Conjuration, Abjuration, Lesser Divination, Enchantment,
  Illusion, Necromancy, Transmutation
  Diviner
  Human, Elf, Half-elf
  16 Wis
  Greater Divination, Abjuration, Enchantment, Evocation,
  Illusion, Necromancy, Transmutation
  16 Cha
  Human, Elf, Half-elf
  Enchanter
  Enchantment, Abjuration, Conjuration, Greater Divination,
  Illusion, Transmutation
  Illusionist
  Human, Gnome
  16 Dex
  Illusion, Conjuration, Greater Divination, Enchantment,
  Transmutation
  16 Con
  Human
  Evoker or Invoker
  Evocation, Abjuration, Greater Divination, Illusion,
  Necromancy, Transmutation
  Necromancer
  Human
  16 Wis
  Necromancy, Abjuration, Conjuration, Greater Divination,
  Evocation, Transmutation
  15 Dex
  Human, Half-elf
  Transmuter
  Transmutation, Conjuration, Greater Divination, Enchantment,
  Evocation, Illusion
  21
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 3. PLAYER CHARACTER CLASSES
  Table 3.11: Priest Advancement
  Spells per Level
  7**
  6*
  2
  1
  THACO
  Hit Dice (d8)
  Druid
  Cleric
  Level
  3
  4
  5
  1
  0
  0
  1
  20
  1
  –
  –
  –
  –
  –
  –
  2
  1,500
  2,000
  2
  20
  2
  –
  –
  –
  –
  –
  –
  3
  3,000
  4,000
  3
  20
  2
  1
  –
  –
  –
  –
  –
  4
  6,000
  7,500
  4
  18
  3
  2
  –
  –
  –
  –
  –
  5
  13,000
  12,500
  5
  18
  3
  3
  1
  –
  –
  –
  –
  6
  27,500
  20,000
  6
  18
  3
  3
  2
  –
  –
  –
  –
  7
  55,000
  35,000
  7
  16
  3
  3
  2
  1
  –
  –
  –
  8
  110,000
  60,000
  8
  16
  3
  3
  3
  2
  –
  –
  –
  9
  225,000
  90,000
  9
  16
  4
  4
  3
  2
  1
  –
  –
  10
  450,000
  125,000
  9 + 2
  14
  4
  4
  3
  3
  2
  –
  –
  11
  675,000
  200,000
  9 + 4
  14
  5
  4
  4
  3
  2
  1
  –
  12
  900,000
  300,000
  9 + 6
  14
  6
  5
  5
  3
  2
  2
  –
  13
  1,125,000
  750,000
  9 + 8
  12
  6
  6
  6
  4
  2
  2
  –
  14
  1,350,000
  1,500,000
  9 + 10
  12
  6
  6
  6
  5
  3
  2
  1
  15
  1,575,000
  3,000,000
  9 + 12
  12
  6
  6
  6
  6
  4
  2
  1
  16
  1,800,000
  3,500,000
  9 + 14
  10
  7
  7
  7
  6
  4
  3
  1
  17
  2,025,000
  500,000
  9 + 16
  10
  7
  7
  7
  7
  5
  3
  2
  18
  2,250,000
  1,000,000
  9 + 18
  10
  8
  8
  8
  8
  6
  4
  2
  19
  2,475,000
  1,500,000
  9 + 20
  8
  9
  9
  8
  8
  6
  4
  2
  20
  2,700,000
  2,000,000
  9 + 22
  8
  9
  9
  9
  8
  7
  5
  2
  *Requires wisdom 17+
  **Requires wisdom 18+
  Table 3.12: Priest Saving Throws
  Paralyzation,
  Level
  Poison, or Death
  Rod, Staff, or
  Wand
  Petriﬁcation or
  Polymorph
  Spell
  Breath Weapon
  1–3
  10
  14
  13
  16
  15
  14
  15
  12
  13
  9
  4–6
  7–9
  7
  11
  10
  13
  12
  11
  12
  9
  10
  6
  10–12
  13–15
  5
  9
  8
  11
  10
  9
  10
  7
  8
  4
  16–18
  19+
  2
  6
  5
  8
  7
  PRIEST
  The priest is a holy man devoted to a tenet, faith, idea, or phi-
  losophy. Through his staunch belief, he draws powerful divine
  energy and channels it into miracles. Priests can be charitable
  worshipers of a good deity, warmongers that bless troops and
  curse enemies, or vile believers of diabolic lords.
  Priests cast spells from 16 spheres of inﬂuence:
  All, Ani-
  mal, Astral, Charm, Combat, Creation, Divination, Elemental,
  Guardian, Healing, Necromantic, Plant, Protection, Summoning,
  Sun, and Weather. No priest can cast spells from every sphere.
  Priests are considered to have major, minor or no access to a
  sphere. Major access is unrestricted and minor access is restricted
  to spell levels 1st through 3rd.
  Priests receive spells through prayer to their deity or reﬂection
  on their beliefs. If a priest abandons his deity or belief he can
  no longer cast spells. Priests can convert to different deities or
  beliefs, but the GM must determine the exact methods.
  Clerics represent a generic member of a clergy. The druid is an
  example of a specialized priest with speciﬁc tenants and abilities.
  CLERIC
  The cleric is the most common priest. Whether he works through
  a church or in the ﬁeld, a cleric casts divine magic through prayer
  and faith. Their holy symbol is their most important object, often
  used as a spell component and necessary for turning the undead,
  therefore, clerics start the game with a simple wooden holy sym-
  bol. Clerics can be revered, respected, or feared for their powers.
  Clerics can be found among even the poorest villages or remote
  22
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  FOR GOLD & GLORY
  CHAPTER 3. PLAYER CHARACTER CLASSES
  regions. A cleric’s wisdom and prayer is valued by many civi-
  lized, and even un-civilized, races over all else.
  Ability Requirements:
  Wis 9
  Race:
  All
  Prime Requisite:
  Wis 16+
  Alignment:
  Any
  Weapons:
  Bludgeoning
  weapons,
  including
  blunt
  hurled
  weapons, but not missiles.
  Armor:
  Any plus shields.
  Spheres of Inﬂuence:
  Clerics have minor access to the Elemen-
  tal sphere and major access to spells from all other spheres of
  inﬂuence except Plant, Animal, and Weather.
  Turn Undead:
  Clerics can exert divine power against the un-
  dead. Once per encounter, a cleric can turn undead, forcing them
  to run from his presence or even utterly destroy them. Rules for
  turning appear in the combat chapter.
  Followers:
  At 8th level, a cleric who has built a place of wor-
  ship attracts loyal followers. These followers, decided by the GM,
  are fanatically devoted to the cleric and remain with him without
  pay so long as they’re treated fairly. These followers are typi-
  cally 20d10 0-level soldiers that will seek the cleric’s guidance
  and blessing.
  Stronghold:
  At 9th level, a cleric can construct a religious
  stronghold devoted to his faith or belief. The labor is made up of
  volunteers of his faith and the site is immune to taxes (assuming
  a civilization that respects his religion), making it 50% cheaper to
  build than a normal stronghold.
  DRUID
  Druids are wardens of nature. They revere nature, protect her,
  and unleash her fury against those that cause her undue harm.
  Because of their world outlook, druids are neutral. They believe
  everything in the world has its place, good and evil, and that
  all things come to an end regardless. A druid prefers good over
  evil, as evil creatures tend to harm nature, but a druid would be
  more likely to harass poachers than drive off a band of evil giants
  minding their own business.
  Ability Requirements:
  Wis 12, Cha 15
  Race:
  Human, Half-elf
  Prime Requisite:
  Wis and Cha 16+
  Alignment:
  True Neutral
  Weapons:
  Clubs, sickles, darts, spears, daggers, scimitars,
  slings, and staves.
  Armor:
  Leather and padded armor plus wooden shields.
  Spheres of Inﬂuence:
  Druids have major access to the All, Ani-
  mal, Elemental, Healing, Plant, and Weather spheres of inﬂuence.
  Elemental Resistance:
  Druids gain a +2 bonus to saving throws
  vs. ﬁre and electrical attacks.
  Druidic Language:
  All druids speak a secret language. They
  can only converse about nature or natural events. Non-druids
  can never comprehend this language and all druids jealously
  guard it.
  Detect Nature:
  At 3rd level, druids can identify and discern de-
  tails of plants, animals, and water.
  Woodland Stride:
  At 3rd level, druids can pass through natural
  overgrown areas without hindrance or damage.
  Speak to Woodland Creatures:
  At 3rd level, druids learn to
  speak to creatures that live in forests, including centaurs, dryads,
  elves, fauns, gnomes, dragons, giants, lizard men, manticores,
  nixies, pixies, sprites, and treants. A druid can only choose one
  speciﬁc creature to communicate with. At every level above 3rd,
  the druid can select another woodland creature to speak with.
  Charm Immunity:
  At 7th level, druids are immune to charm
  spells cast by woodland creatures (dryads, nixies, nymphs, etc.).
  Wild Shape:
  At 7th level, druids can shape change into a reptile,
  bird, or mammal, three times per day. Each individual animal
  form can only be assumed once per day. The animal can be as
  small as a bird or as large as a bear. The druid heals 1d6 × 10%
  of his current damage when he changes. The druid assumes all
  the characteristics of the new form but retains his mental ability
  scores (intelligence, wisdom, charisma). The druid’s clothing or
  armor and one item held in each hand meld into his new form,
  but the druid gains no special powers if the items are magical.
  Excess items must either be removed in the case of larger forms
  or are discarded if changed into a smaller form.
  Restricted Spell Casting:
  After 15th level, druids no longer gain
  new spells; however, their caster level continues to increase.
  Poison Immunity:
  At 16th level, the hierophant gains immunity
  to all natural poisons such as that created by animals or plants.
  Timeless Body:
  At 16th level, the hierophant does not suffer
  from penalties to ability scores through old age. Penalties already
  applied remain.
  Alter Self:
  At 16th level, the hierophant can change his appear-
  ance to that of any humanoid creature and increase or decrease
  body height and weight by 50%. Changing shape takes at least
  one round of concentration.
  Hibernate:
  At 17th level, the hierophant can hibernate. He ap-
  pears dead, his body does not age, and he only wakes up after a
  preordained time or when the climate changes.
  Plane Shift:
  At 17th level, the hierophant can plane shift to the
  Elemental Plane of Earth. The hierophant gains the means to sur-
  vive there and move about without hindrance. At 18th level, the
  hierophant can enter and survive in the Elemental Plane of Fire.
  At 19th level, the hierophant can enter and survive in the Elemen-
  tal Plane of Water. At 20th level, the hierophant can enter and
  survive in the Elemental Plane of Air.
  Plane shifting can be activated at will and requires at least one
  round of concentration. Plane shifting is imprecise and the hiero-
  phant is shifted hundreds of miles from his intended target. The
  hierophant can only shift from the elemental planes back to the
  Prime Material Plane, regardless of which plane he shifted from.
  Druidic Society:
  Druids have a strict hierarchy. Druids of 11th
  level or below are referred to as “initiates”. At 12th level, an ini-
  tiate obtains the ofﬁcial rank of “druid.” At 13th level, the druid
  becomes an “arch-druid.” At 14th level the arch-druid becomes a
  “great druid.” At 15th level the druid receives the highest rank of
  “Grand Druid.” Grand Druid is both a rank and title. When a
  Grand Druid passes on his title and levels up to 16th, he’s forever
  known as a “hierophant.”
  Druids are organized by regions, which are divided by geo-
  graphical features. An entire forest could be one region while
  farmlands separated by a river could be another. In any single
  region there can only be 9 full druids, 3 arch-druids, and 1 great
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  FOR GOLD & GLORY
  CHAPTER 3. PLAYER CHARACTER CLASSES
  druid.
  To advance in level past 11th, there needs to be an open position
  available. If not, the druid cannot advance into the next level un-
  less he challenges the druid ahead of him. This challenge should
  be a test of skill, whether this is combat (lethal or non), a test
  of might, a game of intellect, or perhaps a race littered with ob-
  stacles requiring nimble reﬂexes to avoid. If the higher-ranking
  druid loses he immediately drops to level 11 (200,000xp), and the
  challenger advances to the next level taking the loser’s rank and
  position.
  Full druids (level 12) gain the loyalty of three initiates who each
  have 1d10 − 1 levels (a roll of a 1 means they have 1 experience
  level). An arch-druid’s followers are replaced with three level 10
  initiates. A great druid’s followers are replaced with three level
  11 initiates.
  The Grand Druid is unique as he’s the only one in the world
  who can hold the title, has contact with all druids, and doesn’t
  accept challenges. Grand Druids can pray for six spells of each
  level they can cast and can cast up to six additional spell levels a
  day (either a single 6th level spell or multiple weaker spells total-
  ing up to 6 levels).
  Nine servants, three of whom are arch-druids, attend the
  Grand Druid. Each servant under the Grand Druid can cast four
  additional spell levels worth of magic per day (either a single
  4th level spell or multiple weaker spells totaling up to 4 levels).
  Servants under the Grand Druid are hand picked and cannot be
  challenged for their position.
  To become a Grand Druid, the current holder reaches the
  zenith of 15th level and simply selects a candidate from the
  world’s druids (usually a 14th level PC druid about to advance).
  Upon claiming the new Grand Druid, the former titleholder steps
  down from his position, advances to 16th level, and becomes a
  hierophant druid. Hierophants immediately lose all experience
  points but 1 (although they retain their current level), lose the
  abilities and followers granted by being a Grand Druid, and are
  no longer bound to the ranking system of druid society.
  Druidic Philosophy:
  • Druids are neutral: Druids see good and evil as two sides
  of the same coin. To a druid, all creatures, human and mon-
  ster alike, are part of the natural balance and deserve equal
  respect. Druids staunchly defend and uphold the cycle of
  nature whether good or evil oppresses her laws.
  • Druids revere nature:
  Druids defend the natural world
  against destruction or exploitation. If an intelligent creature
  takes beyond their means, a druid sets to right the wrong.
  • Druids use mistletoe: Mistletoe is a potent spell compo-
  nent and holy symbol in the druidic faith. Druids must cut
  mistletoe in a special ceremony requiring a golden or silver
  sickle under the light of the full moon. Mistletoe picked out-
  side the ceremony halves the damage of all spells and grants
  opponents a +2 bonus to their saving throws. 1st level druids
  begin with a single piece of special mistletoe usually used as
  a permanent holy symbol.
  • Druids care little for civilization: Because of their beliefs,
  druids do not dwell in man-made cities or towns, as large
  civilizations rob the area of natural resources. A druid may
  reside in a city but stays away from man-made areas, living
  in parks or outside the walls.
  ROGUE
  A rogue is an opportunist; a thrill seeker, pilferer, acrobat, and
  charlatan. They know a bit more knowledge than the average
  warrior, have the skills to survive on their own, and can ﬁght
  in a pinch. Rogues come in a variety of ﬂavors, from honorable
  to dishonorable, but all are valued for their athletics and nimble
  ﬁngers.
  THIEF
  Thieves are stealthy adventurers who prefer to ﬁght with sub-
  terfuge and stealth to swords and shields. Thieves sneak into
  combat, deliver a powerful blow, and then slip away before any
  is the wiser. Thieves have a keen eye for traps, can scale the
  smoothest walls, and step without a sound. Despite their name,
  thieves are not necessarily amoral pickpockets. The life of ad-
  venturing requires a good lock pick and sticky ﬁngers, and even
  noble lords have hired thieves to scout enemy positions and nab
  artifacts from the ﬁngers of powerful enemies. Thieves start the
  game with a simple set of thieving tools.
  Ability Requirements:
  Dex 9
  Race:
  Any
  Prime Requisite:
  Dex 16+
  Alignment:
  Any except lawful good.
  Table 3.14: Rogue Advancement
  Level
  Thief/Bard
  Hit Dice (d6)
  THACO
  1
  0
  1
  20
  2
  1,250
  2
  20
  3
  2,500
  3
  19
  4
  5,000
  4
  19
  5
  10,000
  5
  18
  6
  20,000
  6
  18
  7
  40,000
  7
  17
  8
  70,000
  8
  17
  9
  110,000
  9
  16
  10
  160,000
  10
  16
  11
  220,000
  10 + 2
  15
  12
  440,000
  10 + 4
  15
  13
  660,000
  10 + 6
  14
  14
  880,000
  10 + 8
  14
  15
  1,100,000
  10 + 10
  13
  16
  1,320,000
  10 + 12
  13
  17
  1,540,000
  10 + 14
  12
  18
  1,760,000
  10 + 16
  12
  19
  1,980,000
  10 + 18
  11
  20
  2,200,000
  10 + 20
  11
  Table 3.13: Rogue Saving Throws
  Paralyzation,
  Level
  Poison, or Death
  Rod, Staff, or
  Wand
  Petriﬁcation or
  Polymorph
  Spell
  Breath Weapon
  1–4
  13
  14
  12
  16
  15
  13
  15
  11
  12
  12
  5–8
  9–12
  11
  10
  10
  14
  11
  9
  13
  9
  8
  10
  13–16
  17–20
  9
  6
  8
  12
  7
  5
  11
  7
  4
  8
  21+
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  FOR GOLD & GLORY
  CHAPTER 3. PLAYER CHARACTER CLASSES
  Table 3.15: Thieving Skill Base Scores
  Pick Pockets
  Open Locks
  Find/
  Remove
  Traps
  Move
  Stealthily
  Hide in
  Shadows
  Detect Noise
  Climb Walls
  Read
  Languages
  15%
  10%
  5%
  10%
  5%
  15%
  60%
  0%
  Table 3.16: Thieving Skill Racial Modiﬁers
  Skill
  Dwarf
  Elf
  Gnome
  Half-elf
  Halﬂing
  Pick Pockets
  –
  +5%
  –
  +10%
  +5%
  Open Locks
  +10%
  −5%
  +5%
  –
  +5%
  Find/Remove Traps
  +15%
  –
  +10%
  –
  +5%
  Move Stealthily
  –
  +5%
  +5%
  –
  +10%
  Hide in Shadows
  –
  +10%
  +5%
  +5%
  +15%
  Detect Noise
  –
  +5%
  +10%
  –
  +5%
  Climb Walls
  −10%
  –
  −15%
  –
  −15%
  Read Languages
  −5%
  –
  –
  –
  −5%
  Table 3.17: Thieving Skill Dexterity Modiﬁers
  Dexterity
  Pick Pockets
  Open Locks
  Find/ Remove Traps
  Move Stealthily
  Hide in Shadows
  9
  −15%
  −10%
  −10%
  −20%
  −10%
  10
  −10%
  −5%
  −10%
  −15%
  −5%
  11
  −5%
  –
  −5%
  −10%
  –
  12
  –
  –
  –
  −5%
  –
  13-15
  –
  –
  –
  –
  –
  16
  –
  +5%
  –
  –
  –
  17
  +5%
  +10%
  –
  +5%
  +5%
  18
  +10%
  +15%
  +5%
  +10%
  +10%
  19
  +15%
  +20%
  +10%
  +15%
  +15%
  Table 3.18: Thieving Skill Armor Modiﬁers
  Skill
  No Armor
  Elven Chain
  Chain Mail*
  Padded or Studded
  Leather
  Pick Pockets
  +5%
  −20%
  −25%
  −30%
  Open Locks
  –
  −5%
  −10%
  −10%
  Find/Remove Traps
  –
  −5%
  −10%
  −10%
  Move Stealthily
  +10%
  −10%
  −15%
  −20%
  Hide in Shadows
  +5%
  −10%
  −15%
  −20%
  Detect Noise
  –
  −5%
  −10%
  −10%
  Climb Walls
  +10%
  −20%
  −25%
  −30%
  Read Languages
  –
  –
  –
  –
  *Bards, cleric/thieves or ﬁghter/thieves only
  Weapons:
  Clubs, daggers, darts, hand crossbows, knives, las-
  sos, short bows, slings, broad swords, long swords, short swords,
  staves.
  Armor:
  Leather, studded leather, padded leather, elven chain
  armor. Thieves suffer penalties to their abilities based on their
  armor.
  Thieving Skills:
  Thieves are trained in special skills. At level 1,
  all thieves receive 60 points to add to their skills. No more than
  30 points can be added to a single skill. At each level, the thief
  gains an additional 30 points, and no single skill can be raised by
  more than 15 points. No skill can be raised above 95% includ-
  ing adjustments for dexterity, race, and armor. If a skill is ever
  reduced below 1% it cannot be used at all.
  Thieves and Ability Checks:
  While anyone can use an ability
  check to perform an action, thief skills are special, representing
  years of training and experience. When a thief performs a skill,
  he keeps a successful result until conditions arise that would neg-
  atively affect him. For example, a thief hiding in shadows will
  continue to do so until someone passes a lantern over his posi-
  tion. Thieves can also roll ability checks to effectively emulate
  their class skills but doing so applies the normal restrictions.
  Pick Pockets:
  Thieves can snatch small items from pockets,
  palm unattended objects, and perform simple sleight of hand
  tricks. Failure means the thief does not get the item, but does
  not determine whether the attempt was detected. To determine
  detection, multiply the victim’s level or hit dice by three and sub-
  tract it from 100. If the thief’s roll was equal to or greater than the
  difference, the thief is detected. It’s possible to pick pockets and
  be noticed at the same time.
  Open Locks:
  Thieves can pick any mechanical locking mech-
  anism requiring keys and/or ﬁnesse to unlock. Picking a lock
  takes 1d10 rounds. Failure indicates the attempt is impossible un-
  til the thief increases in experience level. Picking locks requires
  suitable tools. Improvised tools and stressful or awkward posi-
  tions apply penalties as set by the GM.
  Find/Remove Traps:
  Thieves are trained in ﬁnding and disarm-
  ing small traps. Any small mechanical trap, whether natural or
  artiﬁcially made, can be found and disarmed by the thief. Large
  traps, such as pitfalls, or traps without accessible mechanics, such
  as a sliding wall, cannot be found or disarmed using this skill.
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  CHAPTER 3. PLAYER CHARACTER CLASSES
  To ﬁnd traps, the thief must visually inspect and touch the ob-
  ject or area containing the trap. The GM rolls this check in se-
  cret to keep the thief from making assumptions about his skill.
  Thieves can inspect a single object or 10x10 foot space (walls,
  ﬂoors, and large constructions) once per experience level. Search-
  ing for a trap takes 1d10 rounds.
  Found traps can be removed or disarmed requiring 1d10
  rounds. On a success the trap is disarmed or removed. A fail-
  ure indicates the trap is too advanced and the thief can try again
  after gaining a level in thief. On a dice roll of 96–100 the trap
  is automatically sprung. Removing or disarming a trap requires
  suitable tools. Improvised tools and stressful or awkward posi-
  tions apply penalties as set by the GM.
  Thieves can detect and remove magical traps, but the chance
  of success is halved.
  Move Stealthily:
  Thieves can attempt to move stealthily at will
  by reducing their movement value to 1⁄3 normal. If successful,
  the thief increases his chance of surprising an enemy, avoiding
  detection, and setting up a backstab opportunity. The GM rolls
  this check secretly as the thief always believes he is moving as
  stealthily as possible.
  A sneaking thief will do what he can
  to avoid detection (steer clear of squeaky boards, avoid casting
  shadows, walk on softer surfaces, time movements to coincide
  with background noises, maintain distance from guards, etc.).
  One Move Stealthily check is used for a given situation until con-
  ditions change. For example, if the thief walks into a room with
  a different kind of ﬂoor, lighting or noises, he must roll a new
  check.
  Hide in Shadows:
  Thieves can attempt to vanish into conceal-
  ment such as shadows, bushes, curtains, nooks, etc. A thief can
  only hide when no one is observing him. He cannot move with-
  out rolling another check but may perform small motions like sig-
  naling or drawing items. Distractions, such as a creature caught
  in a ﬁght, may allow the thief to hide. The GM rolls the hide
  check in secret; thieves always believe they’re hiding properly.
  Infravision or special sight does not reveal a hidden thief.
  Spells or abilities such as detect invisibility reveal a hidden thief.
  Detect Noise:
  A thief can concentrate for one round to listen for
  minute sounds. A thief must remove any item covering his head
  to use this ability. Sounds heard through thick barriers like walls
  or doors are unclear or garbled.
  Climb Walls:
  Thieves are expert climbers and can climb sur-
  faces, including completely smooth or ﬂat walls, without special
  gear. Thieves cannot ﬁght or defend themselves while climbing.
  Refer to Climbing and Climb Speed for more information.
  Read Languages:
  At 4th level, thieves can attempt to decipher
  the meaning of any written language. Thieves do not have to
  make a check for a language they know how to read. The check to
  read a language is rolled every time the thief tries to read a docu-
  ment written in an unknown language. The entire document (ex-
  act size determined by the GM) is checked only once. The check
  is equal to how much the thief understands; a thief that rolls a
  50% understands approximately half of what he is reading. Each
  separate document, even in the same language, requires a new
  check. If the thief fails he cannot try again on the same document
  until he gains a level in thief.
  Backstab:
  Thieves are experts in attacking an enemy’s weak
  points.
  When attacking a surprised enemy’s ﬂank or rear, he
  gains a +4 bonus to his attack and ignores his opponent’s dex-
  terity and shield bonus to AC. If the attack succeeds, the thief
  multiplies his weapon damage (before modiﬁers like strength are
  applied) by his backstab multiplier.
  Enemies must be unaware of the thief. If an enemy sees or
  hears the thief this skill cannot be used. Backstabbing can only
  be done against living enemies with a discernible anatomy, ex-
  cluding plants, undead, and constructs from being backstabbed.
  Thieves’ Cant:
  Thieves have a special language used to com-
  municate with each other. Thieves’ cant isn’t an actual language
  but disguised words, body language, and misleading statements
  that can be worked into any language. Thieves’ cant is limited
  to subjects pertaining to thieves; hideouts, stolen goods, contacts,
  black marketers, etc. Only thieves speaking the same language
  can use thieves’ cant to communicate.
  Use Scrolls:
  At 10th level, thieves can use magical and clerical
  scrolls. There is a 25% chance the attempt misﬁres, causing the
  spell to be centered on the thief or cast on a random target. The
  GM should choose a scenario that disadvantages the thief and/or
  his party.
  Stronghold:
  Thieves build a den at 10th level. Thieves’ dens
  tend to be fronts for illicit or questionable activity regardless of
  alignment. A good thief den could be a spy ring monitoring crim-
  inals while a dishonorable thief could use his den to fence stolen
  goods. Thieves then attract a gang of followers appropriate to
  their alignment. These men are generally loyal, but not particu-
  larly devoted.
  Table 3.19: Backstab Damage Multipliers
  Thief’s Level
  Damage Multiplier
  1–4
  ×2
  5–8
  ×3
  9–12
  ×4
  13+
  ×5
  26
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  FOR GOLD & GLORY
  CHAPTER 3. PLAYER CHARACTER CLASSES
  Thieves tend to be territorial and jealous of other powerful
  thieves. If another thief builds a den in the area, the two gangs
  usually battle, either openly or through subterfuge, until one
  overcomes the other. Even good thieves are suspicious of each
  other. While opposing thief’s dens of good alignment won’t re-
  sort to violence or cruel sabotage, there will always be a com-
  petitive rivalry involved. If a good thief’s den is disbanded, the
  next closest good-aligned den quickly absorbs it. In contrast, evil
  thieves seek the destruction of their weakened rivals, so that they
  may never rise again.
  BARD
  Bards are entertainers, taletellers, and lore masters. Bards are
  nimble and stealthy like thieves but prefer to be in the spotlight,
  not out of it. Through song and poetry, bards can inspire men
  to great deeds. Even the weariest armies have stood up against
  overwhelming odds because a bard was by their side reciting
  tales of legendary heroes.
  Bards by nature are jacks-of-all-trades and masters-of-none.
  They make excellent spies and assassins. Bards are distrusted
  as much as they are respected.
  Ability Requirements:
  Dex 12, Int 13, and Cha 15
  Race:
  Human, Half-elf
  Prime Requisite:
  Dexterity and Charisma 16+
  Alignment:
  Neutral Good, Lawful Neutral, Chaotic Neutral,
  Neutral Evil
  Weapons:
  Any
  Armor:
  Chain mail or lighter. No shields.
  Play Instrument:
  Bards are proﬁcient singers, musicians, and
  chanters. A bard is an expert at one type of oratory or instrumen-
  tal performance of the player’s choice. A bard starts the game
  with an inexpensive instrument, usually made of wood or at best
  bronze.
  Bardic Skills:
  Bards are trained in special skills that help them
  in their adventures. These skills function exactly like thieving
  skills of the same name and are similarly modiﬁed by race, dex-
  terity, and armor worn. At 1st level, the bard receives 20 points
  to distribute among these skills and 15 points every level after
  1st. The bard does not have to wait until 4th level to use his Read
  Languages skill.
  Spell Casting:
  Bards can cast a limited number of spells. They
  learn, memorize, and cast spells as a mage does. Bards must keep
  a spell book and are restricted by armor. Bards can never special-
  ize in a school of magic. The bard’s casting level is equal to his
  bard level.
  Bards learn spells through happenstance and luck. At 2nd level,
  the bard may know 1d4 spells selected by the PC or assigned by
  the GM. A check is still made to see if the bard knows the spell.
  Bards do not learn new spells automatically as they advance in
  levels.
  Incite Emotion:
  Bards can perform to inspire the emotions of
  individuals or groups. When playing before a crowd, every tar-
  geted listener makes a saving throw vs. paralyzation modiﬁed
  Table 3.20: Bardic Skill Base Scores
  Climb Walls
  Detect
  Noise
  Pick Pockets
  Read
  Languages
  50%
  20%
  10%
  5%
  Table 3.21: Bard Spell Progression
  Level
  1
  2
  3
  4
  5
  6
  1
  –
  –
  –
  –
  –
  –
  2
  1
  –
  –
  –
  –
  –
  3
  2
  –
  –
  –
  –
  –
  4
  2
  1
  –
  –
  –
  –
  5
  3
  1
  –
  –
  –
  –
  6
  3
  2
  –
  –
  –
  –
  7
  3
  2
  1
  –
  –
  –
  8
  3
  3
  1
  –
  –
  –
  9
  3
  3
  2
  –
  –
  –
  10
  3
  3
  2
  1
  –
  –
  11
  3
  3
  3
  1
  –
  –
  12
  3
  3
  3
  2
  –
  –
  13
  3
  3
  3
  2
  1
  –
  14
  3
  3
  3
  3
  1
  –
  15
  3
  3
  3
  3
  2
  –
  16
  4
  3
  3
  3
  2
  1
  17
  4
  4
  3
  3
  3
  1
  18
  4
  4
  4
  3
  3
  2
  19
  4
  4
  4
  4
  4
  2
  20
  4
  4
  4
  4
  4
  3
  by wisdom—mental defense modiﬁer. If the crowd fails, the bard
  may shift their reaction by one level positively or negatively.
  A crowd must be non-hostile and focused on the bard. The sav-
  ing throw for large groups should be the average of every crea-
  ture’s hit dice. The method of this ability must reﬂect the creature
  it’s used against and the bard must be proﬁcient in that method.
  A bear could be calmed with music but a joke spoken in com-
  mon would have no effect on an ogre who does not understand
  common.
  Bards apply a −1 penalty to this saving throw every three lev-
  els.
  Inspire Courage:
  The bard can inspire courage into allies,
  granting bonuses to their abilities. The bard can apply either a
  +1 bonus to attack rolls, a +1 bonus to saving throws, or a +2
  bonus to morale (However, PCs do not roll morale checks and
  gain no beneﬁt from this morale bonus) for all those that hear
  him within 10 feet per bard level. The bard must perform for
  three full rounds, doing nothing else except performing, and the
  bonuses are added at the end of the third round. This effect lasts
  1 round per level. Inspire courage can be used more than once
  but the bonuses don’t stack and the duration resets.
  Counter Song:
  The bard can negate magic or abilities that rely
  on sound or vocal effects. The bard rolls a saving throw vs. spell
  for all characters affected by vocal abilities within 30 feet. Success
  means the spell or ability is negated within the effective area. The
  bard can walk 1⁄4 his speed while using counter song but is inter-
  rupted if he takes damage or fails a saving throw.
  Counter song can be used once per encounter and lasts as
  long as the bard continues speaking, singing and/or chanting.
  Counter song does not interrupt verbal components or command
  words but does negate verbal aspects of a spell’s description such
  as speaking a person’s name or giving orders to a charmed mon-
  ster.
  Read/Write Languages:
  Bards can read and write all languages
  they speak. Ancient or dead languages can be read/written if the
  GM allows it.
  Local History:
  The bard picks up esoteric and little known facts
  about the area he’s in. A bard knows tales and legends about
  local sites, families, urban legends, terrain, and other mundane
  local features. This information is general, never speciﬁc. A bard
  may know that a black dragon haunted the swamps to the north
  for the past century but he doesn’t know the dragon’s hit dice,
  weaknesses, exact location, and so forth. If the bard succeeds on
  27
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  FOR GOLD & GLORY
  CHAPTER 3. PLAYER CHARACTER CLASSES
  a charisma check he can tell a tale granting him a +2 bonus to
  his charisma to all people who heard him for one hour per bard
  level. This check cannot be made against hostile creatures.
  Lore:
  At 1st level, the bard has a 5% chance to know the gen-
  eral history surrounding a magic item. A bard never knows the
  details (speciﬁc enchantment, special abilities, etc.) but its back-
  ground can give clues to its function. A failure indicates the item
  is beyond the bard’s knowledge but can be rechecked when he
  gains a level in bard.
  The lore percentage increases by an additional 5% every level
  after 1st.
  Followers:
  At 9th level, a bard with a stronghold attracts fol-
  lowers of 0th level. These are typically soldiers, entertainers, and
  craftsmen. Bards can build strongholds before 9th level but don’t
  receive followers.
  Use Magic Scrolls:
  At 10th level, the bard can cast magic in writ-
  ten form such as scrolls and books. There’s a 15% chance each
  casting the item misﬁres either backﬁring on the bard or targeting
  his enemies (GM’s discretion or whatever most inconveniences
  the party).
  MULTI-CLASS CHARACTERS
  Demi-humans can multi-class: taking more than one class at
  a time. Specialist mages (except gnome illusionists) can never
  multi-class. Multi-class characters divide experience evenly be-
  tween classes and share the best abilities of each class.
  Each
  class levels up independently and it’s possible for one class to
  be higher than the others.
  To determine hit points at 1st level, roll the appropriate hit dice
  for each class, total the value, then divide the score by the number
  of classes (round up). For example, a half-elf ﬁghter/mage/cleric
  would roll 1d10, 1d4, and 1d6, total the amount, divide by three,
  and add his constitution modiﬁer to hit points if any.
  At each level for an individual class, roll the appropriate hit
  dice and divide by the number of classes (rounding up). The hit
  point modiﬁer for high constitution is also divided among classes
  (round up). For example, a ﬁghter/thief with a hit point modiﬁer
  of +3 would get +2 hit points when he advances in ﬁghter and +2
  hit points when he advances in thief. A ﬁghter/mage/thief with
  a +3 hit point modiﬁer would gain +1 hit point from constitution
  at every class level. Hit points gained after a class stops gaining
  hit dice are never divided.
  Multi-class characters retains the best THACO, saving throws,
  and features of any class with a few exceptions.
  Warrior:
  A multi-classed ﬁghter cannot learn weapon special-
  ization.
  Priest:
  A multi-classed priest must follow his faith’s weapon re-
  strictions.
  Wizard:
  A multi-classed wizard cannot cast spells in armor, ex-
  cept for an elven multi-classed wizard, who can cast spells when
  wearing elven chain armor.
  Rogue:
  A multi-classed thief cannot use any abilities other than
  open locks and detect noise while wearing armor restricted by
  the thief class. A thief must remove any helmet to detect noise
  and remove any gauntlets to open locks.
  DUAL-CLASS CHARACTERS
  Dual-class is an ability of humans to permanently halt advance-
  ment in their current class and advance in another. The human
  retains the abilities of his ﬁrst class but does not gain experience
  for using them. There are requirements for ability scores but no
  restriction on dual-class combinations.
  At 2nd level or above, a human may choose to permanently end
  their advancement in their current class to gain a new one. This
  change is irrevocable and the character can never gain experience
  points in his old class.
  The character must have a 17 or higher in the prime requisite(s)
  of his newly chosen class. The character begins his new class
  at level 1 with 0 experience points but retains the hit dice and
  hit points gained from his previous class. The character’s ability
  scores do not change, but he uses the THACO and saving throw
  values appropriate to his new class and level. Finally, a character
  gains no additional hit dice or hit points while advancing in their
  new class.
  A dual-class character retains all knowledge and abilities of
  his previous class but using them does not earn class experi-
  ence points and only gives him half experience points for the en-
  counter. This restriction applies to using the old class’ THACO,
  saving throws, or abilities that are not also an ability of the new
  class.
  After the new class level exceeds the old class level, the restric-
  tions no longer apply. The dual-classed character may use the
  abilities and features of any class without restriction and gains
  hit points or rolls hit dice for his new class level. The dual-class
  character still cannot gain experience in his old class.
  ENERGY DRAIN ON DUAL- AND MULTI-CLASS
  CHARACTERS
  When an energy-draining creature strikes a dual-class or multi-
  class character, the character loses levels in his highest leveled
  class. If all classes are even, he loses levels in the class with the
  highest experience requirements. If a dual-class character’s new
  class is reduced to less than their old class, the restrictions to dual-
  class characters apply. If a dual-class character’s old class levels
  are drained he must raise them back to the original level when he
  chose to dual-class, before gaining levels in his new class.
  28
  Devon Chulick (Order # )
  
  CHAPTER 4
  ALIGNMENT
  Alignment is a guideline that inﬂuences a character’s person-
  ality and outlook on morality, society, and life in general, and
  the inﬂuences of the universe as a whole. Alignment is both a
  tool for role-playing and a mechanic for certain spells and abil-
  ities. Alignment is always based on a character’s actions, never
  thoughts; a person is not evil simply for thinking evil thoughts.
  Characters are not bound to their alignment; people can act irra-
  tionally, perceive they’re acting properly, or change beliefs.
  Alignment is divided between good vs. evil and law vs. chaos,
  which deﬁnes the universe and its people as a whole. There are
  nine alignments as a result; lawful good, neutral good, chaotic
  good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral
  evil, chaotic evil.
  LAW VS. CHAOS
  Law and chaos reﬂect a character’s outlook towards society and
  personal relationships.
  Lawful creatures respect authority, organizations, and rules as
  imperative to the proper function of life. Concepts such as fam-
  ily, tradition, honor, and loyalty are of the highest importance.
  The existence between society and government is natural and the
  foundation of strong organizations such as guilds and churches
  are necessary to maintain order.
  Without law, society has no
  means to trust or depend on each other and falls prey to en-
  croaching chaos. While lawful creatures can be pragmatic, they
  follow rules and tradition even if they’re inefﬁcient or draconic.
  Chaotic creatures believe that nothing in the universe is cer-
  tain and that individual is responsible for his own lot in life. Des-
  tiny is uncertain, events in the universe aren’t correlated, and one
  must adapt to their current situation to survive. Chaotic creatures
  believe rules and tradition stiﬂe progression. While chaotic crea-
  tures aren’t necessarily anarchistic, they tend to place the needs
  of themselves or personal acquaintances over society as a whole.
  Neutrality in respect to law and chaos is a belief that all things
  must have a counterpart. Neutral creatures believe that, for every
  action there’s an equal and opposite reaction and without this the
  universe will fall apart. Neutral creatures do what they think has
  the most advantageous results whether this means obeying law
  in one situation then embracing chaos in the next.
  Law and chaos are always in respect to society, authority, or the
  majority. Following a rigid personal code doesn’t make a charac-
  ter lawful. Chaotic creatures can be honest and mindful of au-
  thority. A barbarian raider who refrains from harming women or
  children is likely chaotic. An assassin who follows the creed of
  his local guild is likely lawful.
  GOOD VS. EVIL
  Good and evil reﬂects a character’s outlook on morality; his per-
  sonal moral compass deciding what’s right and wrong.
  Good creatures respect the value of life and sacriﬁce personal
  resources to help each other. They believe in protecting the weak,
  defending the innocent, and promoting these values so that oth-
  ers will do the same. Good is not absolute, thus few people are
  good all the time, but good characters reﬂect on their failings and
  strive to overcome them.
  Evil creatures are destructive, self-serving, and sacriﬁce oth-
  ers to achieve their personal goals. Evil can be subtle or overt
  and any obstruction to an evil creature’s goals is a hindrance that
  must be exploited or removed. Few creatures are consistently evil
  or even recognize themselves as evil, thus an evil creature can be
  unaware of the results of their actions.
  Neutrality in respect to good and evil reﬂects a tendency to
  not judge actions based on the moral outcome. Neutral creatures
  aren’t particularly cruel or destructive but they feel no obligation
  to spend personal resources helping others. As a result, neutral
  creatures form bonds based on personal relationships not an obli-
  gation to serve or force others into service. Some creatures, par-
  ticularly instinctual ones like animals, have no moral compass.
  Animals kill because they’re hungry, not out of cruelty.
  Good and evil are deﬁned by society. What one society deems
  to be good another may believe is evil. As a result, few mortal
  creatures are truly evil. Regardless, good is always constructive
  while evil is always destructive. Raiding villages for supplies and
  slaves might be a common practice in one civilization (albeit not
  a good one) but razing the village to the ground and massacring
  its residents for personal enjoyment is evil.
  THE NINE ALIGNMENTS
  There are nine alignments that govern all creatures. Most mortals
  are born neutral and their personal upbringing inﬂuences their ﬁ-
  nal alignment. Outsiders and creatures from other planes are cre-
  ated from the raw energies of that plane. While they can change
  alignment, planar creatures are always born with an alignment
  that matches their home plane and changing to a different or op-
  posite alignment is rare.
  Lawful Good:
  The belief that a strong, orderly society can im-
  prove life for the majority of people. The law is designed to pro-
  tect and guide the people and the people are expected to uphold
  the law for the mutual good of all. Lawful good creatures are
  honest and forthright, upholding the greatest good while caus-
  ing the least harm. If restrictions to personal freedom must be
  made to ensure the greatest good for everyone, then it’s a neces-
  sary sacriﬁce so long as no undue harm is wrought. Considered
  to be good aligned.
  Neutral Good:
  The belief that either societal extreme isn’t nec-
  essarily the correct path to maintaining the good of all creatures.
  If a strong government protects the people then it should be sup-
  ported. If abandoning tradition liberates an oppressed group,
  then it must be done. Social structure and personal freedom are
  29
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 4. ALIGNMENT
  but tools for achieving goodness and no belief is above another if
  the end result is the same. Considered to be good aligned.
  Chaotic Good:
  The belief that personal freedom allows unre-
  stricted attempts to achieve the greatest good.
  Chaotic good
  creatures believe that rules, even ones with good intentions, can
  be abused and that people should follow their own moral com-
  pass, not a mandate. Creatures of this alignment tend to be free-
  dom ﬁghters and detest bullies who hide behind the law. While
  benevolent and forthright, this belief clashes with good order and
  it’s quite possible for people with radically different opinions on
  achieving good to violently clash. Considered to be good aligned.
  Lawful Neutral:
  The belief that law and order are paramount to
  a structured society. The universe is cruel and moral extremes do
  nothing but hamper the progression of society as a whole. Law-
  ful neutral creatures staunchly believe in order, tradition, and a
  strong government. Personal freedom and individuality are the
  price for order and balance. Considered to be neutrally aligned.
  True Neutral:
  The belief that the forces of the universe must be
  kept in balance. Laws can be restrictive and easily abused while
  chaos can be uncontrollable and unpredictable. Goodness can be
  counter-productive while evil is unnecessarily destructive. True
  neutral characters are pragmatic and judge actions, not appear-
  ances. They often side with factions that have the most com-
  pelling argument but are prone to defecting when one becomes
  too powerful. Most neutral characters lean towards a particular
  alignment; those who believe in complete neutrality are uncom-
  mon. Considered to be neutrally aligned.
  Creatures with animal-like intelligence or no intelligence (a
  construct or ant) are always neutral because they have no under-
  standing of morality. A dog can be trained to kill but they cannot
  comprehend the results of their actions.
  Chaotic Neutral:
  The belief that there is no order in the uni-
  verse and that dwelling on moral extremes, good or evil, inhibit
  personal freedom. Chaotic neutral characters do whatever they
  feel like with little thought towards the results but neither are
  they completely cruel or uncalculating. A chaotic neutral crea-
  ture may simply be impulsive to a fault, make sudden decisions,
  or prefer to live their lives by the ﬂip of a coin. Considered to be
  neutrally aligned.
  Lawful Evil:
  The belief that laws and society can be abused for
  mutual gain. Society creates a deﬁnitive gap between those with
  power and those without; the rules should be made to keep those
  without power from acquiring it. If a law beneﬁts the creature
  while hurting someone else, it should be exploited. Laws are
  obeyed only out of fear of punishment or reprisal. Considered
  to be evil aligned.
  Neutral Evil:
  The belief that evil is inhibited by the structure
  of laws and wasted in a truly chaotic system. Neutral evil crea-
  tures are amoral, avaricious, selﬁsh, and untrustworthy. They’ll
  work with others if it works in their favor and betray allies if the
  beneﬁts outweigh the risks. Their allegiance is measured by per-
  sonal gain and “friends” are only kept as close as the reach of
  their longest weapon. Considered to be evil aligned.
  Chaotic Evil:
  The belief that there is no meaning in the uni-
  verse except personal pleasure. The weak are to be exploited,
  and the strong dominate the weak. Laws are pathetic tools de-
  signed to protect those who pretend to have power. They care
  not for meaning or reason to their actions except for the end re-
  sults. Chaotic evil creatures are nearly impossible to assemble in
  any group for an extended length of time unless their desires are
  consistently satiated. Considered to be evil aligned.
  TRACKING AND CHANGING ALIGNMENT
  After character creation, the player is no longer in charge of their
  alignment.
  Each session, the GM charts a player’s decisions
  and decides where they fall on the alignment scale. Most mi-
  nor actions are inconsequential; people act against character all
  the time. Major actions should be taken into consideration. If
  a character severely acts against alignment then the GM has the
  right to change it. It’s recommended to tell players about to shift
  to reﬂect on their past decisions before ultimately changing their
  alignment. Changing a player’s alignment requires careful con-
  sideration and there’s no harm in ignoring the rules for it.
  If a person’s alignment changes due to conscious, willing deci-
  sions they require double the experience points to level up to the
  next level. If a person’s alignment changes more than once in a
  single level they lose all experience points gained that level and
  have to earn double the experience points to level up.
  A character whose alignment changes involuntarily (such as
  through magic) are not penalized but they gain no further expe-
  rience points until they revert to their original alignment. For
  example, a paladin dominated into doing evil acts must atone
  back to lawful good in order to gain experience points again. If a
  character decides to remain in their new alignment they require
  double the experience points to level up.
  30
  Devon Chulick (Order # )
  
  CHAPTER 5
  COMBAT SKILLS
  Combat skills determine which weaponry a character is able
  to wield, and in what speciﬁc way (if any) he can wield those
  weapons most effectively.
  COMBAT SKILL POINTS
  All characters are given Combat Skill Points at 1st level, which
  they must immediately exchange for combat skills.
  As initial
  combat skills represent years of training and practice prior to
  becoming 1st level, those not exchanged during character cre-
  ation are lost. Additional Combat Skill Points (CSP) are earned
  at higher levels. A character is considered to be unskilled in the
  use of a weapon or other combat skill, unless they exchange a
  combat skill point to become skilled. Once a combat skill has
  been chosen, the decision is permanent.
  Class:
  Each class group is represented. Multi-classed characters
  use the most advantageous row for their respective classes, and
  do not add them together. A ﬁghter/mage simply uses the war-
  rior row. Note that priests and rogues have identical combat skill
  potential.
  Combat Skill Points (CSP):
  The formulae in this column indi-
  cate how many CSP the character receives at 1st level and the next
  divisible level that a character will receive one additional CSP. For
  example, a ﬁghter has 4 CSP at 1st level and earns 1 additional
  CSP at 3rd level, another at 6th level, etc. If the GM allows, a char-
  acter’s Intelligence—Languages Known score may be added (in
  whole or in part) to the number of CSPs received at 1st level.
  Unskilled Penalty:
  The ﬁrst number in this column indicates
  the penalty applied to the character’s THACO when using a
  weapon with which he is completely unskilled. For example, a
  mage who is unskilled with daggers suffers a −5 penalty to his
  THACO. The number following the slash indicates the penalty
  applied if a character wields a weapon that he is not skilled with,
  but he is skilled with a weapon in the same weaponry group (See
  below). For example, if the mage were to be skilled with a knife,
  he would only suffer a −3 penalty when wielding a dagger.
  AMBIDEXTERITY
  In exchange for 1 CSP, any character can become ambidextrous,
  but only warriors and rogues may ﬁght with a weapon in each
  hand.
  Ambidexterity:
  An ambidextrous character suffers no penalty
  when using his non-dominant hand for any actions.
  In com-
  bat, this reduces the penalty suffered to attacks with his non-
  dominant hand by 2 while ﬁghting with two weapons. This skill
  stacks with a character’s dexterity—missile attack modiﬁer (Re-
  fer to Two Weapon Fighting and Attacks with the Non-Dominant
  Hand). This skill is not considered a part of any method, and un-
  skilled penalties are, by default, already assumed elsewhere in
  the rules.
  Table 5.1: Skill Points by Class
  Combat Skill
  Class
  Points
  Unskilled Penalty
  Warrior
  4 + 1 per 3 levels
  −2/−1
  2 + 1 per 4 levels
  Priest or Rogue
  −3/−2
  Wizard
  1 + 1 per 6 levels
  −5/−3
  WEAPONRY SKILLS
  One or more CSPs are usually exchanged for skill with a sin-
  gle weapon, a grouping or even a type of weaponry, but they
  can also be exchanged to become skilled in certain speciﬁc com-
  bat expertise and methods. A character can only become skilled
  with weapons and methods allowed to his class. If a character
  becomes skilled in a group or type of weaponry, they are still un-
  able to wield weaponry in that group or of that type that is not
  allowed to their class.
  Single Weapon:
  The character becomes skilled with a single
  weapon in exchange for 1 CSP and totally negates the unskilled
  penalty associated with that weapon and partially negates the
  penalties for related weapons (Refer to Unskilled Penalty).
  Weaponry Group:
  A weaponry group consists of weapons of
  similar design such as swords or pole arms. By exchanging 2
  CSPs to become skilled with a weaponry group, a character be-
  comes skilled in all weapons within that group that are allowed
  to his class. When adding new weapons to his world, the GM
  should consider which, if any, weaponry group that the new
  weapon belongs.
  Note that the arquebus, blowgun and quarterstaff do not be-
  long to any group and must be learned separately.
  Weaponry By Type:
  Weaponry types provide the character
  with the most diverse and widest selection. They reﬂect those
  weapons that inﬂict the same type of damage, either by slash-
  ing (S), bludgeoning (B), or piercing (P). By exchanging 3 CSPs,
  Table 5.2: Weaponry Groups
  Group
  Weapons
  Axe
  Battle axe, hand/throwing axe, Pole axe
  (all)
  Bow
  Bow (all)
  Cavalry
  Flail, mace, pick (horseman varieties)
  Club, morning star, war hammer
  Club
  Crossbow
  Crossbow (all)
  Flail, mace, pick (footman varieties)
  Infantry
  Lance
  Lance (all)
  Bastard sword, long sword, scimitar,
  Long blade
  two-handed sword
  Medium blade
  Broad sword, cutlass, khopesh
  Short blade
  Dagger/dirk, knife, sickle, short sword
  Pole arm
  Pole arm (all, including pole axes)
  Lasso, net, scourge, sling, staff sling, whip
  Release action
  Spear
  Harpoon, javelin, spear, trident
  31
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  FOR GOLD & GLORY
  CHAPTER 5. COMBAT SKILLS
  a character becomes skilled with every melee or hurled weapon
  of that type which is allowed to their class. If a weapon inﬂicts
  multiple types of damage, it overlaps and is included under each
  type.
  For example, many pole arms are included in both the
  piercing weaponry type along with short sword and the slash-
  ing weaponry type along with long sword (Refer to the Melee
  Weapon Table).
  Non-lethal weaponry and ranged weaponry
  such as arquebus, blowgun, bow, crossbow are not included.
  COMBAT METHODS
  In addition to the option of weaponry specialization, single class
  ﬁghters can choose to become skilled in any or all of the follow-
  ing combat methods but only one method may be chosen at 1st
  level (the GM may make an exception in the case of Unarmed
  Combat Methods and single class ﬁghters, q.v.). Other warriors,
  rogues, priests and any multi-class combination can only become
  skilled in one combat method, ever. Single class wizards can only
  ever become skilled in one of the ranged weaponry or unarmed
  combat methods.
  In exchange for 1 CSP, a character becomes skilled in a method,
  granting bonuses when using weapon(s) which both meet the re-
  quirements of the method and in which he is skilled. For exam-
  ple, a character skilled in the single-weapon method and with the
  cutlass but not the long sword gains bonuses for single-weapon
  method if ﬁghting with a cutlass but not with a long sword (as-
  suming all other conditions of the method have been met).
  MELEE WEAPONRY METHODS
  There are four melee weaponry combat methods: single-weapon,
  two-handed, weapon-shield and dual-weapon. Single class wiz-
  ards may not exchange CSPs for melee weaponry methods.
  Single-Weapon Method:
  Often chosen by single class rogues,
  this method involves defending oneself while ﬁghting with one
  weapon in the character’s dominant hand. No other weapons or
  shields can be used in a non-dominant hand although small items
  (such as a potion) may be held. A character skilled in this method
  gains a −1 bonus to their AC. When gaining additional CSP, the
  character may exchange a second one to gain specialization in
  this method, increasing the bonus to AC a maximum of −2.
  Two-Handed Method:
  Useful whenever a character ﬁghts with
  one weapon in both hands. Some weapons require both hands
  to use while others give the option of using both hands (in this
  case, the bonus is only applied when using them with both
  hands).
  Character’s skilled in this method reduce their two-
  handed weapon’s combat speed by 3 (to a minimum of 0).
  Weapon-Shield Method:
  Preferred by many priests and war-
  rior types and colloquially referred to as “mace and board”,
  “sword and board”, etc., this method involves ﬁghting with a
  shield in one hand and a weapon in the other. When used defen-
  sively, this method provides a −1 bonus to the character’s AC.
  Alternatively, this method can be used offensively. Character’s
  skilled in the weapon-shield method can perform a shield bash
  (See below). The shield bash can take the place of a standard
  attack or be used as a secondary weapon, including all penalties
  and bonuses that apply to using the non-dominant hand, such
  as dexterity—missile attack modiﬁer and ambidexterity (Refer to
  Two Weapon Fighting).
  When gaining additional CSP, the character may exchange a
  second one to gain specialization in this method. When used de-
  fensively, specialization provides a maximum of −2 bonus to AC
  and when used offensively, it reduces the non-dominant hand
  penalty by 2 or eliminates the penalty completely if the character
  is also ambidextrous.
  Shield Bash:
  A shield bash is a normal attack and inﬂicts 1d3
  damage for bucklers and light shields, 1d4 for medium shields,
  and 1d6 for larger shields. This is usually bashing (B) type of
  damage, but a spiked buckler or other specially built shield in-
  ﬂicts Piercing (P) type damage. Strength modiﬁers apply to the
  THACO and damage of shield bash attacks, but magical shields
  do not provide any enchantment bonuses to the shield bash
  THACO or damage. A character does not gain any AC bonus
  from his shield during a round in which he employs a shield bash
  attack.
  Dual-Weapon Method:
  Also popular with rogues and others
  who shun the use of a shield (A multi-classed ﬁghter/mage, for
  instance), this method is an improved form of ﬁghting with two
  weapons, involving a weapon wielded in each hand (Refer to
  Two Weapon Fighting). Becoming skilled in this method reduces
  the penalty to the character’s THACO with both the dominant
  and non-dominant hand by 2 so that if the character is also am-
  bidextrous, they suffer no penalties at all. A character skilled in
  this method also gains the ability to wield any combination of
  two one-handed weapons.
  When chosen by a ranger, this method allows him to use any
  combination of two one-handed weapons, but only provides
  other bonuses when he is wearing armor that causes him to lose
  his two-weapon style bonus (Refer to Ranger).
  Weaponry Specialization (Fighter only):
  Weaponry specializa-
  tion requires devout focus; therefore only single class ﬁghters can
  specialize. Paladins, rangers and multi-class ﬁghters can never
  specialize with a weapon.
  A ﬁghter may specialize with any
  particular melee weapon, bow or crossbow that he is otherwise
  skilled with its use. Specializing with a melee weapon (effec-
  tively mastering its use) requires that a character exchange one
  additional Combat Skill Point (CSP) for skill with that weapon,
  and specializing in a bow or crossbow requires exchanging 2 ad-
  ditional CSPs. The ﬁghter is only allowed to specialize in one
  weapon at 1st level, but is able to specialize in other weapons as
  he gains additional CSPs (Refer to Combat Skills).
  A ﬁghter specialized with a melee weapon gains a +1 bonus
  to attack rolls and a +2 bonus to damage with that weapon. A
  ﬁghter specialized with the bow or crossbow gains a +2 bonus
  to attack when wielding a bow within 6 to 30 feet of his target
  or when wielding a crossbow within 6 to 60 feet. In addition,
  specialization with a bow or crossbow allows the ﬁghter to ﬁre
  the weapon before initiative is rolled, so long as the weapon has
  been previously nocked and trained on a visible target. Further-
  more, specialization gives the ﬁghter extra attacks, as shown on
  the table below.
  Table 5.3: Fighter Weaponry Specialization
  Light
  Melee Weapon
  Fighter Lvl.
  Crossbow
  Heavy
  Crossbow
  Thrown
  Dagger
  Missile
  Thrown Dart
  Weapons
  1–6
  3/2
  1/1
  1/2
  3/1
  4/1
  3/2
  2/1
  5/1
  4/1
  1/1
  3/2
  2/1
  7–12
  13+
  5/2
  2/1
  3/2
  5/1
  6/1
  5/2
  32
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  CHAPTER 5. COMBAT SKILLS
  FOR GOLD & GLORY
  RANGED WEAPONRY METHODS
  There are two ranged weaponry methods: missile-weapon and
  hurled-weapon. Skill in each ranged method can only be gained
  once and with only one weapon.
  Only single class ﬁghters
  are able to become skilled in both missile weapon and hurled
  weapon methods.
  All others, including wizards, may only
  choose one.
  Missile-Weapon Method:
  Open to all, including wizards us-
  ing the sling, this method involves combat with any single mis-
  sile weapon requiring ammunition, chosen from among those in
  which he is already skilled or specialized (Refer to Weaponry
  Specialization), except the arquebus. Skill in this method allows
  the character to move up to half their movement value and retain
  their full attack rate. (Refer to Movement and Ranged Attacks).
  In addition, if he does not move during the round while mak-
  ing his attack(s), the character gains a bonus of −1 to his AC,
  and a +2 bonus to his THACO when making a called shot with
  the chosen weapon. If a ﬁghter character has also gained a point
  blank range category from specialization in the chosen weapon
  (and does move while ﬁring), he gains a +2 bonus to THACO
  when within point blank range. And ﬁnally, a mounted character
  who has chosen a bow or crossbow method reduces his penalties
  for attacking with his chosen weapon while riding by 2 (maxi-
  mum of 0) and if the chosen missile weapon is not a bow or cross-
  bow, the character gains the ability to ﬁre while riding (Refer to
  Mounted Combat).
  Hurled-Weapon Method:
  Open to all, including wizards using
  the dagger or dart as a hurled weapon, this method involves com-
  bat with any single hurled weapon, chosen from among those in
  which he is already skilled. Skill in this method allows the char-
  acter to move up to half their movement value and retain their
  full attack rate. (Refer to Movement and Ranged Attacks).
  In addition, if he does not move during the round while mak-
  ing his attack(s), the character gains a bonus of −1 to his AC, and
  a +2 bonus to his THACO when making a called shot with the
  chosen weapon.
  And ﬁnally, a character gains the ability to hurl the chosen
  weapon while riding (Refer to Mounted Combat).
  UNARMED COMBAT METHODS
  There are two unarmed combat methods: brawling-attack and
  wrestling-attack. While favored by all members of certain monas-
  tic orders, only single class ﬁghters are able to become skilled in
  both brawling-attack and wrestling-attack methods. All others,
  including wizards, may only choose one.
  Brawling-Attack:
  Becoming skilled in this method grants a +1
  bonus to the character’s THACO and +1 to his damage while
  brawling. A skilled brawler can choose the next highest or lowest
  brawling maneuver, and if he is holding nothing in either hand,
  he also can make an additional brawling attack per round.
  Wrestling:
  Becoming skilled in this method grants a +1 bonus
  to the character’s THACO and +1 to his damage while wrestling.
  A skilled wrestler can choose the next highest or lowest wrestling
  maneuver and gains a +2 bonus to his strength while rolling his
  strength checks to maintain a hold.
  Unarmed Combat Specialization (Fighter Only):
  A single class
  ﬁghter can exchange up to 4 CSP (even at character creation) to
  specialize, double or triple-specialize in one (or both, as appli-
  cable) unarmed combat methods. For each additional CSP ex-
  changed, all applicable bonuses increase by 1, and the character
  is able to choose an additional maneuver, higher or lower, from
  the results table. For example: a single specialized brawler or
  wrestler (exchanging 2 CSPs) is able to choose his maneuver from
  among the two higher or two lower results (a total of 5 optional
  results). A double specialized character would be able to choose
  from among 7 results, and a triple specialist in wrestling or brawl-
  ing would have 9 results to choose from.
  33
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  Devon Chulick (Order # )
  
  CHAPTER 6
  NON-COMBAT SKILLS
  Skills help deﬁne a character’s abilities beyond their class.
  Skills take the form of either an “ability score check” or a “skill
  check” made when appropriate.
  Skills are purchased during
  character creation and when acquiring levels. A character can
  only use skills they’re proﬁcient in: a character is either proﬁcient
  in a skill or they’re not (untrained).
  A check is a d20 roll plus or minus modiﬁers against the char-
  acter’s relevant ability score. If the character’s roll is less than
  or equal to their their ability score they succeed. Positive modi-
  ﬁers increase the ability score (making things easier) and negative
  modiﬁers reduce it (making things more difﬁcult). A roll of 1 is
  always a success and a roll of 20 is always a failure regardless of
  the ability score.
  As a rule, a check is only made when the results are important.
  Most tasks are so mundane that the GM should consider it an
  automatic success. A check may be requested to see how well the
  character has succeeded or failed. A greater margin of success (or
  failure) should lead to more dramatic results.
  LEARNING SKILLS
  Characters begin with skill points at level 1, including a bonus
  granted by intelligence, and gain new skills at certain levels. Skill
  points at 1st level must be spent during character creation. Spend-
  ing the required skill points is enough to become proﬁcient in that
  skill. Investing an additional point in a skill gives a character the
  “Advanced” status, granting a +3 bonus. Investing another point
  gives a character “Mastery” which grants another +3 bonus (+6
  max).
  At further levels, skill points may be saved but skill points can
  only ever be spent while leveling up. Learning new skills as-
  sumes the players are training in their downtime. If the GM re-
  quires it, characters may need to ﬁnd a trainer to learn a particu-
  larly difﬁcult skill.
  OPTIONAL: ADDITIONAL SKILLS
  Adventurers receive very few skill points. Over the course of
  their entire careers, an adventurer will either become moderately
  proﬁcient in a handful of skills or a master of few. The reason
  is because a player character’s primary ﬁeld of specialization is
  adventuring and the uniqueness of player classes represents this.
  If players need a specialist, there are plenty of opportunities to
  hire one.
  If GMs want players to be more self-sufﬁcient and robust in
  their skills they may offer additional skill points (perhaps the
  starting value every 3rd or 4th level). This means players will rely
  Table 6.1: Skill Points by Class
  Class
  Starting Skills
  New Skills
  Warrior
  3
  1 every 3rd level
  Wizard
  4
  1 every 3rd level
  Priest
  4
  1 every 3rd level
  Rogue
  3
  1 every 4th level
  less on outside help but it also means there will be overlap where
  characters will share equal proﬁciency with each other. The rule
  that only the most proﬁcient character is tested should still apply.
  BEGINNING TRADE OR KNOWLEDGE
  Before a character began adventuring, they likely apprenticed in
  a trade or specialized in a ﬁeld of study. Upon creation a char-
  acter receives a free trade or knowledge skill of their choice that
  they’re proﬁcient in. Trade and knowledge skills are detailed in
  the skill descriptions.
  WHAT DOES A CHARACTER KNOW?
  Being proﬁcient in a skill is enough to use it but doesn’t necessar-
  ily represent their experience. A person with high charisma may
  be great at persuading people but not exactly because they know
  psychology or know the right words to say like a more proﬁcient
  person would. Think of this as the difference between talent and
  experience. A character with advanced or master proﬁciency in
  a skill is more knowledgeable than a person without even if their
  ability score is weaker.
  USING SKILLS
  Unless otherwise noted, using a skill or making a check is a single
  action that takes a full round. Sometimes a skill may require more
  or less time as appropriate. A carpenter building a wooden table
  may take a full day while building a simple cottage would require
  a month or more.
  Because player characters are often in a group, the character
  with the best skill check should be used when group actions are
  taken. The results of a skill are either success or failure. A failed
  roll may allow a reroll given the situation but generally a failed
  check carries a dramatic result. For example, failing on a climb
  check results in you falling. Failing to talk down a merchant may
  allow renegotiations but he’s now angry and even more difﬁcult
  to talk down than before.
  It’s assumed the character using the skill has the appropriate
  tools or means to use the skill. You can’t chop down a tree with-
  out a good cutting tool and being blindfolded makes it impossi-
  ble to see.
  ABILITY SCORE CHECKS
  Ability score checks (or simply ability checks) are rolls made
  against the related ability score. Ability checks are tested in one
  of two scenarios:
  Untrained Skill:
  If a character wants to use a skill untrained
  they must test against their ability score. The difﬁculty of per-
  forming a check untrained is always at a −2 penalty plus any
  negative penalties resulting from the skill’s inherent difﬁculty. If
  a skill has a bonus it is not applied and if a skill allows abilities
  to be made without a check, an untrained character must instead
  check for them.
  Some skills cannot be used untrained and are designated in
  their description.
  35
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 6. NON-COMBAT SKILLS
  General Use:
  Some actions and situations are so general that
  they do not need to be attributed to a skill. Trying to spot some-
  one in a crowd or maintain your balance on a slippery ﬂoor
  doesn’t require a speciﬁc skill: anyone can do it. Whenever a
  situation would call for a check but no skill is applicable, the GM
  should assign an ability check.
  AIDING ANOTHER
  Although the character with the best skill in a group should be
  checked, other characters may contribute as the situation war-
  rants. Characters proﬁcient in the skill used may assist with a
  skill check: a successful check results in a +2 modiﬁer. Only one
  character may assist at a time. If any assisting character rolls a
  dramatic failure a −2 penalty is applied instead: the character
  gets in the way by accident!
  Some skills can’t be assisted (assisting someone in a card game
  may be cheating) or require speciﬁc gear (pitons and rope for
  climbing). The GM has ﬁnal say if a skill allows assists. You can
  assist in a general ability check if the situation allows for it but
  assisting in a skill requires you to be proﬁcient.
  DIFFICULTY MODIFIERS
  Certain scenarios may call for a penalty or bonus to the skill
  check. A rusty hammer and cracked forge makes smithing dif-
  ﬁcult just as rain will make a rocky surface slippery. Modiﬁers
  should be assigned from −4 to +4 being impossibly difﬁcult to
  incredibly easy.
  SKILL DESCRIPTIONS
  General skills are skills that anyone can learn regardless of class.
  A skill’s difﬁculty is the modiﬁer applied to the character’s check.
  This doesn’t include any situational modiﬁers the GM may apply.
  Untrained (U) skills can be used untrained. If a skill doesn’t
  say it can be used untrained, it cannot be used at all.
  Acrobatics (Rogue, Dexterity, +0, 1 skill point)
  Trained acro-
  batics are experts at balancing and tumbling. In addition to its
  normal uses, an acrobat can use this skill in place of a perform
  skill to earn money. A character cannot use this skill if they are
  more than lightly encumbered.
  Defensive Roll: By not attacking in a round, a character can im-
  prove their AC by 4 during a round.
  Quick Attack: When ﬁghting unarmed, a trained acrobat gains
  a +2 bonus to their attack roll.
  Tuck-and-Roll: A character who falls from a height of 60 feet or
  less can reduce their damage by half on a successful check. A
  successful check results in no damage from a height less than 20
  feet.
  Balance: A character can maintain their balance on narrow sur-
  faces not inclined greater than 45 degrees up or down. A char-
  acter can move up to 60 feet in a round (not exceeding their
  maximum movement) and must succeed on a skill check each
  increment of 60 feet. A surface that’s an inch or less (the width
  of a rope) imposes a −10 penalty, −5 if the surface is two-to-six
  inches, and no penalty if the surface is seven inches or wider. Ad-
  vanced proﬁciency reduces penalties by 2 and mastery reduces
  penalties by another 2 points. A balancing rod reduces penalties
  by 2 although strong winds make balancing difﬁcult.
  A character can ﬁght while balancing at a −5 penalty to their
  attack roll and must immediately make a check at the beginning
  of the round. A character loses their AC bonus from dexterity
  and if damaged they must immediately succeed on a check or
  fall.
  Animal Handling (General, Wisdom, −1, 2 skill points)
  Ani-
  mal handling includes the ability to rear and train animals, mag-
  ical and mundane.
  Calm Animal: A successful check calms a frightened or agitated
  non-magical animal. This skill does not stop a hungry predator
  from attacking but does keep an angry bull from charging or a
  dog from barking.
  Train Animal: Animal handling allows a person to train normal
  animals. Animals can be taught tasks or tricks. Tasks are general
  commands such as “guard,” “attack,” or “fetch.” Tricks are spe-
  ciﬁc tasks such as training a horse to count with its hooves or a
  dog to balance a treat on its nose. A particular animal can know
  a combination of 2d4 tasks and tricks. Training for a task requires
  1d3 months of uninterrupted training while a trick requires 2d6
  weeks. At the end of this period a skill check is made to see if the
  training is successful.
  Magical creatures and monsters with animal intelligence can
  be trained with a −4 penalty.
  Such creatures, including wild
  predators, must be tamed when they’re young. This taming pro-
  cess requires a month of uninterrupted work followed by a skill
  check. A successful check means the creature is tamed and fur-
  ther work allows training. A failed check means the creature re-
  tains its instinctual nature and can never be trained.
  Special: Rangers and druids spend only 1 skill point to become
  trained in this skill.
  Appraise (Rogue, Intelligence, +0, 1 skill point)
  A character
  can assess the value of a valuable objects (antiques, art, jewels,
  gems, and other crafted mundane objects) including the ability
  to tell if an item is a counterfeit or fake. The character must study
  the item for a full minute and a successful check gives them an
  accurate assessment with a 10% margin of error up or down. A
  roll of 20 gives a wildly inaccurate reading. The GM should roll
  this check in secret.
  Blind-Fight (Rogue/Warrior, 2 skill points)
  A character trained
  in this skill isn’t hindered by poor lighting. They suffer no AC
  penalty in dark conditions and the attack penalties for dim and
  no lighting are reduced by half (−1 and −2 respectively). The
  penalty to attack invisible creatures is reduced to −2 (although
  the character cannot pinpoint their exact location) and characters
  move at one-half speed in total darkness vice one-third.
  These beneﬁts only apply to melee combat. Penalties are not
  reduced for ranged attacks and the −4 AC penalty still applies to
  ranged attacks. A character with blind-ﬁght cannot actually see
  in complete darkness, they can just compensate for poor lighting
  better than most. A character can only be trained in this skill:
  further proﬁciency doesn’t give any extra beneﬁts.
  Charioteer (General, Dexterity, +0, 1 skill point)
  A trained
  charioteer automatically improves the speed of chariots by one-
  third (up to the mount’s maximum value). This skill is checked
  to maintain control or perform difﬁcult maneuvers.
  Special: Warriors gain a +2 bonus while using this skill.
  Climbing (General, Strength, +0, 1 skill point, Untrained)
  Climb is a skill that is explained in Chapter 9: Adventuring and
  Exploration. An untrained character’s base climb chance is 40%.
  A proﬁcient climber gains a +10% bonus for each skill point spent
  (up to +30% for mastery). Thieves do not gain a bonus for their
  thief skill to climb walls: this special thief ability is used when
  climbing without equipment.
  Cross-Country Running (Warrior, Constitution, −6, 1 skill
  point)
  This skill allows techniques that aid in moving swiftly
  over open terrain. A trained runner may move at twice their
  movement rate in a day’s march (8 hours) and continue this
  movement on successive days with a skill check. At the end of
  a day spent running, the character must get 8 hours of rest or
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  FOR GOLD & GLORY
  they’re immediately fatigued the next day and cannot run until
  they rest.
  A character who runs cross-country for more than an hour suf-
  fers a −1 penalty to attack rolls until they rest for the night.
  Disguise (Rogue, Charisma, −1, 1 skill point, Untrained)
  With
  the aid of cosmetics and clothing, a character can change their
  appearance. A character can change their apparent height, up
  to a foot shorter or taller, using mundane means. A character
  can change their race, sex, and age category at a −2 penalty each
  (penalties are cumulative).
  A disguise is a special skill check rolled in secret. The margin
  of success or failure is noted by the GM. In general, a disguise
  is always successful unless an observer has reason to be suspi-
  cious. Any suspicious observer is allowed a wisdom check to
  see through the disguise at a penalty/bonus based on the dis-
  guiser’s margin of success/failure respectively (a successful dis-
  guise makes it harder to spot and vice versa). If the disguiser is
  dressed as someone speciﬁc then their disguise is easier to spot
  by observers familiar with that person. An observer who recog-
  nizes a person on sight gains a +4 bonus, +6 if they’re friends or
  associates, +8 if they’re close friends, and +10 if they’re intimate.
  Endurance (Rogue/Warrior, Constitution, +0, 2 skill points)
  This skill allows a character to exert themselves in strenuous sit-
  uations (running, swimming, holding breath, and so on) twice as
  long as normal. Extremely strenuous activities or further stress
  requires skill checks to succeed. A trained character still requires
  the normal amount of food, water, and sleep and function prop-
  erly.
  Etiquette (General, Charisma, +0, 1 skill point)
  The character
  is knowledgable in the proper etiquette of dealing with royalty
  and nobility. They know how to address people of rank and the
  proper manners of their culture. Distinct or unique situations
  that occur rarely, such as knowing the proper way to greet an ex-
  traplanar being or a visit from the dwarven king, requires a skill
  check not to ﬂub. The GM should give characters trained in eti-
  quette hints or overlook minor faux pas in roleplay: the character
  usually knows more than the player in these situations. However,
  this skill shouldn’t circumvent roleplay completely; just because
  you know the rules of socializing doesn’t save you from being
  offensive or rude.
  Forgery (Rogue, Dexterity, −1, 1 skill point)
  This skill allows
  someone to create duplicates of handwritten documents and de-
  tect handwritten forgeries. A person can forge handwritten doc-
  uments provided they have a reference available. It’s difﬁcult to
  forge a person’s handwriting and a forger takes a −2 penalty to
  forge an autograph and a −3 penalty to forge an entire document
  written by a speciﬁc person. A single check is made for the entire
  document or 10 pages, whichever is smaller.
  On a successful check, the document passes all observation ex-
  cept by those intimately familiar with the handwriting (usually
  the original writer themselves). On a failed check, the document
  is still passable by most people but anyone familiar with the type
  of document can detect it if they’re suspicious. A check that re-
  sults in automatic failure is instantly detectable by anyone who
  handles these kind of documents. As an example, an ofﬁcer is
  intimately familiar with military orders while a rank-and-ﬁle sol-
  dier is only familiar with their direct superior’s handwriting.
  A person trained in forgery can detect forgeries on a successful
  check. A failed check reveals no information while an automatic
  failure results in an incorrect conclusion (a forgery is legit and a
  legitimate document is a forgery). The GM rolls forgery checks in
  secret: a character always believes in their own skill even if they
  fail the check.
  A common method to defeat forgeries is signing documents
  with wax seals or using special materials. If a forger doesn’t have
  the special materials to recreate a document, it automatically fails
  any inspection by someone even remotely familiar with the ma-
  terial.
  Healing (Priest, Wisdom, −2, 2 skill points)
  A trained healer
  can administer advanced care using natural means. If a wounded
  character is tended within 10 minutes of being injured, a healer
  can restore 1d3 hit points with a successful check. A character
  can only be healed once per day in this way and cannot recover
  more hit points than lost in their injuries within a turn.
  A trained healer can oversee 6 patients during long term care.
  A person under a healer’s care can recover 1 hit point per day
  even while making strenuous actions. A character recovers 2 hit
  points per day under complete rest and a healer that’s also pro-
  ﬁcient in herbalism can heal 3 hit points per day under complete
  rest.
  A character poisoned with venom (any poison that afﬂicts via
  wounding or enters the bloodstream) can be treated by a healer.
  If the healer treats the character within the next round of being
  poisoned and works with them for ﬁve rounds total, the poisoned
  character gains a +2 bonus to their saving throw (delay the saving
  throw until after preparations). The treatment must fully take 5
  rounds or else the saving throw is made immediately when the
  work is disrupted. A healer that’s also trained in herbalism can
  treat all poisons.
  A trained healer can diagnose and cure natural diseases. A
  full day of treatment is required followed by a skill check. Suc-
  cess reduces any variable damage and duration of the disease to
  its minimum although any damage already inﬂicted isn’t healed.
  A healer trained in herbalism can diagnose the cause of magical
  diseases but magic is still required to cure these.
  Jumping (Rogue, Strength, +0, 1 skill point, Untrained)
  A
  trained jumper can perform exceptional leaps and vaults with-
  out the use of a skill check.
  Broad Jump: With a 20 foot running start, a person can leap
  2d6 + level in feet with a maximum distance of six times their
  height. Without a running start, a person can leap 1d6 + half-
  level in feet.
  Running Vertical Jump: With a 20 foot running start, a person
  can leap straight up 1d3 + half-level in feet with a maximum
  height of one-and-a-half times their height. Without a running
  start, a person can only jump 3 feet.
  Pole Vault: A character can attempt to vault with a sufﬁciently
  long pole. A pole vault requires a 30 foot running start and a
  pole that’s four to ten feet longer than the character’s height. A
  pole vault’s maximum distance is equal to one-and-a-half times
  the length of the pole and ends with the character dropping the
  pole and ending up prone on the ground. A character can land
  on their feet if the distance or height of the vault isn’t greater than
  half the pole’s length.
  For example, a character with a 20 foot long pole can leap
  through a vertical opening 20 feet in the air (landing prone), leap
  into an opening 10 feet in the air (landing on their feet), or clear a
  distance of 30 feet total (landing prone).
  Characters untrained in jumping can only jump half as long
  as a trained jumper: 1d6 + level running jump, 1d3 + half-level
  standing jump, 1 + half-level running vertical jump, and 1 foot
  standing jumps. An untrained character cannot pole vault.
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  CHAPTER 6. NON-COMBAT SKILLS
  Table 6.2: Knowledge Skills
  Notes
  Description
  Knowledge
  Ancient
  History
  Knowledge about the past history of a speciﬁc culture, civilization, or race.
  Ancient history is far removed and esoteric from what is commonly taught.
  Priest/Rogue/Wizard,
  Intelligence, −1, 1 skill point
  Knowledge about natural animals and their behaviors. This skill allows the
  Animal Lore
  character to discern an animal’s disposition on a successful check. A failed
  check reveals no information and a failure of 5 or more gives a false reading.
  Magical animals can be observed at a penalty based on how uncommon
  they are. A trained person may also make an animal call; only calls that are
  physically possible are allowed (a bird whistle is possible but a convincing
  lion’s roar is difﬁcult for an adult human). A successful check means the call
  is convincing and only magical detection reveals that it’s false. A failed
  check means the call is still convincing but a wisdom check is allowed to
  detect that it’s false and creatures or animals used to the call can
  automatically detect it.
  Warrior/Priest, Intelligence,
  +0, 1 skill point
  Astrology
  Proﬁciency in the stars, heavenly bodies, and their meaning. Astrologers can
  predict future events up to 30 days on a successful check. Events are general
  and reveal only their potential result. Astrology grants a +1 bonus to
  navigation if the stars are visible.
  Priest/Wizard, Intelligence,
  +0, 2 skill points.
  Engineers are trained in the design of complex mechanical things from
  Engineering
  simple machines like bridges and catapults to large buildings such as dams.
  This skill only allows the design, not the actual construction of such
  machines although engineers can supervise their construction. Engineers
  can operate complex machinery, plan sieges, and detect ﬂaws in building
  structures.
  General, Intelligence, −3, 2
  skill points
  Gaming
  Knowledge of games of chance common and obscure. The character has
  deep knowledge of probabilities, tricks, and techniques. The character can
  make a proﬁciency check to cheat but a roll of 17–20, regardless of success,
  indicates the character is caught. Characters on a winning streak may be
  banned outright or accused of cheating even if it’s not true.
  Rogue/Warrior, Charisma,
  +0, 1 skill point
  Knowledge of natural plants and herbs. An herbalist can identify common
  Herbalism
  plants in the wilderness and apply them to the creation of nonmagical
  mixtures. Herbalists can also create poisons from natural substances.
  Priest/Rogue/Wizard,
  Intelligence, −2, 2 skill points
  Local History
  The character has distinct and esoteric knowledge of a speciﬁc country or
  region. He knows common knowledge and facts thought lost to history. A
  trained character can tell a story as part of a performance, gaining a +2
  bonus to charisma during a social encounter on a successful check.
  Priest/Rogue, Intelligence,
  +0, 1 skill point
  This skill encompasses navigating via the wind, stars, and currents and the
  Navigation
  proper use of navigation equipment such as sextants and gyroscopes. The
  chance of getting lost on land is reduced by −5% and −20% at sea.
  General, Intelligence, −2, 1
  skill point
  Religion
  Deep knowledge of your own religion and religions of neighboring areas.
  Extra skill points grants broader knowledge of religions.
  Priest/Wizard, Wisdom, +0, 1
  skill point
  Knowledge (Varies)
  Knowledge skills allow a character to re-
  cite facts about a broad category of knowledge. One skill point
  gives proﬁciency in a single realm of knowledge. Knowledge
  checks should be called when the answer to a question is speciﬁc
  and not well known (for example, most people can point out con-
  stellations but few know the individual names like an astronomer
  would). The more obscure a question is, the less chance the char-
  acter actually knows it. A person either knows the answer to a
  question or they don’t: no rerolls are allowed unless time is spent
  researching the topic.
  Languages, Ancient (Priest/Wizard)
  This skill allows a charac-
  ter to learn obscure languages that few creatures still speak daily.
  Languages, Modern (General)
  One skill point allows a charac-
  ter to speak a new language provided a teacher is available. A
  character can never learn more languages than their intelligence
  allows. This skill does not allow a character to become literate
  in a language (see read/write language) unless the alphabet is
  derived from common or a language they already know how to
  speak.
  Perform (Varies)
  Perform is a broad skill that encompasses per-
  formance and showmanship skills. A street or tavern performer
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  CHAPTER 6. NON-COMBAT SKILLS
  FOR GOLD & GLORY
  Table 6.3: Perform Skills
  Notes
  Performance
  Description
  Dance
  Knowledge of a broad category of dance types. Popular dances are easy to
  perform but more esoteric or cultural dances are more difﬁcult.
  General, Dexterity, +0, 1 skill
  point, Untrained
  The ability to juggle handheld objects. No skill check is necessary for a basic
  Juggling
  performance unless objects larger than small size are used. Rogues may use
  juggling to catch small thrown weapons (not missiles) aimed at them or
  within close range such as daggers or darts. If they succeed on an attack roll
  using their base THACO (modify for dexterity but no other bonuses) against
  AC 0, they successfully catch the object. A failure automatically causes
  damage even if the attack would have missed. The rogue must have a free
  hand and must be aware of the attack.
  General, Dexterity, −1, 1 skill
  point
  Instrument
  The character is proﬁcient in a single instrument. Additional skill points
  allow mastery of a new instrument. Skill checks aren’t required for most
  performances.
  General, Dexterity, −1, 1 skill
  point
  The character is proﬁcient in vocal performances. Training is good enough
  Singing
  in most cases but singing in an opera or other taxing performances requires
  a skill check.
  General, Charisma, +0, 1 skill
  point, Untrained
  in a modestly sized town can earn copper pieces equal to their
  margin of success each day or more in a city. Notable performers
  will eventually be invited to private gatherings. Legendary per-
  formers are noticed by royalty and even extraplanar beings. A
  character must be trained in perform skills individually.
  Read Lips (Rogue, Intelligence, −2, 2 skill points)
  A trained
  lip reader can discern a conversation via lip movement and body
  language. Proﬁciency allows a character to know one language
  they can speak. They must be within 30 feet of the speaker and
  be able to see them speak. A successful skill check allows the
  character to understand the gist of the conversation with basic
  details and simple names (about 70% of a conversation). A failed
  check gives no result.
  Read/Write Language (Rogue/Wizard)
  This skill allows a per-
  son to become literate in a language they can speak.
  Riding (General, Dexterity, +0, 1 skill point, Untrained)
  A
  trained rider can handle piloting a mounted creature. Most ac-
  tions don’t require a check unless the action is dangerous and
  failure could result in injury. It’s assumed a mount is ﬁtted with
  saddle and reigns. Riding barebacked is difﬁcult and gives a −2
  penalty to all checks and any actions that would normally hap-
  pen without a check must succeed on a skill check.
  This skill assumes normal, four legged land-based mounts are
  ridden (horses, camels, donkeys, etc.). Exotic mounts, such as
  monstrous creatures, ﬂying creatures, and underwater creatures
  all impose a −2 penalty to ride checks due to their difﬁculty.
  Saddle Vault: A trained rider can mount the saddle of a station-
  ary creature as part of their movement. A skill check is necessary
  to instantly mount a creature without a saddle, to get the crea-
  ture to move in the same round it was mounted, or to mount a
  moving creature.
  Jump: A trained rider can make a mounted creature jump small
  obstacles or gaps. With a running start, a four legged creature
  with a rider can easily leap obstacles no more than half their
  height or gaps that are less than twice their height in distance. A
  successful check can make the creature double its jumping height
  and triple its jumping length. A failed check causes the mount to
  rear and the rider must make another check to remain in the sad-
  dle.
  Spur: On a successful check a rider may increase their mount’s
  speed by 6. This speed can be maintained for up to four rounds
  but a successful check is required to maintain it. If a check fails
  on a subsequent round the mount’s speed is reduced by half for
  one turn. A mount’s speed is reduced by 6 or half (whichever is
  less) for one turn after being spurred on.
  Guide with Knees: A trained rider can automatically guide a
  mount with their knees, freeing both hands. A check is needed to
  stay in the saddle if the rider suffers from damage. If the rider has
  at least one hand on the reigns they don’t have to make a check if
  injured.
  Shield: A trained rider can drop down the side of their mount,
  using its body as a shield. The rider cannot attack in the same
  round while using this action. The character’s armor class is im-
  proved by 6 and any attacks that would hit them will hit the
  mount instead. No check is required to use this maneuver un-
  less the character is armored or encumbered: a penalty of −1 is
  imposed for every 1 point of AC for the rider’s armor and a −4
  penalty if their movement is reduced by carried weight.
  Leap from Saddle: A trained rider can leap from their saddle
  and attack one creature within 10 feet. The rider can jump at any
  point during the mount’s movement on a successful check at a
  −4 penalty. A failed check causes the rider to fall, suffering 1d3
  points of damage. Only one melee attack can be used in a round
  where the rider leaps from the saddle.
  Set Snares and Traps (Rogue/Warrior, Intelligence, −1, 1 skill
  point)
  A trained character can create and setup traps and
  snares. A proﬁciency check is made at the end of the work pe-
  riod. A successful check means the trap can work although it’s
  not an indicator that anything will actually trigger the trap. A
  failed check makes the character believe the trap will work but
  it’s actually faulty in some way (rope fails to snatch, components
  are broken, etc.). There is no means of checking a failed trap with-
  out attempting to spring it which ruins the trap anyway.
  Small Snare: With 6d10 minutes worth of work, a snare can
  be set to capture small game (rabbits, stoats, and other vermin).
  Animal snares require little components and can be made from
  natural materials such as vines.
  Large Snare: A large snare, designed to catch up to large-sized
  creatures (stags, bears, tigers, etc.) can be constructed with the
  help of at least one other person and 2d4 hours of work at a −4
  penalty to the check. Large snares include pitfalls and nets and
  usually require some kind of tool like a shovel.
  Man Traps: These are cunning traps speciﬁcally rigged to kill
  intelligent humanoids. These are usually jury rigged traps made
  from common materials on hand such as a crossbow attached to
  a tripwire or spiked springboards. Usually one person can con-
  struct man traps at a -4 penalty and setup time is based on their
  complexity.
  Special Bonus: Characters proﬁcient in animal lore gain a +2
  bonus when setting snares to catch game.
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  CHAPTER 6. NON-COMBAT SKILLS
  Spellcraft (Wizard, Intelligence, −2, 1 skill point)
  This skill
  allows an observer to identify magic and magical effects. If a per-
  son observes a spell as it’s being cast, a successful check allows
  them to identify what the spell is. A person can also identify a
  spell based on the components used. This check can be used to
  identify the school of a spell already in effect (useful for perma-
  nent enchantments) if the effect is observable and obvious.
  Special: Specialist wizards gain a +3 bonus to identify spells
  from their school but a −3 penalty to identify forbidden spells.
  Survival (General, Wisdom, +0, 1 skill point, Untrained)
  Sur-
  vival is the basic ability to survive in hostile terrain. A survivalist
  reduces the chance of being lost by 5% per skill point (only the
  highest trained character counts).
  Forage: A survivalist can forage for food and water, ﬁnding
  enough resources to sustain a number of human-sized characters
  equal to their margin of success. Foraging requires an hour and
  a successful skill check. The terrain affects the difﬁculty of forag-
  ing. For example, it’s very easy to ﬁnd food and water in a for-
  est (+4 bonus) but nearly impossible in the desert (−4 penalty).
  Sometimes it’s easier to ﬁnd food than water or vice versa; for ex-
  ample, you can always ﬁnd fresh snow to melt in a frozen tundra
  but ﬁnding food is more difﬁcult.
  Fire-Building: A trained survivalist can automatically build a
  ﬁre in 2d10 minutes without a tinderbox. If wet tinder is pro-
  vided, the time is increased to 3d10 minutes and a successful skill
  check must be made.
  Sense Direction: The character must concentrate for 1d6 rounds.
  On a successful skill check they know their relative direction. On
  a failed check they misread their direction by 90 degrees east or
  west and an automatic failure makes them believe they’re headed
  in the opposite direction. Add a +2 bonus if the sun or moon is
  visible, +2 if a large landmark is visible (mountain or river), −1
  at night, and −2 in fog or reduced visibility. Determining di-
  rection underground is nearly impossible for most creatures (ﬂat
  −4 penalty) although dwarves automatically know their direc-
  tion underground. A character always believes their reading is
  correct (GM rolls in secret). Further checks cannot be made un-
  til conditions change such as a new landmark appearing or the
  sun/moon becoming visible.
  Weather Sense: With a successful check the character can accu-
  rately predict weather conditions (humidity, wind, and temper-
  ature spikes) for the next 6 hours. A failed check gives a false
  reading. Only one check can be made every 6 hours. For every
  6 hours of observation, a character gains a +1 bonus to their next
  skill check as they’re able to predict weather patterns. Sleep or
  other distracting activities negate this bonus.
  Swimming (General, Strength, +0, 1 skill point)
  A character
  with this skill is a practiced swimmer and does not have to per-
  form skill checks except in hazardous conditions. An untrained
  swimmer can ﬂoat and hold their breath but will sink in anything
  but the calmest waters. This skill is explained fully in Chapter 9:
  Adventuring and Exploration
  Tracking (Rogue/Warrior, Wisdom, +0, 2 skill points)
  This
  skill functions exactly the same as the ranger class skill. However,
  non-rangers automatically suffer a −6 penalty to their tracking
  skill due to its extreme difﬁculty.
  Special: Rangers are automatically proﬁcient in this skill. Fur-
  ther skill points give them the standard +3 bonus on top of the
  bonus they receive for being a ranger.
  Trade (Varies)
  Trade skills cover the knowledge, application,
  and practice of a professional trade or craft. One skill point gives
  proﬁciency in a single trade skill. This skill allows the supervi-
  sion of assistants allowing untrained people to assist in the skill
  check. This list is nowhere near exhaustive but represents com-
  mon jobs seen in many societies.
  Use Rope (General, Dexterity, +0, 1 skill point, Untrained)
  A
  trained character has extensive knowledge of knots and tying
  techniques. A skill check at a −6 penalty can be used to slip free
  of knotted bonds. A trained character gains a +2 attack bonus
  with a lasso and a +2 bonus to climb checks when assisted with
  a rope. A trained character can bind someone with rope: on a
  successful check, no human-sized creature can break the binding
  unless they have strength 20 or greater. A failed check allows a
  character with 18 strength or greater to break the binds or slip out
  with a dexterity check at −12 penalty.
  Table 6.4: Trade Skills
  Trade
  Description
  Notes
  Agriculture
  Planting, harvesting, irrigation, tending of farm animals, herding, preparation of meat
  and vegetables.
  General, Intelligence,
  +0, 1 skill point
  Creation of metal armors. A check is made at the end of the crafting period, a failed
  Armorer*
  check resulting in ﬂawed armor which has an AC penalty of 1 (a person wearing ﬂawed
  armor is usually unaware of this issue). Proﬁcient armorers can detect ﬂaws by studying
  a suit of armor. Field plate or full plate requires the recipient to be present for a week of
  production. An armorer can modify plate mail to ﬁt someone else with a week’s worth
  of work.
  Warrior, Intelligence,
  −2, 2 skill points
  Artist
  (Field)
  Fundamental theories of art including color theory, values, anatomy, perspective, and
  form. An artist specializes in a chosen ﬁeld (painting, sculpting, etc.) when choosing this
  proﬁciency. An artist gains a +1 bonus when appraising other art or making checks
  related to music or acting.
  General, Intelligence,
  +0, 1 skill point
  Blacksmith* The creation of metal implements like horseshoes and crowbars. Blacksmiths also create
  blunt metal weapons such as maces and ﬂails. This skill does not include the creation of
  bladed weapons or armor (those are armorer and weaponsmith appropriately).
  General, Strength, +0, 1
  skill point
  Bowyer/
  Fletcher*
  Allows the creation of bows and arrows (a weaponsmith is required to make
  arrowheads). Successful checks create a bow that lasts for a long time. A failed check
  results in a bow that snaps under stress (a roll of a natural 1 on an attack check) or
  arrows that have a 50% chance of automatically missing when ﬁred. A skilled bowyer
  can detect ﬂaws in bows and arrows.
  General, Dexterity, −1,
  1 skill point
  Continued on next page. . .
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  ...continued from previous page.
  Trade
  Description
  Notes
  Brewing
  A proﬁcient brewer has all the knowledge to create alcoholic drinks including setting up
  a still, selecting the proper ingredients, and determining if an alcoholic drink is pure or
  watered down.
  General, Intelligence,
  +0, 1 skill point
  Carpentry
  The character can construct and repair items made from wood. Complicated
  constructions require either plans (usually from an engineer) and delicate or detailed
  work requires a check.
  General, Strength, +0, 1
  skill point
  Cobbler
  Craft, design, and repair of shoes and footwear.
  General, Dexterity, +0,
  1 skill point
  Cooking
  Mastery of the science of cooking. Most people can prepare simple meals but a character
  proﬁcient in cooking has knowledge of ingredients, the relation of ﬂavors and tastes,
  and the different methods of cooking to prepare extravagant meals.
  General, Intelligence,
  +0, 1 skill point
  Fishing
  Knowledge of ﬁshing with a wide range of tools including hook and line, spear, or net.
  With hook, spear, or hand (in shallow water) a character can catch a number of ﬁsh
  equal to their margin of success (minimum 1) per hour or three times this amount with a
  ﬁshing net. The GM should adjust the difﬁculty in areas with few or abundant ﬁsh.
  General, Wisdom, +0, 1
  skill point
  Gem
  Cutting
  Uncut gems aren’t as valuable as a ﬁnished product. A proﬁcient character can ﬁnish
  1d10 stones in a day on a successful check. Failed checks ruin the quality of a gem and
  reduce its value by one step lower than it is. An automatic success increases the value of
  the gem by one step.
  Wizard/Rogue,
  Dexterity, −2, 2 skill
  points
  Hunting
  Proﬁciency in stalking game. It typically takes an hour to pick up a trail and a skill check
  is made by the GM. A successful check puts the hunter within 100 + 1d100 yards of his
  prey. Additional skill checks may be made to close an additional 20 yards although a
  failed check in this case automatically alerts the prey to the hunter assuming the prey
  doesn’t have special senses (proper hunting includes masking scents and staying
  downwind). A hunter can lead an untrained party at a −1 penalty for each untrained
  individual. A skilled hunter can stalk prey on a horse although they can’t close the
  distance without losing surprise due to the horse’s noise. Hunting dogs can be used to
  cut down the time spent hunting and chase prey but the barking of dogs automatically
  alerts prey after they’re stalked.
  Warrior/Rogue,
  Wisdom, −1, 1 skill
  point
  Mining
  Knowledge of surveying and mining. A character can survey up to 4 square miles of
  land per week, making a proﬁciency check at the end of the week. A successful check
  (rolled in secret by the GM) determines what minerals (if any) are located in the area. A
  failed check reveals nothing while checks that fail by 10 or more reveal a false ﬁnding. A
  character with mining skills can also supervise unskilled laborers (5 per point spent)
  and guide a party through constructed mines with a successful check.
  General, Wisdom, −3, 2
  skill points
  Pottery
  The ability to craft items made from clay. A potter can create four small items (cups),
  two medium sized items (vase), or one large item (gallon jugs) per day on a successful
  check which includes ﬁring the items in a kiln. Raw materials cost 1 copper per small
  item, 3 copper per medium item, and 5 copper for large items. This skill only covers the
  creation of clay items. Additional details, such as paintings and etchings, are handled by
  artists.
  General, Dexterity, −2,
  1 skill point
  Seamanship Training in basic seamanship such as rigging lines, hoisting sails, and damage control.
  This skill does not cover actual navigation at sea.
  General, Dexterity, +1,
  1 skill point
  Seamstress/
  Tailor
  Covers embroidery, repair, and design of clothing made from threaded materials such as
  silk, cloth, burlap, and leather. Most adventurers can make basic repairs with needle
  and thread but a seamstress can design new clothing from scratch.
  General, Dexterity, −1,
  1 skill point
  Stonemason Covers the creation of stone structures, cutting, chiseling, and carving stone.
  Stonemasons can supervise unskilled laborers (5 per point spent). Skill checks are
  necessary for detailed work. Dwarves are accomplished stonemasons and have an
  effective +0 difﬁculty.
  General, Strength, −2,
  1 skill point
  Tanner
  Knowledge in turning hide into leather. Tanners may also create leather items such as
  backpacks, tunics, coats, and leather armor.
  General, Intelligence,
  +0, 1 skill point
  Weapon-
  smith*
  This skill covers the construction of bladed weaponry and crossbows. Blunt weapons
  are covered by blacksmiths. Failed checks waste the raw materials and ruin the weapon.
  Warrior, Intelligence,
  −3, 3 skill points
  Weaving
  Weavers create thread, tapestries, and draperies from wool or cotton. A weaver can
  create two square yards of material per day. Skill checks are necessary when creating
  detailed work or using delicate materials like silk.
  Weaving, Intelligence,
  −1, 1 skill point
  *These craft skills follow special rules for creation. First, convert the cost of the item created into silver pieces (1 gp = 10 sp) if
  necessary. Raw materials costing a third of the item’s value must be spent. At the end of a week’s work, a skill check is made.
  Multiply the margin of success (minimum 1) by 50 sp: this is how much work has been accomplished in a week’s time. When
  the amount of work equals or exceeds the silver value of the item, it has successfully been constructed. Doubling, tripling, or
  quadrupling the value of an item results in it being ﬁnished in one half, one third, or one fourth of the time.
  Sometimes it’s necessary to ﬁnd out how much work is accomplished in a single day. Convert the items value into copper pieces
  (1 gp = 10 sp = 100 cp) and instead multiply the margin of success by 50 cp.
  Unless otherwise noted, a failed check results in no progress made that week and wastes the raw materials. An automatic failure
  ruins the item wholly.
  41
  Devon Chulick (Order # )
  
  Devon Chulick (Order # )
  
  CHAPTER 7
  EQUIPMENT
  While each class offers its own unique talents and abilities, a
  character is nothing without equipment. Equipment comes in
  the form of armor to protect him, weapons to strike down his
  enemies, food to keep him fed, blankets to keep him warm, and
  the money he uses to purchase it. This section isn’t a detailed
  description of in-game economy although a working system can
  be built using it.
  There are ﬁve primary currencies, based on the metal they’re
  minted from. They are assumed to be in universal use across the
  world. The names are generic and the exchange rates ﬁxed, how-
  ever, this is merely the information given to the player characters.
  It’s up to the GM to decide if he should change, rename, or even
  drop currency altogether. Copper and silver coins minted in one
  realm and the corresponding coins of a neighboring realm may
  be worth drastically different rates, especially when the currency
  crosses the border. Generally speaking, though, the price of gold
  is the same across the world.
  The basic coins of the realm are the copper piece (cp) and silver
  piece (sp). These are the coins used by “common folk” in day-to-
  day exchanges. More rare is the gold piece (gp), which is used by
  big businesses such as banks, ranking authority, and adventurers.
  The gp is the standardized coin for adventurers and most prices
  are based on it. The most rare coins are the electrum piece (ep)
  and platinum piece (pp). These coins are no longer being minted,
  are of dubious value in the open market, and are only found
  among ancient treasure troves and amongst collectors. That’s not
  to say a shop won’t take them, however, a shopkeeper is more
  willing to accept a standardized and currently minted gold coin
  than an ep or pp.
  There are other means of exchange and very rarely do the
  common folk deal with coins alone. Coins depreciate in value,
  whereas objects don’t.
  Coins aren’t very portable in large
  amounts, whereas objects can be worth thousands while main-
  taining a fraction of the weight. A ﬂawless emerald, the deed
  to land, and even a pig or cow make excellent forms of portable
  wealth and most people are more than willing to trade for them.
  All coins, regardless of metal, weigh 1 pound per 50 units.
  Metal bars also make good, portable currency. A 1-pound bar
  of gold, for example, is always worth 50 gp.
  Table 7.1: Exchange Rates
  PP
  GP
  EP
  SP
  CP
  Coin
  Copper Piece (CP)
  1
  1/10
  1/50
  1/100
  1/500
  1/50
  1/10
  10
  1/5
  1
  Silver Piece (SP)
  Electrum Piece (EP)
  50
  5
  1
  1/5
  1/10
  1/5
  1
  100
  2
  10
  Gold Piece (GP)
  Platinum Piece (PP)
  500
  50
  10
  5
  1
  Table 7.2: PC Starting Money
  Class
  Starting Funds
  Warrior
  5d4 × 10 gp (100 gp)
  (1d4 + 1)
  Wizard
  × 10 gp (30 gp)
  Rogue
  2d6 × 10 gp (60 gp)
  3d6
  Priest*
  × 10 gp (90 gp)
  *After purchasing their equipment, priests are allowed to
  keep 1d3 gold pieces. The rest must be donated to their
  organization or church.
  STARTING MONEY
  All starting PCs begin with a certain amount of money.
  This
  may reﬂect a sudden windfall, the character’s life savings, gifts
  from family, or any aspect that would make sense within the
  game world. Starting funds should never be shared or lent dur-
  ing character creation even if the characters are family, friends,
  or acquaintances. Starting funds are based on class, and multi-
  class characters pick the most advantageous row. The number in
  parenthesis is the average value.
  STANDARD EQUIPMENT LISTS
  The equipment lists show the average value of many items a
  starting character would commonly have access to. The lists do
  not reﬂect the current state of the economy, supply, or demand.
  The prices are guidelines, and they can ﬂuctuate higher or be
  haggled down to better deals. The more unusual items include
  descriptions.
  Table 7.3: Carrying Capacity
  Volume
  Capacity
  Item
  Backpack
  50 lbs.
  3’ × 2’ × 1’
  Basket
  2’
  20 lbs.
  Large
  × 2’ × 2’
  Small
  10 lbs.
  1’ × 1’ × 1’
  Belt Pouch
  6”
  8 lbs.
  Large
  × 8” × 2”
  Small
  5 lbs.
  4” × 6” × 2”
  Chest
  3’
  100 lbs.
  Large
  × 2’ × 2’
  Small
  40 lbs.
  2’ × 1’ × 1’
  Sack
  4’
  80 lbs.
  Extra-large*
  × 2’ × 2’
  Large
  30 lbs.
  2’ × 2’ × 1’
  1’
  15 lbs.
  Small
  × 1’ × 8”
  Tiny
  4 lbs.
  6” × 6” × 4”
  Saddle Bags
  18”
  30 lbs.
  Large
  × 1’ × 6”
  Small
  20 lbs.
  1’ × 1’ × 6”
  *When ﬁlled, these sacks are medium-sized.
  43
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 7. EQUIPMENT
  Table 7.4: Clothing
  Cost
  Item
  Belt
  3 sp
  Boots
  3 gp
  Riding
  Soft
  1 gp
  2 gp
  Breeches
  Cap, hat
  1 sp
  Cloak
  8 sp
  Good cloth
  Common fur
  50 gp
  3 gp
  Girdle
  Gloves
  1 gp
  12 sp
  Gown, common
  Hose
  2 gp
  3 cp
  Knife sheath
  Mittens
  3 sp
  6 gp
  Pin
  Plain brooch
  10 gp
  Robe
  9 sp
  Common
  Embroidered
  20 gp
  5 cp
  Sandals
  Sash
  2 sp
  1 gp
  Shoes
  Silk jacket
  80 gp
  6 sp
  Surcoat
  Sword scabbard, hanger, baldric
  4 gp
  6 sp
  Tabard
  Toga, coarse
  8 cp
  8 sp
  Tunic
  Vest
  6 sp
  Table 7.5: Miscellaneous Equipment
  Cost
  Weight (in lbs.)
  Item
  Backpack
  2 gp
  2
  30
  2 gp
  Barrel, Small
  Basket
  Large
  3 sp
  1
  .01
  5 cp
  Small
  Bell
  1 gp
  –
  Belt pouch
  1
  1 gp
  Large
  Small
  7 sp
  0.5
  5
  5 gp
  Block and tackle
  Bolt case
  1 gp
  1
  3
  5 sp
  Bucket
  Chain (per foot)
  Heavy
  4 gp
  3
  1
  3 gp
  Light
  Chest
  Large
  2 gp
  25
  10
  1 gp
  Small
  Cloth (per 10 square yards)
  Common
  7 gp
  10
  10
  50 gp
  Fine
  Rich
  100 gp
  10
  0.1
  1 cp
  Candle, tallow
  Candle, wax
  1 sp
  0.1
  1
  4 sp
  Canvas (per square yard)
  Chalk
  1 cp
  0.1
  2
  4 gp
  Crampons
  Fishhook
  1 sp
  .01
  5
  4 gp
  Fishing net, 10 feet square
  Flint and steel
  5 sp
  0.1
  0.1
  10 gp
  Glass bottle
  Grappling hook
  8 sp
  4
  Continued on next column . . .
  . . . continued from previous column.
  Item
  Cost
  Weight (in lbs.)
  0.1
  25 gp
  Holy item
  Hourglass
  25 gp
  1
  2
  5 sp
  Iron pot
  Ladder, 10 feet
  5 cp
  20
  Lantern
  50
  150 gp
  Beacon
  Bull’s-eye
  12 gp
  3
  2
  7 gp
  Hooded
  Lock
  Good
  100 gp
  1
  1
  20 gp
  Poor
  Magnifying Glass
  100 gp
  0.1
  0.5
  8 sp
  Map or scroll case
  Merchant’s scale
  2 gp
  1
  0.1
  10 gp
  Mirror, small metal
  Musical instrument
  5–100 gp
  0.5–3
  Oil (per ﬂask)
  2
  10 gp
  Greek ﬁre
  Lamp
  6 cp
  1
  0.01
  2 gp
  Paper (per sheet)
  Papyrus (per sheet)
  8 sp
  0.01
  0.01
  1 gp
  Parchment (per sheet)
  Perfume (per vial)
  5 gp
  0.1
  0.5
  3 cp
  Piton
  Quiver
  8 sp
  1
  Rope (per 50 feet)
  20
  1 gp
  Hemp
  Silk
  10 gp
  8
  Sack
  1
  7 sp
  Extra-large
  Large
  2 sp
  0.5
  0.1
  5 cp
  Small
  Tiny
  2 cp
  0.01
  1
  1 gp
  Sealing/candle wax (per lb.)
  Sewing needle
  5 sp
  0.01
  0.1
  8 sp
  Signal whistle
  Signet ring or personal seal
  5 gp
  0.1
  1
  5 sp
  Soap (per lb.)
  Spyglass
  1,000 gp
  1
  Tent
  20
  25 gp
  Large
  Pavilion
  100 gp
  50
  10
  5 gp
  Small
  Thieves’ picks
  30 gp
  1
  1
  1 cp
  Torch
  Water clock
  1,000 gp
  200
  1
  2 cp
  Whetstone
  Wineskin
  8 sp
  1
  3
  5 sp
  Winter blanket
  Writing ink (per vial)
  8 gp
  0.1
  Holy Item:
  Symbols and blessed items revered by a religious
  organization. Holy items can include holy water, a symbol like
  the cross, mistletoe (for druids), sacred scripture, wine, oils, pre-
  cious metals, etc. What counts as a holy item is up to the faith
  itself. Holy items by themselves are powerless but when blessed
  by a priest of the faith in a special ceremony they can be used as
  a component for spells or harming undead. Any rule that refers
  to a holy symbol or water applies to all holy items so long as they
  are blessed or specially prepared.
  Holy items usually cannot be purchased. A priest of the faith
  can requisition them but religious organizations are protective of
  their blessed items for fear of being used against their intended
  purpose. Non-priests of the faith can requisition holy items only
  if the need is pressing.
  Lanterns:
  A hooded lantern has a shutter to dim light and can
  project light in a 30-foot radius. Bull’s-eye lanterns have a sin-
  gle shutter that project a cone-shaped beam of light, 60-foot cone
  long and 20 feet wide. Beacon lanterns are unﬁt for personal car-
  44
  Devon Chulick (Order # )
  
  CHAPTER 7. EQUIPMENT
  FOR GOLD & GLORY
  Table 7.6: Provisions
  Cost
  Item
  Barrel of picked ﬁsh
  3 gp
  2 sp
  Butter (per lb.)
  Coarse sugar (per lb.)
  1 gp
  10 gp
  Dry rations (per week)
  Eggs (per 100)/ per two dozen
  8 sp, 2 sp
  3 sp
  Figs (per lb.)
  Firewood (per day)
  1 cp
  5 cp
  Herbs (per day)
  Nuts (per lb.)
  1 gp
  2 sp
  Raisins (per lb.)
  Rice (per lb.)
  2 sp
  1 sp
  Salt (per lb.)
  Salted herring (per 100)
  1 gp
  15 gp
  Spice, Exotic (saffron, clove, cumin) (per lb.)
  Spice, Rare (pepper, ginger, basil) (per lb.)
  2 gp
  1 gp
  Spice, Uncommon (cinnamon, nutmeg) (per lb.)
  Tun of cider (250 gal.)
  8 gp
  20 gp
  Tun of good wine (250 gal.)
  Table 7.7: Provisions
  Cost
  Item
  Ale (per gallon)
  2 sp
  10 gp
  Banquet (per person)
  Bread
  5 cp
  4 sp
  Cheese
  City rooms, Common (per month)
  20 gp
  6 sp
  City rooms, Poor (per month)
  Common wine (pitcher)
  2 sp
  1 cp
  Eggs or fresh vegetables
  Honey
  5 sp
  5 sp/3 gp
  Inn lodging, Common (per day/week)
  Inn lodging, Common (per day/week)
  5 cp/2 sp
  1 sp
  Meat (one meal)
  Meals, Good (per day)
  5 sp
  3 sp
  Meals, Common (per day)
  Meals, Poor (per day)
  1 sp
  2 gp
  Separate latrine for rooms (per month)
  Small beer (per gallon)
  5 cp
  5 cp
  Soup
  Table 7.8: Living Conditions
  Lifestyle
  Cost/Month
  Squalid
  3 gp
  5 gp
  Poor
  Middle-Class
  50 gp/level
  200 gp/level
  Wealthy
  rying and they’re usually mounted to buildings, ships, and wag-
  ons. Beacon lanterns project a cone-shaped beam of light, 240-
  foot cone long and 90 feet wide. Hooded and bull’s-eye lanterns
  burn one ﬂask (one pint) of oil every 6 hours. Beacon lanterns
  require a ﬂask of oil every 2 hours.
  Locks:
  Locks are large, bulky devices that work with a single
  key. Combination locks are relatively unheard of. The quality of
  a lock determines how difﬁcult it is to pick or destroy.
  Poor and good locks are commonly found in stores. Higher
  quality locks can be built at an increased price. Locks of poorer
  quality are usually second hand or decrepit because of age. The
  quality of the lock can increase or decrease the chance to pick it.
  A thief usually cannot tell the quality of a lock simply by study,
  only by attempting to pick it.
  Magnifying Glass:
  A circular prism about 6 inches in diameter
  and set in a frame with a handle usually made of wood or metal.
  Table 7.9: Services
  Cost
  Service
  Bath
  3 cp
  2 sp
  Clerk (per letter)
  Doctor, leech, or bleeding
  3 gp
  2 sp
  Guide, city (per day)
  Lantern or torchbearer (per night)
  1 sp
  1 cp
  Laundry (by load)
  Messenger, city (per message)
  1 sp
  3 gp
  Minstrel (per performance)
  Mourner (per funeral)
  2 sp
  1 sp/mile
  Teamster w/wagon
  Table 7.10: Lock Quality Modiﬁers
  Quality
  Modiﬁcation
  Wretched
  +30%
  +15%
  Poor
  Good
  0%
  Excellent
  −20%
  Superior
  −40%
  Masterful
  −60%
  It is a novelty more than a true tool. The technology to craft good
  ones doesn’t exist, making the lens distort and the magniﬁcation
  poor. Useful for starting ﬁres on a sunny, clear day.
  Merchant’s Scale:
  A small balance and pans with appropriately
  sized lead weights. Merchant’s scales are used to measure the
  weight of coins during transactions. Scales can be rigged using
  hollow or heavier weights to cheat unsuspecting victims. Some
  civilizations may mandate annual calibration tests.
  Oil:
  Greek ﬁre uses a sticky, tar-like ﬂammable substance and
  is thrown at opponents. Lamp oil is generally used to ﬁll lamps
  but can also be made into a ﬂammable weapon.
  Quiver:
  Quivers come in hip, back, ground, and bow. Hip and
  back quivers are medium size and hold 24 arrows or bolts. Bow
  quivers attach directly to the bow or crossbow and hold 6 arrows
  or bolts. Ground quivers are simple metal poles or racks that
  jut out the ground and can hold 2 bows or crossbows and 48 ar-
  rows or bolts. Because of their limited portability, ground quivers
  are used during war when archers need ready access to massive
  amounts of ammunition.
  Spyglass:
  More of a novelty than a useful tool. Only provides
  about three times magniﬁcation and objects are usually distorted.
  45
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 7. EQUIPMENT
  Thieves’ Picks:
  A collection of metal rods, picks, a clamp,
  wedge, hammer, and a saw. Allows a thief to pick locks and re-
  move traps without penalty.
  Water Clock:
  Measures time by dripping water into a basin that
  moves a rod and subsequently calculates the time. Accurate up to
  a half-hour, they are large, expensive, and clunky devices, usually
  owned by the wealthy.
  ANIMALS
  Horses:
  Horses require adequate forage to eat or a bag of good
  quality grain each day. Heavy warhorses cannot survive on graz-
  ing alone and all horses require water each day. At night, horses
  must be tethered on a long strand so they can forage and their
  saddles or packs must be removed.
  The common horse is of average quality with no unique quirks
  or ﬂaws. Horses of various qualities can be introduced which
  may decrease or increase the price. Unscrupulous merchants can
  try to pawn off poor quality horses as average.
  Ponies, donkeys, and mules:
  Hardier than horses, they require
  adequate food and water each day but can survive on grass and
  other forage alone. They gain a +2 bonus on their save vs. death
  when double moving (but not triple moving). They can travel
  through rugged terrain at one less the normal movement value.
  Ponies, donkeys, and mules don’t wander off like horses thus
  they don’t need to be tethered.
  Table 7.11: Animals
  Item
  Cost
  Boar
  10 gp
  20 gp
  Bull
  Calf
  5 gp
  50 gp
  Camel
  Capon
  3 cp
  1 sp
  Cat
  Chicken
  2 cp
  10 gp
  Cow
  Dog
  Guard
  25 gp
  17 gp
  Hunting
  War
  20 gp
  8 gp
  Donkey, mule, ass
  Elephant
  Labor
  200 gp
  500 gp
  War
  Falcon (trained)
  1,000 gp
  1 gp
  Goat
  Goose
  5 cp
  2 cp
  Guinea Hen
  Horse
  Draft
  200 gp
  400 gp
  Heavy war
  Light war
  150 gp
  225 gp
  Medium war
  Riding
  75 gp
  5,000 gp
  Hunting cat (jaguar, panther, etc.)
  Ox
  15 gp
  5 cp
  Partridge
  Peacock
  5 sp
  3 gp
  Pig
  Pigeon
  1 cp
  100 gp
  Pigeon, messenger
  Pony
  30 gp
  4 gp
  Ram
  Sheep
  2 gp
  10 sp
  Songbird
  Swan
  5 sp
  Table 7.12: Horse Quality
  Movement
  Quality
  Rate
  Modiﬁer
  Carrying
  Capacity
  Modiﬁer
  Cost
  Modiﬁer
  Nag
  50%
  25%
  –
  –
  50%
  75%
  Broken-down
  Average
  –
  –
  –
  125%
  133%
  High-spirited
  ×2
  Charger
  150%
  133%
  ×4
  Table 7.13: Tack and Harness
  Weight (in
  Cost
  Item
  lbs.)
  Barding
  Chain
  500 gp
  70
  85
  2,000 gp
  Full plate
  Full scale
  1,000 gp
  75
  45
  500 gp
  Half brigandine
  Half padded
  100 gp
  25
  50
  500 gp
  Half scale
  Leather or padded
  150 gp
  60
  3
  15 sp
  Bit and bridle
  Cart harness
  2 gp
  10
  0.1
  5 cp
  Halter
  Horseshoes & shoeing
  1 gp
  10
  Saddle
  15
  5 gp
  Pack
  Riding
  10 gp
  35
  Saddle bags
  8
  4 gp
  Large
  Small
  3 gp
  5
  4
  3 sp
  Saddle Blanket
  Yoke
  Horse
  5 gp
  15
  20
  3 gp
  Ox
  Stabling for horse (daily)
  5 sp
  –
  Camels:
  Camels come in two types; Dromedary (sandy desert)
  and Bactrian (rocky desert). Dromedaries reduce the movement
  value in sandy deserts by 1 point. Bactrians reduce the move-
  ment value in rocky deserts by 1 point. Camels can survive on
  grazing and must have adequate food each day and water ev-
  ery four days (longer if green food is available). Camels must be
  tethered or they wander off.
  Dogs:
  Some dogs are trained for carrying small riders, but
  many more are used to pull sleds by man-sized creatures. Dogs
  require water and at least a pound of meat each day. Dogs are
  gregarious and thus never wander far from their owner.
  Elephants:
  In thickly forested areas, an elephant has enough
  food to satisfy its hunger. In sparsely vegetated areas it can only
  move at 1⁄4 its normal movement value each day; the rest must be
  spent eating. Elephants cannot navigate cliffs with steep slopes.
  If it tries to go down a steep decline it must make a save vs. breath
  weapon or lose footing and tumble to the bottom. Elephants are
  unaffected by mud. Elephants don’t wander far and don’t need
  to be tethered.
  Yaks:
  Yaks are suited for cold regions. They reduce the penalty
  to movement value for mountains by one. They can survive on
  small amounts of grass and water each day and can provide milk
  to travelers. Yaks cannot survive in warmer climates, as they’re
  prone to heat exhaustion.
  Barding:
  Special armor for mounts that improves their AC at
  the cost of reduced speed. Full barding provides the AC bonus
  listed in the armor section and half barding provides 1-point
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  Table 7.14: Barding for Unusual Mounts and Creatures
  Size of Mount or Creature
  Cost
  Weight
  Tiny or Smaller (frog)
  ×1
  ×1⁄10
  Small (large spider)
  ×2
  ×1⁄2
  Medium (riding dog)
  ×2
  ×1
  Large (bear)
  ×4
  ×2
  Huge (behir)
  ×8
  ×5
  Gigantic (dragon)
  ×16
  ×8
  weaker AC bonus. To prevent chaﬁng, the barding must be re-
  moved in order for the horse to rest. Donning leather barding
  takes 30 minutes and metal barding 60. It takes half the time to
  remove barding.
  Flying mounts can only wear leather or armor with weights
  lighter than leather. Aquatic mounts cannot wear normal bard-
  ing although magical pieces for aquatic creatures may exist. The
  GM has ﬁnal say on what mounts can wear barding but only
  sturdy animals can wear the heaviest armor; a horse is a strong
  mount but a riding dog is too physically weak to wear plate ar-
  mor and be effective. Barding is only listed for various horses.
  Unusual mounts and creatures must be custom ﬁt, which modi-
  ﬁes the weight and cost of the barding.
  Saddles:
  Riding saddles are designed to hold a single rider. An
  additional rider may be able to ﬁt in the saddle provided they sit
  sideways or are small (a child for example) but only a rider in
  the saddle can guide a mount. Packsaddles are designed to carry
  goods, not a rider. These packs can hold as much equipment as a
  mount is capable of realistically carrying.
  Carts and Carriages:
  Carts are simple two-wheeled vehicles
  used in transporting goods.
  Only one or two animals can be
  hitched to a cart. Wagons and carriages are four-wheeled vehi-
  cles and can be pulled a team of two to twelve. The speed of a
  mount is automatically halved when hitched to a cart or carriage.
  Each additional mount triples the carrying capacity of the vehi-
  cle. The vehicle is never factored into the max carrying capacity
  Table 7.15: Transport
  Item
  Cost
  Barge
  500 gp
  Canoe
  Small
  30 gp
  War
  50 gp
  Caravel
  10,000 gp
  Carriage
  Common
  150 gp
  Coach, ornamented
  7,000 gp
  Chariot
  Riding
  200 gp
  War
  500 gp
  Coaster
  5,000 gp
  Cog
  10,000 gp
  Curragh
  500 gp
  Drakkar
  25,000 gp
  Dromond
  15,000 gp
  Galleon
  50,000 gp
  Great galley
  30,000 gp
  Knarr
  3,000 gp
  Longship
  10,000 gp
  Oar
  Common
  2 gp
  Galley
  10 gp
  Raft or small keelboat
  100 gp
  Sail
  20 gp
  Sedan chair
  100 gp
  Wagon or cart wheel
  5 gp
  of the mount.
  Chariots:
  Chariots can hitch one to four animals. A mount can
  pull its normal load at its normal movement value. Multiple an-
  imals on a chariot are either hitched for speed or carrying capac-
  ity. Each additional animal either increases the carrying capacity
  of the chariot or increases the speed by 1 point. The speed of a
  chariot cannot be increased beyond what an animal is capable of
  handling.
  Sleds:
  A team of seven to eleven dogs can pull a sled. A hitched
  sled dog’s movement value is reduced by 1⁄2. Each additional
  dog adds one point to the movement value of the sledge up to
  the maximum movement value of the animal. Each sled dog can
  pull 80 lbs. not including the weight of the sled. Sleds can travel
  across snow and ice without penalty.
  MUNDANE WEAPONS
  Characters aren’t limited in the number of weapons they can
  own, but the GM should put a reasonable restriction on what they
  can realistically carry (Refer to Encumbrance). Large weapons,
  sized for the character wielding them, can only be carried by
  hand and require two hands to attack; an ogre could holster a
  man-sized pole arm and attack with it using one hand but he
  wouldn’t be able to do the same with a giant-sized pole arm. A
  creature can only ever wear one set of armor at a time.
  In addition to cost, weight, and size, the table lists type and
  damage broken into medium and large columns.
  Type refers to how the weapon deals damage; bludgeoning (B),
  piercing (P), and slashing (S). Weapon type generally has no ef-
  fect on damage except in special circumstances. A weapon can
  be more than one type; such as a knife doing both piercing and
  slashing damage.
  Combat speed is a comparison between weapons indicating
  which will strike the other ﬁrst in the event of a tied initiative.
  A magical weapon’s combat speed is reduced by its lowest en-
  chantment bonus to a minimum of 0. For example a +3 hand axe
  has a combat speed of 1, while a +5 hand axe has a combat speed
  of 0.
  Damage is the number of dice rolled in the case of a hit. The
  medium (M) column indicates damage dealt to man-sized or
  smaller creatures. The large (L) column indicates damage dealt
  to creatures larger than man-sized.
  Missile and ranged weapons include rate of ﬁre (ROF) which
  are two numbers separated by a forward slash, and range as three
  numbers separated by forward slashes. ROF indicates how many
  attacks can be made and the number of rounds it requires; ROF
  1/3 means one attack every three rounds and 2/1 means two at-
  tacks each round. The range indicates the penalties applied to the
  weapon when it exceeds a certain number of feet represented as
  short/medium/long; a dagger could be thrown without penalty
  from 1–30 feet and a sling bullet 1–150 feet. Ranged weapons can
  never exceed their maximum.
  Some melee weapons, like the knife, can be thrown. Your char-
  acter can either attack with them in melee or throw them. The
  rate of ﬁre applies only when making a ranged attack, not a melee
  attack.
  Ranged weapons, except hurled weapons, require ammuni-
  tion. The number in parenthesis (#) represents the quantity of
  ammunition in a single set.
  Cost, weight, size, type, combat speed and damage for hurled
  weapons are the same as for their non-hurled counterparts.
  Arquebus:
  A
  muzzle-loaded,
  smoothbore,
  chest-ﬁred,
  matchlock long-gun.
  Black powder is poured down the
  muzzle (called ‘charging’) and a lead ball (called ‘shot’) is packed
  on top using a detachable ramrod. A match (usually a 5’ piece
  of slow burning rope lit on both sides in case one side goes out)
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  is then lit and placed on a lever (called a ‘serpentine’) and when
  the trigger is pressed the serpentine drops the burning match
  into the ﬂash pan (ﬁlled with ﬁnely ground gunpowder called
  ‘primer’). The primer produces a ﬂash that instantly ignites the
  gunpowder in the muzzle and propels the lead shot. It takes
  three rounds to load the arquebus (pack in gunpowder and shot,
  Table 7.16: Melee Weapons
  Combat
  Weight (lb.)
  Size
  Type
  Cost
  Item
  Speed
  Dmg. L
  Dmg. M
  Battle axe
  5 gp
  7
  M
  S
  7
  1d8
  1d8
  1d3
  1d6
  4
  B
  M
  3
  0 cp
  Club
  Dagger/ dirk
  2 gp
  1
  S
  P
  2
  1d4
  1d3
  2d4
  1d6 + 1
  7
  B
  M
  15
  15 gp
  Footman’s ﬂail
  Footman’s mace
  8 gp
  10
  M
  B
  7
  1d6 + 1
  1d6
  2d4
  1d6 + 1
  7
  P
  M
  6
  8 gp
  Footman’s pick
  Hand axe
  1 gp
  5
  M
  S
  4
  1d6
  1d4
  2d6
  2d4
  7
  P
  L
  6
  20 gp
  Harpoon
  Horseman’s ﬂail
  8 gp
  5
  M
  B
  6
  1d4 + 1
  1d4 + 1
  1d4
  1d6
  6
  B
  M
  6
  5 gp
  Horseman’s mace
  Horseman’s pick
  7 gp
  4
  M
  P
  5
  1d4 + 1
  1d4
  1d6
  1d6
  4
  P
  M
  2
  5 sp
  Javelin
  Knife
  5 sp
  0.5
  S
  P/S
  2
  1d3
  1d2
  Lance
  3d6
  1d8 + 1
  8
  P
  L
  15
  15 gp
  Heavy@
  Light@
  6 gp
  5
  L
  P
  6
  1d6
  1d8
  1d3
  10
  P
  L
  20
  20 gp
  Jousting
  −
  1d2
  1
  − 1
  Medium@
  10 gp
  10
  L
  P
  7
  1d6 + 1
  2d6
  1d6 + 1
  2d4
  7
  B
  M
  12
  10 gp
  Morning star
  Pole arm
  Awl pike
  5 gp
  12
  L
  P
  13
  1d6
  1d12
  1d6
  1d8
  9
  P/B
  L
  10
  8 gp
  Bec de corbin
  Bill-guisarme
  7 gp
  15
  L
  P/S
  10
  2d4
  1d10
  1d8
  1d6
  8
  P/S
  L
  7
  5 gp
  Fauchard
  Fauchard-fork
  8 gp
  9
  L
  P/S
  8
  1d8
  1d10
  1d10
  1d6
  8
  S
  L
  8
  6 gp
  Glaive*
  Glaive-guisarme*
  10 gp
  10
  L
  P/S
  9
  2d4
  2d6
  1d8
  2d4
  8
  S
  L
  8
  5 gp
  Guisarme
  Guisarme-voulge
  8 gp
  15
  L
  P/S
  10
  2d4
  2d4
  1d4
  1d4
  9
  P/S
  L
  8
  10 gp
  Hook fauchard
  Lucern hammer#
  7 gp
  15
  L
  P/B
  9
  2d4
  1d6
  –
  –
  7
  –
  L
  8
  30 gp
  Man catcher**
  Military fork*
  5 gp
  7
  L
  P
  7
  1d8
  2d4
  1d6 + 1
  1d6
  9
  P
  L
  8
  10 gp
  Partisan#
  Ranseur#
  6 gp
  7
  L
  P
  8
  2d4
  2d4
  3d6
  1d6 + 1
  8
  P
  L
  7
  5 gp
  Spetum#
  Voulge
  5 gp
  12
  L
  S
  10
  2d4
  2d4
  Pole axe
  2d6
  2d4
  9
  S
  L
  12
  7 gp
  Bardiche
  Halberd
  10 gp
  15
  L
  P/S
  9
  1d10
  2d6
  1d6
  1d6
  4
  B
  L
  4
  0 cp
  Quarterstaff
  Scourge
  1 gp
  2
  S
  –
  5
  1d4
  1d2
  S
  1d4
  1d4 + 1
  4
  S
  3
  6 sp
  Sickle
  Spear
  8 sp
  5
  M
  P
  6
  1d6
  1d8
  Sword
  Bastard
  1d12
  1d8
  6
  S
  M
  10
  25 gp
  One-handed
  Two-handed
  25 gp
  10
  M
  S
  8
  2d4
  2d8
  1d6 + 1
  2d4
  5
  S
  M
  4
  10 gp
  Broad
  Cutlass
  12 gp
  4
  M
  S
  5
  1d6
  1d8
  1d6
  2d4
  9
  S
  M
  7
  10 gp
  Khopesh
  Long
  15 gp
  4
  M
  S
  5
  1d8
  1d12
  1d8
  1d8
  5
  S
  M
  4
  15 gp
  Scimitar
  Short
  10 gp
  3
  S
  P
  3
  1d6
  1d8
  3d6
  1d10
  10
  S
  L
  15
  50 gp
  Two-handed
  Trident
  15 gp
  5
  L
  P
  7
  1d6 + 1
  3d4
  1d4
  1d4 + 1
  4
  B
  M
  6
  2 gp
  War hammer
  Whip
  1 sp
  2
  M
  –
  8
  1d2
  1
  *Weapon deals double damage against a large or bigger sized creature that charged during the current round roll damage dice
  twice and add the result)
  **Weapon can dismount mounted creature on a successful hit
  @Weapon deals double damage when charging with a mount (roll damage dice twice and add the result)
  #Weapon inﬂicts double damage when set against a charging opponent (roll damage dice twice and add the result)
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  Table 7.17: Hurled Weapons
  Item
  ROF
  Range (in feet)
  Club
  1
  30/60/90
  Dagger/Dirk
  2/1
  30/60/90
  Dart*
  3/1
  30/60/120
  Throwing axe
  1
  30/60/90
  Harpoon
  1
  30/60/90
  Javelin
  1
  60/120/240
  Knife
  2/1
  30/60/90
  Spear
  1
  30/60/90
  * Unlike other hurled weapons, this weapon is ineffective for melee combat. It has a combat speed of 2, and damage potential of
  1d3 vs. man-sized or smaller and 1d2 vs. larger or larger creatures. It costs 5 sp, is small-sized, weighs 0.5 lbs., and inﬂicts a
  piercing damage type.
  Table 7.18: Ranged Weapons
  Item
  Cost
  Wt (lb.)
  Size
  ROF
  Combat
  Speed
  Range (in feet)*
  Arquebus
  500 gp
  10
  M
  1/3
  15
  150/450/630
  Blowgun
  5 gp
  2
  L
  2/1
  7
  Any dart: 30/60/90
  Bow
  Composite long
  100 gp
  3
  L
  2/1
  7
  Flight: 180/360/630
  Sheaf: 120/240/510
  Composite short
  75 gp
  2
  M
  2/1
  6
  Flight: 150/300/540
  Long
  75 gp
  3
  L
  2/1
  8
  Flight: 210/420/630
  Sheaf: 150/300/510
  Short
  30 gp
  2
  M
  2/1
  7
  Flight: 150/300/510
  Crossbow
  Hand
  300 gp
  3
  S
  1
  5
  60/120/180
  Heavy
  50 gp
  14
  M
  1/2
  10
  240/480/720
  Light
  35 gp
  7
  M
  1
  7
  180/360/540
  Sling
  5 cp
  0.1
  S
  1
  6
  Bullet: 150/300/600
  Stone: 120/240/480
  Staff sling**
  2 sp
  2
  M
  1
  11
  Bullet: 90/360/720
  Stone: 90/300/600
  *Medium range −2 to attack rolls, long-range −5 to attack rolls
  **Staff sling’s short range is the minimum range necessary to hit a target
  Table 7.19: Ammunition
  Item
  Cost
  Wght. (lb.)
  Size
  Type
  Dmg.M
  Dmg.L
  Arquebus shot
  *
  0.1
  S
  P
  1d10
  1d10
  Blowgun dart
  Barbed (10)
  1 gp
  1
  S
  P
  1d3
  1d2
  Needle (10)
  2 sp
  1
  S
  P
  1
  1
  Arrow
  Flight (12)
  3 sp
  1.2
  S
  P
  1d6
  1d6
  Sheaf (6)
  3 sp
  0.6
  S
  P
  1d8
  1d8
  Quarrel
  Hand (10)
  10 gp
  1
  S
  P
  1d3
  1d2
  Heavy (10)
  2 gp
  1
  S
  P
  1d4 + 1
  1d6 + 1
  Light (10)
  1 gp
  1
  S
  P
  1d4
  1d4
  Sling shot
  Bullet (10)
  1 sp
  5
  S
  B
  1d4 + 1
  1d6 + 1
  Stone (–)
  0 cp
  0.5
  S
  B
  1d4
  1d4
  *The GM must adjudicate the cost and availability of arquebus shot and other related and/or necessary items, such as black
  powder, match fuses, powder horns, gun oil, etc.
  prime the ﬂash pan, attach the match to the serpentine) and if the
  wielder takes damage it takes a cumulative extra round to load.
  The arquebus is inaccurate. It comes with a detachable hooked
  staff that can quickly be pressed into the ground (provided it’s
  soft) to balance the arquebus. Firing the arquebus without bal-
  ancing it on a sturdy object, such as the hook or a stone wall,
  doubles the penalties for range (−4 at medium range, −10 at long
  range).
  The arquebus is also dangerous. If the wielder rolls a 1 or 2 on
  his attack the weapon backﬁres causing 1d6 points of damage to
  the wielder. In addition, the weapon is jammed and cannot be
  ﬁred again until it’s cleaned, which takes 30 minutes. The arque-
  bus is an unpredictably potent weapon. If the damage die rolled
  is 10 then the die is rolled again with the results added together.
  This is repeated until a 10 isn’t rolled.
  All arquebuses are of the same caliber thus shot designed for
  them are interchangeable. Gunpowder is rare, only found among
  the most powerful armies or richest cities. Gunsmiths and black-
  smiths that forge shot are just as rare. As a result of the weapons
  unpredictability and rarity, there are very few arquebusiers out-
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  charging troops. Lightly armored foot soldiers, militia, and sim-
  ple commoners were armed with pole arms, which gave them
  the advantage of range and versatility. Pole arms are usually 9–
  12 feet long and require ample space for swinging thus making
  piercing pole arms the only type useful for enclosed spaces. Be-
  cause of their clumsiness, pole arms are used to attack charging
  enemies and are then dropped to wield lighter weapons.
  Scourge:
  A wooden haft with several (three or ﬁve) thongs
  studded with metal barbs.
  Spears:
  A spear can be used as either a melee or missile
  weapon. If a hurled spear strikes a huge-sized or larger crea-
  ture or a creature with at least 18/00 strength, the creature can
  attempt to break the spear. An intelligent creature struck by a
  hurled spear is 75% likely to pull it out and hurl it back at its at-
  tacker and 25% likely to break the spear unless the spear saves vs.
  crushing blow. An unintelligent creature is 25% likely to break
  the spear unless it saves vs. crushing blow.
  Staff Sling:
  A sling attached to a wooden or metal shaft. The
  staff sling can be used to ﬁre normal sling bullets, but it can also
  ﬁre indirect missiles of ﬁve pounds or less. Because of their arc,
  staff slings have a minimum range and thus always take a penalty
  when ﬁring.
  Sword, Bastard:
  Similar to a long sword but with a longer haft.
  It can be wielded one-handed or two-handed increasing its dam-
  age output.
  MUNDANE ARMOR
  Wearing armor sets a character’s base AC to the number listed
  (the lower the number the better). If, usually through magic, the
  character’s AC is lower than the listed number (before dexterity
  is counted), the armor doesn’t beneﬁt his AC, but any other ben-
  eﬁts and penalties still apply. The armor names are generic. Spe-
  cialized names can be used if the GM prefers. The armor listed is
  for man-sized humanoids (including dwarves).
  Full Plate:
  Gothic-style armor made up of interlocking angled
  plates and ornamental etchings. The price varies by manufac-
  turer from 4,000–10,000 gp ((3d3 + 1) × 1,000 gp). Each suit must
  be custom crafted for the wearer. There’s a 20% chance that a
  particular suit can be reﬁtted to another wearer. Because of this,
  there are few buyers of used full plate except collectors. A black-
  smith may buy a suit to melt the metal down but they’ll offer a
  much-reduced price.
  Shields:
  Shields provide an AC bonus when certain factors are
  met. Shields usually only protect against attacks from the front,
  however, shields (except bucklers) can be slung across the back
  to protect against attacks from behind. Shield size is relative to
  the character’s size; a giant’s small shield functions as a medium
  shield for a human and as a body shield for a halﬂing.
  Buckler:
  strapped to the forearm, it allows the wielder to use
  both hands. It improves the wielder’s armor class by 1 against
  one frontal attack per round (wielder’s choice).
  Small shield:
  strapped to the forearm and gripped by the hand,
  it allows the wielder to hold small items (but not wield weapons)
  and improves armor class by 1 against two frontal attacks per
  round (wielder’s choice).
  Medium shield:
  functions like the small shield, but its weight
  restricts the shield hand from doing anything except balance the
  shield. A medium shield improves armor class by 1 against any
  3 frontal attacks.
  side of the largest organized militaries.
  Arrows:
  An arrow that hits its target is destroyed; one that
  misses has a 50% chance of being destroyed or lost.
  Bows:
  The power and accuracy of a bow is determined by the
  strength and dexterity of the wielder. A bow adds or subtracts
  the wielder’s dexterity and strength modiﬁers to attack and dam-
  age rolls. The maximum pull, or maximum strength bonus, of
  a generic bow is +1/+2 (strength 18). A creature, regardless of
  strength, can never exceed the maximum pull, or else it snaps the
  string. Conversely, if the creature’s strength penalty is below −2,
  it is too weak to draw a bowstring.
  Characters with exceptional strength (18/01 and higher) can
  purchase custom built bows to take advantage of their extra
  strength. These can be made to increase the chances of hitting,
  doing more damage, or both. Only composite bows (which are
  made of sturdier materials than normal wooden bows) can be
  made for exceptional strength creatures. The cost of the bow is
  multiplied by each +1 added to a bow’s bonus. For example,
  three composite longbows are built for a strength rating of 18/76–
  90. One has a maximum pull of +2 attack roll bonus and costs 200
  gp. One has a +4 damage bonus and costs 400 gp. Finally, one
  with a maximum pull of +2/+4 costs 600 gp.
  Creatures whose strength is less the exceptional strength rating
  of the bow for must roll a successful bend bars check to use it.
  Strong creatures can utilize weaker bows without penalty as long
  as they do not exceed the maximum pull.
  Crossbow:
  The hand (or pistol style) crossbow is ﬁred one
  handedly and cocked with the other. The light crossbow is braced
  against a sturdy object or the ground and cocked with a built in
  lever (called a goats-foot). Due to its exceptional pull, the heavy
  crossbow (also called arbalest) is braced against the ground and
  requires the wielder to attach a cranequin or windlass. Cross-
  bows can only be loaded with the correct bolts and strength mod-
  iﬁers never apply, but those from dexterity do.
  Lance:
  Each lance is designed for a particular mount. Equip-
  ping a lance that’s larger than the mount can handle will unseat
  the wielder on a successful strike. Medium and heavy lances rely
  on the momentum of the mount and require the rider to break off
  after engaging his target, taking at least 1 round to resituate him-
  self. A light lance can be used without having to break off from
  the target. Lances are also fragile. On a successful hit the GM rolls
  an item saving throw vs. crushing blow for medium and heavy
  lances. Light lances are more ﬂexible requiring an item saving
  throw only when the modiﬁed attack roll is equal to the target’s
  AC.
  Jousting lances are heavy lances with a blunted tip to reduce
  injury during tilting.
  Man catcher:
  A long pole with a set of spring loaded arms at
  the end designed to harmlessly capture victims. Only man-sized
  or smaller creatures can effectively be caught unless a larger set
  is made. The target’s AC is treated as 10 (modiﬁed by dexterity—
  AC modiﬁer) for attacking with a man catcher. Once trapped, the
  victim is denied shield and dexterity bonus to AC, can only move
  when the wielder moves, and automatically takes 1d2 points
  of damage per round and has a 25% chance of being pulled to
  the ground. This damage and knock down chance persists each
  round the wielder maintains hold of the victim.
  The jaws can be removed with a successful bend bars check
  that deals additional 1d2 points of damage. The victim can yank
  the pole out of the wielder’s hands with a successful strength
  check, but anyone can simply pick up the pole on the next round
  and deal damage as if they struck the victim.
  Pole arms:
  A widespread group of weapons popular for their
  cheapness, easy design, and effectiveness against infantry and
  50
  Devon Chulick (Order # )
  
  CHAPTER 7. EQUIPMENT
  FOR GOLD & GLORY
  Table 7.20: Armor
  AC
  Cost
  Wt (lb.)
  Armor
  Banded mail
  200 gp
  35
  4
  6
  35
  120 gp
  Brigandine
  Bronze plate mail
  400 gp
  45
  4
  5
  40
  75 gp
  Chain mail
  Field plate
  2,000 gp
  60
  2
  (3d3 + 1)
  Full plate
  × 1,000 gp
  1
  70
  Leather
  5 gp
  15
  8
  8
  10
  4 gp
  Padded
  Plate mail
  600 gp
  50
  3
  6
  40
  120 gp
  Scale mail
  Splint mail
  80 gp
  40
  4
  7
  25
  20 gp
  Studded leather
  Table 7.21: Shields
  # of
  Wt (lb.)
  Cost
  Shield
  Attacks
  AC
  bonus
  Body or tower
  10 gp
  15
  All +
  cover
  −1/ −2
  v.
  missiles
  1
  3
  1 gp
  Buckler
  −1
  Medium
  7 gp
  10
  3
  −1
  2
  5
  3 gp
  Small
  −1
  Body shield (also called a pavise or tower shield):
  functions
  like the medium shield, improving AC by 1 against any number
  of frontal melee attacks and by 2 against any number of ranged
  frontal attacks.
  Helmets:
  Armor type indicates the armor most commonly as-
  sociated with the helmet. Technically any helmet can be paired
  with any armor, but the GM may temporarily impose penal-
  ties to the character’s charisma score if they are mismatched (it
  would be like wearing a baseball uniform and a football helmet,
  or maybe the other way around). “Banded or better” includes
  splint and bronze plate, as well as steel plate armors. Brief de-
  scriptions of the various helmets follow:
  Cap:
  a padded, leather or steel skullcap.
  Coif:
  a padded chain mail hood made of steel.
  Open-face:
  made of reinforced leather, steel or bronze, covers
  most of the head, except the face and neck. It commonly includes
  a nose guard.
  Basinet (close-faced):
  similar to open-faced, but includes a
  hinged visor/faceplate.
  Great helm:
  a massive steel or bronze helmet that covers the
  entire head, neck, and often the upper shoulders. It has narrow
  eye slits and small air holes for breathing. The visor/faceplate is
  not removable. Customized great helms can be quite impressive.
  Armor for Smaller and Larger Humanoids:
  Humanoids excep-
  tionally larger or shorter must be custom ﬁt, which modiﬁes the
  weight and cost of the armor.
  Table 7.23: Armor for Smaller and Larger Humanoids
  Size of Humanoid
  Cost
  Weight
  Tiny or Smaller (pixie)
  ×1⁄2
  ×1⁄10
  Small (halﬂing)
  ×1
  ×1⁄2
  Large (ogre)
  ×2–×4
  ×11⁄2–×2
  Huge (giant)
  ×4–×8
  ×2–×6
  Gigantic (titan)
  ×8–×16
  ×6–×12
  Table 7.22: Helmets
  Wt
  Cost
  Helmet
  (lb.)
  Armor type
  match
  AC
  Penalty*
  Great helm
  30 gp
  10
  Heavy armor-
  banded or better
  +1
  Light armor-
  2
  4 gp
  Cap
  padded, leather,
  brigandine or
  studded leather
  +1
  Coif
  8 gp
  5
  Medium armor-
  chain or scale
  +1
  Basinet or
  Closed face
  Heavy armor-
  10
  20 gp
  banded or better
  +1
  Open face
  15 gp
  5
  Medium or
  heavy- chain or
  better
  +1
  *Apply this penalty to overall AC if a helmet is not worn,
  since wearing the helmet is required to gain full protection
  from the armor.
  DONNING ARMOR
  Donning armor takes time.
  Brigandine, leather, padded, and
  studded leather armor can be donned in one round with assis-
  tance. Banded, chain, scale, and splint mail can be donned in two
  rounds with assistance. Without assistance, the time is doubled
  for all cases. Bronze plate, ﬁeld plate, full plate, and plate mail
  can be donned in 1d6 + 4 rounds with assistance. Without assis-
  tance, the time is tripled for donning plate armor.
  Characters can don armor hastily. Donning non-plate armor
  hastily takes one round but reduces the AC bonus by 1 (the armor
  bonus can never be worse than 8). Hastily donning plate armor
  improves a character’s AC by 1 from base 10 for every round
  spent dressing. Removing non-plate armor takes one round and
  1d4 + 1 rounds for plate. Removing plate armors can be done
  in half the time (round up) by cutting straps, but the armor is
  thereafter useless until repaired (the cost is up to the GM).
  ENCUMBRANCE
  MAXIMUM ENCUMBRANCE
  In simplest terms, all creatures, including the characters, are al-
  lowed to carry and wear as much gear as desired without exceed-
  ing their strength—max carrying weight score in pounds, up to
  their maximum carrying capacity. When both maximum carrying
  capacity and maximum carrying weight are reached, a character
  is at his maximum encumbrance.
  MAXIMUM CARRYING CAPACITY
  A creature’s maximum carrying capacity is limited by its physi-
  cal size and shape, and is determined solely by the number and
  size of objects carried or worn, regardless of the object’s weight.
  Reaching one’s maximum carrying capacity may inﬂict penalties.
  However, many of these penalties are obvious and are already
  built into the rules. For example, one cannot use a shield or wield
  a weapon if it’s carrying a large bag of coins in each hand or a
  huge treasure chest requiring both hands. A creature incurs ad-
  ditional penalties to his attack and AC if it is both carrying its
  maximum capacity and is more than lightly encumbered (See Be-
  low).
  51
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 7. EQUIPMENT
  MAXIMUM CAPACITY FOR HUMAN-SHAPED
  CREATURES
  To determine when a human-shaped creature (or a biped), in-
  cluding humans, demi-humans, as well as most humanoids and
  giant-kind, is carrying its maximum carrying capacity, use the
  following examples.
  In addition to normal clothing and armor (if any):
  A small-sized biped can carry up to twenty tiny-sized objects
  (attached to a belt, cloak liner, or bandoleer), four small-sized ob-
  jects (two on each hip and two slung around its back), and two
  medium-sized objects (one in each hand). A smaller than man-
  sized backpack and two small belt pouches can also be worn to
  carry extra miscellaneous gear.
  A man-sized biped can carry up to twenty small-sized objects
  (attached to a belt, cloak liner, or bandoleer), four medium-sized
  objects (two on each hip and two slung around its back), and two
  large-sized objects (one in each hand). A man-sized backpack
  and two large belt pouches can also be worn.
  A large-sized biped can carry up to twenty medium-sized ob-
  jects (attached to a belt, cloak liner, or bandoleer), four large-sized
  objects (two on each hip and two slung around its back), and two
  huge-sized objects (one in each hand). A larger than man-sized
  backpack and two huge belt pouches can also be worn.
  Tiny-sized creatures carry small, tiny and even smaller objects,
  while huge-sized and larger bipeds can carry ever-larger objects
  before reaching their maximum carrying capacity. In addition,
  two objects of the same size may be exchanged for one object of
  the next larger size, or vice versa, (within reason) in this way a
  large number of combinations of gear and equipment are possible
  even for the smallest character.
  Due to these restrictions, a creature may be carrying its max-
  imum capacity before reaching its maximum weight score. An
  empty huge-sized treasure chest does not weigh very much but
  does count as 2 large, 4 medium or 8 small objects toward the
  creature’s maximum carrying capacity.
  Likewise, a creature may be carrying its maximum weight al-
  lowed and not yet be at its maximum capacity, as when a charac-
  ter carries a huge chest with nearly all of his other gear and heavy
  gold treasure inside of it. A ﬁghter with a low strength score but
  wearing heavy plate armor, great helm, shield and a two-handed
  sword, etc. could be overwhelmingly encumbered by the weight
  of the objects. In this case, he would suffer movement penalties,
  but not penalties to his attacks or AC because he has not reached
  his maximum carrying capacity.
  ENCUMBRANCE FOR MAN-SIZED BIPEDS
  Encumbrance represents the penalties that a creature suffers, as-
  sociated with number of pounds that it carries and/or wears.
  There are seven stages of encumbrance in increasing order of
  discomfort: non-encumbered, lightly encumbered, moderately,
  heavily, severely, and overwhelmingly encumbered.
  To determine encumbrance, add together the weight of all of
  the character’s carried or worn possessions (including about 5
  lbs. for man-sized clothing). If the total is less than or equal to
  the non-encumbrance score, the character suffers no penalties. If
  the weight exceeds the non-encumbrance score consult the table
  below.
  The row across the top reﬂects the stage of encumbrance the
  creature suffers if it is at full carrying capacity. The rows across
  the bottom determine the creature’s modiﬁed movement values
  due to its encumbrance. The ﬁrst of these is for bipeds with a
  normal movement value of 12 (elves, humans, half-elves). The
  second row is for bipeds with a normal movement value of 9
  (dwarves), and the third is for bipeds with a normal movement
  value of 6 (gnomes and halﬂings).
  EFFECTS OF ENCUMBRANCE
  The character’s current encumbrance may negatively affect their
  ability to move and to defend themselves if they are also at their
  maximum capacity.
  Non-Encumbered:
  This value is found on the main strength ta-
  ble. A creature suffers no penalties to movement, AC or attacks,
  as long as the weight of his gear is equal to or less than this score.
  Lightly Encumbered:
  This stage of encumbrance, starting at
  0.01 pound above the creature’s strength—non-encumbered
  score, indicates only mild movement value penalties.
  Moderately Encumbered:
  This stage of encumbrance, starting
  at 0.01 pound above the creature’s highest light encumbrance
  score, indicates moderate movement value penalties, and if the
  creature is carrying its maximum capacity, it also suffers a −1
  penalty to attacks.
  Heavily Encumbered:
  This stage of encumbrance, starting at
  0.01 pound above the creature’s highest moderate encumbrance
  score, indicates signiﬁcant movement value penalties, and if the
  creature is carrying its maximum capacity, it also suffers a −2
  penalty to attacks and +1 penalty to its AC.
  Severely Encumbered:
  This stage of encumbrance, starting at
  0.01 pound above the creature’s highest heavy encumbrance
  score, indicates severe movement value penalties, and if the crea-
  ture is carrying its maximum capacity, it also suffers a −4 penalty
  to attacks, and a +3 penalty to its AC.
  Overwhelmingly Encumbered:
  The maximum stage of encum-
  brance, starting at 0.01 pound above the creature’s highest severe
  encumbrance score and topping out at a character’s maximum
  carry weight as found on the main strength table. This indicates
  a movement value of only 1, and if the creature is carrying its
  maximum capacity, it also suffers a −4 penalty to attacks, and a
  +3 penalty to its AC.
  ENCUMBRANCE FOR LARGER AND SMALLER BIPEDS
  Small-sized and smaller creatures can carry less weight than their
  man-sized counterparts. For tiny-sized creatures multiply all val-
  ues by 0.50, and for small-sized creatures multiply all values by
  0.75.
  Large-sized and larger creatures can carry more weight than
  their man-sized counterparts. For large-sized creatures multiply
  all values by 2, for huge-sized creatures multiply by 4, and for
  gigantic-sized creatures multiply all values by 8.
  ENCUMBRANCE FOR QUADRUPEDS
  Creatures with four or more legs can also carry more weight
  than their strength would indicate. For tiny-sized quadrupeds
  multiply all values by 0.75, small-sized quadrupeds use the val-
  ues unchanged, for man-sized quadrupeds multiply all values
  by 1.5, for large-sized quadrupeds multiply all values by 3, for
  huge-sized quadrupeds multiply by 6, and for gigantic-sized
  quadrupeds multiply all values by 12.
  ENCUMBRANCE FOR DOMESTIC ANIMALS
  A pack animal or mount suffers from encumbrance differently
  than other creatures. A mount can be non-encumbered if its total
  weight, including a rider, is equal to or less than the value shown
  below, but is either lightly encumbered or heavily encumbered,
  otherwise. Movement modiﬁers and combat penalties are shown
  at the bottom of the table. An animal collapses if its heaviest en-
  cumbrance value in pounds is exceeded whether carrying a rider
  52
  Devon Chulick (Order # )
  
  CHAPTER 7. EQUIPMENT
  FOR GOLD & GLORY
  Table 7.24: Encumbrance for Man-sized Bipeds
  Encumbrance in Pounds
  Sev
  Heavily
  Lightly
  Str
  Moderately
  1
  1⁄2
  3⁄4
  1
  11⁄4
  11⁄2
  13⁄4
  2
  21⁄4
  21⁄2
  23⁄4
  2
  11⁄2
  2
  21⁄4
  23⁄4
  3
  31⁄4
  33⁄4
  4
  41⁄4
  43⁄4
  3
  51⁄2
  6
  61⁄2
  7
  71⁄2
  8
  81⁄2
  9
  91⁄4
  93⁄4
  4–5
  11
  12
  13
  14
  15
  16
  17
  18
  19
  191⁄2
  6–7
  23
  26
  29
  32
  35
  38
  41
  44
  47
  50
  8–9
  40
  45
  50
  55
  60
  65
  60
  75
  80
  85
  10-11
  46
  52
  58
  64
  70
  76
  82
  88
  94
  100
  12–13
  53
  61
  69
  77
  85
  93
  101
  109
  117
  125
  14–15
  65
  75
  85
  95
  105
  115
  125
  135
  145
  155
  16
  80
  90
  100
  110
  120
  130
  140
  150
  160
  170
  17
  97
  109
  121
  133
  145
  157
  169
  181
  193
  210
  18
  123
  136
  149
  162
  175
  188
  201
  214
  227
  245
  18/50
  148
  161
  174
  187
  200
  213
  226
  239
  252
  270
  18/75
  173
  186
  199
  212
  225
  238
  251
  264
  277
  295
  18/90
  198
  211
  224
  237
  250
  263
  276
  289
  302
  320
  18/99
  248
  261
  274
  287
  300
  313
  326
  339
  352
  365
  18/00
  348
  361
  374
  387
  400
  413
  426
  439
  452
  470
  19
  498
  511
  523
  536
  549
  562
  575
  588
  611
  625
  20
  540
  555
  570
  585
  600
  615
  630
  645
  670
  685
  21
  650
  665
  680
  695
  710
  725
  745
  765
  780
  795
  22
  802
  819
  836
  853
  870
  887
  904
  921
  937
  954
  23
  952
  969
  986
  1,000
  1,017
  1,035
  1,052
  1,069
  1,086
  1,110
  24
  1,255
  1,275
  1,295
  1,315
  1,335
  1,355
  1,375
  1,395
  1,415
  1,430
  25
  1,545
  1,565
  1,585
  1,605
  1,625
  1,645
  1,665
  1,685
  1,705
  1,730
  MV 12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  MV 9
  8
  8
  7
  6
  5
  5
  4
  3
  2
  2
  MV 6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  or being used as a pack animal. Whenever a mount carries a man-
  sized rider and whenever any animal is heavily encumbered, it is
  always considered to be at its maximum carrying capacity (even
  though more weight can be added). While at maximum capac-
  ity an animal suffers reduced movement value, and penalties to
  its attacks and AC, as appropriate. A lightly encumbered mount
  without a rider or a lightly encumbered pack animal does not suf-
  fer penalties to its attacks or AC, but still suffers the movement
  penalty.
  The weight a ﬂying mount may carry and still ﬂy may be listed
  in its description. If undetermined, assume the average ﬂying
  mount cannot ﬂy if lightly encumbered or more.
  Table 7.25: Encumbrance for Domestic Animals
  Encumbrance in Pounds
  Common Animal
  Non-Enc
  Light
  Heavy
  Camel
  330
  500
  660
  30
  20
  15
  Hunting dog
  Elephant
  500
  750
  1,000
  520
  390
  260
  Horse, draft
  Horse, heavy
  260
  390
  520
  340
  255
  170
  Horse, light
  Horse, medium
  220
  330
  440
  360
  270
  180
  Horse, riding
  Mule
  250
  375
  50
  440
  330
  220
  Ox
  Yak
  220
  330
  440
  MV
  Normal
  MV
  ×2⁄3
  MV ×1⁄3
  Penalties
  None
  −1
  THACO
  −2
  THACO/
  +1 AC
  53
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 7. EQUIPMENT
  EXAMPLE: CREATING A CHARACTER
  Justin, a player, and Tommy, his GM, both sit down to create a
  new character. Tommy wants Justin to roll using the traditional
  method (3d6 for each score). He comes up with the following
  scores:
  Strength 15
  Dexterity 12
  Constitution 14
  Intelligence 12
  Wisdom 11
  Charisma 10
  The character has above average strength and constitution and
  would make a good ﬁghter. Justin decides he wants to be a dwarf,
  improving his character’s constitution by 1 point and reducing
  his charisma by 1 point.
  As a ﬁghter, Justin rolls his d10 hit
  die and rolls a 2, a poor number. Tommy allows him to re-roll
  his hit die but says the re-roll must be taken even if it’s lower.
  Justin rolls an 8 and adds +1 for his constitution for 9 HP total.
  Justin’s ﬁghter has 4 combat skill points as a 1st level ﬁghter and
  exchanges 2 points to gain the axe weaponry group (including
  battle axes, hand/throwing axes, and pole axes). He then chooses
  to exchange one CSP to gain specialization with battle axe, and
  his last CSP is exchanged for the weapon-shield combat method.
  Justin rolls 11 for his ﬁghter’s starting currency, giving him 110
  gp total. Justin buys a battle axe, ﬁve hand axes, chain mail, a
  medium shield, and some provisions. His character is ﬁnished
  and Justin adds some ﬁnal cosmetic touches; platinum blonde
  hair, piercing blue eyes, a distinctive scar along the left cheek,
  and a grating voice. Justin names his dwarf ﬁghter Tharn Bit-
  termead and writes up a paragraph long back-story to supply
  Tommy with an idea of how the character ﬁts into his world.
  Tharn’s ﬁnal character sheet would look something like this:
  Tharn Bittermead,
  Dwarven Fighter 1
  MV 6
  HP 9
  Strength 15
  Dexterity 12
  Constitution 15
  Intelligence 12
  Wisdom 11
  Charisma 9
  THACO 20 (+1 to attack, battle axes)
  AC 4 (Chain mail + medium shield)
  Battle Axe (Specialization) M/L 1d8 + 2/1d8 + 2
  Hand Axe (Skilled) M/L 1d6 + 2/1d4 + 2
  Weapon-shield method (Skilled)
  Backpack
  Rations (5)
  Hooded lantern
  Oil (3)
  Flint and steel
  Justin would probably also add notes about his racial abilities,
  modiﬁers granted by his ability scores and combat skills as well
  as his THACO and saving throws so he won’t have to look them
  up every time.
  54
  Devon Chulick (Order # )
  
  CHAPTER 8
  COMBAT
  ENCOUNTERS
  An encounter is, by deﬁnition, any signiﬁcant event a character
  may happen upon. An encounter can be hostile or non-hostile.
  If an encounter turns hostile, it escalates into combat. Combat
  lasts until one side is defeated, surrenders, retreats or the danger
  is otherwise no longer present.
  ENCOUNTER ACTIONS
  There are several actions a party can take in an encounter. Char-
  acters aren’t limited to these options; these are just the more com-
  mon choices.
  Evade: The party avoids the encounter whether this means
  they ignore it, ride past it, or sneak around. Hostile parties may
  pursue a ﬂeeing party if they’re aware of them.
  Interact: The party interacts with the encounter by investigat-
  ing or speaking in the case of intelligent creatures.
  Fight: The party draws weapons and attacks.
  Wait: A party can speciﬁcally wait for a reaction. Waiting is an
  action that increases the waiting party’s next initiative roll by +1.
  COMBAT
  TIME IN COMBAT
  Time in combat is measured in rounds, which equal a minute.
  Ten rounds (or ten minutes) are called a turn. Actions in combat
  are rarely simple exchanges. Participants in combat are expected
  to defend against attacks, thrust, feint, and parry while trying to
  score a hit.
  In general, characters can perform only one basic action per
  round. The rest of their time is spent on smaller actions such
  as moving and dodging. Basic actions include attacking, cast-
  ing one spell, activating an item such as lighting a torch, moving
  full movement value, stabilizing a character, searching a body,
  grabbing a dropped item, bashing down a door, and drinking a
  potion.
  Some actions are so minor they require negligible time. Ex-
  amples are: speaking short sentences (rule of thumb is 20 words
  or less per character per round), drawing a weapon, removing a
  backpack or belt, falling prone or standing up.
  Ultimately the GM has ﬁnal say in what counts as a basic and
  minor action.
  COMBAT SEQUENCE
  All combat follows four steps that repeat each round.
  • GM decides the actions of the monsters.
  • The PCs declare their actions and begin casting spells.
  • Initiative is rolled for all opposing parties.
  • Actions are resolved in order of initiative.
  Step 1:
  The GM determines, in secret, the actions of the NPCs.
  If a spell is to be cast, he chooses it before the players announce
  their actions.
  Step 2:
  The players describe the actions their characters want
  to take including moving, attacking, and casting spells. Actions
  can be general. If a player says, “I move and attack the nearest
  enemy” then his character will perform that action to the best of
  his ability. If a spell is cast, then it begins in this phase and cannot
  be changed. When the players are ready, the GM moves to step 3.
  Step 3:
  Initiative is rolled which determines which party goes
  ﬁrst.
  Step 4:
  Actions are resolved based on initiative. Attacks are
  made and spells with casting time less than 1 round are cast. If
  initiative is a tie then all actions are simultaneous.
  Some monsters, situations, or abilities may supersede the com-
  bat sequence.
  COMBAT INITIATIVE
  Initiative is rolled each round during step 3. An initiative roll
  is 1d10 for each opposing side. Low initiative beats high and
  parties act in ascending order. If the initiative of both sides is
  the same then compare the weapon’s combat speeds and/or spell
  casting times between two opponents to determine which attack
  or actions happen ﬁrst. There are also other several factors that
  may inﬂuence initiative rolls. If the entire party doesn’t qualify,
  then the individual members act on their new, modiﬁed initiative.
  THE ATTACK ROLL
  The act of attempting to strike a target, whether it’s with a
  weapon or just tossing them an object to catch is considered an
  attack. To make an attack your character must be capable of hit-
  ting his opponent (this means striking distance with most melee
  weapons). The target’s AC is subtracted from your character’s
  THACO (giving a modiﬁed THACO). Then a d20 is rolled. Add
  or subtract all attack roll modiﬁers from the d20 roll, including
  those from Str and Dex. If the modiﬁed d20 roll is equal to or
  greater than the modiﬁed THACO, the attack hits and damage is
  rolled.
  Table 8.1: Initiative Modiﬁers
  Situation
  Modiﬁer
  Hasted
  −2
  +2
  Slowed
  High ground
  −1
  Receive charge
  −2
  Knee deep water
  +2
  +2
  Slippery footing
  Waist deep water
  +4
  +6
  Underwater
  Hindered (climbing, tangled, held)
  +3
  +1
  Waiting
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  CHAPTER 8. COMBAT
  Table 8.2: Attack Roll Modiﬁers
  Modiﬁer
  Situation
  Attacker on higher ground
  +1
  Invisible opponent
  −4
  Opponent off-balance
  +2
  Helpless opponent (held, sleeping, paralyzed,
  etc.)
  Automatic*
  Opponent stunned or prone
  +4
  +1
  Defender surprised
  Missile, long range
  −5
  Missile, medium range
  −2
  Rear attack
  +2
  *In combat, a helpless opponent is struck automatically.
  Outside of combat, a helpless opponent can be slain
  automatically.
  ATTACK MODIFIERS
  Strength applies a modiﬁer to hit with bows (but not crossbows)
  and melee weapons. Dexterity applies a modiﬁer to hit with all
  bows and hurled weapons. There is no limit to the modiﬁers
  added to an attack roll.
  Several situations may modify the attack roll.
  MULTIPLE ATTACKS
  When a creature has multiple attacks as the result of multiple
  weapons (including the natural weapons of animals or monsters),
  all attacks are rolled at the same time. Multiple attacks using a
  single weapon, such as a ﬁghter’s attacks or ﬁring a bow, are stag-
  gered. The ﬁrst attack is always made on the creature’s initiative
  and the iterative attacks are made after every creature involved
  in combat has acted.
  If more than one creature is capable of multiple attacks then
  their iterative attacks occur according to initiative (but always af-
  ter every other creature has acted). Having an odd number of
  attacks are rolled differently; 3/2 is one attack in the ﬁrst round
  and two in the second, 5/2 is two attacks in the ﬁrst round and
  three in the second, 7/2 is three attacks in the ﬁrst round and four
  in the second, and 9/2 is four attacks in the ﬁrst round and ﬁve
  in the second.
  FACING AND SPACE
  All combatants are assumed to have a front, ﬂank, and rear. Up
  to six attackers of equal size to the defender can attack. For each
  size category larger than the defender, the attacker takes up one
  extra space. For each size category smaller than the defender, the
  attacker takes up half the space.
  Combatants will always keep their attackers in their front
  sights until they’re overwhelmed. Additional attackers ﬁll up the
  front, ﬂank, and rear in that order. New attackers cannot attack
  a defender who’s completely surrounded. When ﬁghting multi-
  ple opponents, the defender can switch his facing as he chooses.
  Defenders cannot choose to face opponents they’re unaware of.
  Characters attacked from the rear lose their dexterity bonus to
  AC and the attacker gains a +2 bonus to attack.
  WEAPON LENGTH
  The GM must decide if a character has adequate space to wield
  a weapon. As a general rule, a combatant requires ﬁve-square-
  feet of space to wield a medium sized slashing or bludgeoning
  weapon and ten-square-feet of space to wield a large sized slash-
  ing or bludgeoning weapon. Because they have no arcs, piercing
  weapons require very little space allowing multiple combatants
  to ﬁght side-by-side.
  FRONT
  FRONT
  FRONT
  FLANK
  FLANK
  REAR
  Figure 8.1: Facing
  CALLED SHOT
  Normally, characters don’t target speciﬁc points when attacking
  their opponents. The called shot is a maneuver that allows a char-
  acter to speciﬁcally attack a point on a creature or target, such as
  the potion on their belt or hit a lock on a door latch without dam-
  aging the door itself.
  A character making a called shot must announce their target
  before initiative is rolled and suffers a +1 penalty to their initia-
  tive. Called shots apply a -4 penalty to the resulting attack roll.
  If the attack succeeds, damage is rolled as normal. Called shots
  deal the normal damage of the weapon regardless where it hits.
  Called shots cannot be used to blind, maim, or cripple targets.
  SPELL CASTING
  Casting a spell adds to the caster’s initiative, delaying his action.
  If the casting time of a spell is less than 1 round (represented by a
  simple number in the casting time) then that number is added to
  the caster’s initiative. Spell casters begin casting before initiative
  is rolled and resolve on the caster’s modiﬁed initiative (or at the
  end of the round or turn as the case may be for longer spells).
  Casters cannot move while casting spells and lose their dexter-
  ity bonus to AC, if any. If a caster takes damage or fails a saving
  throw while casting a spell, his concentration is ruined causing
  the spell to fail and that casting to be wiped from his mind.
  TWO-WEAPON FIGHTING
  Only warriors and rogues may ﬁght with two weapons. The pri-
  mary weapon can be any one-handed weapon. The secondary
  weapon must be smaller in size and weight than the primary
  weapon, with the exception of daggers, knives, and dirks. Any
  combination of two of these weapons can be used together. A
  buckler may be used while ﬁghting with two weapons, but no
  other shield is allowed, unless it is strapped to the back.
  Two weapon ﬁghting allows a character an extra attack per
  round (1/1 becomes 2/1, 3/2 becomes 5/2, 5/2 becomes 7/2,
  etc.). All characters are dominant in one hand of their choice (if
  checked randomly, there’s a 10% chance of being left-handed).
  Attacking with two weapons applies a −2 penalty to attacks
  made with the weapon in the dominant hand and a −4 penalty
  to attacks made with the weapon in the non-dominant hand. A
  positive dexterity—missile attack modiﬁer reduces the penalties
  of two weapon ﬁghting (to a maximum of +0 before other mod-
  iﬁers), while a negative dexterity—missile attack modiﬁer in-
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  CHAPTER 8. COMBAT
  FOR GOLD & GLORY
  creases the penalties of two weapon ﬁghting. Also refer to Com-
  bat Skills.
  ATTACKS WITH THE NON-DOMINANT HAND
  A character is assumed to use their dominant hand for all tasks
  such as using a weapon, so that if a character loses the ability
  to use their dominant hand, all actions performed by the non-
  dominant hand suffer a −2 penalty, modiﬁed by their dexterity—
  missile attack adjustment (to a maximum of +0 before other mod-
  iﬁers).
  MOVEMENT IN COMBAT
  All combatants can move ten times their movement value in feet
  during a single round.
  Combatants engaged in melee will turn to face their opponents
  if possible (see the section on facing for more details). Combat-
  ants can block the movement of their targets if they both share
  the same movement type (someone ﬁghting on the ground can-
  not block the movement of a ﬂying creature). Combatants cannot
  move through opponents unless they are able to push or knock
  them aside.
  MOVEMENT AND MELEE ATTACKS
  Combatants can move half their movement value in tens of feet
  and attack during the same round. Attacking doesn’t end the at-
  tacker’s move unless the defender chooses to block the attacker’s
  path or half of the attacker’s movement value is reached.
  MOVEMENT AND RANGED ATTACKS
  Moving and ﬁring missile weapons at the same time is difﬁcult.
  A combatant can move half their movement value in tens of feet
  and make a ranged attack at half their normal rate of ﬁre rounded
  down. If a weapon can only be ﬁred once (such as with crossbows
  and most hurled weapons), increase the amount of rounds per
  attack by one. For example, a person ﬁring a short bow while
  moving would have an ROF of 1, a light crossbow would have
  an ROF of 1/2, and a heavy crossbow 1/3.
  CHARGE
  A character can charge his opponent, increasing his movement
  value in tens of feet by 50% and giving him a +2 bonus to his ﬁrst
  melee attack. Charging gives the target a −2 bonus to his initia-
  tive roll (possibly allowing the target to move before the attacker
  moves), negates the attacker’s dexterity bonus to AC, and inﬂicts
  a +1 penalty to the attacker’s AC during the round the charge
  occurs.
  RETREAT
  There are two methods for retreating from combat; a careful with-
  drawal or haphazard ﬂeeing.
  Withdraw:
  A character can carefully withdraw from an oppo-
  nent that he is ﬁghting in melee, while moving his full movement
  value in tens of feet.
  Flee:
  Fleeing means that a character drops all defenses to move
  as far away from his opponent as possible. A ﬂeeing character
  moves at his full, normal movement value in tens of yards. When
  a character ﬂees, all adjacent enemies can make as many melee at-
  tacks as they have in a given round against that ﬂeeing character.
  These attacks do not count against their normal limit per round
  and are made the instant their opponent turns to ﬂee.
  NON-LETHAL COMBAT
  There are three kinds of non-lethal combat; brawling, wrestling,
  and overbearing. Brawling means that a character uses his body
  to strike blows against the enemy, wrestling is a combination of
  grappling and holds, and overbearing is an attempt to drag an
  opponent down in a pin.
  BRAWLING AND WRESTLING
  Brawling occurs when characters attack with their primary ap-
  pendages such as bare ﬁsts or feet. Wrestling uses the entire body
  and both hands must be free. When brawling or wrestling, an at-
  tack roll is made against the target’s normal AC. Wearing armor
  heavier than leather penalizes the attack roll while wrestling.
  If the attack roll is successful, check the table for the result.
  Brawling and wrestling can succeed on a roll of 1 although a 20
  is always an automatic hit.
  Brawl:
  The type of blow is a descriptor and has no speciﬁc
  game effect.
  Damage:
  Brawling deals the listed damage per attack. Metal
  gauntlets and the like increase damage to 1d3. Strength applies
  to brawling damage. 25% of the damage dealt is lethal and 75% of
  damage dealt (minimum 1 point per attack) is non-lethal. Non-
  lethal damage is recorded separately and any healing effect re-
  moves an equal amount of non-lethal and lethal damage.
  If
  a creature is reduced to 0 HP while having non-lethal damage
  recorded, he immediately falls unconscious. A brawler can pull
  his attacks, dealing no lethal damage, but the %KO still applies.
  %KO:
  Each successful attack has a chance to KO the victim. If
  successful, the victim is stunned for 1d10 rounds.
  Wrestle:
  Wrestling moves marked with an asterisk are holds
  that can be maintained until broken (no further attack roll nec-
  essary). A hold is broken by a throw, gouge, or assistance by
  another character, or attack with a melee weapon. All wrestling
  moves inﬂict 1 point of damage plus strength bonus (attacker’s
  choice to add in strength). A hold deals a cumulative 1 point of
  damage per round held.
  Table 8.3: Brawling and Wrestling
  Brawl
  Damage
  %KO
  Wrestle
  Roll
  20+
  Haymaker
  2
  10
  Bear hug*
  19
  Back kick
  0
  1
  Arm twist
  18
  Rabbit punch
  1
  3
  Kick
  17
  Kidney punch
  1
  5
  Trip
  16
  Front kick
  1
  2
  Elbow smash
  15
  Jab
  2
  6
  Arm lock*
  14
  Uppercut
  1
  8
  Leg twist
  13
  Crescent kick
  2
  10
  Leg lock
  12
  Roundhouse
  1
  5
  Throw
  11
  Hook
  2
  10
  Gouge
  10
  Back ﬁst
  1
  3
  Elbow smash
  9
  Combination
  1
  10
  Leg lock*
  8
  Reverse kick
  1
  9
  Headlock*
  7
  Combination
  2
  10
  Throw
  6
  Side kick
  2
  8
  Gouge
  5
  Overhand
  1
  3
  Kick
  4
  Cross
  2
  5
  Arm lock*
  3
  Hook
  2
  12
  Gouge
  2
  Uppercut
  2
  15
  Headlock*
  1
  Glancing blow
  0
  2
  Leg twist
  <1
  Wild swing
  2
  25
  Bear hug*
  *Holds are maintained each round until broken
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  FOR GOLD & GLORY
  CHAPTER 8. COMBAT
  Table 8.4: Armor Modiﬁers for Wrestling
  Armor
  Mod.
  Studded leather
  −1
  Chain, ring, scale mail
  −2
  Banded, splint, plate
  −5
  Field plate
  −8
  Full plate
  −10
  Table 8.5: Cover/Concealment Modiﬁers
  Modiﬁer
  Target’s Position
  Cover
  Concealment
  25% hidden
  −2
  −1
  50% hidden
  −4
  −2
  75% hidden
  −7
  −3
  90% hidden
  −10
  −4
  COVER AND CONCEALMENT
  Defenders can use cover and concealment to protect against
  ranged attacks. Concealment is any object that hides a charac-
  ter but doesn’t block missile attacks such as a bush or tapestry.
  Cover is any object that hides and protects a character such as
  a wall or furniture. Cover and concealment apply the following
  penalties to an attacker’s ranged attack.
  Cover (but not concealment) grants the modiﬁer as a bonus to
  the defender’s saving throw against spells or effects that cause
  damage like a ﬁreball or dragon’s breath. A character with 90% or
  more cover suffers one-half normal damage on a failed save and
  no damage on a successful save. This assumes the defender’s
  cover blocks the spell’s effect; for example, a ﬁreball would have
  full effect if it exploded behind the cover.
  FIRING INTO CROWDS
  Firing into crowds has a chance to hit a random target. Hav-
  ing a clear shot (such as having the high ground) eliminates this
  chance.
  Under normal circumstances, the character using the missile
  weapon chooses a target in the crowd and rolls an attack with all
  normal modiﬁers. If the modiﬁed attack roll is too low to hit the
  armor class of the chosen target or any creatures or characters (in-
  cluding allies) adjacent to the chosen target, it is simply counted
  as a miss. If the attack roll is high enough to be successful versus
  the armor class of the chosen target or any creatures or charac-
  ters (including allies) adjacent to the chosen target, the GM must
  assign a number to the chosen target, and each adjacent creature,
  based on its size. Small and smaller creatures count as 1, medium
  creatures 2, large as 3, huge as 8, gargantuan as 12, and colossal
  as 16 each. Add these numbers together. Each creature is then
  assigned a percentage chance by dividing its numerical rating by
  the total. This randomly rolled target’s AC is then compared to
  the original modiﬁed attack roll to see if the hit was successful.
  Damage is rolled and modiﬁed normally whether friend or foe is
  struck.
  Otherwise, a called shot is required to guarantee that only the
  chosen target will be struck. This called shot is made at −6 to
  hit, plus appropriate penalties for cover or concealment that the
  “crowd” provides to the target; loyal bodyguards may attempt
  to block incoming missiles (providing the equivalent of cover),
  while the character’s allies may attempt to dodge at the right mo-
  ment (providing the equivalent of concealment). If the called shot
  misses, assume it misses everyone.
  For example, a human worth 2 points and AC 2 and a halﬂing
  worth 1 point and AC 7 are in melee combat with a kobold also
  worth 1 point and AC 7. An elf ﬁres an arrow into the melee and
  rolls high enough to hit the halﬂing or kobold, but not the human.
  The GM adds up the numerical values. In this case, 2 + 1 + 1 = 4.
  So it follows that the arrow is 50% likely (2⁄4) to bounce off the hu-
  man’s heavy armor (thereby missing everyone), 25% likely (1⁄4) to
  hit the halﬂing and 25% likely (1⁄4) to hit the kobold. If the elf tried
  a called shot against the kobold, the GM would determine the
  kobold to be under 75% concealment (since allies are surround-
  ing the target), thus giving a total of −9 to hit the kobold. If, in-
  stead of a kobold, the human and halﬂing were in melee with an
  ogre, the total would be 2 + 1 + 3 = 6, thus reducing the human’s
  OVERBEARING
  Overbearing attempts to drag an opponent and pin them to the
  ground. An attack roll is made against the target. Each difference
  in size between the attacker and defender modiﬁes the attack roll
  by 4 (+4 for each size the attacker is larger than his opponent and
  −4 for each size that the attacker is smaller than his opponent).
  An attacker suffers a −2 penalty for each number of legs beyond
  two the defender has. A defender has no penalty if it has no legs
  such as with amorphous opponents.
  If the attack succeeds, the opponent is pulled down. A charac-
  ter can be pinned if another successful overbear attack is made.
  For each attacker beyond one, a +1 modiﬁer is added. The weak-
  est attacker in a group makes the actual attack and modiﬁers are
  added for the largest attacker in a group.
  WEAPONS AND NON-LETHAL COMBAT
  Weapons in Defense:
  Brawling, wrestling, or overbearing an
  opponent armed with a weapon enables them to one immediate,
  free attack with a +4 bonus. When wrestling, characters may at-
  tack each other with small weapons.
  Non-lethal Weapon Attacks:
  Slashing and piercing weapons
  can be used to deal non-lethal damage. Ranged attacks, thrown
  or ﬁred, cannot be used to non-lethally. Attacking non-lethally
  applies a −4 penalty to the attack roll and 50% of the damage
  dealt is non-lethal.
  TOUCH SPELLS AND COMBAT
  A spell caster can simply touch his target as part of casting their
  spell. There are two exceptions to this rule. Most touch spells are
  only effective for the round they’re cast (a missed attack results in
  the spell ﬁzzling), however, some allow the caster to make multi-
  ple touch attacks.
  Unwilling Targets:
  The caster must make a successful attack
  roll against AC 10 modiﬁed only by dexterity and magical
  bonuses. Wearing +1 plate mail will provide a −1 bonus to AC,
  wearing +3 leather will offer −3 bonus to AC, and bracers, rings,
  cloaks, etc. provide normal bonuses.
  Willing Targets:
  Touching a willing target is automatic so long
  as both characters aren’t engaged in melee. To hit a willing target
  performing any action other than waiting for the spell, the caster
  must hit an AC of 10.
  RANGED ATTACKS
  Ranged weapon attacks are similar to melee attacks. Strength
  modiﬁers are applied to the damage rolls of hurled weapons, and
  in some cases strength modiﬁers can be applied to both damage
  and attack rolls of bows. Dexterity modiﬁers are also applied
  to the attack roll of all ranged weapons relying on the attacker’s
  aim. A weapon’s rate of ﬁre is handled as a multiple attack. Most
  ranged weapons ﬁre in a straight line although they can be ﬁred
  in an arc. Calculate the additional range it takes to ﬁre a weapon
  in an arc. Some weapons can only be ﬁred in an arc and as such
  have a minimum range to work.
  58
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  CHAPTER 8. COMBAT
  FOR GOLD & GLORY
  chance to 33% or 2⁄6, the halﬂing’s chance is then 17% or 1⁄6, and the
  ogre’s chance is 50% or 3⁄6. If the elf tried a called shot against the
  ogre, the GM would determine the ogre to be under 50% conceal-
  ment (−8 penalty to hit). Finally, a kobold spell caster targeted by
  the elf, but surrounded by three ogre body guards, would have
  only a 10% chance of being the actual target, while each of the
  ogres would have a 30% chance to be the target instead. If the elf
  tried a called shot against this kobold, the GM would determine
  that the kobold is under 90% cover and apply a −16 penalty. The
  GM will have to adjudicate the cover or concealment penalty for
  called shots in cases where allies and enemies are mixed.
  INDIRECT MISSILES
  An indirect missile is any ranged weapon that targets a speciﬁc
  point, not a creature. Indirect missiles generally shatter when
  they hit their target, but the GM may rule that they receive a
  saving throw to resist breaking. Indirect missiles of ﬁve pounds
  or less can be thrown with a short range of 10 feet, medium
  range of 20 feet, and long range of 30 feet; heavier items have
  reduced ranges based on the GM’s decision. In general, trying to
  throw an item heavier than one-third of a character’s strength—
  max weight score requires a successful bend bars check. Some
  weapons, like the staff sling and catapult, can be used to ﬁre in-
  direct missiles using the range of the weapon.
  To use an indirect missile, an attack is made against an AC 10
  to target a speciﬁc point (not a creature). Penalties may apply es-
  pecially in situations where the target isn’t visible or has cover.
  If the attack misses the intended point, it hits in a random lo-
  cation. Creatures or characters in this random location are now
  subject to the missiles effects. An indirect missile attack that fails
  from short-range falls 1d6 feet away from the intended target,
  from medium-range, the missile falls 1d10 feet away from the in-
  tended target, and from long-range, the missile lands 2d10 feet
  away from the intended target. Roll 1d10 and consult the scatter
  diagram to determine the direction the missile falls.
  All creatures standing in the effective area take a direct hit and
  damage is dealt based on the missile. Unless noted, all indirect
  missiles deal splash damage to anything standing within 3’ of the
  effective area.
  8-10
  6
  7
  4
  5
  2
  3
  1
  Figure 8.2: Scatter Diagram
  Table 8.6: Indirect Missile Effects
  Effective
  Type
  Area
  Splash
  Direct Hit
  Acid
  1’ diameter
  2d4 HP
  1 HP
  2 HP
  2d3 HP
  1’ diameter
  Holy water
  Greek ﬁre
  3’ diameter
  2d6/1d6 HP
  1d3 HP
  special
  special
  1’ diameter
  Poison
  TYPICAL INDIRECT MISSILES
  Acid:
  Acid damage cannot be healed by regeneration. For char-
  acters that can regenerate, calculate acid damage separately.
  Holy Water:
  Deals damage to most undead and evil creatures
  from the lower planes. Unholy water deals damage to paladins
  and good creatures from the upper planes. Holy and unholy wa-
  ter deal damage like acid (cannot be regenerated) and have no
  affect on gaseous creatures or those otherwise without a material
  form.
  Oil:
  Damages a creature only when lit. Typical use involves
  an attack that splashes an area with oil and a second attack that
  drops a lit torch or other object in the area. A ‘Molotov cocktail’
  (ﬂammable liquid in a fragile container with a cloth attached to
  the open end) can be constructed in one round, lit in the second
  round (using ﬂint and steel), and thrown in the third round. A
  burning object like a torch allows a cocktail to be lit and thrown
  in a same round.
  Poison:
  Most poisons are liquid or powder and only work on a
  direct hit. Therefore, they have no effective splash damage. Poi-
  sonous gasses, however, cause the same outcome to those within
  the area of a direct hit and those receiving only splash damage.
  HEAVY OBJECTS AS MISSILE WEAPONS
  Heavy objects like hurled boulders or iron balls roll when they
  strike the ground and do not shatter. An attack roll is made to
  hit a location as a normal indirect missile (AC 10), but scatter dis-
  tance, in the case of a missed attack, is doubled. Any creature
  standing where a heavy object hits takes direct damage. After hit-
  ting the ground, heavy objects bounce along their intended path
  for 3d10 feet before coming to a halt. This range may be halved if
  going up hill or doubled going downhill.
  If the heavy object travels through a space occupied by a crea-
  ture, make an attack roll against that creature with a −2 penalty
  for each 10’ the heavy object bounced. If the targets are in a tight
  formation or in an area where movement is restricted (GM de-
  cides), all targets in the heavy object’s path are automatically hit
  and take direct damage. To determine scatter damage, subtract
  the distance the heavy object rolled from the damage dealt on a
  direct hit.
  SAVING THROWS
  Saving throw represents a chance to avoid or reduce a harm-
  ful effect.
  Saving throws are instinctive, thus a character that
  isn’t even aware of the danger can react to it. To make a sav-
  ing throw, a character rolls 1d20 plus applicable modiﬁers and
  succeeds by equaling or exceeding his save score for that type of
  effect. Each character has speciﬁc saving throws based on their
  class and level.
  59
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  FOR GOLD & GLORY
  CHAPTER 8. COMBAT
  Magical Armor:
  The enchantment bonus of magical armor
  gives a bonus against spells and effects that deal damage to the
  external parts of the body such as ﬁre, damage-causing spells,
  disintegration, and falling. It does not protect against gas, poi-
  son, mental abilities or any other effects that don’t inﬂict physical
  damage.
  Speciﬁc spells, poisons, or items:
  Certain spells or items auto-
  matically carry a modiﬁer to the character’s save. Potent spells
  may carry a penalty, while spells easily resisted carry bonuses.
  Some poisons, particularly mild ones like from an insect, grant a
  bonus to save because they’re not particularly deadly.
  Special Situations:
  In cases where an effect should be easier or
  more difﬁcult to save against, the GM sets the modiﬁer. As a gen-
  eral rule, saving throw modiﬁers should range between −4 and
  +4. A −4 penalty represents an extreme or powerful effect while
  +4 bonus represents a completely favorable situation or weak ef-
  fect.
  MAGIC RESISTANCE
  Magic resistance is an innate ability to resist the effects of spells.
  It requires no conscious effort from the creature to work and is al-
  ways considered “on”. It cannot be imparted to other characters,
  unless a special power allows it to be. Magic resistance is given
  as a percentile; if the roll is equal to or lower than the percentile
  the magic is resisted. If the magic resistance fails, then the spell
  affects the target as normal including rules on saving throws.
  Magic resistance protects creatures against direct spells and
  spell-like powers (including beneﬁcial ones), unless the creature
  purposely decides to lower it. It does not protect against magic
  weapons or the natural results of a spell, such as objects falling
  on a target as the result of earthquake.
  Succeeding against a magic resistance check can have several
  different results depending on the nature of the spell.
  SAVING THROW PRIORITIES
  Most spells and effects specify which save to make, but in cases
  where saving throws aren’t clear (such as an effect falling under
  two different kinds of saves), the saving throw is determined in
  order of priority from ‘save vs. paralyzation, poison, or death’ to
  ‘save vs. spell’. For example, a poison effect from a wand would
  require a ‘save vs. poison’ because it has the highest priority, de-
  spite also being a spell cast from a wand, which would normally
  require a ‘save vs. wands’ or a ‘save vs. spell’.
  Save vs. Paralyzation, Poison, or Death:
  Resists effects caused
  by poison, a paralyzing attack, spells designed to kill the charac-
  ter outright, and attacks that require great will power or physical
  fortitude to resist.
  Save vs. Rod, Staff, or Wand:
  Resists effects caused by magical
  implements such as a rod, staff, or wand. Can also be used to
  save against unusual sources of magic such as magical terrain.
  Save vs. Petriﬁcation or Polymorph:
  Resists effects that create
  a permanent or temporary physical change in the subject such as
  petriﬁcation or polymorph.
  Save vs. Breath Weapon:
  Resists affects that may be avoided by
  manual dexterity and agility, like a dragon’s breath attack, falling
  objects, or maintaining balance on a slippery ﬂoor.
  Save vs. Spell:
  Resists the magical attacks of a spell caster or
  item, provided no other type of save is more appropriate. Save vs.
  spell is also used to resist any effect that doesn’t have a deﬁnite
  classiﬁcation.
  CREATURES AND SAVING THROWS
  Creatures and NPCs without ability scores normally use the war-
  rior’s saving throw progression based on hit dice. Creatures who
  can cast either wizard or cleric spells use the appropriate spell
  caster’s saving throw progression, and those with thief abilities
  use the thief’s saving throw progression.
  VOLUNTARILY FAILING SAVING THROWS
  By default, a character always attempts to resist potential effects.
  However, a character can choose to purposefully fail a saving
  throw. This is a conscious decision that must be clearly stated.
  Voluntarily failing causes the effect to work as normal.
  ABILITY CHECKS AS SAVING THROWS
  When a character can avoid damage through the use of an ability
  score, an ability check is made instead of a save. A character that
  falls down a cliff might be allowed a strength check to jam his
  pick into the wall or a dexterity check to land properly when he
  hits the ground to reduce the damage.
  MODIFYING SAVING THROWS
  Magical items, speciﬁc rules, and unusual situations can directly
  modify the saving throw roll. Bonuses and penalties modify the
  die roll, not the saving throw required.
  Ability Scores:
  High wisdom gives a bonus to save vs.
  en-
  chantments, illusions, and other mental effects. Extremely high
  Constitution provides bonuses to saves versus poison, and high
  dexterity gives a bonus to save vs. attacks that can be avoided
  by quick movement like a ﬁreball or breath weapon. Low
  scores
  often apply penalties.
  Magical items:
  Some magical items like cloaks and rings give
  bonuses to saves as mentioned in their description.
  60
  
  FOR GOLD & GLORY
  CHAPTER 8. COMBAT
  Table 8.7: Turn Undead
  Undead HD
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10–11
  12–13
  14+
  Under 1 HD
  10
  7
  4
  T
  T
  D
  D
  D*
  D*
  D*
  D*
  D*
  1 HD
  13
  10
  7
  4
  T
  T
  D
  D
  D*
  D*
  D*
  D*
  2 HD
  16
  13
  10
  7
  4
  T
  T
  D
  D
  D*
  D*
  D*
  3 HD
  19
  16
  13
  10
  7
  4
  T
  T
  D
  D
  D*
  D*
  4 HD
  20
  19
  16
  13
  10
  7
  4
  T
  T
  D
  D
  D*
  5 HD
  –
  20
  19
  16
  13
  10
  7
  4
  T
  T
  D
  D
  6 HD
  –
  –
  20
  19
  16
  13
  10
  7
  4
  T
  T
  D
  7 HD
  –
  –
  –
  20
  19
  16
  13
  10
  7
  4
  T
  T
  8 HD
  –
  –
  –
  –
  20
  19
  16
  13
  10
  7
  4
  T
  9 HD
  –
  –
  –
  –
  –
  20
  19
  16
  13
  10
  7
  4
  10 HD
  –
  –
  –
  –
  –
  –
  20
  19
  16
  13
  10
  7
  11+ HD
  –
  –
  –
  –
  –
  –
  –
  20
  19
  16
  13
  10
  Special**
  –
  –
  –
  –
  –
  –
  –
  –
  20
  19
  16
  13
  *2d4 additional creatures of this type are turned.
  **Special undead include unique monsters greater than 11 hit dice, undead on the negative material plane, or undead native to
  the outer planes regardless of hit dice.
  Targeted Spells:
  Each individual creature with magic resis-
  tance makes a check to resist the effect. If only a single target
  is designated and the target makes its check, or all targets make
  their check, the spell fails completely.
  Area Effect Spells:
  These spells affect a single point. The spell
  effect goes off as normal but the targeted creature is unaffected if
  they succeed on their check.
  Continuous Spells:
  These spells affect the target when they
  pass through such as magical hexes or circles. Magic resistance
  only comes into effect if the creature is targeted as a result of
  the spell. Normally a continuous spell isn’t instantly negated by
  a successful magic resistance check, however, the GM may rule
  otherwise.
  Permanent Spells:
  Magic resistant creatures are unaffected by
  permanent spells in their effective area for the duration they re-
  main in the spell area. A magic resistant creature never negates
  permanent spells.
  IMMUNITY TO WEAPONS
  Some monsters are immune to the damage of normal weapons.
  A monster immune to weapon damage is visibly wounded but
  suffers no pain (damage to hit points) from the attack. Magical
  effects imparted by the weapon, such as ﬁre or poison, still take
  effect.
  The two most common forms of weapon immunity can be by-
  passed by magic weapons or silvered weapons. Magic weapons
  must have an enchantment bonus that matches or is greater than
  the creature’s listed immunity. Only weapons forged completely
  from silver can damage creatures weak against silver.
  For the purposes of overcoming weapon immunity, the natural
  attacks of monsters can act as magical weapons. This ability does
  not extend to NPC or Player Character humans or demi-humans.
  Consider a creature’s attacks to be a magic weapon based on its
  HD. With some exceptions, the attack itself is not actually magical
  so the creature’s attack and damage rolls are not modiﬁed.
  Table 8.8: Monster Hit Dice Overcoming Immunity
  Hit Dice
  Overcomes
  4
  +1 weapon
  6
  +2 weapon
  8
  +3 weapon
  10
  +4 weapon
  SPECIAL ATTACKS
  TURN UNDEAD
  Priests and paladins can turn undead, however, druids cannot.
  Turning is the act of exerting divine power through a holy object
  to scare away or destroy undead. For the purposes of turning
  undead, a paladin is considered a priest two levels lower than
  his actual level.
  Turning requires a holy object (usually a symbol of their deity
  or a blessed object) and can be used once per encounter, although
  multiple priests can use it at once. Turning counts as a hostile
  action and takes effect on the priest’s initiative. Both hands must
  be free (except for the one holding the holy symbol) and the priest
  must clearly speak and present his symbol. All undead able to see
  the priest are affected.
  Cross check the HD of the undead (down the side) against the
  priest’s level (across the top) and, if a number is listed, roll 1d20.
  If the number is greater than or equal to the target number in
  the column the attempt is successful. “T” stands for turned, “D”
  stands for dispel (the targeted undead is instantly destroyed),
  and “–” means the priest of that level cannot turn the listed un-
  dead. Only one die is rolled regardless of the number of undead
  and each type is affected individually.
  If the turn is successful then it affects 2d6 undead. If the un-
  dead are mixed then the lowest hit dice undead are targeted ﬁrst.
  Turned undead retreat until out of sight of the priest that turned
  them; the mindless undead remain hiding there, but intelligent
  undead generally only hide until they’re certain the priest has
  passed and may attempt to attack again. If they cannot complete
  this, they circle at a distance no closer than 10 feet. If the priest
  forces the undead closer then the turning is immediately broken
  and the undead behave normally.
  Turning lasts as long as the priest maintains his concentration
  (no rolls are needed). He can perform complex actions, such as
  attacking or casting spells, but must remain aware of the undead
  he turned and maintain a hold on his holy symbol.
  DOMINATE UNDEAD
  Evil priests do not turn undead but dominate them. An evil priest
  is bound by the same restrictions as a normal priest, but instead of
  turning an undead, they can command them. A successful turn-
  ing check (or a “T”) results in the undead following the ﬁrst order
  given until completion, after which point it’s no longer beholden
  to the priest. A “D” means the undead is completely subservient
  to the evil priest. An evil priest can command up to 12 undead at
  a time.
  61
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 8. COMBAT
  Table 8.9: Damaging Objects
  Item
  Hit
  Points
  Ranged
  Damage Type
  AC
  Chair
  1d8 + 1
  Bludgeon/Slash
  7
  5’ ×
  6
  Slash/Pierce
  2d4
  5’ Strip of leather
  Glass bottle
  1d2
  Bludgeon
  3
  8
  All
  1
  Glass pane, Mirror
  Rope
  1d4 + 1
  Slash
  6
  9
  10d3 + 20 Slash
  Wooden door
  Wooden pole
  2d6
  Slash
  7
  0
  5d6 + 15
  Bludgeon
  Metal pole
  DAMAGING OBJECTS
  It’s not necessary to track the damage to objects like weapons,
  clothing, and armor. It’s assumed the PCs perform minor repairs
  on their equipment during their downtime. If a character deliber-
  ately tries to destroy an item, it’s necessary to track its hit points
  or call for a saving throw.
  To attack an object, the character must ﬁrst have a weapon ca-
  pable of damaging it. For example, blunt weapons are ill suited
  for cutting, while a piercing weapon is of no use trying to hack
  down a door.
  Hitting a relatively large, immobile object, like
  a door or an unattended backpack, with a melee attack is au-
  tomatic, while attempting to hit the doorknob would require a
  called shot.
  When trying to hit an object with a ranged attack, its size
  and hardness is taken into consideration when determining AC.
  Small or moving objects like a ﬂailing rope further reduce the AC
  to hit an object. The table lists common items, their hit points, the
  type of attack required to deal normal damage, and their AC in
  regards to ranged attacks.
  ITEM SAVING THROWS
  Sometimes items can be subject to general dangers: an explo-
  sion, a ﬁreball, dragon’s breath, submersion in acid, a rockslide,
  etc. Whenever an unattended (not carried by anyone) object is
  subject to danger, a saving throw is made instead of calculating
  hit points. If a character fails his saving throw against such at-
  tacks then his items are subject to a save. Items with a reasonable
  chance of saving (10 or lower) don’t normally need to be checked
  unless the cause of attack is extremely powerful. Protected or un-
  exposed items don’t need to make a save either, such as items
  in a backpack or tucked in pouches. For example, a ﬁghter’s
  sword doesn’t need to be checked if he fails a saving throw ver-
  sus ﬁre (saving throw of 2), but the potions in the exposed glass
  vials strapped around his waist could very well be ruined (saving
  throw of 17), even if the vials themselves survive (saving throw
  of 7).
  Items that fail the save are destroyed. Magical items gain a
  bonus to save equal to their enchantment bonus. Items with no
  enchantment bonus like rings or potions get a bonus equal to
  their power from +1 to +5. Items designed to protect against cer-
  tain types of damage get an additional +2 bonus versus that type
  of attack (for example a ring of ﬁre resistance saving against a ﬁre-
  ball). The GM may allow very powerful items with other special
  abilities to gain additional bonuses to their saving throws.
  Acid:
  An attack with a sizeable quantity of acid or prolonged
  exposure.
  Crushing:
  Strikes by blunt weapons of large creatures, against
  small items from human sized creatures, or breakable items
  hurled at hard surfaces.
  Disintegration:
  Applies only to magical effects.
  Evil priests can also turn paladins, but the attempt is made at
  three levels lower than their actual level. For example, an 8th level
  evil priest would be considered only 5th level. A turned paladin
  is ﬁlled with negative energy and is forced to ﬂee from the sight
  of the evil priest. A result of “D” is handled as a turn, or “T”.
  CHARMED CREATURES
  Charmed creatures can be given orders by the caster. In the event
  the player characters charm a monster, they can direct it to attack.
  Charmed monsters will ﬁght with their normal weapons but will
  not use their special abilities unless directly commanded to do
  so. Likewise, if a player character is charmed, the GM must use
  whatever attack forms the caster knows his target possesses.
  Charming a spell caster is dangerous. While a charmed spell
  caster can tell his master what spells he has memorized, there’s
  a 25% chance that the charmed spell caster will cast a spell that’s
  harmful to himself and his master.
  Charmed creatures cannot carry out actions requiring personal
  judgment. Orders given must be distinct and precise, although
  charmed creatures do not actively try to circumvent or distort
  orders. Charmed creatures refuse to obey self-destructive orders,
  such as committing suicide, but since combat has many variables,
  it’s not considered self-destructive, even against impossible odds.
  Monsters with charm powers (like vampires) require no ver-
  bal communication. All orders are given mentally. Spells that
  charm creatures require some means of verbal communication
  and a shared language, however, hand gestures and body lan-
  guage can be used to convey simple phrases such as “I’m injured”
  and “Go there.”
  GAZE ATTACKS
  Some creatures have the ability to cause effects simply by gaz-
  ing into their opponent’s eyes. All characters are considered to
  be looking at their opponent in a ﬁght and suffer the effects of
  the gaze each round. Attacking a creature’s rear allows the at-
  tacker to avoid the creature’s gaze. Creatures with gaze attacks
  can choose to avoid looking in their opponent’s eyes, negating
  their gaze attack.
  Characters can choose to avert their eyes by only looking in the
  general direction of their target. There’s a 20% chance each round
  that a character averting his eyes will still accidentally meet the
  gaze of his opponent. Characters can completely avoid the gaze
  of a creature simply by looking at the ground or closing their
  eyes, however, they’re considered blinded while attacking the
  opponent. Finally, characters can ﬁght while looking through a
  mirror or reﬂective surface. Holding a mirror requires an empty
  hand. The wielder suffers a −2 penalty to attack rolls loses his
  dexterity bonus to AC.
  INNATE ABILITIES
  Some creatures have abilities, powers, or spells that they can cast
  as a basic action. These are natural abilities that function by men-
  tal commands. Innate spells function normally, but they do not
  have a casting time or components. Use a creature’s HD to deter-
  mine an innate spell’s variable effects based on level. If a creature
  doesn’t have the minimum level required to cast the spell, it func-
  tions at the lowest possible level.
  BREATH WEAPONS
  Breath weapons begin at a point (usually the creature’s mouth)
  and spread based on their effective area. Breath weapons do not
  require an attack roll. The breath weapon affects all creatures
  caught in the effective area.
  62
  Devon Chulick (Order # )
  
  CHAPTER 8. COMBAT
  FOR GOLD & GLORY
  Table 8.10: Item Saving Throws
  Disin-
  Crushing
  Acid
  Item
  tegrate
  Magic
  Fall
  Fire
  Electricity
  Lightning
  Cold
  Fire
  Bone, Ivory
  11
  16
  19
  6
  9
  3
  2
  8
  2
  –
  –
  2
  18
  2
  13
  16
  19
  12
  Cloth
  Glass
  5
  20
  19
  14
  7
  4
  6
  17
  2
  2
  13
  3
  4
  6
  2
  19
  3
  10
  Leather
  Metal
  13
  7
  17
  3
  6
  2
  2
  12
  2
  –
  –
  16
  19
  5
  17
  19
  19
  16**
  Oils*
  Paper
  16
  7
  19
  –
  19
  19
  2
  19
  2
  –
  –
  15
  18
  13
  14
  17
  19
  15**
  Potions*
  Pottery
  4
  18
  19
  11
  3
  2
  4
  2
  2
  2
  14
  2
  2
  3
  8
  18
  17
  3
  Rock, Crystal
  Rope
  12
  2
  19
  –
  10
  6
  2
  9
  2
  2
  12
  2
  5
  7
  2
  19
  10
  8
  Wood, thick
  Wood, thin
  9
  13
  19
  2
  11
  9
  2
  10
  2
  **Item is mixed with the acid even on a successful save.
  *Save represents the liquid, not the container it’s carried in.
  Fall:
  Applies to a fall greater than ﬁve feet. If the surface is soft,
  a +5 bonus is added to the saving throw. A −1 penalty is applied
  for every ﬁve feet in the fall.
  Magic Fire:
  Includes ﬁreball, dragon breath, and any sizeable
  ﬂame created by spells or effects.
  Exceptionally hot ﬁres like
  magma also apply.
  Cold:
  Extraordinary, abnormal, magical, or sudden cold ap-
  plied to an object. If the change is gradual then apply a +2 bonus
  to the saving throw.
  Lightning:
  Applies to magical lightning or natural lightning ef-
  fects.
  Electricity:
  Mundane or minor magical electrical attacks such
  as shocking grasp or magical traps.
  MORALE
  Morale represents a non-player character or creature’s willing-
  ness to ﬁght.
  As a rule, the GM should never dictate the ac-
  tions of the PCs. That’s up to their individual players. However,
  when creating realistic ﬁghts between a group of player charac-
  ters, including their NPC hirelings and henchmen, and various
  foes, there should be guidelines to determine the characters’ al-
  lies’ and enemies’ willingness to continue the ﬁght.
  Animals rarely ﬁght to the death. They often ﬂee at the ﬁrst
  injury, except when defending their lair or young. Unintelligent
  creatures like golems, plants, and zombies have little or no con-
  cept of self-preservation and always ﬁght to the death if left to
  their own devices. Intelligent creatures have various motivations,
  Table 8.11: Base Morale Ratings
  Creature Type
  Morale
  Unintelligent
  18
  Animal, docile
  3
  Animal, predator
  7
  Intelligent animal
  12
  Semi-intelligent
  11
  Low intelligence
  10
  Commoner
  7
  Mobs
  9
  Militia
  10
  Disorganized troops
  11
  Trained soldiers
  12
  Elite soldiers
  14
  Hirelings
  12
  Henchmen
  15
  but none of them are willing to die for little gain save some hive
  mind creatures and the most fanatically loyal are willing to die
  for little gain.
  The GM may decide on his own when a creature’s morale
  breaks. Animals ﬂee and intelligent creatures may do the same
  or surrender. Alternatively, the GM can roll for morale. Rolling
  shouldn’t be made every round as it leads to illogical situations
  and slows play. The following list makes a good guideline (but
  isn’t all inclusive) to use when determining when to roll a morale
  check.
  Monster/NPC Morale Check
  • First round after being surprised
  • Faced with a vastly superior force
  • Ally is slain by magic
  • 25% of group has fallen
  Table 8.12: Morale Modiﬁers
  Modiﬁer
  Situation
  Abandoned by allies
  −6
  Creature lost 25% HP*
  −2
  Creature lost 50% HP*
  −4
  Creature is chaotic
  −1
  Creature ﬁghting hated enemy
  +4
  +1
  Creature is lawful
  Creature was surprised
  −2
  Creatures ﬁghting spell casters
  −2
  Creatures with 1⁄2 HD or less
  −2
  Creatures with less than 1 HD but greater than 1⁄2
  HD
  −1
  Creatures with 4–8 HD
  +1
  +2
  Creatures with 9–14 HD
  Creatures with 15+ HD
  +3
  +3
  Defending lair
  Terrain advantage
  +1
  Each additional check this round**
  −1
  Leader is of different alignment
  −1
  Most powerful ally defeated
  −4
  NPC is treated exceptionally well
  +2
  NPC treated poorly
  −4
  No opponents defeated
  −2
  Outnumbered 3-to-1
  −4
  Outnumber opponents 3-to-1
  +2
  Unable to affect opponent***
  −8
  Spell caster as an ally
  +2
  *Also includes if a group has lost a percentage of troops
  **−1 per check
  ***Apply if the enemy is immune to the most prevalent form
  of damage from the attacking party
  63
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 8. COMBAT
  GM:
  Ranger’s sword cuts deep into the brigand’s neck and he
  falls to the ground choking on his blood. Fighter.
  Fighter:
  I rolled a total of 11 to attack and 6 damage if it hits.
  GM:
  (Fighter needed a score of 13 or more to hit the opponent
  and he misses). Whiff! The brigand pulls back, dodging the blow.
  GM:
  Thief. (GM secretly rolls hide in shadows for Thief and
  notes a success although Thief doesn’t know it) You leap behind
  a stack of boxes and duck into the darkness. The spider actually
  seems more concerned about the unarmored, chanting Wizard
  than you.
  Wizard:
  Oh, c’mon!
  GM:
  The two brigands on Ranger and the three on Fighter at-
  tack. (GM rolls for the brigands). Fighter is too heavily armored
  for their pathetic swings to penetrate. Ranger dodges one attack
  but a ﬂail crushes his forearm for 3 points of damage.
  Ranger:
  You’ll pay for that!
  GM:
  The three brigands on Wizard swing with all their might
  but his magical shield deﬂects their blows.
  Wizard:
  Always take that extra precaution!
  GM:
  Wizard’s spell goes off as they’re mid swing.
  Wizard:
  I affect (rolls 2d4) 6 HD worth of creatures.
  GM:
  The two bandits before you collapse, as do the two on
  Fighter and two of the three facing off against Ranger. The bandit
  leader is made of tougher stuff but his angry features immedi-
  ately soften at the loss of his men.
  GM:
  The spider is unable to track Thief so it wheels around and
  charges Wizard. It bites wizard along the artery in his thigh for 4
  points of damage!
  Wizard:
  Urgh! I have 1 hit point left!
  GM:
  Wizard, roll a saving throw against poison.
  Wizard:
  Oh god, oh god. . . 19! Phew, I’m safe.
  GM:
  Round 2. What do you guys do?
  Thief:
  I’m coming to save you, Wizard! Move stealthily behind
  the spider and backstab!
  Fighter:
  I’ll attack the brigand leader.
  Ranger:
  I’ll keep ﬁghting this guy.
  Wizard:
  I’m surrounded on both sides! I’ll ﬁght the spider hop-
  ing the other guys handle the brigands.
  GM:
  (Rolls initiative: heroes 4, spider 5, brigands 2). The brig-
  and ﬁghting Ranger is sweating profusely. (GM rolls a morale
  check for the brigand and applies a -2 penalty because he’s ﬁght-
  ing a spell caster: he rolls a 17, which is way above the Brig-
  and’s modiﬁed 9 morale). The brigand ﬁghting Ranger drops his
  weapon and ﬂat out runs.
  Ranger:
  Cut ‘em down! I roll a 19 for attack and deal 9 points
  of damage.
  GM:
  He takes a single step before you run him straight through
  his heart. The brigand leader tosses aside his weapon and surren-
  ders, begging and sobbing for mercy.
  Fighter:
  I attack the spider instead. Natural 1, damn!
  GM:
  (A roll of 1 is automatic failure and usually something in-
  convenient happens). The ground is soggy and you step into a
  sinkhole as you charge the spider. You spend the entire round
  trying to get your foot out.
  • 50% of group has fallen
  • Each companion that dies after 50% of the group has fallen
  • Leader of a group deserts or falls
  • Fighting creatures that cannot be harmed due to magical
  protections
  • Ordered to attempt a suicidal task
  • Offered a bribe or tempting but dangerous request*
  • Ordered to cover a withdrawal or act as rearguard
  • Ordered to use a charge from a personal, powerful magic
  item*
  • Offered a chance to surrender (assuming one or more of the
  other morale conditions is in effect)
  • Surrounded or completely overwhelmed
  *A morale check is used to determine if the creature agrees or
  refuses.
  When a condition or conditions arise that call for a morale
  check, roll 2d10 and cross check it with the creature’s morale rat-
  ing. If the result is equal to or less than the morale rating, the
  creature is unaffected.
  If the result is greater, the creature re-
  treats, surrenders, or complies. Certain situations may increase
  or decrease the morale check.
  EXAMPLE OF COMBAT
  Our heroes from the ﬁrst example of play, Ranger, Fighter, Wiz-
  ard, and Thief, are in a bad spot.
  Thief is staring down the
  mandibles of a giant spider while Fighter, Wizard, and Ranger
  are up against nine armed brigands. This example shows how
  combat is typically handled in a game of For Gold & Glory™.
  GM:
  (Secretly determines that the giant spider will attack Thief.
  The brigands recognize a wizard among the party and all rush
  him). The giant spider snaps hungrily at Thief and the brigands
  begin pointing at Wizard who, in his colorful robes, certainly
  looks like a spell caster.
  Wizard:
  Oh great, single me out!
  Fighter:
  Do something, wizard!
  Wizard:
  Like what?!
  Fighter:
  Cast a spell or something!
  GM:
  Are you guys discussing your tactics out loud?
  Wizard:
  Of course not. I pull a small cricket from my pouch,
  toss it in the air, and cast sleep on the brigands.
  Ranger:
  Wizard’s a target, alright. I stand on the steps, blocking
  them off, and engage anyone who gets near Wizard.
  Fighter:
  I do the same.
  Thief:
  Better part of valor, friends. I run behind a barrel and
  hide!
  GM:
  (Rolls initiative. Heroes roll 2, brigands roll 3, and the spi-
  der rolls 6. Because sleep has a casting time of 1, Wizard’s mod-
  iﬁed initiative is 3 meaning he acts simultaneously with the ban-
  dits). Wizard begins casting his spell as the brigands rush him.
  Fighter and Ranger step in and engage three of them each (be-
  cause there are three front facings, the GM decides the warriors
  can safely engage three brigands each). Roll your attacks.
  Ranger:
  I rolled 11 plus my strength bonus of +2 for a total of
  13 to hit.
  GM:
  (Ranger’s THACO is 20 and the brigand’s AC is 7: Ranger
  must score a 13 or higher to hit and he succeeds.) Ranger’s sword
  ﬂashes out at the brigand. Roll damage.
  Ranger:
  I rolled a 7 plus my strength bonus of +3 to damage for
  a total of 10.
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  CHAPTER 8. COMBAT
  FOR GOLD & GLORY
  GM:
  (Rolls move stealthily for thief). Thief, you sneak up be-
  hind the spider and whip a dagger out.
  Thief:
  21 to hit and 2 points of damage times my backstab mul-
  tiplier of ×2, plus my strength of +1 for 5 points total.
  GM:
  The spider reels but it still lives. Wizard, this may be the
  roll that decides whether you live or die.
  Wizard:
  Don’t remind me. Natural 20 to attack and 6 points of
  damage with my staff!
  GM:
  (Natural 20 is an automatic hit and the description for it
  should be good and detailed).
  With speed and precision you
  bring your quarterstaff down on the spider’s head, completely
  smashing its eyes and getting spider goo all over your robe. The
  spider ﬂips around, its legs curling into its body.
  Wizard:
  I need healing.
  Thief:
  I loot the bodies!
  Fighter:
  I grab the brigand leader by his armor.
  Now what
  should we do with you, scumbag? I know one thousand ways
  to torture a man!
  Ranger:
  There will be no torture. Not while I’m the leader.
  Fighter:
  C’mon! Just a little?
  Ranger:
  No.
  Wizard:
  Guys? Healing?
  Thief:
  How much gold do I ﬁnd? Any magical items?!
  Wizard:
  Healing, please!
  Fighter:
  Can I take an ear? Or a tooth?
  Ranger:
  No means no and I’ll punch you if you try!
  GM:
  *sigh* (GM rolls on his random encounter chart as the
  party makes too much noise...) You guys hear heavy footsteps
  from the door opening. A low moan pierces the sky and is car-
  ried off by the wind. The brigand leader chuckles softly. “Ah, it
  appears you roused our ogre friend...”
  ADVANCED COMBAT RULES
  The following rules cover advanced situations such as sieges and
  mounted combat.
  SIEGE DAMAGE
  Siege weapons like catapults deal damage against structures
  based on their integrity. Match the structure’s material with the
  siege weapon striking it and make a special saving throw. If the
  roll is lower than the given number, the structure gives way. For
  each point below the target number, one cubic foot of material is
  destroyed.
  Table 8.13: Structural Saving Throws
  Hard
  Siege Weapon
  Stone
  Soft
  Stone
  Thin
  Earth
  Wood
  Thick
  Wood
  Ballista
  2
  3
  4
  10
  5
  Giant’s ﬁst
  3
  4
  7
  16
  9
  Small catapult
  4
  8
  5
  17
  9
  Ram
  5
  9
  3
  20
  17
  Screw/drill
  12
  15
  16
  20
  12
  Large catapult
  8
  11
  10
  20
  13
  Table 8.14: Mounted Missile Fire
  Mount’s Movement
  Modiﬁer
  Stationary
  0
  Less than 1⁄2 normal rate
  −1
  1⁄2 to 3⁄4 normal rate
  −3
  Greater than 3⁄4 normal rate
  −5
  MOUNTED COMBAT
  Some mounts, such as intelligent animals and warhorses, are
  bred for combat. All other mounts, unless specially trained, are
  skittish in battle. Fighting while riding an untrained mount re-
  sults in a −2 penalty to the rider’s attack rolls. If an untrained
  mount takes damage or a startling event happens near it (such
  as a loud noise), the rider must make a wisdom check with a +3
  bonus or the mount panics for 1d4 rounds. A panicking mount
  bolts in a random direction at 1.5× its movement value (usually
  in the direction it’s facing, unless that brings it closer to what star-
  tled it). Each round, the rider can attempt to calm the mount by
  making a wisdom check with a +3 bonus.
  With melee weapons, mounted riders gain a +1 bonus to attack
  targets smaller than their mount and attackers smaller than the
  mount suffer a −1 penalty to hit the rider.
  Short bows, composite short bows, and light crossbows can be
  ﬁred while riding a mount. Heavy crossbows can be ﬁred but
  not reloaded. A rider has full ROF while his mount is stationary.
  A moving mount reduces the rider’s ranged ROF by 1. Further-
  more, the distance moved while riding a mount applies a penalty
  to attack.
  Killing the Mount:
  A rider whose mount dies is instantly dis-
  mounted. The rider falls prone and suffers 1d3 points of damage
  unless he makes a wisdom check with a +3 bonus allowing him
  to land on his feet.
  Lassoing the Rider:
  An attacker can attempt to pull a rider off
  his mount by roping him. If a lasso attack is successful while
  the mount is moving, the rider must roll a wisdom check with
  a +3 bonus causing the mount to immediately halt (ending its
  movement), or he gets pulled to the ground as the rope goes taut,
  suffering 1d3 points of damage. If the rider isn’t moving but the
  attack was successful, the attacker must succeed on a strength
  check (+3 bonus for every size category larger than the rider
  or −3 penalty for every size category smaller than the rider) to
  pull the rider down. Failure indicates the rider pulls the attacker
  down instead.
  Weapon impact:
  When an attacking rider wielding a weapon
  of the same size category or larger as the defender rolls a natural
  20 to attack, the defender must succeed on a wisdom check with
  a +3 bonus or fall off his mount suffering 1d3 points of damage.
  Attackers on foot wielding weapons larger than the rider have
  the same chance.
  Flying Tackle:
  Riders or attackers with high ground can dive at
  mounted opponents by making an attack roll. If the attack fails,
  the attacker falls to the ground and suffers 1d3 points of damage
  (more if he fell farther than 5’). If the attack succeeds, the tar-
  get must roll a dexterity check to remain seated. If the dexterity
  check fails, both rider and attacker fall to the ground, suffering
  1d3 points of damage.
  Overbearing:
  Attackers on foot can pull down a rider using the
  rules for overbearing.
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  CHAPTER 8. COMBAT
  UNDERWATER COMBAT
  Due to the resistance of the water, only piercing or thrusting
  weapons can be used effectively underwater unless the weapon
  is magically enchanted to allow free movement. Bows and hurled
  weapons are also useless. Crossbows can be ﬁred underwater,
  but their range is halved. Nets can be used underwater but their
  range is only 1’ for every point of the thrower’s strength.
  Even given the proper weaponry, surface dwellers and other
  creatures whose natural habitat isn’t aquatic cannot ﬁght very ef-
  fectively underwater. When attacking with a melee weapon, they
  suffer a −4 penalty to attack rolls and a +4 penalty to initiative
  rolls. This does not apply to ranged attacks or spell casting.
  Unless otherwise stated, ﬁre based spells or those requiring
  oxygen have no effect underwater. Electrical spells affect all crea-
  tures, including the caster, using the spell’s range as an effective
  area with the caster as a point of origin. Spells that affect forces
  of nature not native to the water, such as call lightning, have no
  effect (although the lightning may conduct if the target is close to
  the surface).
  INJURY AND DEATH
  Hit points represent a character’s health. When he takes damage,
  he loses hit points. Hit points are an abstraction. A character
  that takes 8 points of damage loses the same amount of hit points
  whether he was hit in the head or the arm.
  Damage is dealt based on the speciﬁc weapon, item, spell etc.
  and is rolled when a successful (or sometimes partially success-
  ful) attack is achieved. Bonuses to damage, such as from magic
  or high strength, are added after the dice are rolled. Penalties
  are likewise subtracted after the dice are rolled, but damage can
  never be reduced below 1 point. Damage multipliers multiply
  the total number of damage dice rolled. Modiﬁers are never mul-
  tiplied, and are only factored in after all of the damage dice are
  rolled.
  SPECIAL CONDITIONS
  Weapon damage isn’t the only type of damage creatures can suf-
  fer from.
  Blindness:
  Whenever a creature is blinded in any fashion, ei-
  ther temporarily or permanently, it must accept the following
  penalties. A blinded creature suffers a −4 penalty to its attack
  rolls and saving throws that provide a dexterity modiﬁer, a +4
  penalty to its AC and a +2 penalty to its initiative rolls. Addition-
  ally, the creature loses any dexterity-based bonuses to these same
  rolls, but penalties are not removed.
  Deafness:
  A creature that has been deafened by any means, ei-
  ther temporarily or permanently, can only react to what it can
  feel, see, smell or taste. Unless these senses are unusually keen,
  the creature suffers a −1 penalty to surprise rolls and a +1 penalty
  to initiative rolls. Deafened spell casters have a 20% chance of
  spell failure when casting a spell with verbal components.
  Energy Drain:
  When a character is hit by an energy-draining
  attack, he suffers normal damage and loses one or more levels of
  experience. For each level lost, roll his class’s hit die plus consti-
  tution modiﬁer and subtract it from his maximum hit points. If
  a level lost was one with a set amount of hit points, that amount
  is subtracted instead. A drained character’s experience points
  are dropped to the halfway mark between his new level and the
  next level. Multi-class and dual-class characters lose their high-
  est level ﬁrst; if all levels are equal they lose a level in the class
  requiring the most experience points to gain the next level.
  All powers granted by a drained level are immediately lost.
  Spell casters instantly forget spells in excess of those allowed at
  his new level. A wizard loses all understanding of spells in his
  spell book that are of higher level than he can currently cast. The
  wizard must make new rolls to determine if he can relearn forgot-
  ten spells. If a character is drained to 0 level but is still alive, he
  becomes a 0-level character. He cannot regain lost levels or use
  abilities from levels he once had. A 0-level character that takes
  another energy drain attack, regardless of remaining hit points,
  is slain instantly. A restoration or wish spell restores a 0-level char-
  acter back to 1st level in his original class.
  A character drained to less than 0 levels will typically rise in
  2d4 days as a minion of the creature that slew him. A risen char-
  acter will have an intense hatred for living creatures and become
  an undead NPC, of the appropriate type, under the GM’s control.
  A risen character retains all the abilities of his former class(es) at
  one half the level of experience he had before encountering his
  new master. He will follow his master’s orders until his master
  is killed. The minion is then freed and acquires the ability to gain
  one hit dice for each level he successfully drains. This persists
  until the risen character reaches full hit dice for the creature of
  his type, at which point he becomes powerful enough to create
  his own risen minions.
  Falling:
  Falling creatures suffer 1d6 points of damage per 10’
  fallen, up to a maximum of 20d6. The GM may reduce damage
  based on the type of ground or other factors.
  Insanity, Permanent:
  Some magical effects specify that they
  cause permanent or long-lasting insanity. This usually takes the
  form of a more serious, yet subtle, form of mental illness. Gener-
  ally speaking, insane creatures function normally until they en-
  counter a speciﬁc stressful situation. The insane creature must
  then roll a successful wisdom check to avoid having a psychotic
  break with reality. Stressful situations that can cause a creature’s
  Table 8.15: Insanity
  Result
  1d6
  1
  The creature drops to the ground and babbles
  uncontrollably.
  2
  The creature violently attacks the perceived cause of
  their current stressful situation. It will smash objects or
  attack people with whatever weapons or other objects
  it has in hand. Once the cause of its frustration is
  destroyed the creature drops to the ground and
  babbles uncontrollably.
  3
  The creature panics and ﬂees as fast as possible. If a
  method of egress is available, it will continue on that
  path regardless of danger. If no method of escape is
  available, it drops to the ground and babbles
  uncontrollably.
  4
  The creature acts normally, but the next time its
  insanity manifests, the duration is doubled. If this
  result is rolled more than once consecutively, the
  duration is tripled, quadrupled, etc. when a different
  result is ﬁnally rolled.
  5
  The creature becomes randomly violent and attacks
  the closest other creature. If there are no other
  creatures in sight, it will attempt to destroy any objects
  in sight. When there is nothing else nearby, it will
  systematically search for something to attack or
  destroy.
  6
  The creature throws an uncontrollable tantrum,
  screaming obscenities and curses at the perceived
  cause of their current stressful situation. Even if the
  cause is removed from its sight, the creature will
  continue to yell and scream.
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  CHAPTER 8. COMBAT
  insanity to manifest include combat, being surprised, entering
  a social situation with new or unfamiliar people, or perform-
  ing a task where success or failure can have life-or-death con-
  sequences. The GM can choose one or more situations that may
  cause a creature’s insanity to manifest.
  A successful saving throw indicates the creature remains func-
  tioning normally, but suffers a cumulative −1 penalty to their
  wisdom score each time they encounter a stressful situation, until
  they eventually fail the check. A failed check indicates the crea-
  ture’s insanity manifests for 2 + 1d4 turns. This also resets the
  creature’s cumulative wisdom penalty to 0. The GM should roll
  a 1d6 to determine the creature’s actions. The GM may use this
  same result every time that the insane creature fails its save there-
  after, or roll for a new result each time.
  While their insanity manifests, insane creatures can still defend
  themselves if someone attacks or tries to subdue them, and they
  can cast whatever spells they would normally be able to cast.
  However, they do not act rationally, so an insane wizard may
  teleport to the ﬁrst random location that pops into his mind. In-
  sane creatures make truly illogical decisions and cannot perform
  intelligent tactics while their insanity manifests. Insane creatures
  gain a save vs. enchantment effects that ordinarily do not allow
  for one and a +4 bonus to their saves vs. other enchantment ef-
  fects while their insanity manifests.
  A well-known ally of the insane creature may be able to cause
  its insanity to subside. The insane creature is allowed another
  wisdom check, modiﬁed by its last penalty (if any) and a +1
  bonus per round that the ally continuously makes the attempt.
  Thus, it may take several rounds before the insane creature ﬁnally
  makes its wisdom check, but when it does the insanity subsides
  until another stressful situation causes it to manifest again.
  Insanity, Temporary:
  Some magical effects cause a short circuit
  in the victim’s brain that is considered a temporary form of insan-
  ity. If the insanity lasts for an hour or less, the GM may simply
  treat the victim as if he is subject to the effects of a confusion spell.
  Paralysis:
  A paralyzed creature is rendered completely immo-
  bile, which causes him to drop all held items and negates any
  and all dexterity bonuses. A paralyzed creature cannot move his
  body, nor ﬂy, swim or speak, but can still breathe, think, see, and
  hear. Abilities or items can be activated if they’re powered by
  thought. Paralyzed creatures are otherwise considered helpless,
  and all melee attacks against them are automatic hits.
  Stunned:
  Stunned creatures are staggered and unable to think
  logically or take coherent actions like using abilities or ﬂeeing
  from or engaging in combat. In some cases, they may drop what-
  ever they are holding, fall to the ground, or have other additional
  effects, but they are still vaguely aware of their surroundings.
  Opponents gain a +4 bonus to hit a stunned creature.
  POISON
  There are several different types of poison, based on the method
  used to introduce it to the victim and how it affects the victim.
  When affected by poison, a saving throw vs. poison is made to
  resist its effects. Some poisons are particularly potent and still
  affect a character even if he makes his save. Most poisons require
  a certain amount of time before they come into effect.
  Items, spells, and creatures list the effects of their poisons in
  their descriptions. Some spells and items can neutralize poison,
  but they do not restore hit points lost to poison. Cure wound spells
  or abilities that restore hit points do not neutralize poison.
  Method:
  The way the poison enters the body. Injected poisons
  have to enter the bloodstream by piercing the skin.
  Ingested
  poisons pass through the digestive system. Contact poisons are
  Table 8.16: Poison Strength
  Class
  Method
  Onset
  Strength
  A
  Injected
  1d3 × 10 minutes
  15/0
  B
  Injected
  2d6 minutes
  20/1–3
  C
  Injected
  1d4 + 1 minutes
  25/2–8
  D
  Injected
  1d2 minutes
  30/2–12
  E
  Injected
  Immediate
  Death/20
  F
  Injected
  Immediate
  Death/0
  G
  Ingested
  2d6 hours
  20/10
  H
  Ingested
  1d4 minutes
  20/10
  I
  Ingested
  2d6 minutes
  30/15
  J
  Ingested
  1d4 minutes
  Death/20
  K
  Contact
  2d4 minutes
  5/0
  L
  Contact
  2d4 minutes
  10/0
  M
  Contact
  1d4 minutes
  20/5
  N
  Contact
  1 minute
  Death/25
  O
  Injected
  2d12 minutes
  Paralytic
  P
  Injected
  1d3 hours
  Debilitative
  deadlier and can take effect simply through skin contact, inges-
  tion, or injection.
  Onset:
  The time required to suffer the effects of the poison.
  Strength:
  The number before the slash is the amount of damage
  dealt on a failed saving throw vs. poison and the number after is
  the damage dealt on a successful save. If an ingested poison is in-
  jected or an injected poison is ingested and the save is successful,
  no effect or damage is applied. However, if the save is failed in
  such circumstances, damage and effects are applied as if the save
  was made.
  Paralytic poisons leave a character paralyzed and limp for 2d6
  hours. Debilitating poisons cause a character to treat all abilities
  at half score. In addition, an affected character can only move at
  one-half his normal movement value and cannot heal by normal
  or magical means until the poison is neutralized or exits his body
  after 1d3 days.
  DEATH
  When a character reaches 0 hit points, he dies. The character is
  immediately dead and is incapable of any further actions barring
  specialized magic.
  DEATH FROM POISON
  A character that dies while poisoned still has the venom active
  in their system. Poison remains effective in the bloodstream for
  2d6 hours after death. If the character is raised, he must roll a
  constitution—resurrection chance as normal followed by a save
  vs. poison or suffer the effect of the poison still in his body.
  DEATH THROUGH MASSIVE DAMAGE
  A character who suffers 50 points of damage or more must imme-
  diately make a save vs. death or instantly drop to 0 hit points and
  die from shock. This rule applies only to damage applied from a
  single source or attack.
  RAISING THE DEAD
  Curative spells and abilities have no effect on a dead body. A
  raise dead, resurrection, or similar spell can restore life to a dead
  body.
  Each time a character is returned to life he must roll
  a constitution—resurrection chance, based on his constitution.
  Failure indicates the character doesn’t survive the shock and is
  permanently dead. Each time a character is restored to life he
  permanently loses 1 point of constitution (this may reduce his
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  FOR GOLD & GLORY
  CHAPTER 8. COMBAT
  hit points based on his total hit dice). A character reduced to 0
  constitution can never be raised, and the character’s starting con-
  stitution indicates the number of times he can be raised in his
  lifetime.
  HEALING
  There are two means of healing; natural and magical. The only
  limit to a character’s healing is his maximum hit points. A char-
  acter can never heal more than his hit point total.
  NATURAL HEALING
  Characters heal naturally at a rate of 1 hit point per day of rest.
  Rest is deﬁned as simple activities no more strenuous than trav-
  eling on foot or horseback. Physically demanding activities, such
  as labor of any kind, ﬁghting, or running, prevents natural heal-
  ing for the rest of the day. Complete bed rest (doing nothing for
  an entire day) increases the natural healing to 3 hit points for the
  day. The character adds his constitution modiﬁer to hit points
  regained after a week of complete bed rest (base 21 hit points re-
  stored).
  Characters resting are assumed to receive food, water, and
  proper sleep. Extremely poor living conditions prevent healing
  through natural means.
  MAGICAL HEALING
  Cure wound and heal spells and potions of healing instantly restore
  lost hit points. Healing cannot restore more hit points than the
  target’s maximum (excess points are wasted). Magical healing
  itself is neither a good or evil act and can be used by a caster
  regardless of alignment.
  Table 8.18: Modiﬁed Recovery Times
  Constitution
  Duration/Recovery
  3-4 (sickly)
  Double time
  One-and-a-half times
  5-6 (weak)
  16-17 (robust)
  Reduce time one-third
  Reduce time one-half
  18+ (healthy)
  DISEASES
  There are two kinds of diseases; mundane and magical. Mun-
  dane diseases can be spread as poisons and are treated through
  bed rest, natural or magical healing. Magical diseases are fan-
  tastical in nature and usually cannot be treated short of magical
  healing. Listed are some example diseases that may exist in a
  fantasy world.
  The disease’s environment is where it thrives. The infection
  percentage is the chance a character will be inﬂicted with a partic-
  ular disease when they contact an area or creature that could in-
  ﬂict it. In the case of diseases caused by ﬁlth, infection is checked
  the moment a character comes in contact with the area (in the
  case of ruins, dungeons, or sewers) or every month they remain
  in a city. The effects of diseases don’t appear until after an incu-
  bation period which is represented in a number of days unless
  otherwise noted.
  All diseases have a duration listed in days unless otherwise
  noted. With the exception of lesions, a character’s strength and
  constitution are halved for the duration of the disease and they
  must remain at rest while infected. For each day a character re-
  mains out of bed while sick they lose 1 strength and constitution
  point. Lost points cannot be recovered while the disease is in ef-
  fect.
  After a disease’s duration, the GM rolls a mortality check to
  see if the character survives. If the character survives, they must
  remain at rest until they fully recover their strength and constitu-
  tion (1 point per day) or until the recovery period ends at which
  point they regain any lost points immediately.
  If diseases are magically cured during incubation, they suffer
  no debilitating effects. If a disease is cured after it’s set in effect,
  they are immediately cured but must rest for 24 hours before they
  recover their lost ability scores.
  A character’s normal constitution score can reduce or increase
  the duration and recovery rate of a disease.
  Furthermore, the mortality rate is decreased by 1% for every
  point of constitution after the disease has set in. If a character
  moves about or their constitution is reduced before the recovery
  rate, they hurt their chances of surviving.
  It’s possible to be infected by multiple diseases at once. The
  mortality and infection rates are cumulative in this case. Often,
  deaths occur because a minor disease (like the ﬂu) weakens the
  immune system and leads to more dangerous complications.
  Cholera:
  Bacterial infection resulting in diarrhea and vomiting.
  Infection is caused by water or food contaminated by feces of in-
  fected person. In a group with an infected member during the
  incubation stage, the chance of infection increases by 4% per day.
  An infected person when the disease occurs has a 60% infection
  rate to anyone who comes in contact with them. The mortal-
  Table 8.17: Diseases
  Mortality
  Recovery
  Duration
  Infection
  Cause
  Disease
  Incubation
  Cholera
  Filth*
  2%
  1d6
  1d4 + 1
  4d10
  25%
  1d12%**
  1d4
  1d4 weeks
  1d6 + 1
  4%
  Filth
  Dysentery
  Inﬂuenza
  Any
  5%
  1d6
  1d10 + 1
  1d3
  2%
  1%
  2d4
  10d10
  None
  20%
  Heat
  Lesion
  Malaria
  Mosquitos
  8%
  1d8
  1d4 weeks
  1d4
  1d10%
  35%***
  1d3 + 1
  1d2
  1d6 + 1
  1%
  Fleas*
  Plague
  Small Pox
  Any
  5%
  3 weeks
  2 weeks
  4d4 + 20
  30%
  30%***
  1d6 + 4
  10d4
  3d4
  80%
  Ticks
  Spotted Fever
  Tuberculosis
  Any
  2%
  1d6 + 1
  4d8 weeks
  1d4 + 2
  4d10 + 40%
  10%
  8d6
  1d3 + 1 weeks
  1d2 weeks
  6%
  Filth*
  Typhoid Fever
  Typhus
  Lice*
  4%
  1d2 weeks
  1d4 weeks
  4
  10d6%
  5%**
  1d3 + 1
  3d4
  1d4 + 2
  4%
  Mosquitos
  Yellow Fever
  *During sieges, increase infection rate by 10% after the ﬁrst week and +4% each week conditions remain.
  **Ships at sea have a 5% chance per week of infection. After four weeks, infection is reduced to 0%.
  *** Survivors gain immunity but not if cured magically as the body doesn’t have a chance to ﬁght off the disease.
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  CHAPTER 8. COMBAT
  FOR GOLD & GLORY
  ity rate is increased by 1–10% up or down based on conditions.
  Clean surroundings and quarantine reduces the mortality while
  squalid conditions increase it.
  Dysentery:
  Infection of the intestines caused by bacteria, virus,
  or other contaminations as a result of infected water or food.
  Inﬂuenza:
  The ﬂu is a common virus that can be spread in any
  condition.
  Lesion:
  Lesions are painful rashes or dermal (skin) conditions
  caused by parasites, fungus, or moisture. They can be minor like
  athletes foot or painful like jungle rot. Lesions have no incuba-
  tion and aren’t actually debilitating but they can still be fatal as a
  result of infection.
  Malaria:
  Mosquito-borne disease common in tropical environ-
  ments. Symptoms are varied but severe symptoms include hallu-
  cinations, loss of consciousness, muscle spasms, and shock. After
  recovery, there is a 10% chance of experiencing minor effects for
  1d10 days.
  Plague:
  Infectious diseases carried by vermin and spread by
  ﬂeas that infect the lymph nodes, lungs, or blood vessels. The
  chance to actually catch the plague from ﬂeas is minor however
  the plague is airborne and easily spread once a human-sized per-
  son is infected via contact in the air, ﬂuids, or food. Once a single
  person is infected, anyone contacting them or objects they han-
  dled have a 90% chance of infection. There’s a 10% chance a sur-
  vivor is completely crippled by the plague.
  Small Pox:
  Airborne virus that occurs naturally and almost ex-
  clusively effects humans.
  Severe small pox covers a person’s
  body in painful and disﬁguring boils. Small pox occurs rarely
  in the environment but once contracted, anyone contacting an in-
  fected person has a 70% chance of being infected. After recovery,
  a person suffers permanent marks resulting in a permanent loss
  of 1d3 charisma. There’s a 20% chance they’re severely disﬁg-
  ured, resulting in an additional 1d6 permanent loss of charisma.
  There’s a 2% chance that a survivor is permanently blind.
  Spotted Fever:
  Also known as Tick Typhus, this disease results
  in fever, joint pain, and rash.
  80% of ticks carry the disease.
  There’s a 5% chance after recovery that an extremity (ﬁngers or
  toes) become gangrene and must be amputated.
  Tuberculosis:
  Highly lethal bacterial infection of the lungs
  spread through the air. The chance to catch tuberculosis occurs
  primarily in cities. Coming into contact with an infected person
  has a 10% infection rate. There’s a 45% chance after recovery that
  the lungs are scarred resulting in a permanent 1d3 points of con-
  stitution loss.
  Typhoid Fever:
  Bacterial infection caused by contaminated
  food and water resulting in fever and delirium. An infected per-
  son has a 40% infection rate if contacting other people. The mor-
  tality rate is reduced to 2% with good treatment. Typhoid fever
  leads to complications with infections. A person suffering from
  another disease, even lesions, has a 40% mortality rate or 10%
  with good treatment.
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  FOR GOLD & GLORY
  CHAPTER 8. COMBAT
  Typhus:
  Bacterial infection spread by lice and resulting in fever,
  delirium, and chills. The mortality rate is reduced to 1% if a per-
  son is moved to good conditions within 8 days after incubation.
  Yellow Fever:
  Mosquito spread disease resulting in chills, fever,
  and nausea. Contact with an infected person has a 20% infection
  rate. In squalid conditions, mortality is increased to 20%.
  LYCANTHROPY
  True lycanthropy isn’t a disease (and thus cannot be cured), but
  a curse inherent to certain creatures. Carriers that bite others ap-
  ply a chance to inﬂict lycanthropy with a 1% chance per hit point
  of damage dealt. The GM makes this check secretly, as the play-
  ers never know if they’ve contracted lycanthropy until their ﬁrst
  change.
  On the night of a full moon and the nights preceding and fol-
  lowing, the character changes into a hybrid animal form based
  on the creature that inﬂicted him. His strength temporarily in-
  creases to 19, ripping through clothing; his armor class, attacks,
  movement, and immunities become identical to the creature that
  inﬂicted him.
  The player becomes an NPC controlled by the
  GM and has an insatiable bloodlust, stalking and slaying those
  who were once close to him. When the moon sets, the character
  changes back into his human form healing 1d6 × 10% of his hit
  points. He has no recollection of the previous night’s events.
  Cure disease has no effect on lycanthropy, but if a 12th level or
  higher caster casts remove curse on an afﬂicted character’s animal
  form, the lycanthrope gains a saving throw vs. spell. A success
  indicates that the curse is removed. If cast during the moment
  the change is occurring, the lycanthrope instead makes a save
  vs. polymorph. If this save fails, the curse is removed. In either
  case, a failed attempt to remove the curse prevents the caster from
  attempting again until he gains a caster level.
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  CHAPTER 9
  ADVENTURING AND EXPLORATION
  The player characters are typically pioneers and explorers
  struck with an insatiable wanderlust. This section covers the in-
  evitable situation when characters decide to travel into unfamil-
  iar territory.
  TIME
  The passage of time in the game is based on the GM’s choice.
  He decides how time ﬂows and how it is calculated in his game
  world.
  Usually time will function exactly like it does in the
  real world: sixty seconds in a minute, sixty minutes in an hour,
  twenty-four hours equals a day, seven days to a week, four weeks
  to a month, and twelve months to a year.
  Precise time in the game is measured in rounds and turns. A
  round roughly equals a minute, although GMs can modify this.
  A turn equals ten rounds or ten minutes. Long-term time in the
  game, such as when days or weeks pass, can be skipped ahead if
  no important events occur. Three weeks in game time can ﬂash
  by in a minute of real time.
  MOVEMENT
  The base movement values are listed by race. The movement
  value represents the distance a character can move in a single
  round. There are four kinds of movement available to characters.
  Walking:
  The standard walk represents characters moving
  through wide-open terrain like city streets or the wilderness.
  Characters move at a brisk but steady pace and are readily aware
  of their surroundings. Characters can walk a number of yards
  equal to their movement value multiplied by ten.
  Cautious Walk:
  Cautious movement is used in conﬁned or hos-
  tile situations such as underground, in dungeons or buildings, or
  while ﬁghting in combat. Characters move slowly and steadily,
  watching for traps and enemies, and mentally mapping their
  surroundings. Characters can cautiously walk a number of feet
  equal to their movement value multiplied by ten.
  Hustle:
  In situations where a cautious walk would be required,
  it’s possible to hustle at the expense of awareness. Characters
  can choose to move their standard walking movement value but
  suffer a −1 penalty to surprise rolls and a +1 bonus on opponent’s
  surprise rolls. Hustling characters cannot spot traps, secret doors,
  or other features that rely on careful study of the terrain.
  Run:
  When being chased, characters can choose to run to es-
  cape from their pursuers. An initiative roll is made for the pur-
  suers and escaping party. If the ﬂeeing party wins, they increase
  the distance from their pursuers by ten times the difference in feet
  or yards (depending on terrain and circumstance, as above). The
  opposite is true if the pursuers win. Like hustling, running char-
  acters suffer a penalty to surprise rolls and cannot spot hidden
  features.
  OVERLAND MOVEMENT
  A day’s march lasts for 10 hours. Under normal conditions, a
  character can walk twice his movement value in miles within 10
  hours. The slowest character sets the pace for the rest of the party.
  Characters can force-march allowing them to cover two-and-a-
  half times their movement value in 10 hours, but at the end of
  a forced march, all characters must roll a constitution check (or
  a save vs. death for monsters or creatures with no known con-
  stitution score). A −1 penalty to the check is applied for each
  consecutive day of forced marching. Furthermore, forced march-
  ing applies a cumulative −1 penalty to attack rolls. If the check
  fails, the character or party cannot force-march without resting
  for half a day per day spent forced marching. Each half-day of
  rest also restores a lost point to attack rolls. Characters can still
  continue overland travel at their normal movement value.
  MOUNTED TRAVEL
  A mounted rider can move his mount’s movement value in miles
  within a day’s march. The slowest mount sets the pace for the rest
  of the group. Mounts can be pushed to move double their move-
  ment value but must make a save vs. death with a cumulative −1
  penalty for each day it was pushed. On a failure, the mount can
  only move it’s normal movement value until it receives at least
  one day of rest. A mount can be forced to triple its movement
  value but must make a save vs. death at a −3 penalty or die from
  exhaustion. If successful, the mount is exhausted and cannot be
  ridden for 1d3 days.
  A mount that fails its save doesn’t immediately collapse. The
  GM decides where and when the mount becomes exhausted.
  TERRAIN AND VEHICLES
  Vehicles with wheels, like a cart, are usually restricted to ﬂat,
  open terrain. However, a wheeled vehicle could travel through
  rough terrain provided a good road is available. Mountains and
  hills can be traversed slowly, but thick forests are impossible to
  navigate with a wheeled vehicle. Dog sleds can only traverse
  snow or icy terrains and suffer no penalty to movement on them.
  TERRAIN AND OVERLAND MOVEMENT
  Terrain can reduce or increase the distance traveled during over-
  land movement. First, ﬁgure the distance a character travels in a
  day’s march (normally this is twice a character’s movement value
  in miles). This is the party’s travel points for that day. For each
  mile traveled in a speciﬁc terrain, subtract the listed cost from
  their travel points. When travel points reach zero, the party has
  ﬁnished traveling for the day.
  For example, a party with a movement value of 12 (24 miles
  per day) travels across grasslands for eight miles (8 travel points),
  low mountains for two miles (8 travel points), steep hills for
  one mile (4 travel points), and farmland for eight miles (4 travel
  points). The low mountains and steep hills reduce their travel
  speed, but they pick up the pace on the farmlands for a total
  travel distance of 19 miles in that day’s march.
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  FOR GOLD & GLORY
  CHAPTER 9. ADVENTURING AND EXPLORATION
  Table 9.1: Terrain Costs for Overland Movement
  Terrain
  Cost
  Barren, wasteland
  2
  Clear, farmland
  1⁄2
  Desert, rocky
  2
  Desert, sand
  3
  Forest, heavy
  4
  Forest, light
  2
  Forest, medium
  3
  Glacier
  2
  Hills, rolling
  2
  Hills, steep
  4
  Jungle, heavy
  8
  Jungle, medium
  6
  Marsh, swamp
  8
  Moor
  4
  Mountains, high
  8
  Mountains, low
  4
  Mountains, medium
  6
  Grassland, plains
  1
  Scrub, brush land
  2
  Tundra
  3
  ROADS AND TRAILS
  Vehicles cannot travel on terrain with a movement modiﬁer
  greater than 1 unless there’s a trail or road. A trail is a cleared
  track, the result of natural movement normally along the path of
  least resistance. Tracks reduce the movement modiﬁer by half (1
  becomes 1⁄2, 4 becomes 2, and so on). Clear plains or farmlands
  cannot be improved by a trail.
  Roads are rare and costly, usually existing only in areas with
  high trafﬁc near cities or other centers of trade. Roads in areas of
  level ground reduce the movement value to half-a-point per mile.
  Roads reduce movement in mountainous terrain as a trail does.
  OBSTACLES AND HINDRANCES
  Normal movement assumes favorable conditions, but sometimes
  obstacles or hindrances can reduce movement speed. Obstacles
  add to the movement value of the terrain they appear in. Hin-
  drances increase the terrain’s movement value by the multiplier
  listed.
  Table 9.2: Obstacles and Hindrances
  Situation
  Modiﬁer
  Chasm
  +3
  +3
  Cliff
  Dust/Sandstorm
  ×3
  +1
  Freezing
  Heavy wind
  +2
  +1
  Heavy fog
  Ice storm
  +2
  Mud
  ×2
  Rain, heavy
  ×2
  +1
  Rain, light
  Rain, torrential
  ×3
  +
  Ravine
  1⁄2
  Ridge
  +1
  +1
  River*
  Scorching
  +1
  Blizzard
  ×4
  Snow, normal
  ×2
  +
  Stream
  1⁄2
  *This modiﬁer does not apply if a bridge is present.
  The modiﬁers for obstacles like chasms and cliffs assume
  there’s a means to navigate around them. If the traveling party
  doesn’t encounter the obstacle in their path, it doesn’t affect their
  movement value. Extreme temperatures only affect a traveler if
  it’s beyond their capability to withstand (for example, sweltering
  temperatures in a temperate region or a camel traveling in cold
  climes). Streams and rivers don’t modify movement if a bridge is
  available.
  WATER TRAVEL
  There are two methods of traveling on water. Each method as-
  sumes the proper craft, gear, and crew.
  RIVER
  The type of boat and the ﬂow of the current determine move-
  ment value on a river. When traveling downstream, the speed
  of the current is added to the speed of the boat. When traveling
  upstream, the speed of the current is subtracted from the speed
  of the boat.
  Obstacles can be avoided when going upstream, but going
  downstream requires a good map or knowledgeable guide. If
  placed in a harmful situation, the character piloting the craft must
  make a wisdom check to prevent capsizing. Capsized boats are
  swept downstream and are destroyed by waterfalls or powerful
  rapids.
  Table 9.3: Boat Movement
  Feet/
  Vessel
  Round
  Length
  Cargo
  MPH
  Kayak
  200
  2
  250 lbs.
  8–10 ft.
  10–15 ft.
  550 lbs.
  2
  200
  Canoe, small
  Canoe, war
  180
  2
  800 lbs.
  25–35 ft.
  8–10 ft.
  600 lbs.
  1*
  60
  Curragh
  Keelboat, raft
  60
  1*
  2,000 lbs.
  15–20 ft.
  25–40 ft.
  4,000 lbs.
  1*
  60
  Barge
  Rowboat
  160
  1.5*
  600 lbs.
  8–12 ft.
  *These vessels can triple their movement when the sail is
  raised and wind is favorable.
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  CHAPTER 9. ADVENTURING AND EXPLORATION
  FOR GOLD & GLORY
  Table 9.4: Ship Movement
  Seaworthiness
  Ship
  MPH
  Emergency Move
  Caravel
  4
  5
  70%
  Coaster
  3
  4
  50%
  65%
  4
  3
  Cog
  Curragh
  2/3
  10
  55%
  50%
  12
  2/4
  Drakkar
  Dromond
  2/9
  12
  40%
  75%
  6
  3
  Galleon
  Great galley
  3/6
  11
  45%
  65%
  12
  4/2
  Knarr
  Longship
  5/2
  13
  60%
  OCEAN VOYAGE
  Ocean travel is primitive and dangerous. Deep-sea sailing re-
  quires accurate instruments and an adequate crew. Ships typi-
  cally use sails but can be powered by oars. Ships are rated based
  on their movement and seaworthiness.
  A base mile per hour (MPH) is the distance a boat moves per
  hour. If the number is separated by a slash, the ﬁrst number is
  the sail speed and the second is the rowing speed. Per round, a
  ship moves a number of yards equal to its MPH multiplied by 10.
  Emergency move is the top speed a ship can move. Emergency
  move strains the ship’s resources severely and can only be sus-
  tained for a short amount of time before it starts to cause damage
  to the ship and her crew. Seaworthiness is the chance a ship may
  sink during a dangerous situation like a storm, an extended voy-
  age, being rammed, or an encounter with hidden obstacles. If a
  d% roll is higher than the seaworthiness rating, the ship sinks.
  Anchored vessels have a +50% bonus to their seaworthiness.
  WEATHER CONDITIONS
  The weather can affect the movement value of ships. Use the
  multipliers from the table to determine the ﬁnal movement value
  of the ship.
  Weather is fairly consistent for the entire day. The GM can de-
  cide the weather conditions for each day or roll for it randomly
  based on the current season.
  Generally winds are favorable but sometimes can be adverse.
  If winds are determined then roll 1d6; on a 5 or 6, the winds are
  adverse. Adverse winds, storms and even worse weather blow a
  ship off course by half its movement modiﬁed by the wind (×2
  or more).
  A strong wind applies a −2 penalty to all ranged attacks and
  affects movement. Storms make it impossible to ﬁre normal mis-
  siles and can knock creatures back. Gale force winds make it im-
  possible to ﬁre any missile, including siege missiles, can uproot
  small trees, knock down weak structures, and endanger ships.
  Hurricane force winds can destroy sturdier buildings and tear
  ships apart.
  Table 9.5: Weather Movement Modiﬁers for Ships
  Weather
  Sailing Modiﬁer
  Rowing Modiﬁer
  Adverse
  ×1⁄2
  ×1
  Windless/Calm
  ×0*
  ×1
  Favorable wind
  Average
  ×2
  ×1
  Strong
  ×3
  ×1**
  Gale
  ×4**
  ×1⁄2**
  Hurricane
  ×5***
  ×1⁄2***
  Light breeze
  ×1
  ×1
  Storm
  ×3**
  ×1⁄2**
  *A ship cannot move using sails in calm winds or less.
  **Seaworthiness check is required.
  ***Seaworthiness check at −45% penalty is required.
  Table 9.6: Random Wind
  Winter
  Summer
  Spring/Fall
  2d6
  2
  Windless/calm
  Windless/calm
  Windless/calm
  3
  Windless/calm
  Windless/calm
  Light breeze
  4
  Light breeze
  Windless/calm
  Light breeze
  5
  Moderate
  winds
  Light breeze
  Moderate
  winds
  6
  Moderate
  winds
  Light breeze
  Strong winds
  7
  Strong winds
  Moderate
  winds
  Strong winds
  8
  Storm
  Moderate
  winds
  Storm
  9
  Storm
  Strong winds
  Storm
  10
  Gale
  Storm
  Gale
  11
  Gale
  Gale
  Gale
  12
  Hurricane*
  Hurricane*
  Hurricane*
  *Hurricanes occur only if the previous day’s weather was
  gale. Otherwise, treat hurricane as gale.
  AERIAL MOVEMENT
  Aerial movement is handled under normal movement rules.
  Weather modiﬁes aerial movement and is essentially the sky’s
  “terrain.” Clear skies, with no more than moderate winds, are
  considered clear terrain for aerial movement.
  The GM may
  choose the weather or determine it randomly. To determine ran-
  domly, the GM rolls for wind conditions as above, using Table
  9.6. If precipitation is not automatically indicated (such as storm,
  gale, etc.), the GM must roll 1d6. In summer and winter, a roll
  of 6 on this die indicates rain or snow. In spring and fall, a roll
  of 5 or 6 indicates rain. Drier regions need not be checked, while
  wetter regions may have greater chance for precipitation.
  Tiny ﬂyers (the size of an eagle or smaller) are driven from the
  sky in a strong wind. Man-sized ﬂyers are buffeted out of the
  skies in gale force winds and large ﬂyers cannot ﬂy in storms.
  Nothing can ﬂy in a hurricane without magical protection.
  The modiﬁers from this table are cumulative. For example:
  gale force winds with rain applies a modiﬁer of 1⁄2 × 1⁄4 = 1⁄8, and
  strong winds with rain applies a modiﬁer of 1⁄4.
  AERIAL COMBAT
  For the most part, aerial combat is treated the same as ground
  combat, with a few differences.
  Most ﬂyers (ﬂying creatures,
  magical items and vehicles) cannot stop in place; they must keep
  moving forward to remain airborne, and since combat takes place
  in three dimensions, attacks can come from any direction, includ-
  ing above and below. Aerial combat takes more game time. Es-
  sentially, aerial combat consists of combatants maneuvering into
  position, taking dives and passes, and maneuvering back into a
  favorable position to attack again. Rounds go by where combat-
  ants can do nothing except circle around, rolling initiative. Dur-
  ing these “pass” rounds, combatants can escape, climb or dive as
  part of their movement.
  The GM may treat ﬂying movement values the same as ground
  movement. However, in purely aerial combat scenarios, precise
  Table 9.7: Aerial Movement Modiﬁers
  Condition
  Modiﬁer
  Hurricane
  Impossible
  Gale
  ×1⁄4
  Storm
  ×1⁄4
  Rain, snow
  ×1⁄2
  Strong wind
  ×1⁄2
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  CHAPTER 9. ADVENTURING AND EXPLORATION
  distance measurements are not really necessary. If using scale
  ﬁgurines, the GM may change the scale of the aerial battles and
  use the ﬂying movement value as analogous to actual inches on a
  playing surface. It is important to modify all combatants’ move-
  ment values by any applicable weather or other modiﬁers before
  beginning the combat.
  Altitude:
  The GM must have a rough estimate of the number of
  feet of altitude at which the combatants are ﬂying (see also Dam-
  age, Stalling, and Crashing). It is assumed that most aerial com-
  bat is conducted at the same relative altitude; however, a ﬂyer
  can attempt to change its altitude to gain a combat advantage.
  For simplicity sake, while ascending (climbing) movement value
  is halved, and while descending (diving) movement value is dou-
  bled.
  A ﬂyer above another can dive upon an opponent to gain
  a charge bonus to their attack.
  During a successful dive at-
  tack, natural talons and claws as well as lances and spears cause
  double damage. Flying creatures require natural weaponry and
  mounted ﬂyers (including those using a ﬂy spell, device or vehi-
  cle) require a large weapon to attack a ﬂyer directly below them.
  Because of the difﬁcult angle, attacks made against a ﬂyer directly
  above a ﬂying combatant suffer a −2 penalty.
  Initiative:
  Flyers with better maneuver classes and better speed
  classes receive distinct advantages (see tables below). At the be-
  ginning of combat, note the numerical values of the maneuver
  classes and speed classes of all combatants (ranging from 1 to 5).
  The more agile combatant receives a bonus to his initiative rolls,
  between 0 and −4, equal to the difference between their maneu-
  ver class and the maneuver class of their opponent. A 1-point
  bonus is also awarded to the faster opponent for every 2 points
  of difference between their speed classes, rounded up (maximum
  of −2 bonus when it’s fast or god-like vs. slow). Both bonuses
  may go to the same combatant for a total possible bonus of −6,
  or may be split between them. Initiative is rolled (and modiﬁed)
  each round, whether any attacks occur during that round or not
  (Refer to Escaping, and see also Passes, Engagements and Dog-
  ﬁghts).
  Speed Class:
  Flyers can be divided into 5 speed classes based
  upon their ﬂying movement value. A ﬂyer can intentionally ﬂy
  at a slower speed class, but unless this is expressly stated, speed
  class is always considered to be at the ﬂyer’s normal movement
  value. Movement modiﬁers from diving or climbing do not affect
  the ﬂyer’s speed class.
  Maneuver Class:
  Creatures, magical items and other vehicles
  that can ﬂy will have a maneuver class listed alongside their
  movement value. Among other things, this value describes how
  tight of a turn the creature or object can make, ranging from 1—
  perfect (magical ﬂight) to 5—clumsy (large, heavy ﬂiers). A ﬂyer
  can intentionally ﬂy with less agility, but unless this is expressly
  stated, maneuver class is always considered to be at the ﬂyer’s
  normal rating.
  Hover:
  Perfect and good ﬂyers can hover. Flyers that can hover
  don’t have to maintain momentum each round. This allows them
  Table 9.8: Speed Classes
  Speed Class
  Movement Value
  1—Slow
  12 or less
  13–24
  2—Average
  3—Quick
  25–36
  37–48
  4—Fast
  5—God-like*
  49 or higher
  *God-like may include some hasted ﬂyers.
  Table 9.9: Maneuver Classes
  Maneuver Class
  TurnsPasses
  HoverMomentum
  1—Perfect
  12
  Normal
  Yes
  None
  None
  Yes
  1 per round
  6
  2—Good
  3—Average
  3
  1 per 2 rounds
  No
  1⁄2 Move
  No
  1 per 3 rounds
  2
  4—Poor
  1⁄2 Move
  5—Clumsy
  1
  1 per 6 rounds
  No
  1⁄2 Move
  to maintain their altitude, or climb and dive without moving for-
  ward.
  Momentum:
  Indicates the minimum distance a ﬂyer must
  travel during a round. With the exception of perfect and good
  ﬂyers, all other creatures must maintain forward momentum or
  else they stall in the air and fall. Momentum can be maintained
  in any direction and a ﬂyer can turn if they wish. For example, a
  ﬂyer with average maneuver class and a movement value of 12
  must ﬂy at least 6 and can make up to 3 turns while doing so.
  Turns:
  Flyers are limited to the number of direction changes (or
  turns) they can make in a single round. In general, a single turn
  is a 30-degree angle, and 12 turns equal 360 degrees (a full circle).
  Passes, Engagements and Dogﬁghts:
  Aerial combat is con-
  cerned with two things: maneuver class and speed class. Unlike
  ground combat, aerial combat is about positioning and maneu-
  vering. Attackers position themselves to catch up with and strike
  their opponents who are likewise trying to evade attacks and in-
  tercept them. Fast, agile ﬂyers always have an advantage over
  slow, clumsier ﬂyers.
  Passes represent the number of rounds it takes for a ﬂyer
  to perform one melee or non-magical ranged attack (such as a
  breath weapon) upon a relatively stationary opponent. Station-
  ary opponents include those on the ground, those using a levitate
  spell (or hovering in place) and those ﬂyers with the same speed
  class as the attacker. Passes can also represent the nature of aerial
  combat where ﬂyers must break off, reposition, and then prepare
  for another attack, but this abstraction can be ignored if minia-
  tures and scale measurements are used.
  In aerial combat, the combatants will engage each other as they
  do in ground combat and enter a dogﬁght. In addition to the ini-
  tiative bonuses given to faster and more maneuverable ﬂyers, the
  number of rounds between attacks can be increased or decreased
  based on the relative speed class. Add or subtract the difference
  between the opponents’ speed classes to the number of rounds
  per attack. Only perfect ﬂyers are able to treat aerial combat the
  same as ground combat. They can attack their normal number
  of times each round, unless their opponent is faster. All other
  maneuver classes are limited to 1 attack per round, regardless of
  bonuses.
  In the following examples, MC is Maneuver Class and SC is
  Speed Class.
  Example 1:
  A ﬂyer with an MC5/SC3 (clumsy but quick) ver-
  sus a ﬂyer with an MC3/SC1 (average and slow). If the speed
  classes had been equal, the ﬂyer with MC5 would attack once ev-
  ery six rounds, and the ﬂyer with MC3 would attack once every
  two rounds, but there is a 2-point difference in speed class. So,
  the ﬂyer with MC5 would attack once per four rounds (6 − 2 = 4),
  and the ﬂyer with MC3 would also attack once every four rounds
  (2 + 2 = 4). The speed difference put them on even footing.
  Example 2:
  MC5/SC1 (clumsy and slow) vs. MC3/SC3 (av-
  erage and quick). MC5 would attack 1/8 rounds and the MC3
  would attack once every round (the maximum).
  Example 3:
  MC5/SC1 (clumsy and slow) vs. MC2/SC5 (good
  and godlike). There is now a 4-point difference, so MC5 would
  74
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  CHAPTER 9. ADVENTURING AND EXPLORATION
  FOR GOLD & GLORY
  attack 1/10 rounds and MC2 still attacks only once per round.
  Example 4:
  MC5/SC5 (clumsy but godlike) vs.
  MC2/SC1
  (good but slow). MC5 attacks 1/2 rounds, due to its god-like
  speed, while MC2 is reduced to only 1/5 rounds.
  Example 5:
  MC5/SC1 (clumsy and slow) vs. MC1/SC4 (per-
  fect and fast). MC5 attacks 1/9 rounds and MC1 gets its normal
  attacks each round (no change).
  Example 6:
  MC5/SC4 (clumsy but fast) vs. MC1/SC1 (perfect
  but slow). MC5 attacks 1/3 rounds and MC1 is reduced to 1 nor-
  mal attack every 4 rounds.
  Escaping:
  A ﬂyer that is both faster and more maneuverable
  than its opponent can break off and escape during its initiative,
  with no free attack against it. A ﬂyer that is faster but equally or
  less maneuverable can escape during their initiative, but suffers
  the free attack against it. A ﬂyer that is slower but more ma-
  neuverable, must win the initiative roll to escape without a free
  attack against it, but can escape during a lost initiative by accept-
  ing a free attack against it. A ﬂyer that is slower and equally or
  less maneuverable than its opponent must win the initiative roll
  to escape, but still suffers the free attack against it. Ground based
  opponents may attempt to escape normally.
  Breath Weapons & Spells:
  It’s easier to employ a breath
  weapon or cast a spell with an effective area on the ground than
  it is in the air. When using a breath weapon, a 60-degree arc in
  front of the creature is the blast area. When a spell with an ef-
  fective area is cast, the blast area is half the size of the effective
  area starting from the center. Creatures inside the blast area roll
  normal saving throws. Any creatures caught inside the effective
  area, but outside the blast area, receive a +2 bonus to applicable
  saves.
  Missile Fire:
  Mounted ﬂyers that are in motion (including
  those using a ﬂy spell, a device or vehicle), suffer the same
  penalty while ﬁring a ranged weapon as if they were mounted
  on the ground. A hovering creature, even if mounted or using a
  ﬂy spell, doesn’t suffer this penalty.
  Damage, Stalling, and Crashing:
  With the exception of perfect
  ﬂyers, those that sustain damage equal to or greater than 50% of
  their maximum hit points are reduced to half movement value
  and must immediately land. These ﬂyers can usually glide safely
  to the ground but cannot climb until healed to above 50%. Good
  ﬂyers also lose their ability to hover until healed to above 50%.
  If the GM determines that no safe landing spot is available, the
  result is a crash landing. The GM must adjudicate crash landings
  based on factors, such as the altitude and ground terrain, as well
  as the speed, size and type of ﬂyer, but the damage should be no
  less than 2d6 and no more than 10d6.
  In general, the faster a ﬂyer is moving when it crashes, the
  more damage it takes. If a ﬂyer strikes a solid object in mid-air,
  it crashes, suffering damage equal to 2d6 per its current speed
  class (10d6 maximum). A ﬂyer that has crashed into an obsta-
  cle immediately stalls and falls. Flyers that stall in mid-air (see
  also Momentum), or those whose ﬂy spell suddenly ends, fall
  straight down a number of feet equal to ﬁve times their momen-
  tum requirement. A ﬂyer that hits the ground before the end of
  the fall crashes; taking 1d6 damage per current speed class (1–5)
  for every 10 feet of fall completed. The minimum damage is 2d6
  and the maximum damage is 20d6. A stalled ﬂyer that doesn’t
  crash by the end of its fall, assuming it is still conscious and less
  than 50% damaged, can regain its composure and begin to ﬂy
  normally again. The faster the ﬂyer is moving when it stalls the
  farther it falls. For this reason, fast ﬂyers (movement value of 48)
  prefer combat at altitudes in excess of 120 feet (48 ÷ 2 = 24 × 5
  = 120’). Slower ﬂyers (movement value of 12) often attempt to
  conduct combat at lower altitudes of 30 feet (12 ÷ 2 = 6 × 5 = 30’)
  or around tree top level, to discourage a faster opponent from
  taking full advantage of its speed.
  BECOMING LOST
  It’s possible to become lost while traveling. Characters are either
  lost or hopelessly lost.
  LOST
  Becoming lost occurs when the travelers don’t know the route to
  their destination but know how to return to the starting point.
  Finding the right direction or returning to the starting point is
  simply a matter of time. This generally occurs when following
  unfamiliar paths or poorly marked trails, or when consulting
  poorly drawn maps or badly worded directions. Becoming lost
  is a setback but is rarely dangerous.
  HOPELESSLY LOST
  Becoming hopelessly lost happens when characters don’t know
  where they are, which way to go, or how to get back where they
  started. A check should be made whenever the characters move
  overland without following a road, river, or well-traveled trail,
  and whenever a river they are following empties into a swamp,
  estuary, or delta. One check should be made each day these con-
  ditions persist. If the die roll is less than the modiﬁed percentage,
  the characters are hopelessly lost.
  If a party is hopelessly lost, they make no further checks until
  they ﬁnd a way to regain their bearings (they get directions, ﬁnd
  a road, etc.). The GM should refrain from telling players that
  their characters are lost. The GM should randomly determine the
  general direction the party travels per day while they’re lost by
  rolling 1d8; 1 is north, 2 is north-east, 3 is east, 4 is south-east, 5 is
  south, 6 is south-west, 7 is west, 8 is north-west.
  Table 9.10: Chance of Becoming Hopelessly Lost
  Surroundings
  % Chance
  Level, open ground
  10%
  20%
  Rolling ground
  Lightly wooded
  30%
  40%
  Rough, wooded and hilly
  Swamp
  60%
  50%
  Mountainous
  Open sea
  20%
  70%
  Thick forest
  Jungle
  80%
  Table 9.11: Lost Modiﬁers
  Condition
  Modiﬁer
  No landmarks*
  +50%
  +70%
  Darkness
  Overcast
  +30%
  Navigator with group
  −30%
  Landmark sighted
  −15%
  Variable**
  Local guide
  Poor trail
  −10%
  +10%
  Raining
  Directions, map, tools
  Variable**
  +30%
  Fog or mist
  *Includes sailing out to sea beyond sight of land.
  **GM decides usefulness of guide or directions. Generally,
  more expensive guides or maps are more useful.
  75
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  FOR GOLD & GLORY
  CHAPTER 9. ADVENTURING AND EXPLORATION
  SWIMMING
  Swimming is a skill that a character can learn. Characters are ca-
  pable of swimming a number of yards in a single round equal
  to half their movement value multiplied by 10. Swimmers can
  gain a burst of speed, thus moving their full movement value
  in a single round, by rolling a strength check against half their
  strength score (exceptional strength counts as 9).
  Characters
  wearing metal armor instantly sink to the bottom; however, they
  can walk along the bottom at 1⁄3 their movement value.
  A character can normally swim (at half speed) for a number
  of hours equal to his constitution score.
  A constitution check
  (or a save vs. death if no constitution score is known) must be
  made for each additional hour of swimming. If a swimmer fails
  this constitution check, he must tread water for half an hour be-
  fore he can continue swimming (this time counts as time spent
  swimming). Furthermore, additional hours spent swimming re-
  duces constitution by 1 point temporarily and applies a cumula-
  tive penalty of −1 to all attack rolls. A character drowns if his
  constitution score drops to 0 while swimming.
  Normal travel assumes swimming in calm waters. Choppy
  water or swimming against the tide requires a constitution check
  every hour of swimming. Rough water or swimming against a
  heavy tide requires a constitution check every half hour. Stormy
  water requires a constitution check every round. The GM may
  modify the constitution points lost in rougher waters.
  Characters can swim fast for longer distances but at an in-
  creased risk. A swimmer can move at his full movement value
  but he must make a constitution check every hour, his strength
  and constitution are reduced by 1 point every hour, and a cumu-
  lative −2 penalty to his attack rolls is applied every hour. Char-
  acters can swim twice their movement value but must roll a con-
  stitution check every turn, and the penalties are accrued every
  turn spent swimming. Drowning occurs when either strength or
  constitution reaches 0.
  Characters can recover lost ability score points and attack
  penalties by resting. Each day of rest recovers 1d6 ability points
  (1d3 points for strength and constitution if swimming at a hustle)
  and restores 2d6 points worth of attack penalties.
  HOLDING A CHARACTER’S BREATH
  If able to get a gulp of air in advance, characters can hold their
  breath for a number of rounds equal to 1⁄3 their constitution score
  (round up). If characters exert themselves (moving more than
  half their movement value, ﬁghting, or swimming in rough wa-
  ter), this time is halved (rounded up). Characters in metal armor
  are considered to be exerting themselves. If unable to get a gulp
  of air, these times are reduced by half. All characters are capa-
  ble of holding their breath for at least one round regardless of
  circumstances. Holding one’s breath beyond this time requires
  a constitution check each round. Each subsequent check suffers
  a −2 cumulative penalty. On a failed check, the character must
  breathe. If he cannot breathe then he drowns.
  Diving:
  Regardless of movement, swimmers can swim down-
  wards 20 feet in a single round. A brief run or jumping several
  feet above the water adds 10 feet of depth to the initial dive. For
  every 10 feet of height above the water an additional 5 feet of
  depth can be added up to a maximum of 20 additional feet. By
  contrast, if prepared for shallow water, a character can dive from
  a height of up to 50 feet without being injured, as long as the
  water is at least 3 feet deep per 10 feet of the height of the dive.
  Surfacing:
  Regardless of movement, swimmers can rise at the
  rate of 20 feet per round. Characters ﬂoating to the surface (such
  as dead or unconscious characters) rise at a rate of 5 feet per
  round.
  VISION UNDERWATER
  Under normal conditions (bright sunlight), vision extends out to
  50’ in freshwater and 100’ in saltwater. For every 10’ below the
  surface, vision is reduced by 10’ until it becomes pitch black. On
  overcast days, normal vision underwater is reduced to half, and
  characters cannot see at all on moonless nights. Artiﬁcial light
  sources, such as magic, only illuminate half their normal area un-
  derwater.
  CLIMBING
  Climbing is a general skill anyone can learn. For most charac-
  ters, climbing requires specialized equipment such as ropes and
  pitons. Only thieves can climb without the use of equipment.
  A climb check is made whenever a character attempts to ascend
  more than 10 feet. The base climb check is 40% modiﬁed by spe-
  cial conditions. Thieves use their climb walls rate to climb. The
  climb check is made before the character begins climbing. If the
  check is successful, the character need not make a new check un-
  less conditions worsen. If the character fails their initial climb
  check they ﬁnd no means of climbing and cannot even begin. A
  character may retry a failed climb check only if conditions would
  improve their check or they ﬁnd a suitable location at least half-
  a-mile away.
  CLIMB SPEED
  Climb speed is determined by the surface a character is climb-
  ing on. All characters are able to climb their movement value in
  feet, multiplied based on the type of surface, in one direction (up,
  down, sideways, or diagonal) per round. Thieves climb at dou-
  ble the speed of a normal character and their speed modiﬁers are
  listed in brackets [#].
  Climbing characters cannot use items requiring two hands, un-
  less they ﬁnd secure footing. If struck while climbing, regardless
  of damage, a climb check must be made immediately to maintain
  hold. If a roped character fails, he must spend a round to regain
  his handhold. An un-roped character falls on a failure.
  Table 9.12: Climbing Modiﬁers
  Situation
  Modiﬁer
  Prominent handholds (branches, ledges)
  +40%
  +55%
  Rope and wall
  Sloped inward
  +25%
  Armor
  Banded, splint
  −25%
  Plate
  −50%
  Scale, chain
  −15%
  Studded leather, padded
  −5%
  Character race*
  Dwarf
  −10%
  Gnome
  −15%
  Halﬂing
  −15%
  Encumbrance**
  −5%
  Surface condition
  Slightly slippery (wet/ crumbling)
  −25%
  Slippery (icy/ slimy)
  −40%
  Climber 1⁄2 HP or less
  −10%
  *Same modiﬁers listed for thieves. Do not apply twice.
  **This penalty is cumulative for each point a character’s
  speed is reduced below their base.
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  CHAPTER 9. ADVENTURING AND EXPLORATION
  FOR GOLD & GLORY
  Table 9.13: Climbing Speed Modiﬁers
  Surface
  Dry
  Slightly
  Slippery
  Slippery
  Very smooth*
  1⁄4 [1⁄2]
  – [1⁄4]
  –**
  Smooth, cracked*
  1⁄2 [1]
  1⁄3 [2⁄3]
  1⁄4 [1⁄2]
  Rough*
  1 [2]
  1⁄3 [2⁄3]
  1⁄4 [1⁄2]
  1 [2]
  Rough w/ledges
  1⁄2 [1]
  1⁄3 [2⁄3]
  Ice wall
  –
  –
  1⁄4 [1⁄2]
  2 [4]
  3 [6]
  4 [8]
  Tree
  Sloping wall
  3 [6]
  2 [4]
  1 [2]
  1 [2]
  2 [4]
  Rope and wall
  1⁄2 [1]
  *Non-thieves require climbing gear to climb these surfaces.
  **It is impossible to climb very smooth, slippery surfaces
  with mundane tools.
  CLIMBING TOOLS
  The basic tools for climbing are pitons (spikes), ropes, and ice
  axes. Tools do not actually aid in climbing; rather, they prevent
  falling. A character can only fall as far as their rope or twice the
  distance to the last piton they placed. Pitons have a 15% chance
  of coming loose in the case of a fall. Characters still take normal
  falling damage (1d6 per 10 feet) representing the jerking action of
  the rope catching their fall.
  Characters roped together can prevent each other from falling,
  but may pull down their allies. When a character falls, the char-
  acters directly roped to him must make a climb check. A −10%
  penalty is applied for each falling character after the ﬁrst. Success
  indicates the fall is prevented and no damage is taken. Failure in-
  dicates that character also falls and the process is repeated until
  someone succeeds or everyone falls.
  RAPPEL
  Characters can rappel down the side of a surface provided a
  strand of rope is ﬁrmly attached to the top. Characters can safely
  rappel a number of feet per round equal to their movement value
  times ten. A climb check is made each round with a +50% bonus
  if someone is holding the rope at the bottom. Free rappelling
  (rappelling without someone at the bottom) provides a +30%
  bonus to the climb check.
  VISION AND LIGHT
  Assuming an Earth-sized world, the horizon is viewable from
  about 12 miles away, and it’s possible to see tall mountains at
  least 60 miles away. In optimum conditions (clear day with no
  obstructions), it’s possible to see a moving, man-sized object at a
  distance of 1,500 yards. Details cannot be made out at this dis-
  tance, and an immobile creature cannot be seen.
  At 1,000 yards, a man-sized object, whether stationary or mo-
  bile, can be spotted. Size and shape can be determined but no
  other details, unless they’re unique. At 500 yards, a man-sized
  object has a discernable size, shape, and color, and the creature’s
  type is distinguishable. Speciﬁc details cannot be made out un-
  less large and bold or distinct.
  At 100 yards, general details can be made out such as a heraldic
  symbol or coat of arms. Most actions (such as who is attacking
  whom) can be ascertained. At 10 yards, all details but the min-
  utest are clear. There are several conditions that can alter the nor-
  mal distance at which objects can be spotted.
  “Movement” indicates the distance at which a moving object
  can be seen. “Spotted” is the maximum distance a mobile or im-
  mobile object can be seen. “Type” indicates the maximum range
  at which general details can be discerned; race, weapons, cloth-
  ing, etc. “Ident.” is the range at which reasonably exact details
  Table 9.14: Visibility Ranges (In Yards)
  Move-
  Condition
  ment
  Spot-
  ted
  Ident.
  Detail
  Type
  Clear sky
  1,500
  1,000
  500
  100
  10
  Dense fog or blizzard
  10
  10
  5
  5
  3
  Light fog or snow
  500
  200
  100
  30
  10
  Mist, light rain
  1,000
  500
  250
  30
  10
  Night, full moon
  100
  50
  30
  10
  5
  Night, no moon
  50
  20
  10
  5
  3
  Twilight
  500
  300
  150
  30
  10
  can be identiﬁed. “Detail” range means most actions can be seen
  clearly.
  Size can affect the distance as well. When looking at a small
  creature, all categories are reduced by one step per size category
  except the “detail” range. When looking at large creatures, the
  “movement,” “spotting,” and “type” ranges are doubled for each
  size category above medium.
  LIGHT
  In a completely lightless situation, normal vision is impossible.
  Light sources vary in their effective area. Most light sources re-
  quire fuel and the time per fuel unit is listed. Lanterns require oil,
  ﬁres require wood or other fuel, candles rely on a tallow or wax
  and wick, torches have a one-time use unless wrapped with an
  oil soaked rag, and magic has a duration.
  INFRAVISION
  Some creatures have the special ability to see in the dark. Infrav-
  ision allows creatures to see in darkness as they would in normal
  light. All details are recognizable, however, images are in black
  and white and therefore colors are not discernable. Unless other-
  wise noted, infravision extends to 60 feet.
  DARKNESS
  Darkness is a condition applied when characters cannot see, ei-
  ther because they have limited visibility or because they’ve been
  blinded. Characters can safely move in the darkness at 1⁄3 their
  normal movement. Characters without adequate light also suffer
  a −4 penalty to attack rolls and saving throws and their armor
  class is 4 points worse (maximum 10).
  Table 9.15: Light Sources
  Radius
  Time per Fuel Unit
  Source
  Bonﬁre
  50 ft.
  1⁄2 hour/armload
  1 hour/armload
  35 ft.
  Campﬁre
  Candle, tallow
  5 ft.
  10 minutes/inch
  20 minutes/inch
  6 ft.
  Candle, wax
  Continual light
  60 ft.
  Indeﬁnite
  Lantern
  2 hours/pint
  240 ft.*
  Beacon
  Bull’s-eye
  60 ft.*
  6 hours/pint
  6 hours/pint
  30 ft.
  Hooded
  Light
  20 ft.
  Variable
  30 minutes
  15 ft.
  Torch
  *Casts light in a cone-shaped beam. A beacon lantern’s far
  end is 90 feet wide and a bull’s-eye lantern’s far end is 20 feet
  wide.
  77
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  FOR GOLD & GLORY
  CHAPTER 9. ADVENTURING AND EXPLORATION
  Table 9.16: Chance to Hear by Race
  Race
  1d100 (1d20)
  Dwarf
  15% (3)
  20% (4)
  Elf
  Gnome
  25% (5)
  15% (3)
  Half-elf
  Halﬂing
  20% (4)
  15% (3)
  Human
  USING A MIRROR
  Characters can act using the guidance of a mirror or reﬂective
  surface. Using a reﬂective surface to aid one’s actions requires a
  light source. All actions requiring an ability check, a proﬁciency
  check, or an attack roll suffer a −2 penalty. Characters using a
  mirror to ﬁght an opponent lose their dexterity bonus to armor
  class against that opponent.
  HEARING
  It’s assumed that all characters can make out clear noises. When
  hearing is difﬁcult or when trying to pinpoint exact sounds (a sin-
  gle voice among multiple people), a hearing check is necessary.
  Each race has a chance to hear equal to a 1st level thief. A hear-
  ing check can either be a percentage roll or a 1d20 with the result
  needing to be equal or lower than the number in parentheses to
  successfully hear.
  Hearing distinct sounds requires optimum conditions: helmet
  removed, standing still, and at least one round. On a failed check,
  the character cannot discern the sound he was listening for un-
  til conditions improve. On a successful check, he can hear the
  sound, although he may not necessarily know the source. Fur-
  ther checks can be made to determine exact details like direction,
  the number of objects making the sound, how many people are
  speaking, etc.
  DOORS
  No check is necessary to open average doors. Stuck, damaged, or
  incredibly heavy doors must be bashed or rammed to open prop-
  erly. Each character has a chance to bash doors based on their
  strength score. There is no limit to the amount of times a charac-
  ter can attempt to force open a door, but each attempt reduces his
  chance by 1. Two characters (or if using a suitable ram, three or
  more characters) can add half their force doors rating (rounded
  up) together to determine the overall check. If they have enough
  room to run at the door, their full force doors ratings are added
  together.
  A forced open door is destroyed or knocked off its hinges, mak-
  ing it impossible to properly close until repaired. Forcing doors
  is also noisy, alerting anyone in the immediate vicinity. The GM
  should make an immediate wandering monster check if a door is
  forced within a dungeon.
  SECRET AND CONCEALED DOORS
  Secret doors are disguised as normal objects or walls, while con-
  cealed doors are simply hidden from plain sight. For the average
  character, it takes 10 minutes (10 rounds or 1 turn) to search a 20’
  section of a wall. If a secret or concealed door is found, the player
  also usually ﬁnds a means of opening it. In cases of secret doors
  with no clear opening mechanism, one must be found. Charac-
  ters that can detect secret doors receive a +1 bonus to their check
  to ﬁnd the opening mechanism, if they know the door exists. Se-
  cret doors can be forced open at half the normal force doors rat-
  ing.
  INVISIBILITY
  An invisible creature is invisible to everyone, including himself.
  This imposes a −3 (or 15%) penalty to complex actions, such as
  picking locks. It is possible for moving creatures to collide with
  invisible creatures. The GM should remove invisible character’s
  miniatures from the map and keep track of the invisible charac-
  ter’s position.
  Invisible creatures are undetectable by normal sight or infravi-
  sion. Detect magic signals a magical presence in the area but does
  not pinpoint the creature’s location. They’re also undetectable in
  smoke or fog, and while submerged in liquids; however, some
  objects, like ﬂour, can stick revealing an invisible creature. In-
  visibility doesn’t mask sound or scent; therefore they can be pin-
  pointed by noise or smell. Light isn’t hidden by invisibility, ei-
  ther.
  If an invisible creature gives away their position, alert charac-
  ters can make a save vs. spell to determine there’s an invisible
  presence in the area. Such disturbances include a peculiar smell,
  noise, or an invisible creature physically touching someone. If the
  save is made, the character can, if he chooses, attack the general
  location at a −4 penalty. If the save fails, the character doesn’t
  know there’s an invisible character until a new situation arises
  that allows another check. An obvious disturbance, such as leav-
  ing muddy tracks, practically pinpoints the invisible creature’s
  location, although the penalty to attack is the same.
  PLANES OF EXISTENCE
  The multi-verse is made of many planes connected together, each
  governed by their own rules. Planes are sphere-shaped worlds,
  inﬁnite in size. Time in the planes is based on perception, so that
  while one plane’s time may ﬂow faster in relation to another, ﬁve
  minutes while visiting a plane is always equal to ﬁve minutes to
  the visitor.
  The Prime Material Planes contain the most earth-like worlds
  where the laws of gravity, the passage of time, and space func-
  tion normally.
  Surrounding each Prime is the Ethereal Plane,
  a misty, intangible world of proto-matter where tangible, ﬁnite
  demi-planes ﬂoat about. The GM’s game world is located within
  one of these Primes.
  Surrounding the Prime and Ethereal planes are the Inner
  planes made up of the energy, elemental, para-elemental, and
  quasi-elemental planes.
  The elemental planes form the basic
  building blocks of matter: Water, Earth, Fire, and Air.
  When
  the elemental planes touch, they form the para-elemental planes:
  Smoke, Ice, Ooze, and Magma. The energy planes are made up
  of Positive Energy (the source of life) and Negative Energy (the
  source of death) planes. When the elemental planes touch the
  Positive Energy plane they form the quasi-elemental planes of
  Lightning, Steam, Minerals, and Radiance. When the elemen-
  tal planes touch the Negative Energy plane they form the quasi-
  elemental planes of Salt, Vacuum, Ash, and Dust.
  Surrounding the inner planes is the Astral Plane, which also
  connects the Primes to each other and to the outer planes. The
  Astral plane is an empty, weightless void of silver, with rare bits
  of solid matter and swirling color pools that serve as one-way
  gateways to the outer planes. The colors are randomized but sim-
  ply peering through the portals will reveal the landscape on the
  other side. Astral creatures can propel themselves via thought;
  their base movement equal to 3× intelligence.
  Enveloping all the planes are the outer planes, also called the
  Planes of Power. Each outer plane has its own unique rules on the
  effects of gravity, magic, and terrain. Deities and other powerful
  beings call these planes home, and they’re strongly aligned to the
  creatures that inhabit them. The Outer Planes serve as the ﬁnal
  resting spot of spirits and souls where they assimilate into the
  plane itself.
  78
  Devon Chulick (Order # )
  
  CHAPTER 9. ADVENTURING AND EXPLORATION
  FOR GOLD & GLORY
  DIMENSIONAL SPACE
  Dimensional space is layered and complex. The relationship be-
  tween dimensional spaces, the planes of existence and other di-
  mensional spaces is not fully understood. It is generally believed,
  however, that the various planes of existence share inﬁnite lay-
  ers of dimensional space. Most knowledgeable sages divide di-
  mensional space into four major layers. These are called Prime
  Dimensional, Extra-Dimensional, Non-Dimensional and Tempo-
  ral Dimensional Spaces.
  In addition to the four major layers
  of dimensional space, most sages believe that space can be ac-
  cessed between these layers (Intra-dimensional Space) and cre-
  ated within these layers (Inter-dimensional Space).
  Prime Dimensional Space is the center of the cosmos.
  The
  Prime Dimension contains all of the Alternate Prime Material
  Planes that co-exist with the GM’s campaign world. Alternate
  Prime Dimensions may exist that contain Alternate Prime Mate-
  rial Planes that do not co-exist with the GM’s campaign world. A
  teleport spell accesses Prime Dimensional Space when cast on the
  Prime Material Plane. Demi-planes are rare and generally tem-
  porary within Prime Dimensional Space.
  Extra-dimensional Space exists outside, beyond or exceeding
  the limits of the Prime Dimension. Extra-dimensional Space con-
  tains all of the planes that exist beyond the borders of the Prime
  Material Plane, including all inner and outer planes (ethereal, as-
  tral, Demiplane of Shadow, etc.). Alternate Prime Dimensions
  may or may not have a corresponding Extra-dimensional Space.
  Spells such as dimension door, duo-dimension and gate access Extra-
  dimensional Space.
  Demi-planes become more common and
  generally have longer durations within Extra-dimensional Space.
  Creatures that originate from Extra-dimensional Space are com-
  monly known as extra-planar creatures. The energy to power
  spells and other magical effects is thought to originate from extra-
  dimensional sources.
  Non-dimensional Space exists outside, beyond and exceeding
  the limits of Extra-dimensional Space. Non-dimensional Space
  exists outside the known multi-verse of the planes of existence.
  If Alternate Prime Dimensions exist, Non-dimensional Space ex-
  ists between them. Permanent pocket dimensions within Non-
  dimensional Space, like those accessed by a bag of holding or a
  portable hole are also known as non-planar spaces. A non-planar
  space can only be accessed through its speciﬁc portal. Other-
  wise, only demi-planes exist in Non-dimensional Space, how-
  ever, demi-planes within Non-dimensional Space are most often
  permanent constructs, and powerful deities have the ability, ei-
  ther individually or by working as a pantheon, to create Alternate
  Prime Dimensions from Non-dimensional Space.
  Temporal Dimensional Space underpins and permeates all
  other dimensional spaces where time passes, but the GM may
  determine that time passes at different rates on different planes
  of existence or demi-planes, depending upon how the plane in-
  teracts with the Temporal Dimension.
  It is known that cer-
  tain regions of Non-dimensional Space are timeless, indicating
  that the Temporal Dimension does not completely overlap Non-
  dimensional Space. Alternate Prime Dimensions may have sep-
  arate Temporal Dimensions. The GM may also determine that
  temporal planes and/or demi-plane(s) exist within Temporal Di-
  mensional Space.
  Intra-dimensional Space does not exist as its own separate
  space. It occupies parts of two neighboring spaces. Accessing
  Intra-Dimensional Space is commonly known as being out-of-
  phase. An out-of-phase creature exists on both the Prime Ma-
  terial and Ethereal or other Plane of Existence, partially occupy-
  ing Prime Dimensional and Extra-dimensional Space simultane-
  ously.
  The GM may determine that similar Intra-dimensional
  Space can be accessed between Extra-dimensional and Non-
  Dimensional Space, and between the Temporal Dimension and
  other dimensional spaces. Some incorporeal creatures and objects
  are simply out-of-phase while others are made of pure magical or
  extra-dimensional energy.
  Inter-dimensional Space exists within, amongst, and sur-
  rounded by adjacent dimensional space. An inter-dimensional
  pocket dimension is usually temporary and formed between the
  layers of the dimensional space in which it is created. Pocket
  dimensions like those created by a rope trick are also called
  inter-dimensional spaces.
  The GM may determine that inter-
  dimensional spaces cannot be created on certain planes of exis-
  tence, such as the Astral Plane, or that other conditions at a spe-
  ciﬁc location may block their creation. A time stop spell creates an
  inter-dimensional space in the Temporal Dimension where it in-
  tersects with the caster’s location. The maze spell creates a demi-
  plane inside an inter-dimensional space. The GM may determine
  that a pocket dimension formed in Inter-dimensional Space may
  be accessed by speciﬁc magical means, if its location is known.
  Pocket dimensions are notoriously unstable when brought into
  contact with one another. In most cases, the outcome is noted
  in the description of the spells or magical items involved.
  In
  cases where the text is unclear, the GM can consult the following
  guidelines. Generally speaking, an inter-dimensional space can-
  not be created or opened inside another inter-dimensional space
  or a non-planar space. Placing a non-planar space within another
  non-planar space or opening one inside of an inter-dimensional
  space usually results in the destruction of both pocket dimen-
  sions and the dumping of the contents into Extra-dimensional or
  Non-dimensional Space.
  Example:
  Imagine you live in a house in the middle of a for-
  est.
  Your house is the Prime Dimension.
  The forest is Extra-
  dimensional Space. You can move freely between your house and
  the forest by stepping through the door, out a window, through a
  chimney, etc. and travel to different parts of the forest before re-
  turning to your house. If you stood with one foot in your house
  and the other foot in the forest, you would be out-of-phase. You
  would have access to and be able to move into either space nearly
  instantaneously. You can pitch a tent either inside the house or al-
  most anywhere within the forest, but you have to close it and re-
  open it when you move it. The tent is a pocket dimension within
  Inter-dimensional Space. It exists separately, but anyone in the
  same location (house or forest) can access it. The sky is Non-
  Dimensional Space. Assuming you cannot ﬂy, it is very difﬁcult
  to reach the sky. Now imagine a helicopter ﬂies in the sky over-
  head. The helicopter is a non-planar space (a pocket dimension
  within Non-dimensional Space). It exists outside the house and
  the forest, but can land in either location. No one in the house
  or in the forest can access it until it lands in his location. The tent
  cannot be pitched inside another tent or inside the helicopter, and
  if the helicopter lands inside the tent or another helicopter, both
  are destroyed and their contents scattered all over the forest or
  up into the sky (never to return). Most helicopter disasters occur-
  ring inside the house expel the contents out the house’s doors,
  windows, chimneys, etc. Finally, time may ﬂow at different rates
  in different parts of the forest, different rooms of the house, in-
  side the tent, up in the sky and even inside the helicopter, due to
  inﬂuences from the Temporal Dimension.
  79
  Devon Chulick (Order # )
  
  Devon Chulick (Order # )
  
  CHAPTER 10
  ENCOUNTERS
  An encounter is broadly deﬁned as an interaction between
  player characters and GM controlled elements presenting the
  possibility to bring meaningful changes, for good or ill, to the PCs
  based on their decisions. A simple, mundane action, like pur-
  chasing goods or setting up camp, isn’t an encounter. However,
  if unknown variables are added (the merchant offers a cursed ar-
  tifact, or assassins wait in the shadows), it becomes an encounter
  to be played out. Player decision is always a major element in en-
  counters. Forcing PCs into an inescapable situation where they
  cannot act isn’t an encounter (it is, however, poor game design),
  and interaction between player characters isn’t considered an en-
  counter either. Encounters don’t have to present an element of
  danger, although it’s usually a factor, even if only in some indi-
  rect manner.
  PLANNED ENCOUNTERS
  The GM prepares planned encounters before the session. The two
  kinds of planned encounters are keys and triggers.
  Key:
  The key describes the encounter, what is found there, and
  how it may react to the PCs. Keys include a description of crea-
  tures or NPCs that may be in the area, traps, treasure, and other
  special conditions that may or may not affect the players. De-
  scriptions such as sights, smells, and sounds may be included.
  Keys are static; what the GM writes is what happens. This can
  lead to illogical problems depending, for example, on the time of
  day or events that happen in other areas. It’s impossible to plan
  for every situation, so the best way to avoid these problems is to
  make general notes, not speciﬁc details.
  Trigger:
  A trigger is a simple statement that serves as a reaction
  to an action. It can be used as part of a key or by itself. Triggers
  are broader than keys in that they cover actions the PCs might
  take. When designing a trigger, think of the most important ac-
  tions a character might do (investigating, searching, questioning
  people, etc.) and write up reactions to them. Triggers are more
  difﬁcult than keys because they cover an even broader range of
  possibilities. GMs are expected to improvise for situations they
  may not have covered.
  COMBINING KEYS AND TRIGGERS
  The most dynamic (and challenging) method of writing planned
  encounters is combining keys and triggers. The key includes the
  basic description of the area and its inhabitants, while the trig-
  ger describes how the key will react to the player’s intervention.
  While no planned encounter can cover every situation, this sys-
  tem provides the best setup but requires more work.
  An example planned encounter can be seen below. The ﬁrst
  paragraph serves as the key; static information such as the loca-
  tion, sights, and smells are listed. The second paragraph serves
  as the trigger; it describes what can be found at what time and
  how the encounter reacts to the players.
  Giant’s Cave:
  This circular room, 80’ in circumference with a
  30’ tall ceiling, is carved into the side of a hill. It’s musty and
  damp with moss covered walls and poor ventilation. At the far
  Table 10.1: Encounter Frequency
  Frequency
  1d100
  Common
  01–70
  Uncommon
  71–90
  Rare
  91–97
  Very rare
  98–00
  end is a makeshift bed made from dirty rags and animal skins.
  Boog, the hill giant, calls this cave his home. He always keeps
  a dirty sack full of makeshift utensils, 100 gp, and a golden idol
  (worth 500 gp) under his bed.
  At night Boog is found passed out drunk in his bed (−1 to
  attack rolls and a penalty to wisdom checks). During the day
  Boog hunts and sets a simple snare trap at the cave entrance (the
  trap ensnares and dangles from the ceiling anyone who steps on
  it). Boog prefers to take prisoners, whom he eats at a later date.
  He grabs his hidden stash and runs when reduced to half his hit
  points.
  RANDOM ENCOUNTERS
  Random encounters add variety to the game. When appropri-
  ate, the GM makes a check to determine if the party encounters
  something. Random encounters can include NPCs and monsters,
  friendly or hostile, and special situations like observing a battle
  in the distance or walking through a trapped ﬁeld.
  The GM sets how often he checks a random encounter table
  and the chance of a random encounter happening (5% every
  hour, 10% every 24 hours, etc.). Creatures encountered should
  be relative to the PCs power. Random encounters don’t have to
  include creatures at all; a gust of wind that blows out torches,
  clattering rocks, or howls in the distance help build tension and
  all make good additions to an encounter chart. GMs should not
  feel restricted by random encounter charts; in some cases they
  can be illogical or detract from the fun of the game.
  Random encounter tables can be made from any combination
  of die rolls but the most common are the 2–20 and percentile ta-
  ble. Monster or events are added to the table based on their fre-
  quency appearing.
  2–20 TABLE
  The 2–20 table presents a possible 19 different encounters. Be-
  gin by categorizing monsters by frequency (listed under their stat
  blocks) and assign them to the table. When checking the chart,
  roll 1d12 + 1d8 to generate a number between 2 and 20.
  PERCENTILE TABLE
  A percentile table is created when the GM divides the number of
  monsters in a frequency category by their frequency percentage
  to come up with a variable range. For example, in a percentile
  table with seven common monsters, each monster would have
  a 10% chance of being encountered. The higher the percentile
  rolled, the rarer the creature encountered. Percentile tables take
  longer to set up but allow more customization of encounters.
  81
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  CHAPTER 10. ENCOUNTERS
  Table 10.2: 2–20 Table
  1d12 + 1d8
  Creature Frequency
  2
  Very rare
  3
  Very rare
  4
  Very rare/rare
  5
  Rare
  6
  Rare
  7
  Uncommon*
  8
  Uncommon*
  9
  Common**
  10
  Common**
  11
  Common**
  12
  Common**
  13
  Common**
  14
  Uncommon*
  15
  Uncommon*
  16
  Rare
  17
  Rare
  18
  Very rare/rare
  19
  Very rare
  20
  Very rare
  *Or two very rare creatures, 50% chance for either
  **Or two rare creatures, 50% chance for either
  Table 10.3: Example Percentile Table
  Creature
  1d100
  Common
  1–8
  Creature 1
  Creature 2
  9–16
  17–24
  Creature 3
  Creature 4
  25–32
  33–40
  Creature 5
  Creature 6
  41–48
  49–56
  Creature 7
  Creature 8
  57–64
  65–72
  Creature 9
  Uncommon
  Creature 10
  73–78
  79–84
  Creature 11
  Creature 12
  85–91
  Rare
  92–95
  Creature 13
  Creature 14
  96–99
  Very Rare
  00
  Creature 15
  DUNGEON ENCOUNTERS
  Dungeons are given a designated level, which represents the rel-
  ative power of creatures encountered. Although any creature can
  populate a dungeon, creatures encountered shouldn’t be more
  than two levels above or below the dungeon level. Creatures en-
  countered in a dungeon are grouped into levels based on their
  experience value. For each level above or below the dungeon
  level, the creature’s frequency rating shifts up—weak creatures
  will avoid high-level dungeons where strong creatures tend to
  gather. Therefore, if an uncommon, rare or very rare encounter
  is rolled, the GM could use a higher-level, equal-level, or lower-
  level encounter.
  Although a dungeon’s level should correspond with the PC’s
  level, there’s never any guarantee that a dungeon will be safe or
  easily conquered.
  Table 10.4: Creature Level
  XP
  Creature Level
  1–20
  1
  21–50
  2
  51–150
  3
  151–250
  4
  251–500
  5
  501–1,000
  6
  1,001–3,000
  7
  3,001–5,500
  8
  5,501–10,000
  9
  10,001+
  10
  Table 10.5: Sample Dungeon Level 3
  1d12 + 1d8
  Creature Frequency
  Creature Level
  2
  Very rare
  6
  3
  Very rare
  4
  4
  Very rare/rare
  3
  5
  Rare
  1
  6
  Rare
  4
  7
  Uncommon
  2
  8
  Uncommon
  3
  9
  Common
  3
  10
  Common
  3
  11
  Common
  3
  12
  Common
  3
  13
  Common
  3
  14
  Uncommon
  4
  15
  Uncommon
  2
  16
  Rare
  5
  17
  Rare
  1
  18
  Very rare/rare
  6
  19
  Very rare
  1
  20
  Very rare
  6
  DUNGEON TRAPS AND TRICKS
  Perhaps the most unique encounters in dungeons are tricks and
  traps. These are obstacles that are hidden or require interaction
  to overcome. They can be harmless but impeding or deadly. XP,
  based on the difﬁculty, should be awarded for disabling or over-
  coming traps and tricks but only if the party is aware and delib-
  erate of their actions. Triggering a crossbow obviously ruins the
  trap but if the PCs discover the hidden crossbow and cut the trip
  wire, they should be awarded XP for it.
  GMs are encouraged to be ﬂexible and creative when creating
  them. A trap or trick should have a logical way to overcome
  them. Instant-death and unavoidable traps are frustrating and
  cumbersome to deal with. Likewise, logic puzzles and riddles
  are usually so obscure that they should be used with caution if
  they’re the only means of players progressing. For example:
  • Giant bubbles rove about.
  Contact with them envelopes
  large-sized or smaller characters, inﬂicting 1d6 points of
  damage each round as they suffocate.
  A bubble can be
  popped with at least 1 point of damage by a piercing
  weapon but there’s a 50% chance the person inside is dam-
  aged as well. There’s a 25% chance a bubble has a gem in-
  side.
  • Statues animate when approached.
  Possible actions are
  pointing towards treasure (or danger), reciting a poem,
  scream, or swing at anyone too close.
  • One-way doors, sliding ﬁreplaces, a set of stairs that become
  a ﬂat slope, bookshelves that open when a book is pulled,
  etc.
  • Rooms that are actually elevators connecting multiple
  ﬂoors. The rooms will shift ﬂoors when people enter, po-
  tentially throwing off mappers.
  82
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  CHAPTER 10. ENCOUNTERS
  FOR GOLD & GLORY
  Table 10.6: Terrain Encounter Checks
  2300–0200
  1900–2200
  0700–1000
  1100–1400
  1500–1800
  0300–0600
  Check
  Terrain
  Plains
  1
  
  –
  
  –
  
  –
  1
  Scrub/brush
  
  –
  
  
  –
  
  Forest
  2
  
  
  
  
  
  
  1
  Desert
  
  –
  –
  
  –
  
  Hills
  2
  –
  
  –
  
  –
  
  3
  Mountains
  
  –
  –
  
  
  –
  Swamp
  4
  
  
  
  
  
  
  3
  Jungle
  
  
  
  
  
  –
  Ocean
  1
  –
  
  –
  –
  
  –
  –
  –
  1
  Arctic
  
  
  –
  –
  • Four-way passageways which slide imperceptibly around,
  causing wanderers to get turned around.
  • Intelligent monsters that grow patches of screeching mush-
  rooms.
  WILDERNESS ENCOUNTERS
  Wilderness encounters are more dangerous than dungeon en-
  counters because there is no rating of power for monsters to
  conform to. Hilly lowlands can contain anything ranging from
  goblins to trolls and dragons. Special consideration should be
  made to ensure PCs don’t encounter higher-level creatures with-
  out some means of escape. If a low-level party would normally
  encounter a band of hill giants, they should instead stumble upon
  them counting the bounty of a recent raid while safely hiding in
  the bushes. If the PCs wish to risk their lives they can make that
  choice, but forcing them into an untenable ﬁght is poor referee-
  ing.
  Wilderness encounters should be categorized by region and
  other environmental factors. The farmlands of a civilized area
  will contain more encounters with patrolling guards and mer-
  chants than wild monsters, although bandits and other oppor-
  tunistic creatures might slip by. A dry, sandy desert will have
  different encounters than a semi-arid desert. The creatures en-
  countered in a freshwater lake likely wouldn’t be encountered in
  a saltwater sea.
  SPECIAL ENCOUNTER TABLES
  Encounter tables don’t have to be limited to wilderness and dun-
  geon. Towns and other areas of civilization can include their own
  encounters. These encounters could involve various events (run-
  away donkey cart), encounters with diseased beggars asking for
  alms, friendly merchants peddling mysterious goods, question-
  ing guards, or frustrated nobility. While towns and smaller civi-
  lizations can use the same table, most cities have distinctive dis-
  tricts and jurisdictions, each needing its own encounter table.
  ENCOUNTER CHECKS
  The GM is tasked with determining when a random encounter
  might take place. The terrain type determines when an encounter
  check is made. The time of day and other environmental factors
  can also modify this roll. The following table is a generalized
  chart designed to give GMs a basic idea of when they should
  make an encounter check based on the time of day (24 hour clock)
  and terrain.
  Encounter Check:
  If the result of a 1d10 is equal to or less than
  the listed number, the GM rolls on a random encounter chart.
  Time of Day:
  If a “” is listed under the speciﬁed time, the GM
  rolls an encounter check.
  Populated Area Checks:
  The chart assumes an unpopulated
  wilderness. If the area is sparsely patrolled or populated by civ-
  ilized creatures, the chance of an encounter increases by 1. If the
  area is densely populated or regularly patrolled, the chance of an
  encounter increases by 2. Likewise, the PCs are much more likely
  to encounter civilized creatures than monsters in these areas.
  Dungeon Checks:
  Dungeon checks don’t follow the chart and
  occur more frequently. Every hour, the GM rolls 1d10, and a ran-
  dom dungeon encounter occurs on a result of 1. This chance can
  increase in particularly dangerous areas. If the PCs make exces-
  sive noise or otherwise draw attention, a check should be made
  immediately.
  ENCOUNTER SIZE
  When an encounter is determined, the GM determines the num-
  ber of creatures encountered. Monsters list a typical encounter
  size, but this guideline doesn’t have to be followed explicitly.
  As a general rule, it’s better to have a small encounter than a
  large one that can easily overwhelm the PCs. Large predators of-
  ten hunt alone or in small packs, while smaller predators prefer
  larger packs. Herbivores and other normally docile animals form
  into herds and may stampede wildly when disturbed. Intelligent
  creatures can be encountered in any number, ranging from soli-
  tary scouts to hunting parties and war bands.
  SURPRISE
  When one party has a chance of being caught off guard, they roll
  a surprise check. A surprise check is a roll of 1d10; on a 1, 2, or 3
  the party is surprised. Surprise is based on party awareness. If a
  party is aware of their opponents they likely won’t be surprised.
  The GM decides when a party can be surprised or if individual
  characters roll surprise rolls. The following table shows possible
  modiﬁers to the surprise roll of a speciﬁc party.
  It’s possible to set up an ambush. If the opponents are un-
  aware, the ambushing party gets a free round to attack. The am-
  bushed party must also roll a surprise check to determine if they
  are surprised allowing the ambushing party to possibly get two
  free rounds of actions.
  THE SURPRISE ROUND
  While a character is surprised, all unsurprised characters receive
  free actions. These actions can include anything they’re capable
  of in a normal combat round with the exception of spell casting.
  For example, using a wand of ﬁreballs is allowed, but a wizard
  cannot cast a ﬁreball spell. Surprised characters lose their dexter-
  ity bonus to AC during the surprise round. Initiative is rolled if
  opposing individuals are not surprised.
  Unsurprised parties can use the surprise round to escape if
  they choose, but their success depends on their opponent’s move-
  83
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  FOR GOLD & GLORY
  CHAPTER 10. ENCOUNTERS
  Table 10.8: Surprise Modiﬁers
  Modiﬁer
  Conditions
  The opponent party is
  Magically silenced
  −2
  Invisible
  −2
  +2
  Distinct odor
  Per 10 members
  +1
  Camouﬂaged
  −1 to −3
  The party/individual is
  Fleeing
  −2
  In poor lighting
  −1
  In darkness
  −4
  Panicked
  −2
  Anticipating attack*
  +2
  +2
  Suspicious*
  Special Conditions
  Rain
  −1
  Heavy fog
  −2
  Extremely still**
  +2
  *Anticipating attack means the party has good reason to
  believe an attack will happen in a speciﬁc area or direction.
  It’s not enough to simply anticipate an attack at all times. A
  suspicious party has reason to believe another group might
  try to make a hostile move.
  ** Assumes there’s no noise or other slight distractions such
  as ambient sound and wind.
  ment value. If neither or both parties are surprised, combat be-
  gins normally by rolling initiative.
  ENCOUNTER DISTANCE
  Although the distance at which creatures can be spotted and
  identiﬁed is quite far, it is rarely the case that any party will no-
  tice each other at these distances except on coverless terrain with
  ideal conditions. The distance two groups may likely encounter
  each other normally is based on whether they’re surprised and
  the terrain type. In cases where there is no cover, the limit of
  sight is used.
  Table 10.9: Encounter Distance
  Situation/Terrain
  Range in feet
  Both groups surprised
  3d6
  4d6
  One group surprised
  No surprise
  Smoke/heavy fog
  6d6
  1d10
  Jungle/dense forest
  × 10
  Light forest
  2d6 × 10
  2d12
  Scrub, brush/bush
  × 10
  Grassland/little cover
  5d10 × 10
  Limit of sight
  Night or dungeon
  ENCOUNTER REACTIONS
  Normally, creatures encountered have one of two reactions; hos-
  tile or passive. Hostile creatures are looking to attack the other
  party regardless of the situation. Passive creatures, while not nec-
  essarily friendly, are not looking to attack the other party (at least
  not at that exact moment). A band of cutthroat bandits demand-
  ing the PC’s gold in exchange for their lives is a passive party, as
  is a traveling merchant.
  In situations where the GM doesn’t have a group’s reaction
  planned, he can roll on the reaction chart. Roll 2d10, add any
  modiﬁers, and cross reference the following table based on the
  player character’s disposition in relation to the opposing party.
  Apply modiﬁers in accordance to the morale table.
  Flight:
  Seeks to avoid the characters or surrenders to them.
  Friendly:
  Seeks to help the characters (within reason) or holds
  no ill will.
  Indifferent:
  Is unconcerned with the characters and ignores
  them unless approached. Will engage in small talk if pressed.
  Cautious:
  Is untrusting and suspicious of the characters, fol-
  lowing or watching them closely.
  Threatening:
  Seeks to provoke or humiliate the characters but
  not necessarily cause harm.
  Hostile:
  Seeks to actively harm the characters whether through
  combat, intimidation, or humiliation.
  Like morale, the reaction chart is an exception not a rule. The
  GM is encouraged to use it only when he does not have an en-
  counter planned. The table shouldn’t be relied on for every situ-
  ation as the randomness can lead to illogical reactions.
  Table 10.7: Encounter Reactions
  Hostile
  Friendly
  2d10
  Indifferent
  Threatening
  2 or less
  Friendly
  Friendly
  Friendly
  Flight
  3
  Friendly
  Friendly
  Friendly
  Flight
  4
  Friendly
  Friendly
  Cautious
  Flight
  5
  Friendly
  Friendly
  Cautious
  Flight
  6
  Friendly
  Friendly
  Cautious
  Cautious
  7
  Friendly
  Indifferent
  Cautious
  Cautious
  8
  Indifferent
  Indifferent
  Cautious
  Cautious
  9
  Indifferent
  Indifferent
  Cautious
  Threatening
  10
  Indifferent
  Indifferent
  Threatening
  Threatening
  11
  Indifferent
  Indifferent
  Threatening
  Threatening
  12
  Cautious
  Cautious
  Threatening
  Threatening
  13
  Cautious
  Cautious
  Threatening
  Hostile
  14
  Cautious
  Cautious
  Threatening
  Hostile
  15
  Cautious
  Threatening
  Threatening
  Hostile
  16
  Threatening
  Threatening
  Hostile
  Hostile
  17
  Threatening
  Threatening
  Hostile
  Hostile
  18
  Threatening
  Threatening
  Hostile
  Hostile
  19
  Hostile
  Hostile
  Hostile
  Hostile
  20
  Hostile
  Hostile
  Hostile
  Hostile
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  CHAPTER 11
  EXPERIENCE
  Experience is a measure of the characters’ improvement. The
  GM is in charge of calculating experience points. Experience is
  added up and divided evenly among all surviving players at the
  end of a session or adventure. Dead characters or recently resur-
  rected characters should receive experience for events that hap-
  pened up to their death. When a character gains enough expe-
  rience to level up, they gain all the beneﬁts of their new level.
  Experience points (XP) can be assigned for anything requiring
  skill to overcome. While experience can be assigned for devising
  a good plan to escape captors, it’s best calculated through over-
  coming encounters and completing story related goals.
  Overcoming encounters involves coming out the victor in a
  dangerous situation.
  This is a broad ruling that can apply to
  many scenarios, but as a rule, it requires the characters to be in
  danger (or to perceive that they are in danger). Defeating a band
  of monsters is overcoming an encounter. Navigating through or
  disabling a trap, successfully evading a pursuing band of orcs,
  or convincing a gang of bandits not to attack passing caravans
  are other examples. Setting off a trap using a rock from afar,
  however, is not, as the characters aren’t in any risk of danger. If
  they accidentally trigger a rolling rock that chases them through
  a trap, then they’re suddenly pitted with an exceptionally tough
  encounter and should receive proportionately more experience
  points if they survive it.
  Calculating experience for defeating enemies is based on their
  hit dice. Opponents with special abilities or strengths are consid-
  ered to have higher HD for the purpose of calculating experience
  points. Monsters use d8 hit dice and a number following the HD
  is a modiﬁer to their hit points (for example 1 + 1 means roll 1d8
  then add 1). This system can also be used to calculate experience
  gained for traps or deadly situations. If a trap is sufﬁcient to kill
  the average 7th level character, then it should be considered a 7
  HD creature for the purpose of earning experience.
  STORY RELATED EXPERIENCE
  Story related experience points are awarded whenever a promi-
  nent goal is completed. As a general rule, story related experi-
  ence points should never exceed the total experience awarded for
  overcoming encounters up to the completion of the goal. Char-
  acters may also set personal goals for themselves. These goals
  should be sufﬁciently dangerous to warrant the awarding of ex-
  perience points, and everyone who participates should earn a fair
  share.
  Table 11.1: Creature Experience Awards
  HD or Level
  XP Value
  Less than 1 − 1
  7
  1 − 1 to 1
  15
  1 + 1 to 2
  35
  2 + 1 to 3
  65
  3 + 1 to 4
  120
  4 + 1 to 5
  175
  5 + 1 to 6
  270
  6 + 1 to 7
  420
  7 + 1 to 8
  650
  8 + 1 to 9
  975
  9 + 1 to 10+
  1,400
  11 to 12+
  2,000
  13+
  3,000 + 1,000 per HD over 13
  Table 11.2: Hit Dice Value Modiﬁers
  HD Mod*
  Ability
  AC 0 or lower
  +1
  +1
  Blood drain
  Breath weapon
  +2
  +1
  Causes disease
  Energy drain
  +3
  +1
  Flying
  4+ attacks per round
  +1
  +1
  Above average HP
  High intelligence
  +1
  +1
  Hurt only by magic/silver
  Spell immunity
  +1
  Weapon immunity including 1⁄2
  +1
  damage
  Invisible at will
  +1
  +1
  Up to level 2 spells
  Level 3 or greater spells (not cumulative with
  above bonus)
  +2
  +2
  Magic resistance
  Missile weapons
  +1
  +2
  Multiple attacks causing 30+ points of damage
  Paralysis
  +2
  +3
  Petriﬁcation
  Poison
  +2
  +1
  Wields magical items
  Regeneration
  +1
  +2
  Single attack causing 20+ points of damage
  Special defense not listed
  +1
  +2
  Special magic attack not listed
  Special non-magical attack not listed
  +1
  +2
  Swallows whole
  Weakness or fear
  +2
  *These modiﬁers are added to a creature’s HD, so that a 4 + 1
  HD creature with AC 0 and poison is considered to have 7 + 1
  HD when determining the experience point award.
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  CHAPTER 12
  TREASURE, MAGICAL ITEMS, AND RESEARCH
  Treasure is any item the characters acquire on their journey that
  has value. This includes, but is not limited to, portable treasures
  like coins and art, deeds to land, ﬁne goods (such as silk or furs),
  magical items, titles, bonds, gems, etc. The vast majority of trea-
  sure is not currently circulating in the common market. It may
  be the remnants of a lost golden age, half-forgotten rarities com-
  missioned by wealthy vassals, or the results of experimentation
  by powerful wizards. The GM is ultimately responsible for the
  creation and management of treasure in his game world.
  Treasure is typically amassed in hordes. Unintelligent crea-
  tures and those with animal-like intelligence rarely collect trea-
  sure. Treasure found amongst these creatures might be the pos-
  sessions of their fallen prey. It will be scattered amongst the re-
  mains and tossed aside when they clean their lairs. Some crea-
  tures, however, are naturally attracted to shiny objects and ac-
  tively collect them. Nesting animals may horde ﬁne silks and
  leathers for their nests, and voracious creatures with no ﬁne ma-
  nipulating digits (like sharks) may accidentally consume valu-
  ables. Intelligent creatures have their own motives for hording
  (or spending) treasure. As a general rule, intelligent creatures
  only carry what they need at the time, leaving the rest in homes
  or lairs.
  Treasure can be found randomly, or its discovery can be
  planned. When a GM rolls for a random encounter, he also rolls
  for what treasure that creature might have. A monster’s listing
  indicates treasure that’s carried with them, and what’s found in
  their lairs (again, intelligent creatures will carry usable items and
  leave behind burdensome wealth). Planned treasure is designed
  by the GM to entice or reward the players.
  Random treasure
  should rarely be worth more than planned treasure, as it creates
  a dependency on random encounters. If, however, the PCs enjoy
  hunting or stalking monsters for their wealth, the GM is encour-
  aged to build an adventure around it.
  MAGICAL ITEMS
  Magical items almost always appear as mundane equipment.
  Bards, sages, and powerful divination magic can be employed
  to fully understand an item’s functions, but very few items will
  demonstrate their powers until commands are spoken or special
  conditions are met. In many cases, discovering the power of a
  magic item comes purely through experimentation, which may
  very well bring disastrous results to an unsuspecting party.
  Some magical items are cursed. Like normal magical items,
  they almost always appear as normal equipment, and they do
  not reveal their accursed nature even if divination magic is used.
  Some accursed items will function normally most of the time;
  their curse only activates when the user is in a dangerous or life
  threatening situation (usually combat). Once a curse is activated,
  the item thereafter remains with its owner, magically appearing
  in his possession if thrown away or discarded, until a remove curse
  or other spell is employed to break the curse. Knowingly selling
  or giving away accursed items is unquestionably not a good act,
  and doing so with particularly potent accursed items (especially
  those that kill or maim) crosses into the realm of evil.
  There is little to no market in magical items; only the strongest
  and bravest explorers ﬁnd them regularly, only the wealthiest pa-
  trons can afford them, and most people value them more than
  any sum of money. A +1 sword could be passed down to the
  strongest son of each generation, becoming an invaluable family
  heirloom. A lord could be given a rod to symbolize his right to
  rule and protect him from danger, the rod being a greater symbol
  of his right to rule than the crown jewels itself. Wizards spend
  months crafting magical items to gain advantage over their com-
  petition, making it foolish to sell or trade away their creations.
  Merchants who deal in magical items would draw great atten-
  tion, requiring great wealth to be spent on taxes and security,
  thus minimizing proﬁts. All these factors make the existence of
  “magic shops” illogical in the average world.
  The monetary value of magical items is therefore up to the GM.
  A good rule of thumb is the item’s XP value multiplied by 100
  gold pieces, but an item’s worth is based entirely on the percep-
  tion of the owner and the potential buyer, and doesn’t always
  have to be represented in liquid cash. For example, a widower’s
  late wife left him with a magic wand but massive debt; if the PCs
  get the collectors off his back, he may give up the wand. As an-
  other example, a powerful merchant lord may offer a magic suit
  of armor for bringing back the pelt of a rare golden lion (which
  could also be made into magic leather armor).
  Likewise, the
  player characters shouldn’t expect to earn their weight in gold
  coins for the sale of magical items, because few people have this
  kind of wealth. A vassal may give 500 acres of land and a small
  keep in exchange for a particularly powerful magic item. The PCs
  can also choose to give their extra magical items to henchmen
  or hirelings, indirectly increasing their own power and inspiring
  ﬁerce loyalty in the followers in return.
  USING MAGICAL ITEMS
  Activating a magic item’s power usually takes an entire round,
  whether it’s done through speaking a command or striking with
  a weapon. Some powers happen automatically when certain con-
  ditions are met. Wands, rods, staves, and miscellaneous magical
  items will either confer their powers automatically or through the
  use of commands. Once the commands are known and the item’s
  powers are discovered, the owner can then activate the item at
  will.
  Magic weapons and armor will always confer their bonuses
  when used or worn, and a character will automatically realize
  this through combat. Special abilities contained within magical
  weapons and armor must be discovered, sometimes through con-
  stant use (as the case with attacking certain enemies or taking
  damage) or through research. Once the weapon or armor’s spe-
  cial power is known, the wielder can activate it at will.
  There’s a limit to the number of magical items a person can
  wear and beneﬁt from. If this limit is exceeded, such as by wear-
  ing more than two rings, all magic equipment worn on that part
  of the body ceases to function until the excess is removed. If mag-
  ical bracers are worn, a character cannot also wear a magical phy-
  lactery or talisman upon his arm, and only one pair of bracers
  can be worn at a time or neither will function. If magical armor
  is worn, a magical robe cannot also be worn. A magical hat can-
  not be worn with a magical helm, etc. Unless otherwise stated, if
  an item comes in pairs (such as boots or gloves), matching items
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  CHAPTER 12. TREASURE, MAGICAL ITEMS, AND RESEARCH
  must be worn to gain the desired effect. Mismatching magical
  items (especially those worn on or over the eyes) may have un-
  expected results. The following table lists all commonly known
  types of magical items that must be worn to function.
  • Arms: 1 pair of bracers, 1 phylactery or 1 talisman.
  • Body: 1 suit of armor or 1 robe.
  • Clothing: 1 amulet, 1 brooch, 1 periapt, 1 scarab or 1 talis-
  man.
  • Face: 1 pair of eyes or 1 pair of lenses.
  • Feet: 1 pair of boots or 1 pair of slippers.
  • Fingers: 2 rings (one on each hand).
  • Hands (combines with ﬁngers): 1 pair of gauntlets or 1 pair
  of gloves.
  • Head: 1 hat, 1 helm, 1 phylactery or 1 talisman.
  • Leg: 1 phylactery or 1 talisman.
  • Neck: 1 amulet, 1 medallion, 1 necklace, 1 periapt, 1 scarab
  or 1 talisman.
  • Shoulders (combines with body): 1 cloak.
  • Waist: 2 girdles.
  The GM may allow any sort of magical items in his campaign
  world. The following table lists some of the possible new types
  and on what part of the body they are worn.
  • Arms: 1 armband or pair of armbands, 1 bracelet.
  • Clothing: 1 badge, 1 medal.
  • Face: 1 pair of goggles, 1 mask, 1 pair of spectacles.
  • Feet: 1 pair of sandals, 1 pair of shoes.
  • Head: 1 circlet, 1 crown, 1 headband.
  • Neck: 1 collar, 1 medal, 1 pendant, 1 scarf, 1 torque.
  • Shoulders (combines with body): 1 cape, 1 mantle, 1 shawl.
  • Torso (combines with body): 1 shirt, 1 tunic, 1 vest or set of
  vestments.
  • Waist: 2 belts (interchangeable with girdles).
  RESEARCHING AND CRAFTING MAGICAL ITEMS
  Spell casters gain the ability to craft magical items. Wizards can
  scribe scrolls and brew potions at 7th level and craft magical items
  at 11th level. Priests can scribe scrolls at 7th level, brew potions at
  9th level, and create other magical items at 11th level.
  Like research, the crafting of a magical item is a shared activ-
  ity between player and GM. The player describes what item he
  sets out to create and the GM determines the components and
  required cost. At no point should the player be aware of the nec-
  essary components; that’s an element saved for role-play. Usu-
  ally, a laboratory is needed for wizards and a powerful holy site
  is needed for priests; however, scrolls can be scribed in any com-
  fortable, safe location.
  Scribing scrolls is a simple task, taking only a few days, and the
  components shouldn’t be more expensive than if a wizard were
  to scribe the spell into his spell book. Potions are about dou-
  ble the cost of scrolls, but usually take less time to brew. Mag-
  ical items require the most supervision, taking weeks or possi-
  bly months to create. They require rare and costly components
  (which may warrant additional adventuring to acquire) and cer-
  tain high level spells (or scrolls containing such spells).
  The necessary components to craft a magical item can be mun-
  dane or fantastical, but they should reﬂect the item being created.
  Easily crafted magical items, such as wands and potions, should
  require more mundane components. A potion of invisibility might
  be brewed from the sweat of a high level thief, combined with
  the tail of a chameleon. More powerful items, like weapons and
  rings, should require fantastic or seemingly impossible to acquire
  components. A mace of disruption might be forged from smear-
  ing the ectoplasm of a good aligned ghost on a mace used to de-
  stroy 99 undead. There could very well be a market in the more
  mundane components amongst alchemists and hedge wizards,
  but to locate the rare items that are needed for the more powerful
  magical items will almost always require dangerous quests and
  journeys through previously unexplored territories.
  SCRIBING SCROLLS
  To scribe a scroll, the spell caster must know the spell. A wiz-
  ard must have the spell in his spell book, and a priest must have
  access to the spell’s sphere. Wizards can only scribe protection
  scrolls featuring spells found in the schools they have access to
  (protection from elementals, petriﬁcation, etc.), but priests can scribe
  any type of protection scroll. Read magic is not required to un-
  derstand a scroll that a character has personally scribed. Three
  materials are required when scribing scrolls: the quill, paper, and
  ink.
  Quill:
  The quill used to scribe the scroll must be fresh and un-
  used. After scribing a scroll, the magic clings to the quill, making
  it useless for future scribing. Higher-level spells should require
  more extraordinary quills, such as those from a giant eagle, roc,
  or cockatrice. Quills can be purchased at the GM’s discretion, but
  handpicking a quill provides a +5% bonus to the chance of suc-
  cessfully scribing the scroll.
  Paper:
  The material to be used to hold the magic of the scroll
  has an effect on the chance for successfully scribing it. Vellum
  costs the most but is greatly prized for this purpose, providing
  a +10% bonus to the chance of success. Paper is the next most
  valuable material to use, providing a +5% bonus. Parchment is of
  average quality and offers no modiﬁers. Papyrus is the poorest
  quality and applies a −5% penalty to the chance to success.
  Ink:
  The GM determines the components required to create the
  ink, choosing those that reﬂect the spell being scribed and costing
  no more than if a spell caster was hired to cast the spell. The ink
  to scribe one ﬁreball spell to a scroll could require an ounce of
  bat guano mixed with the splinters from the torch of the watch
  captain. After the necessary components are gathered, the spell
  caster brews them into ink. The ink should be unique to each
  transcription, and the caster cannot save the ink, even if it’s for
  the same spell on the same scroll.
  After the three materials are gathered, the scribing process can
  begin. Wizards must be in a comfortable, safe location with their
  spell books on hand, and priests require an altar or holy site.
  Scribing a scroll requires one full day per spell level or six full
  days per protection scroll.
  Spell casters must remain uninter-
  rupted for the duration of the transcription, breaking only for the
  minimum requirements of food and sleep. Any prolonged in-
  terruption causes the entire process to fail, and the materials are
  wasted.
  After each spell is scribed, the GM checks for success. The base
  chance for any scroll is 80%, increased or decreased due to ma-
  terials. Additionally, when scribing spells onto scrolls, a −1%
  penalty is applied for each spell level, and a +1% bonus is ap-
  plied for each level of the spell caster. If the check is equal to or
  lower than the chance of success, the scroll has been successfully
  scribed. On a failed check, the scroll is cursed, usually resulting
  in the opposite effect (harmful spells targeting allies and beneﬁ-
  cial spells targeting enemies), but the GM may assign any curse
  to the scroll (Refer to Magical Items—Cursed Scrolls). The spell
  caster should have no way to know that he failed the check. A
  remove curse spell will destroy a faulty scroll.
  The spell’s power is based on the level of the spell caster that
  transcribed it, and should be noted.
  A single scroll can hold
  2d4 − 1 spells, determined by the GM. The spell caster is never
  aware of how much space he has left, as scribing a spell, even if
  it’s being duplicated, is an imprecise art. Cursed spells as a result
  of failures always occupy the remainder of the scroll. A cursed
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  spell doesn’t curse other spells on the scroll; only that particular
  spell is cursed.
  BREWING POTIONS
  Spell casters can brew potions if they know the spell it supplants.
  Because of their spell list, priests are limited in the potions they
  can create, but unlike wizards, they can brew the ever-so-useful
  potions of healing. Potions require mundane ingredients costing
  between 200–1,000 gp, but like inks for scrolls, potions also re-
  quire special components that match their function; the more
  powerful the potion, the more expensive and rare the special in-
  gredients should be.
  Wizards require a laboratory to brew potions. The laboratory’s
  equipment, which includes but is not limited to alembics, ﬂasks,
  retorts, mortar and pestle, beakers, distilling coils, furnaces, and
  braziers, must cost at least 2,000 gp. This cost does not include
  the space or building that actually houses the laboratory. The
  laboratory must be enclosed to keep out the elements and have
  a ventilation system to blow out noxious fumes. Furthermore,
  the wizard must pay 10% of his lab’s cost each month to replace
  broken and worn-out equipment.
  Priests require a specially consecrated altar to brew their po-
  tions. In order to consecrate the altar, the priest must offer a great
  sacriﬁce or special service to his deity. Once he has completed
  the ceremony, that priest (and that priest only) can use the al-
  tar to brew potions with no additional upkeep, except for simple
  prayers.
  The spell caster then requires a number of days equal to the
  cost of the ingredients divided by 100 (2–10 days) to brew the
  potion. During this time, the spell caster must remain uninter-
  rupted, breaking only for the minimum of food and sleep. Any
  prolonged interruption ruins the potion and materials.
  After the ﬁnal day, the GM makes a check to determine suc-
  cess. The base chance of success to brew a potion is 70%. A −1%
  penalty is applied for every 100 gp worth of ingredients used,
  and a +1% bonus is applied for every two levels of the spell caster
  (rounded up). If the check is equal to or lower than the percent-
  age, the brewing process was successful. If the check fails, the
  resulting potion is unintentionally cursed, becoming poison or
  other accursed potion, philter, oil, etc. (GM’s choice). The spell
  caster doesn’t know if his potion has succeeded or failed, though
  a detect poison spell may help in some instances.
  Potions should be labeled for future reference, as even equiva-
  lent potions have a random assortment of colors and odors.
  CRAFTING MAGICAL ITEMS
  Wizards can craft most magical items including weapons, wands,
  staves, rods, rings, bracers, and cloaks. However, artifacts, relics,
  intelligent items, books (except spell books) and magical items
  with a racial connection, such as Elven cloaks or Dwarven war
  hammers, can only be fashioned by NPCs.
  The GM can also
  restrict the creation of any other magical items, based on his
  campaign standards, but ultimately players should be allowed
  to craft their own items provided they go through the compli-
  cated and time consuming process of doing so. Like researching
  original spells, creating new magical items is a process involving
  the player writing up what he expects and the GM adjudicating
  it. The exact process for enchantment should be solved through
  role-playing: by seeking ancient lore, asking sages, and contact-
  ing otherworldly ﬁgures.
  Vessel:
  All magical items require a vessel to which the magic
  will be bound. The vessel must be ﬂawless, made from the ﬁnest
  materials and crafted by a master craftsman.
  The item might
  be embroidered with gold and platinum threads, encrusted with
  gem dust, made from the strongest of metals, and/or engraved
  with magical symbols or runes. As a general rule, the cost of the
  raw materials should not be less than 100 gp for the smallest and
  most minor of items to be enchanted, but most vessels have a
  market value of 1,000 to 10,000 gp. The most powerful magical
  items require the most rare and hardest to ﬁnd vessels. Magical
  arrows, darts and bolts are usually crafted a dozen or more at a
  time, and once crafted as a matched set are treated as a single
  vessel.
  Laboratory:
  Once the wizard has procured the vessel, he must
  ﬁnd a suitably equipped laboratory or similar workspace to pre-
  pare and enchant the vessel until it becomes a magical item. The
  lab must be at least 60 feet × 60 feet or otherwise protected from
  becoming contaminated from stray magical energy. Any extrane-
  ous magical items or spell casting to come within 30 feet of the
  vessel after this stage of the items creation will contaminate the
  enchantment. Also refer to enchant an item spell.
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  Prepare the Vessel:
  The next step requires material components
  to prepare the specially crafted vessel. Magic weapons and ar-
  mor might need to be rubbed with rare oils to help absorb the
  magic during the enchantment process. A magic ring may need
  to be sprinkled with the dust of a crushed emerald. Material com-
  ponents should cost at least 500 gp, and more powerful items
  should require more expensive components.
  The preparation
  process should take a minimum of two weeks to a month and
  could take much longer for the most powerful items. If this step
  is ignored, the item will not hold the enchantment and becomes
  a non-magical failure.
  Enchantment:
  Once the vessel has been created and prepared,
  any spell caster can cast enchant an item upon it; even a scroll may
  be used. Once enchant an item spell is successfully completed (re-
  fer to the spell’s description), the wizard crafting the magic item
  has up to 24 hours to begin performing rituals and casting spells
  into the vessel, or the vessel loses its magical pathways and en-
  chant an item must be cast again. The wizard can cast the nec-
  essary spells from his memory or from scrolls, but not from any
  other magical items.
  The spells and/or rituals required to ﬁnalize a magical item
  should reﬂect the item’s nature and are harmlessly absorbed by
  it. Items with powers that have no spell equivalent require a
  new spell to be researched or must absorb rare magical essences
  or ephemeral materials that reﬂect its nature. A wand of ﬁreballs
  could involve casting ﬁreballs into the wand; a sword of troll slay-
  ing could involve casting multiple enchanted weapon spells after
  the blade soaks in the blood of a troll king for a week.
  Magical items that are described as having charges, such as
  wands, rods, staves, certain rings, etc. (refer to Appendix II) can
  never be made permanent. These magical items hold a number
  of charges equal to the number of spells cast onto them, up to the
  maximum number stated for their type of item.
  To complete each spell requires that the caster remain in con-
  tact with the vessel for 2d4 hours per spell level. The caster does
  not know if these spells are successfully absorbed into the ves-
  sel or not, so the GM must make a secret save vs. spell for the
  vessel as if it were the caster, modiﬁed by wisdom—mental de-
  fense modiﬁer. The casting of each spell must be begun within 24
  hours of the previous spell’s completion, regardless of success or
  failure.
  Spells cast onto a magical item will not operate more than once
  unless a permanency spell is cast on them. When a wizard casts
  permanency to ﬁnalize a magical item, he only runs a 5% risk of
  permanently reducing his constitution by 1 point. The caster rolls
  an unmodiﬁed 1d20 and loses a point of Constitution only on roll
  of a natural one. Permanency is used to create magical items such
  as rings, armor, and weapons.
  After the enchantment is ﬁnalized, the GM rolls a check. The
  base chance of success is 60%. A +1% bonus is added per level
  of the caster, and a −1% penalty is subtracted for each special
  process, unusual spell or unique ingredient used. The GM is free
  to add bonuses if the PC takes precautions (such as buying spe-
  cialized equipment) or follows well-known procedures, and to
  subtract penalties if the PC skips seemingly unimportant details
  or is unprepared in some way. If the check is equal to or lower
  than the percentage, creation is successful.
  Over 90% of all successful magical items are standard and act
  just as described in their magical item description (refer to Ap-
  pendix II, and to the dispel magic spell). Most wands are caster
  level 6, most staves are caster level 8, and most other items are
  level 12, etc.
  However, when a magical item is ﬁnalized, the
  caster rolls 1d10. This is the percentage chance (1–10%) that the
  caster has created a ﬂawless ”archetype” or perfect specimen of
  that magical item. Roll 1d100 to determine if an archetype has
  been created. An archetype magical item has a caster level and
  spell intensity equal to the caster who created it +3 (it will always
  be caster level 14 or higher). It may have additional properties
  not found in the standard description, at the GMs option. An
  archetype magical item is found in treasure only 1% of the time
  (00 on 1d100), and even then, it is only found in the hands of the
  one who created it, or worse yet, something powerful enough to
  take it from the one who did.
  On a failed roll, the item is unknowingly cursed.
  An ac-
  cursed item acts in a way opposite its intended manner (accursed
  weapons lower chances to hit, wands blow up in the caster’s face,
  etc.). The wizard doesn’t know the creation was unsuccessful. An
  accursed item cannot be created by design. If this is attempted,
  the item created is a completely non-magical failure, whether its
  creation is successful or not.
  Priests have an easier time crafting magical items, but the
  spheres allowed to the priest limit their nature. After acquiring
  a specially consecrated, exceptionally crafted vessel, the priest
  prays over it for two weeks. Another week is spent fasting and
  meditating followed by a single day of purifying the item. After
  these rituals are completed, the priest places the vessel upon a
  specially prepared altar at a holy site and pleas to his deity and
  calls upon the divine might of his faith to enchant it.
  There’s a cumulative 1% chance each day that the priest’s
  prayers will be heard, and the item enchanted. The GM rolls once
  each day, until the priest stops praying or the item is enchanted. If
  the item is one with charges, the appropriate spells must then be
  cast over it, within a 24-hour period. Once the item is enchanted,
  it is sanctiﬁed and consecrated to seal the magic within. If any
  steps in the priest’s process are halted or disturbed for anything
  but a minimum of food and rest, a new vessel must be acquired,
  and the entire process must be restarted.
  Because priests only require a vessel and their faith, the PC
  must be a true follower, and the GM should scrutinize the PC’s
  previous actions and current motives. Magical items enchanted
  by priests should also have a direct relation to their faith or be
  used to help the priest in a coming task. If the priest has acted
  against his beliefs or crafted an item that counteracts his tenants,
  the GM can rule that the creation fails completely or the resulting
  item is cursed. Because of this, priests never craft magical items
  for other people, unless they are also believers, or their actions
  beneﬁcially inﬂuence the faith.
  RECHARGING MAGICAL ITEMS
  If an item has charges, it’s possible to recharge or add charges.
  To recharge an item, it must ﬁrst be prepared by casting enchant
  an item spell or by having a priest pray and meditate over it as
  noted above. When casting enchant an item to prepare an item,
  the normal casting time of the spell is used. After the item is
  prepared for enchantment, the spell caster casts the appropriate
  spells or melds the proper components into the item.
  Each time an item is enchanted for a recharge, the spell caster
  must make a saving throw vs. spell with a −1 penalty. Failure
  indicates the item crumbles into dust.
  DESTROYING MAGICAL ITEMS
  Destroying a magic item is as simple as breaking its vessel. At-
  tacking a magic item held by an opponent is no more difﬁcult
  than attacking a mundane item; however, it receives a bonus to
  its saving throw equal to the power of the item (+1 to +5). Some
  magical items have speciﬁc effects when destroyed, but GMs are
  encouraged to be creative with other items. A weak magic item
  may create a visible ﬂash of light or a strong, distinctive odor,
  while more powerful items could explode in a burst of magical
  energies.
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  CHAPTER 13
  HIRELINGS AND HENCHMEN
  HIRELINGS
  Few characters are able to pursue a class.
  Those exceptional
  enough to become a true ﬁghter or wizard are a vast minority
  in the world, and those who use their skill to become adventur-
  ers are more rare still (only about 1% of the world’s population).
  On the other hand, due to lifelong training and expertise, the av-
  erage NPC can be knowledgeable in an assortment of skills that
  PCs generally lack. They can be hired for their services, and if
  well treated, become loyal retainers to the PCs. Hirelings gener-
  ally refuse to go on adventures, but they’ll accompany PCs and
  wait at safe locations, such as a camp outside a dungeon.
  0-LEVEL CHARACTERS
  The average person is a 0-level (zero-level) character. They per-
  form their daily jobs, but due to the mundane nature of their vo-
  cations, do not gain experience. These average people make up
  the backbone of society. Normally, it is not necessary to know
  their attributes, but they can be calculated as needed.
  Ability Scores:
  Ability scores range from 3–18. Racial modiﬁers
  to the six basic scores don’t apply, but racial modiﬁers to AC and
  combat do.
  Skills:
  A 0-level character is skilled in the use of one weapon,
  usually a tool they use to perform their jobs (sickles for farm-
  ers, hammers for blacksmiths, etc.). Professional soldiers may be
  trained in the use of multiple ranged and melee weapons. Skilled
  workers are skilled in whatever profession they might have.
  Hit Points:
  HP for 0-level characters varies based on profession.
  THACO:
  A 0-level character’s THACO is always 20.
  Saving Throw:
  0-level characters have the following saves.
  EXPERT HIRELINGS
  Experts are encountered considerably less frequently than com-
  moners and fall into four categories—assassins, spies, sages, and
  Table 13.1: 0-Level Character Hit Points
  Profession
  Hit Points
  Manual Laborer
  1d8
  1d8 + 1
  Soldier
  Craftsman
  1d6
  1d3
  Scholar
  Invalid
  1d4
  1d2
  Child
  Teenager
  1d6
  Table 13.2: 0-Level Character Saving Throws
  Paralyzation,
  Level
  Poison, or Death
  Petriﬁcation or
  Rod, Staff, or Wand
  Polymorph
  Spell
  Breath Weapon
  soldiers. PCs can seek their employ, but their fees tend to be ex-
  orbitant and ﬁnding them can be an adventure in itself. Due to
  the unusual nature of their services, it is advisable to determine
  their attributes in advance.
  ASSASSINS
  An assassin isn’t necessarily an occupation but a mindset.
  In
  game terms, an assassin refers to anybody who’s willing to kill
  in exchange for money. In lawful and good aligned societies, as-
  sassins are extremely difﬁcult, if not impossible, to ﬁnd. In cities
  of ill repute, ﬁnding an assassin could be as easy as walking into
  a seedy tavern, although ﬁnding reputable ones in such a place is
  much more difﬁcult. Regardless of location, no assassin is foolish
  enough to advertise openly.
  Hiring an assassin, regardless of the task, is neither a good or
  lawful act. Assassins only target persons; they refuse to ﬁght
  monsters or go on adventures. The asking price is completely
  up to the GM; the more powerful the target, the larger the ask-
  ing price. An assassin will also ask for more pay if he’s expected
  to use his own resources. The PCs will explain how the assassin
  is to perform his task and may attempt to negotiate the price by
  supplying critical information and/or special equipment.
  The chance for success of an assassination attempt is up to the
  GM. In general, it’s best to allow an assassination to succeed if it
  doesn’t slow down the game or result in the PCs easily overcom-
  ing a planned adventure. If a target for assassination is an impor-
  tant NPC, the assassination attempt should fail or be allowed to
  succeed but with a reasonable downside. Perhaps the assassina-
  tion of the Lord Mayor was successful and has drawn the atten-
  tion of smugglers that were bribing him—exactly what the PCs
  were hoping for. The assassination of a powerful priest could fail,
  resulting in the clergy magically interrogating the assassin and
  revealing the PCs involvement. Player characters should never
  be allowed to hire assassins against each other.
  Overuse of assassins should come with additional drawbacks.
  More often than not, assassins are evil and dishonest. There’s lit-
  tle sense of client conﬁdentiality and they have no qualms against
  accepting a better offer, even if it means targeting their former
  employers.
  SPIES
  A spy is someone who purposefully befriends a group in order to
  betray them through subterfuge, sabotage, theft, or selling infor-
  mation. While usually less reprehensible than assassins, spying
  is a dishonest activity. As a result, a spy’s motives and credibility
  is always questionable.
  As with the assassin, hiring a spy could become an adventure
  in itself, as advertising goes against the nature of their profession.
  A spy’s asking price should reﬂect the spy’s reaction to the PCs,
  and the task at hand. The spy charges extra, if he’s expected to
  0
  16
  18
  17
  20
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  FOR GOLD & GLORY
  CHAPTER 13. HIRELINGS AND HENCHMEN
  use personal resources on his task. Again the PCs are expected to
  haggle by offering critical information and/or special equipment.
  The success rate for attempting to spy is left to the GM’s dis-
  cretion and varies based on the task. In general, spying attempts
  should be successful, unless they slow down the game or result
  in a major adventure being completely bypassed. However, even
  if a spy is successful, the information may not be wholly accurate,
  or task may not be complete.
  Few spies have any sense of client conﬁdentiality, and a cap-
  tured spy is likely to reveal his employers. Spies are not known
  for their loyalty and will change sides if a better offer comes
  along. Double agents are common, and it’s possible that both
  the PCs and the target become victims of a spy’s double cross.
  SAGES
  Sages are professional scholars and professors who boast impres-
  sive knowledge in a single ﬁeld of study. Sages only reside in
  large towns and cities, or other area where travelers are frequent;
  usually within the walls of a university, monastery or church,
  where there’s access to research materials. If it’s not for certain
  whether a sage with speciﬁc knowledge the PCs need resides in
  a particular town or city, a random roll can be made to determine
  if one’s available.
  Chance:
  the base percent chance that a particular sage is avail-
  able. The GM may apply any bonuses (for such things as size
  and prominence of the city), or penalties (for such things as low
  population or extended distance to established land or sea trade
  routes).
  Abilities/Limitations:
  Some sages have special abilities like
  brewing potions. Some sage’s knowledge is limited to a speciﬁc
  race, region, or culture. If nothing is listed, the sage’s knowledge
  Table 13.3: Sage Knowledge
  Study
  Chance
  Abilities/Limitations
  Alchemy
  10%
  Brew poisons and acids
  Speciﬁc race or culture
  5%
  Architecture
  Art
  20%
  Speciﬁc race or culture
  Knowledge in navigation and
  10%
  Astrology
  astrology
  Astronomy
  20%
  Knowledge in navigation and
  astronomy
  25%
  Botany
  Study of plants
  Cartography
  10%
  Study of maps
  Brew poisons and acids
  5%
  Chemistry
  Cryptography
  5%
  30%
  Engineering
  Folklore
  25%
  Speciﬁc race/region
  Speciﬁc race/region
  25%
  Genealogy
  Geography
  10%
  Knowledge of mining
  15%
  Geology
  Heraldry
  30%
  Speciﬁc race/region
  30%
  History
  Languages
  40%
  Speciﬁc language
  35%
  Law
  Mathematics
  20%
  10%
  Medicine
  Metaphysics
  5%
  Speciﬁc plane of existence
  20%
  Meteorology
  Music
  30%
  Speciﬁc race or culture
  Knowledge of fungi
  20%
  Myconology
  Oceanography
  15%
  Speciﬁc race or culture
  25%
  Philosophy
  Physics
  10%
  Speciﬁc race or region
  40%
  Sociology
  Theology
  25%
  Speciﬁc region
  20%
  Zoology
  Table 13.4: Sage Proﬁciency Modiﬁers
  Modiﬁer
  Type
  Question Type:
  General
  –
  Speciﬁc
  −2
  Exact
  −4
  Resources:
  –
  Complete
  Partial
  −2
  Nonexistent
  −6
  Sage is rushed
  −4
  Table 13.5: Research Time
  Type
  Time
  General
  1d6 hours
  1d6 days
  Speciﬁc
  Exacting
  3d10 days
  includes all closely related subjects and topics.
  HANDLING SAGES
  A sage’s ability should directly reﬂect the need to know of the
  players. If the PCs are completely stumped and hire a sage for
  help, the answer could be answered in full, but if the answer to
  a question would totally bypass or slow down an adventure, the
  sage should only be able to gather bits and pieces of (still useful)
  information.
  The GM can also roll randomly to determine if the sage knows
  the answer to a question in his ﬁeld. A sage’s ability in his ﬁeld
  is equal to 14 + 1d6. Roll a 1d20 proﬁciency roll—if the check is
  equal to or less than the sage’s ability, the answer is known, oth-
  erwise the sage fails to provide a useful answer. On a roll of 20,
  the sage unknowingly gives out false or misleading information.
  Questions should be categorized as general (“What creatures
  live in the forest?”), speciﬁc (“Do wood elves live in the forest?”),
  or exact (“Who’s the leader of the wood elves in the forest?”).
  The type of question asked modiﬁes the 1d20 proﬁciency roll to
  answer the question.
  As stated previously, sages require access to a library, univer-
  sity, monastery, or church to conduct their research. If a personal
  library is used, it must be at least 200 square feet with rare and
  exotic manuscripts worth at least 1,000 gp per book. Institutions
  and private libraries commonly charge annual membership fees
  (thousands of gold pieces) or charge per day of research (around
  100 gp per day). The PCs are expected to pay this cost as part
  of the sage’s expenses. Having poorly stocked resources or no
  resources at all applies penalties.
  Sages require time to answer questions. PCs can rush the sage’s
  work. Rushing a sage shifts the time required for research to the
  next lower category (the time for general questions is halved or
  1d3 hours), but doing so applies a penalty to his roll.
  SOLDIERS
  Soldiers are experts trained in warfare, and unlike other hirelings,
  they’re expected to ﬁght and defend the PCs. Soldiers are 0-level
  characters, but participate on adventures. Soldiers provide their
  equipment but require food and lodging. Like all hirelings, they
  expect prompt payment, fair treatment, and will abandon cruel
  masters.
  Archer:
  Foot soldier armed with short bow, arrows, short
  sword, and leather armor.
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  CHAPTER 13. HIRELINGS AND HENCHMEN
  FOR GOLD & GLORY
  Table 13.6: Military Occupations
  Title
  Monthly Wage
  Archer
  4 gp
  6 gp
  Arquebusier
  Artillerist
  4 gp
  4 gp
  Bowman, mounted
  Cavalry, heavy
  10 gp
  4 gp
  Cavalry, light
  Cavalry, medium
  6 gp
  3 gp
  Crossbowman, heavy
  Crossbowman, light
  2 gp
  4 gp
  Crossbowman, mounted
  Engineer
  150 gp
  2 gp
  Footman, heavy
  Footman, irregular
  5 sp
  1 gp
  Footman, light
  Footman, militia
  5 sp
  8 gp
  Longbow man
  Marine
  3 gp
  1 gp
  Sapper
  Shield bearer
  5 sp
  Arquebusier:
  An arquebusier is a ranged soldier who’s trained
  with the arquebus. Arquebusiers wear a wide variety of armors
  and ﬁght with short swords.
  Artillerist:
  These specialists are rarely armed. Their task is to
  direct and maintain siege weapons.
  Bowman, mounted:
  These warriors ride light warhorses and
  wield short bows, long swords or scimitars, and wear leather ar-
  mor. Heavier soldiers ride heavy warhorses and wear chain mail.
  Cavalry,
  heavy:
  These
  warriors
  are
  mounted
  on
  heavy
  warhorses with barding, wield heavy lances, long swords, maces,
  and wear plate or ﬁeld plate armor and large shields.
  Cavalry, light:
  These warriors ride light warhorses, wear
  padded armor and small shields, and ﬁght with javelins and
  swords. Some carry missile weapons, usually short bows, to fall
  back on.
  Calvary, medium:
  These warriors ride light warhorses, wield
  lances, long swords, maces, and wear scale or banded armor and
  medium shields.
  Crossbowman, heavy:
  These ranged attackers are usually used
  for defensive positions or during sieges. They wield heavy cross-
  bows, short swords, daggers, and wear chain mail.
  A shield
  bearer is usually supplied to each man for extra defense while
  they reload.
  Crossbowman, light:
  These unarmored ranged warriors wield
  light crossbows, short swords, and daggers.
  Crossbowman, mounted:
  These unarmored warriors ride light
  warhorses and wield light crossbows, short swords, and daggers.
  Engineer:
  Engineers are specialists who don’t ﬁght in battle.
  Their job is to supervise siege operations, mine castle walls, ﬁll
  or drain moats, repair damaged structures, construct and repair
  siege engines, build bridges, or set up camps. Some engineers act
  as sappers or demolitionists.
  Footman, heavy:
  These warriors are armed with at least chain
  mail armor, large shields, and any weapons they prefer.
  Footman, irregular:
  These warriors are tribesmen or locals with
  combat experience, but little discipline or formation.
  They’re
  usually unarmored and wield their weapon of choice. A tradi-
  tional barbarian, for example, is unarmored and wields a shield,
  battle axe, or sword.
  Footman, light:
  These cheap foot soldiers are usually trained
  soldiers with little actual experience. They’re usually unarmored,
  or only lightly so (padded and leather), and wield cheaply man-
  ufactured weapons (usually pole arms and maces).
  Footman, militia:
  These are conscripted townsfolk and peas-
  ants. They wield whatever equipment they might own, meaning
  they’re usually unarmored and ﬁght with cheap weapons such as
  clubs, daggers, and pole arms.
  Longbow man:
  These highly trained archers wear padded or
  leather armor and ﬁght with long bows, short swords, or dirks.
  Marines:
  These are heavy footmen who serve aboard ships.
  Sapper:
  These light infantry soldiers work under engineers
  providing labor, ﬁeldwork, and supporting siege operations.
  Shield bearer:
  These light infantry soldiers wield tower shields
  that they set up for stationary archers to use as cover. In the case
  of archers being attacked, the shield bearer is expected to cover
  their retreat.
  HIRING HIRELINGS
  In order to acquire hirelings, one must ﬁrst ﬁnd them. Common-
  ers are plentiful, but in many cases, the average laymen might
  be considered the property of a local lord or ruler. A ruler may
  levy a tax or demand tribute, if someone else employs his work-
  ers. Depopulating an area or creating a labor vacuum by taking
  on too many hirelings won’t go unnoticed even by the kindest
  rulers.
  Skilled laborers and trained soldiers are more difﬁcult to ﬁnd.
  Because of their nature, spies, assassins, and sages are very rare
  and more complicated to locate, requiring the PCs to have the
  right connections or ask the right questions (which could lead
  to trouble). Trained soldiers are almost always in the employ of
  someone’s private army, however, mercenary guild houses train
  and give shelter to new soldiers. Adventuring is a dangerous
  occupation, and soldiers, in particular, are less likely to work for
  someone with a reputation of returning without the men they
  hired.
  WEEKLY WAGES
  Hirelings demand fair payment. This amount doesn’t include
  room and board, food, or traveling expenses, which they expect
  to be equal to what they’re normally accustomed to. Hirelings
  may demand more money if their prospective employers have a
  reputation for employees winding up dead.
  HENCHMEN
  A henchman starts as a GM-run NPC with a character class.
  They’re hired by the PCs or willingly join their group to partici-
  Table 13.7: Common Wages
  Profession
  Weekly Wage
  Monthly Wage
  Clerk
  2 gp
  8 gp
  4 gp
  1 gp
  Stonemason
  Laborer
  1 sp
  1 gp
  5 gp
  1 gp
  Carpenter
  Groom
  2 sp
  1 gp
  10 gp
  2 gp
  Huntsman
  Ambassador/ofﬁcial
  50–150 gp
  200–600 gp
  200 gp
  50 gp
  Architect
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  FOR GOLD & GLORY
  CHAPTER 13. HIRELINGS AND HENCHMEN
  pate on adventures. Henchmen ask for fair treatment and a share
  of any treasure found. Unlike hirelings, henchmen gain experi-
  ence for their exploits and level up as PCs do. Because they’re
  not PCs, henchmen only gain half experience for their efforts.
  If a PC befriends a henchman to the point where they regard
  each other as close friends or allies, the GM can present an option
  for the henchman to become a permanent PC for that player. If
  the player agrees, he assumes control of that henchman and plays
  Table 13.8: Spell Caster Services
  Spell
  Minimum Cost
  Astral spell
  2,000 gp per person
  Atonement
  *
  Augury
  200 gp
  Bless
  *
  Charm
  1,000 gp
  Clairvoyance
  50 gp per caster level
  Commune
  *
  Comprehend languages
  50 gp
  Contact other plane
  5,000 gp + 1,000 gp per question
  Continual light
  1,000 gp
  Control weather
  20,000 gp
  Cure blindness
  500 gp
  Cure disease
  10 gp per point healed
  Cure light wounds
  10 gp per point healed
  Cure serious wounds
  20 gp per point healed
  Cure critical wounds
  40 gp per point healed
  Detection spells (any)
  100 gp
  Dispel magic
  100 gp per caster level
  Divination
  500 gp
  Earthquake
  *
  Enchant an Item
  20,000 gp plus other spells
  ESP
  500 gp
  Explosive runes
  1,000 gp
  Find the path
  1,000 gp
  Fire trap
  500 gp
  Fools’ gold
  100 gp
  Gate
  *
  Glyph of warding
  100 gp per caster level
  Heal
  50 gp per point healed
  Identify
  1,000 gp per item or function
  Invisible stalker
  5,000 gp
  Invisibility
  500 gp
  Legend Lore
  1,000 gp
  Limited wish
  20,000 gp**
  Magic mouth
  300 gp
  Mass charm
  5,000 gp
  Neutralize poison
  100 gp
  Permanency
  20,000 gp**
  Plane shift
  *
  Prayer
  *
  Protection from evil
  20 gp per caster level
  Raise dead
  *
  Read magic
  200 gp
  Regenerate
  20,000 gp
  Reincarnate
  *
  Remove curse
  100 gp per caster level
  Restoration
  *
  Slow poison
  50 gp
  Speak with dead
  100 gp per caster level
  Suggestion
  600 gp
  Symbol
  1,000 gp per caster level
  Teleport
  2,000 gp per person
  Tongues
  100 gp
  Wish
  50,000 gp**
  Wizard lock
  50 gp per caster level
  *This spell is normally cast only for those of like faith or
  alignment. A payment or service may still be required.
  **An exceptional service will also be required such as a favor
  or magic item.
  it as he would his original PC. The GM hands over the charac-
  ter sheet and all relevant information, but some secrets or spe-
  cial abilities, can still be kept secret. A befriended henchman still
  counts toward the PCs limit. This count is permanent, even if the
  henchman dies.
  Although the PC controls the henchman, the character still has
  a mind of his own. Henchmen don’t give out their own treasure
  unless necessary, don’t like being cheated or lied to, and don’t
  take the blame for something they didn’t do. The GM has the
  right to step in and dictate what the henchman can or cannot do.
  Players abusing henchman or acting out of character should be
  corrected or else the henchman leaves (and usually spreads bad
  news about the PC). Henchmen are still expected to be treated
  fairly and receive their share of treasure. If their friend dies or is
  captured, the henchman will leave or stick around long enough
  to raise or rescue the character. Henchman can also be used as
  replacement characters if a PC dies and the player doesn’t want
  to make a new character.
  Henchman should always be at least one level below the PC
  they befriend. If a henchman ever meets or exceeds the PC’s level,
  he temporarily leaves to seek his own fortune. He may return
  at a later time (when the PCs reach his level) or act as a major
  player in future events. The GM regains control and can play the
  henchman as he sees ﬁt, even returning the character back to the
  PC at a later point.
  HIRING SPELL CASTERS
  There may come a time when the PCs require the services of spell
  casters. Like expert hirelings, ﬁnding a spell caster may be difﬁ-
  cult. Wizards can be found all over from secluded hedge wiz-
  ards high in the mountains to court wizards in a king’s castle.
  Priests are easier to ﬁnd, however, they’re pickier than wizards.
  A wizard or bard is satisﬁed with rare components or money,
  but priests require both a donation and devotion to their cause.
  Neutral priests are usually satisﬁed with monetary donations but
  good or evil priests are likely to refuse service to PCs of the op-
  posite alignment.
  The cost of casting spells in the below table is a general price
  and the GM should feel free to change it.
  For wizards, these
  prices also reﬂect the chance to copy a spell from a spell book
  and can be used as an example of what a typical scroll might cost
  someone.
  MORALE
  Henchmen and hirelings, like other NPCs, have a morale rating.
  Even those loyal to the PCs are still free willed characters and
  in most cases, do not harbor suicidal devotion for their employ-
  ers. The base morale for henchmen is 15 and for hirelings its 12.
  Several modiﬁers may affect the base morale. Also refer to the
  sections regarding morale at the end of chapter 7 for additional
  modiﬁers, conditions that may force a morale check, etc.
  Table 13.9: Permanent Morale Modiﬁers
  Factor
  Modiﬁer
  NPC is lawful*
  +1
  +1
  NPC is good
  NPC is evil
  −1
  NPC is chaotic*
  −1
  NPC is of different race
  −1
  +2
  NPC has been with PC for 1 year or more
  *These modiﬁers appear on table 8.12. Don’t apply them
  twice.
  94
  Devon Chulick (Order # )
  
  APPENDIX A
  MAGIC OVERVIEW AND SPELLS
  Spells are divided into two categories: wizard and priest. Wiz-
  ard, or arcane, magic is derived through the study and manipu-
  lation of phenomena and energy inherent to the universe. Usu-
  ally, a deity (or his representative) grants priest, or divine, magic
  to a follower through belief and strong faith, however, widely-
  practiced, non-deiﬁc faiths can also grant divine magic; so that
  any person, no matter his philosophy, can draw divine magic
  through personal beliefs.
  WIZARD SPELLS
  Wizard spells combine symbolic gestures, phrases, and materi-
  als (collectively called components) that tap into an otherworldly
  energy to create tangible effects. Wizards must keep a physical
  record of their spells, study them, and memorize their compli-
  cated formulae. Wizard spells are taxing on the mind, thus a wiz-
  ard has a limited number of spells he can learn to cast.
  Wizards must own a spell book, which typically falls into one
  of three categories: standard (100 pages), scroll (25 pages), or the
  compact traveling (50 pages). Each spell takes up a number of
  pages equal to the spell level plus 1d6 − 1. A wizard can only
  enter spells into his spell book that he has learned and has the
  experience to cast.
  At each new experience level, a wizard automatically learns
  one new spell, which he can cast at his new level and he can add
  to his spell book. A wizard can attempt to learn additional new
  spells by copying them from someone else’s spell book or from a
  scroll (which destroys the scroll). Copying from a spell book or
  scroll requires expensive components costing 50 gp per page (or
  100 gp per page for traveling spell books). Copying a single spell
  requires an entire day and a comfortable setting.
  To memorize a spell, a wizard ﬁrst needs a full night’s rest
  without interruption. Upon awakening, he can memorize spells
  at a rate of 10 minutes per spell level. Once memorized, a spell
  remains in the wizards mind. He cannot swap out or unlearn a
  spell; he must cast the spell thus wiping the spell from his mem-
  ory, rest, then study to memorize a new spell.
  SCHOOLS OF MAGIC
  Wizard spells are subdivided into nine different “schools” or
  groups of related spells.
  Abjuration is the manipulation of energy to protect against,
  prevent, or banish magical energy or creatures. Abjuration spe-
  cialists are called abjurers.
  Conjuration is the manipulation of matter to bring into exis-
  tence something that already exists, like a creature or object. Con-
  juration specialists are called conjurers.
  Enchantment is the manipulation of the quality of an item or
  attitude of a sentient creature. Enchantment specialists are called
  enchanters.
  Divination is broken into two schools. Lesser divination spells
  grant the wizard some minor knowledge. All wizards, regardless
  of specialty, can cast lesser divination spells. Greater divination
  spells grant more valuable knowledge, such as future events or
  lost secrets. Greater divination specialists are called diviners.
  Illusions deceive the minds and/or senses of those viewing
  them. Illusion specialists are called illusionists.
  Evocation channels energy from another source or allows the
  wizard to shape it to suit their will. An evocation specialist can
  be called either an evoker or an invoker.
  Necromancy is the manipulation of life or negative energy.
  Specialists in the school of necromancy are called necromancers.
  Transmutation transforms the recipient physically or changes
  its properties subtly. A transmutation specialist is called a trans-
  muter.
  ILLUSIONS
  Illusions manipulate color, light, sound, and scent to create a
  false, but believable, representation. Higher-level illusions tap
  into extra-planar energies to create visions with some substance.
  Phantasms are illusions that exist only in the subject’s mind, and
  only the subject can see and react to them. The key to a success-
  ful illusion is its credibility, which is established by gauging the
  caster’s intent, the victim’s expectations, and the current situa-
  tion. Creating an illusory forest in the middle of frozen tundra is
  less credible than creating an oasis in a desert. Disbelieving an
  illusion is a conscious mental process requiring a full round. Illu-
  sions rely on the senses of the victims, which can provide modi-
  ﬁers to the saving throw to disbelieve. A blind creature is unaf-
  fected by an illusion that relies on sight, and a creature with ex-
  traordinary sense of smell would receive a bonus to save against
  an illusion that carries a scent, etc. Characters who successfully
  disbelieve an illusion usually become immune to its effects. They
  can then warn allies about the illusion that was saved against,
  thus granting the allies a +4 bonus to their next save to disbelieve.
  Generally, an NPC should not roll a saving throw to disbelieve,
  unless the illusion is obviously not credible, or someone who has
  successfully disbelieved has warned him.
  Damage caused by illusions isn’t real, but victims believe it
  to be, so the GM must record it separately.
  If a victim dies
  from illusory damage, he goes comatose from shock and makes
  a constitution—system shock roll. It’s possible to die from the
  constitution—system shock caused by an illusion, however, if
  he succeeds the constitution—system shock roll, he regains con-
  sciousness in 1d3 turns and is healed of all illusory damage.
  In an illusory situation of inescapable death (for example: an
  illusory crushing wall), those believing the illusion must roll
  constitution—system shock or die from illusory damage. If the
  constitution—system shock roll succeeds, they then roll a saving
  throw to disbelieve with a +4 bonus. If this save is successful,
  the characters disbelieve the illusion. If it fails, they faint for 1d3
  turns.
  Illusions cannot defy the laws of physics.
  An illusory rope
  won’t support weight, and an illusory crate won’t carry items
  (although it can conceal them “inside it”, as long as the crate is
  not moved). Those who believe an illusion must react to it as
  convincingly as possible. They will drink water from an illusory
  oasis; move slowly over illusory ice (trying not to slip); and trip
  over illusory obstacles.
  Illusory creatures do not behave like the real creatures, nor pos-
  sess their powers. Creatures created through illusion ﬁght using
  the caster’s abilities. They take damage and react to attacks as
  95
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Spell casters usually cannot move while casting spells, and
  most spells cannot be cast from a mount or vehicle without ﬁrst
  stabilizing the caster. In the round a spell is cast, the caster does
  not beneﬁt from his dexterity bonus to AC. If, during that round
  and before ﬁnishing the spell, he takes damage or fails a saving
  throw, his concentration is ruined. The spell ﬁzzles and is erased
  from the spell caster’s memory. During combat, a caster is only
  able to cast one spell per round; however, outside of a combat sit-
  uation it is possible to cast spells consecutively more quickly. In
  non-combat situations, a spell requires 6 seconds multiplied by
  the spell’s casting time.
  Spells are organized according to group (wizard or priest) and
  level. Each spell level lists the spells in alphabetical order. Each
  spell is followed by special rules that apply to how spells work.
  WIZARD SPELLS BY LEVEL
  Bolded italicized spells are reversible.
  Table A.1: Wizard Spells by Level and School
  Level
  Spell
  School
  1
  Affect Normal Fires
  Transmutation
  1
  Alarm
  Abjuration, Evocation
  1
  Armor
  Conjuration
  1
  Audible Glamer
  Illusion
  1
  Burning Hands
  Transmutation
  1
  Cantrip
  Universal
  1
  Change Self
  Illusion
  1
  Charm
  Enchantment
  1
  Chill Touch
  Necromancy
  1
  Color Spray
  Transmutation
  1
  Comprehend Languages
  Universal
  1
  Dancing Lights
  Transmutation
  1
  Detect Magic
  Universal
  1
  Detect Undead
  Lesser Divination,
  Necromancy
  1
  Enlarge
  Transmutation
  1
  Erase
  Transmutation
  1
  Feather Fall
  Transmutation
  1
  Floating Disc
  Evocation
  1
  Find Familiar
  Conjuration
  1
  Friends
  Enchantment
  1
  Gaze Reﬂection
  Transmutation
  1
  Grease
  Conjuration
  1
  Hold Portal
  Universal
  1
  Hypnotism
  Enchantment
  1
  Identify
  Universal
  1
  Jump
  Transmutation
  1
  Light
  Transmutation
  1
  Magical Aura
  Illusion
  1
  Magic Missile
  Evocation
  1
  Mending
  Transmutation
  1
  Message
  Transmutation
  1
  Mount
  Conjuration
  1
  Phantasmal Force
  Illusion
  1
  Protection From Evil
  Abjuration
  1
  Read Magic
  Universal
  1
  Shield
  Evocation
  1
  Shocking Grasp
  Transmutation
  1
  Sleep
  Enchantment
  1
  Spider Climb
  Transmutation
  1
  Spook
  Illusion
  1
  Taunt
  Enchantment
  1
  Unseen Servant
  Conjuration
  1
  Ventriloquism
  Illusion
  Continued on next column . . .
  the caster dictates. The illusions can use any power or ability the
  caster can form within the limits of the spell being cast. Again,
  believability depends on the victim’s expectations. A troll isn’t
  likely to breath ﬁre, but a creature that’s never encountered a troll
  before may or may not know this. Likewise, a creature that never
  fought a medusa may not fear her gaze, but those that do may
  die of constitution—system shock from looking into her eyes.
  PRIEST SPELLS
  Priests draw upon divine magic from their deity or collective
  faith.
  Priests do not learn spells, rather they request spells
  through prayer, and under normal circumstances the spells are
  granted. Priests are required to remain faithful to the tenants of
  their beliefs, and if they fail to do so, it results in punishment,
  ranging from no spells being granted for a length of time to be
  determined by the GM (for minor or ﬁrst time offenses) to divine
  retribution (for serious or multiple offenses).
  Priests are granted major or minor access to spheres that are
  associated with their faith, and no priest can freely cast spells
  from every sphere. A priest who is granted major access to a
  sphere can request any spell of any level from that sphere, when
  granted minor access, they are restricted to third level spells or
  lower.
  To memorize a spell, the priest must have a good night’s rest
  then immediately pray to be granted his requested spell. Each
  spell requires 10 minutes per spell level to devote to memory.
  Priests cannot unlearn or swap out spells. They must cast mem-
  orized spells and then rest before memorizing a new spell.
  RESEARCHING SPELLS
  Spell casters are capable of researching new spells, up to the max-
  imum spell level they have access to. The ﬁrst act of researching
  a spell is for the player to write up a description, including the
  new spells school/sphere, duration, casting time, area, etc. The
  GM has ﬁnal approval over researched spells. As a general rule,
  GMs should balance new spells by comparing them to existing
  spells. Spells that go against the caster’s nature (for example,
  healing spells for wizards) are usually a level higher than the
  spell they’re based on. Spells that are improvements upon ex-
  isting spells should be two levels higher.
  Researching a spell requires a minimum of 2 weeks per spell
  level and 1d10 times one hundred gold pieces per spell level, but
  the GM may opt for longer and/or more expensive research. Re-
  search requires a laboratory for wizards and a prominent place
  of worship for priests. This location can be rented or created. Re-
  search can be halted and restarted where the caster left off.
  At the end of the research process, a wizard must make a check
  as if he were trying to learn the spell. If the check succeeds, the
  wizard immediately adds the new spell to his spell book at no
  additional cost. A priest must roll a successful wisdom check for
  his new spell to be added to his repertoire (thus allowed to pray
  for it). If the check fails, the research is wasted and must begin
  again.
  CASTING SPELLS
  Wizards and priests use the same rules for casting spells. To cast a
  spell it must ﬁrst be memorized. Most of the time, the spell caster
  must be able to speak clearly (most spells cannot be whispered)
  and have both arms free (most spells cannot be cast covertly). If
  the spell has a target then it must be visible and identiﬁed by the
  caster; it’s not enough to cast a spell into the darkness or select an
  invisible enemy (although he can target the space that he thinks
  the target may be standing in).
  96
  Devon Chulick (Order # )
  
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  . . . continued from previous column.
  Level
  Spell
  School
  1
  Wall of Fog
  Evocation
  1
  Wizard Mark
  Universal
  2
  Acid Arrow
  Conjuration
  2
  Alter Self
  Transmutation
  2
  Bind
  Enchantment
  2
  Blindness
  Illusion
  2
  Blur
  Illusion
  2
  Continual Light
  Transmutation
  2
  Darkness, 15’ Radius
  Transmutation
  2
  Deafness
  Illusion
  2
  Deep Pockets
  Transmutation,
  Enchantment
  2
  Detect Evil
  Lesser Divination
  2
  Detect Invisibility
  Lesser Divination
  2
  ESP
  Lesser Divination
  2
  Flaming Sphere
  Evocation
  2
  Fog Cloud
  Transmutation
  2
  Fool’s Gold
  Transmutation,
  Illusion
  2
  Forget
  Enchantment
  2
  Glitter Dust
  Conjuration
  2
  Hypnotic Pattern
  Illusion
  2
  Improved Phantasmal Force
  Illusion
  2
  Invisibility
  Illusion
  2
  Irritation
  Transmutation
  2
  Knock
  Universal
  2
  Know Alignment
  Lesser Divination
  2
  Leprechaun’s Trap
  Illusion
  2
  Levitate
  Transmutation
  2
  Locate Object
  Lesser Divination
  2
  Magic Mouth
  Transmutation
  2
  Mirror Image
  Illusion
  2
  Misdirection
  Illusion
  2
  Protection From Cantrips
  Universal
  2
  Pyrotechnics
  Transmutation
  2
  Ray of Enfeeblement
  Enchantment
  2
  Rope Trick
  Transmutation
  2
  Scare
  Enchantment
  2
  Shatter
  Transmutation
  2
  Spectral Hand
  Necromancy
  2
  Stinking Cloud
  Evocation
  2
  Strength
  Transmutation
  2
  Summon Swarm
  Conjuration
  2
  Uncontrollable Hideous
  Laughter
  Enchantment
  2
  Web
  Evocation
  2
  Whispering Wind
  Transmutation,
  Illusion
  2
  Wizard Lock
  Universal
  3
  Blink
  Transmutation
  3
  Clairaudience
  Lesser Divination
  3
  Clairvoyance
  Lesser Divination
  3
  Delude
  Transmutation
  3
  Dispel Magic
  Universal
  3
  Explosive Runes
  Transmutation
  3
  Feign Death
  Necromancy
  3
  Fireball
  Evocation
  3
  Flame Arrow
  Conjuration
  3
  Fly
  Transmutation
  3
  Gust of Wind
  Transmutation
  3
  Haste
  Transmutation
  3
  Hold Person
  Enchantment
  3
  Hold Undead
  Necromancy
  3
  Illusory Script
  Illusion
  3
  Infravision
  Transmutation
  Continued on next column . . .
  . . . continued from previous column.
  Level
  Spell
  School
  3
  Invisibility, 10’ Radius
  Illusion
  3
  Item
  Transmutation
  3
  Leprechaun’s Tiny Hut
  Transmutation
  3
  Lightning Bolt
  Evocation
  3
  Minute Meteors
  Evocation,
  Transmutation
  3
  Monster Summoning I
  Conjuration
  3
  Non-detection
  Abjuration
  3
  Phantom Steed
  Conjuration, Illusion
  3
  Protection From Evil, 10’
  Radius
  Abjuration
  3
  Protection From Missiles
  Abjuration
  3
  Secret Page
  Transmutation
  3
  Sepia Snake Sigil
  Conjuration
  3
  Slow
  Transmutation
  3
  Spectral Force
  Illusion
  3
  Suggestion
  Enchantment
  3
  Tongues
  Transmutation
  3
  Vampiric Touch
  Necromancy
  3
  Water Breathing
  Transmutation
  3
  Wind Wall
  Transmutation
  3
  Wraith Form
  Transmutation,
  Illusion
  4
  Black Tentacles
  Conjuration
  4
  Charm Monster
  Enchantment
  4
  Confusion
  Enchantment
  4
  Contagion
  Necromancy
  4
  Detect Scrying
  Greater Divination
  4
  Dig
  Evocation
  4
  Dimension Door
  Transmutation
  4
  Emotion
  Enchantment
  4
  Enchanted Weapon
  Enchantment
  4
  Enervation
  Necromancy
  4
  Extension I
  Transmutation
  4
  Fear
  Illusion
  4
  Fire Charm
  Enchantment
  4
  Fire Shield
  Transmutation,
  Evocation
  4
  Fire Trap
  Abjuration, Evocation
  4
  Fumble
  Enchantment
  4
  Hallucinatory Terrain
  Illusion
  4
  Ice Storm
  Evocation
  4
  Illusory Wall
  Illusion
  4
  Improved Invisibility
  Illusion
  4
  Leprechaun’s Secure Shelter
  Transmutation
  4
  Magic Mirror
  Enchantment, Greater
  Divination
  4
  Mass Morph
  Transmutation
  4
  Minor Creation
  Illusion
  4
  Minor Globe of
  Invulnerability
  Abjuration
  4
  Mnemonic Enhancer
  Transmutation
  4
  Monster Summoning II
  Conjuration
  4
  Phantasmal Killer
  Illusion
  4
  Plant Growth
  Transmutation
  4
  Polymorph Other
  Transmutation
  4
  Polymorph Self
  Transmutation
  4
  Rainbow Pattern
  Transmutation,
  Illusion
  4
  Remove Curse
  Universal
  4
  Resilient Sphere
  Transmutation,
  Evocation
  4
  Shadow Monsters
  Illusion
  4
  Shout
  Evocation
  4
  Solid Fog
  Transmutation
  Continued on next column . . .
  97
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  . . . continued from previous column.
  Level
  Spell
  School
  4
  Stone Skin
  Transmutation
  4
  Vacancy
  Transmutation,
  Illusion
  4
  Wall of Fire
  Evocation
  4
  Wall of Ice
  Evocation
  4
  Wizard Eye
  Transmutation
  5
  Advanced Illusion
  Illusion
  5
  Airy Water
  Transmutation
  5
  Animal Growth
  Transmutation
  5
  Animate Dead
  Necromancy
  5
  Avoidance
  Abjuration,
  Transmutation
  5
  Big Interposing Hand
  Evocation
  5
  Chaos
  Enchantment
  5
  Cloud Kill
  Evocation
  5
  Cone of Cold
  Evocation
  5
  Conjure Elemental
  Conjuration
  5
  Contact Other Plane
  Greater Divination
  5
  Demi-Shadow Monsters
  Illusion
  5
  Dismissal
  Abjuration
  5
  Distance Distortion
  Transmutation
  5
  Domination
  Enchantment
  5
  Dream
  Illusion, Evocation
  5
  Extension II
  Transmutation
  5
  Fabricate
  Transmutation,
  Enchantment
  5
  False Vision
  Greater Divination
  5
  Feeble Mind
  Enchantment
  5
  Hold Monster
  Enchantment
  5
  Leprechaun’s Lamentable
  Belaborment
  Enchantment,
  Evocation
  5
  Leprechaun’s Secret Chest
  Transmutation
  5
  Mage’s Faithful Hound
  Conjuration
  5
  Magic Jar
  Necromancy
  5
  Major Creation
  Illusion
  5
  Monster Summoning III
  Conjuration
  5
  Pass Wall
  Transmutation
  5
  Seeming
  Illusion
  5
  Sending
  Evocation
  5
  Shadow Door
  Illusion
  5
  Shadow Magic
  Illusion
  5
  Stone Shape
  Transmutation
  5
  Summon Shadow
  Conjuration,
  Necromancy
  5
  Telekinesis
  Transmutation
  5
  Teleport
  Universal
  5
  Transmute Rock to Mud
  Transmutation
  5
  Wall of Force
  Evocation
  5
  Wall of Iron
  Evocation
  5
  Wall of Stone
  Evocation
  6
  Anti-Magic Shell
  Abjuration
  6
  Big Forceful Hand
  Evocation
  6
  Chain Lightning
  Evocation
  6
  Conjure Animals
  Conjuration
  6
  Contingency
  Evocation
  6
  Control Weather
  Transmutation
  6
  Death Fog
  Transmutation,
  Evocation
  6
  Death Spell
  Necromancy
  6
  Demi-Shadow Magic
  Illusion
  6
  Disintegrate
  Transmutation
  6
  Enchant an Item
  Universal
  6
  Ensnarement
  Conjuration
  6
  Extension III
  Transmutation
  6
  Eye Bite
  Enchantment, Illusion
  Continued on next column . . .
  . . . continued from previous column.
  Level
  Spell
  School
  6
  Freezing Sphere
  Transmutation,
  Evocation
  6
  Geas
  Enchantment
  6
  Glass See
  Transmutation
  6
  Globe of Invulnerability
  Abjuration
  6
  Guards and Wards
  Transmutation,
  Enchantment,
  Evocation
  6
  Intense Transformation
  Transmutation,
  Evocation
  6
  Invisible Stalker
  Conjuration
  6
  Legend Lore
  Greater Divination
  6
  Lower Water
  Transmutation
  6
  Mage’s Lucubration
  Transmutation
  6
  Mass Suggestion
  Enchantment
  6
  Mirage Arcana
  Transmutation,
  Illusion
  6
  Mislead
  Illusion
  6
  Monster Summoning IV
  Conjuration
  6
  Move Earth
  Transmutation
  6
  Part Water
  Transmutation
  6
  Permanent Illusion
  Illusion
  6
  Programmed Illusion
  Illusion
  6
  Project Image
  Transmutation,
  Illusion
  6
  Reincarnate
  Necromancy
  6
  Repulsion
  Abjuration
  6
  Shades
  Illusion
  6
  Stone to Flesh
  Transmutation
  6
  Transmute Water to Dust
  Transmutation
  6
  True Seeing
  Greater Divination
  6
  Veil
  Illusion
  7
  Banishment
  Abjuration
  7
  Big Grasping Hand
  Evocation
  7
  Charm Plants
  Enchantment
  7
  Control Undead
  Necromancy
  7
  Delayed Blast Fireball
  Evocation
  7
  Duo-Dimension
  Transmutation
  7
  Finger of Death
  Necromancy
  7
  Force Cage
  Evocation
  7
  Instant Summons
  Conjuration
  7
  Limited Wish
  Conjuration, Evocation
  7
  Mage’s Magniﬁcent Mansion
  Transmutation,
  Conjuration, Evocation
  7
  Mage’s Sword
  Evocation
  7
  Mass Invisibility
  Illusion
  7
  Monster Summoning V
  Conjuration
  7
  Phase Door
  Transmutation
  7
  Power Word, Stun
  Conjuration
  7
  Prismatic Spray
  Conjuration
  7
  Reverse Gravity
  Transmutation
  7
  Sequester
  Abjuration, Illusion
  7
  Shadow Walk
  Enchantment, Illusion
  7
  Simulacrum
  Illusion
  7
  Spell Turning
  Abjuration
  7
  Statue
  Transmutation
  7
  Teleport Without Error
  Universal
  7
  Vanish
  Transmutation
  7
  Vision
  Greater Divination
  8
  Antipathy-Sympathy
  Enchantment
  8
  Big Clenched Fist
  Evocation
  8
  Binding
  Enchantment,
  Evocation
  8
  Clone
  Necromancy
  8
  Demand
  Enchantment
  Continued on next column . . .
  98
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  . . . continued from previous column.
  Level
  Spell
  School
  8
  Glass Steel
  Transmutation
  8
  Incendiary Cloud
  Transmutation,
  Evocation
  8
  Irresistible Dance
  Enchantment
  8
  Mass Charm
  Enchantment
  8
  Maze
  Conjuration
  8
  Mind Blank
  Abjuration
  8
  Monster Summoning VI
  Conjuration
  8
  Permanency
  Universal
  8
  Polymorph Any Object
  Transmutation
  8
  Power Word, Blind
  Conjuration
  8
  Prismatic Wall
  Conjuration
  8
  Screen
  Illusion, Greater
  Divination
  8
  Sink
  Transmutation,
  Enchantment
  8
  Spell Immunity—Arcane
  Abjuration
  8
  Symbol
  Conjuration
  8
  Telekinetic Sphere
  Transmutation,
  Evocation
  8
  Trap the Soul
  Conjuration
  9
  Astral Spell
  Universal
  9
  Big Crushing Hand
  Evocation
  9
  Crystal Brittle
  Transmutation
  9
  Energy Drain
  Evocation,
  Necromancy
  9
  Foresight
  Greater Divination
  9
  Gate
  Conjuration
  9
  Imprisonment
  Abjuration
  9
  Mage’s Disjunction
  Transmutation,
  Enchantment
  9
  Meteor Swarm
  Evocation
  9
  Monster Summoning VII
  Conjuration
  9
  Power Word, Kill
  Conjuration
  9
  Prismatic Sphere
  Abjuration,
  Conjuration
  9
  Shape Change
  Transmutation
  9
  Succored Retreat
  Transmutation,
  Enchantment
  9
  Temporal Stasis
  Transmutation
  9
  Time Stop
  Transmutation
  9
  Weird
  Illusion
  9
  Wish
  Conjuration, Evocation
  PRIEST SPELLS BY LEVEL
  Bolded italicized spells are reversible.
  Table A.2: Priest Spells by Level and School
  Level
  Spell
  School
  1
  Animal Friendship
  Animal
  1
  Bless
  All
  1
  Combine
  All
  1
  Command
  Charm
  1
  Create Water
  Elemental
  1
  Cure Light Wounds
  Healing
  1
  Detect Evil
  Divination
  1
  Detect Magic
  All
  1
  Detect Poison
  Divination
  1
  Detect Snares & Pits
  Divination
  1
  Endure Heat/Endure Cold
  Protection
  1
  Entangle
  Plant
  1
  Faerie Fire
  Weather
  1
  Invisibility to Animals
  Animal
  1
  Invisibility to Undead
  Necromantic
  Continued on next column . . .
  . . . continued from previous column.
  Level
  Spell
  School
  1
  Light
  Sun
  1
  Locate Animals or Plants
  Animal, Divination
  1
  Magical Stone
  Combat
  1
  Pass Without Trace
  Plant
  1
  Protection From Evil
  Protection
  1
  Purify Food & Drink
  All
  1
  Remove Fear
  Charm
  1
  Sanctuary
  Protection
  1
  Shillelagh
  Combat, Plant
  2
  Aid
  Necromantic
  2
  Augury
  Divination
  2
  Bark Skin
  Plant, Protection
  2
  Chant
  All
  2
  Charm
  Animal
  2
  Detect Charm
  Divination
  2
  Dust Devil
  Elemental
  2
  Enthrall
  Charm
  2
  Find Traps
  Divination
  2
  Fire Trap
  Elemental
  2
  Flame Blade
  Elemental
  2
  Good Berry
  Plant
  2
  Heat Metal
  Elemental
  2
  Hold Person
  Charm
  2
  Know Alignment
  Divination
  2
  Messenger
  Animal
  2
  Obscurement
  Weather
  2
  Produce Flame
  Elemental
  2
  Resist Fire/Resist Cold
  Protection
  2
  Silence, 15’ Radius
  Guardian
  2
  Slow Poison
  Healing
  2
  Snake Charm
  Animal
  2
  Speak With Animals
  Animal, Divination
  2
  Spiritual Hammer
  Combat
  2
  Trip
  Plant
  2
  Warp Wood
  Plant
  2
  Withdraw
  Protection
  2
  Wyvern Watch
  Guardian
  3
  Animate Dead
  Necromantic
  3
  Call Lightning
  Weather
  3
  Continual Light
  Sun
  3
  Create Food & Water
  Creation
  3
  Cure Blindness or Deafness
  Necromantic
  3
  Cure Disease
  Necromantic
  3
  Dispel Magic
  All
  3
  Feign Death
  Necromantic
  3
  Flame Walk
  Elemental
  3
  Glyph of Warding
  Guardian
  3
  Hold Animal
  Animal
  3
  Locate Object
  Divination
  3
  Magical Vestment
  Protection
  3
  Meld Into Stone
  Elemental
  3
  Negative Plane Protection
  Necromantic,
  Protec-
  tion
  3
  Plant Growth
  Plant
  3
  Prayer
  Combat
  3
  Protection From Fire
  Elemental, Protection
  3
  Pyrotechnics
  Elemental
  3
  Remove Curse
  All
  3
  Remove Paralysis
  Protection
  3
  Snare
  Plant
  3
  Speak With Dead
  Divination
  3
  Spike Growth
  Plant
  3
  Star Shine
  Sun
  3
  Stone Shape
  Elemental
  3
  Summon Insects
  Animal
  3
  Tree
  Plant
  Continued on next column . . .
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  . . . continued from previous column.
  Level
  Spell
  School
  3
  Water Breathing
  Elemental
  3
  Water Walk
  Elemental
  4
  Abjure
  Summoning
  4
  Animal Summoning I
  Animal, Summoning
  4
  Call Woodland Beings
  Summoning, Animal
  4
  Cloak of Bravery
  Charm
  4
  Control Temperature, 10’ Ra-
  dius
  Weather
  4
  Cure Serious Wounds
  Healing
  4
  Detect Lie
  Divination
  4
  Divination
  Divination
  4
  Free Action
  Charm
  4
  Giant Insect
  Animal
  4
  Hallucinatory Forest
  Plant
  4
  Hold Plant
  Plant
  4
  Imbue With Spell Ability
  Charm
  4
  Lower Water
  Elemental
  4
  Neutralize Poison
  Healing
  4
  Plant Door
  Plant
  4
  Produce Fire
  Elemental
  4
  Protection From Evil, 10’
  Radius
  Protection
  4
  Protection From Lightning
  Protection, Weather
  4
  Reﬂecting Pool
  Divination
  4
  Repel Insects
  Animal, Protection
  4
  Speak With Plants
  Plant
  4
  Spell Immunity—Divine
  Protection
  4
  Sticks to Snakes
  Plant
  4
  Tongues
  All
  5
  Air Walk
  Elemental
  5
  Animal Growth
  Animal
  5
  Animal Summoning II
  Animal
  5
  Anti-Plant Shell
  Plant, Protection
  5
  Atonement
  All
  5
  Commune
  All
  5
  Commune With Nature
  Divination, Elemental,
  Animal, Plant
  5
  Control Winds
  Weather
  5
  Cure Critical Wounds
  Healing
  5
  Dispel Evil
  Protection,
  Summon-
  ing
  5
  Flame Strike
  Combat
  5
  Insect Plague
  Combat, Animal
  5
  Magic Font
  Divination
  5
  Moonbeam
  Sun
  5
  Pass Plant
  Plant
  5
  Plane Shift
  Astral
  5
  Quest
  All
  5
  Rainbow
  Sun, Weather
  5
  Raise Dead
  Necromantic
  5
  Spike Stones
  Elemental
  5
  Transmute Rock to Mud
  Elemental
  5
  True Seeing
  All
  5
  Wall of Fire
  Elemental
  6
  Aerial Servant
  Summoning
  6
  Animal Summoning III
  Animal, Summoning
  6
  Animate Object
  Creation, Summoning
  6
  Anti-Animal Shell
  Animal, Protection
  6
  Blade Barrier
  Creation, Guardian
  6
  Conjure Animals
  Summoning
  6
  Conjure Fire Elemental
  Elemental
  6
  Find the Path
  Divination
  6
  Fire Seeds
  Elemental
  6
  Forbiddance
  Protection
  6
  Heal
  Healing
  6
  Heroes’ Feast
  Creation
  Continued on next column . . .
  . . . continued from previous column.
  Level
  Spell
  School
  6
  Live Oak
  Plant
  6
  Part Water
  Elemental
  6
  Speak With Monsters
  All
  6
  Stone Tell
  Elemental
  6
  Transmute Water to Dust
  Elemental
  6
  Transport Via Plants
  Plant
  6
  Turn Wood
  Plant
  6
  Wall of Thorns
  Creation, Plant, Sum-
  moning
  6
  Weather Summoning
  Summoning, Weather
  6
  Word of Recall
  Summoning
  7
  Animate Rock
  Elemental
  7
  Astral Spell
  Astral
  7
  Change Staff
  Creation, Plant
  7
  Chariot of the Sun
  Creation, Elemental
  7
  Confusion
  Charm
  7
  Conjure Earth Elemental
  Elemental,
  Summon-
  ing
  7
  Control Weather
  Weather
  7
  Creeping Doom
  Animal, Summoning
  7
  Earthquake
  Elemental
  7
  Exaction
  Charm, Summoning
  7
  Fire Storm
  Elemental
  7
  Gate
  All
  7
  Holy Word
  Combat
  7
  Regenerate
  Necromantic
  7
  Reincarnate
  Necromantic, Animal
  7
  Restoration
  Necromantic
  7
  Resurrection
  Necromantic
  7
  Succored Retreat
  Summoning
  7
  Sunray
  Sun
  7
  Symbol
  Guardian
  7
  Transmute Metal to Wood
  Elemental
  7
  Wind Walk
  Elemental
  SPELL DESCRIPTIONS
  Name (School):
  The name by which the spell is commonly
  known followed by its school or schools. Spells that belong to
  multiple schools are available to practitioners of either school.
  Schools do not affect a priest’s choice of spells. Some spells are re-
  versible and are indicated as such. For wizards, reversible spells
  are recorded as a single spell (thus enlarge and reduce are writ-
  ten as a single spell). For priests and wizards, the reversible spell
  must be memorized separately (cure light wounds would require
  a spell slot and cause light wounds would require another).
  Caster/Level (Sphere):
  Identiﬁes the type of caster who may
  have access to the spell, followed by the spell’s power level, and
  (if the type of spell caster is a Priest) sphere or spheres the spell
  falls under. Spells that belong to multiple spheres are available to
  priests with access to either sphere.
  Range:
  Indicates the point at which the spell occurs. A range of
  “0” means the spell only affects the caster, or its effective area is
  centered on the caster’s location. “Touch” means the caster has
  to touch the creature he wishes to affect. In all other cases, the
  spell affects a target (such as a speciﬁc location or creature) that
  the wizard can visibly see or identify. Spells with an effective
  area start to affect creatures at the center of the area ﬁrst, unless
  otherwise noted. Spell casters must have both a clear line of ﬁre
  and clear line of sight to the target. A magic missile could be
  cast through an arrow slit, because the caster can see the target
  and nothing is in the way between them, but it could not be cast
  through a solid wall, even if the mage could magically see what
  was on the other side.
  Components:
  Lists the components required to cast the spell.
  “V” stands for verbal, which means the caster has to speak ﬁrmly
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  FOR GOLD & GLORY
  and clearly. “S” stands for somatic, which means the caster must
  have both hands free to perform complex motions. “M” stands
  for material, which are special materials that are destroyed or
  consumed upon casting the spell (unless otherwise noted). If the
  spell has duration other than instantaneous, the material compo-
  nent is consumed when the effect ends. Premature destruction of
  a spell component ends the spell immediately. A priest’s holy or
  unholy symbol is never destroyed when used as a material com-
  ponent, unless otherwise stated.
  Duration:
  How long the spell lasts. Instantaneous spells begin
  and end immediately, although their effects may be long lasting.
  Permanent spells last until a successful dispel magic is cast. The
  GM rolls for spells with a variable duration; the spell caster never
  knows exactly when a variable spell will end. A spell caster can
  dispel his own spells by standing at the center of the effect, or
  within range at which the spell can be cast, and clearly speak to
  dismiss it. Only the original caster can freely dispel his spells.
  Casting Time:
  The amount of time required to cast the spell.
  When casting time is less than 1 round, it is a penalty to the
  spell caster’s initiative. Spells normally go into effect on the spell
  caster’s modiﬁed initiative. In the case of an initiative tie between
  spell casters, the spells go into effect simultaneously. If the spell’s
  casting time is listed in rounds or turns then it goes into effect at
  the end of the stated time period, so that a spell with a 1 round
  duration goes into effect at the end of the round it was cast.
  Effective Area:
  Lists the dimensions of the spell. Spells with
  an effective area that can be shaped by the caster must have a
  minimum dimension of 10 feet in any direction. In general, spells
  cannot differentiate between friend and foe, and those that are
  selective are based on perception. If the spell caster perceives a
  creature to be an ally, then that creature is affected by a spell that
  targets all allies, even if the creature is actually a traitor, a spy, or
  even an enemy who has charmed him.
  Saving Throw:
  Lists whether the spell allows a saving throw
  and the effect of a successful save. “Negate” means the spell has
  no effect on a successful save. “Half” means the target suffers half
  the normal effects. “None” means no save is allowed, and “Spe-
  cial” saves are detailed in the spell description. Unless a spell
  dictates otherwise, if a character successfully saves vs. a spell,
  his possessions automatically make successful saves. Many de-
  structive spells, especially those with an effective area like ﬁre-
  ball, call for each exposed item to roll a saving throw, if the target
  fails theirs. Creatures can purposefully lower their spell resis-
  tance or automatically fail their saving throw. This is a voluntary,
  conscious decision on the target’s part.
  Spell Description:
  A complete description of the spell’s func-
  tion and effects. Spells with multiple functions allow the caster
  to select his desired function upon casting. Spells that grant sim-
  ilar bonuses and penalties can cancel each other out, but do not
  dispel or combine with each other. The spell with the strongest
  effect merely takes precedence. Two strength spells cast on the
  same creature would have the same result but possibly different
  durations. Creatures affected by both bless and curse would feel
  no effect from either spell until the duration of one of them ended.
  ALPHABETICAL SPELL LIST
  A
  Abjure (Abjuration)
  Caster/Level (Sphere): Priest/4 (Summoning)
  Range: 10 yards
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Special
  This spell allows the caster to send extra-planar creatures,
  other than deities or demigods, back to their plane of existence.
  The caster must speak the name and type of creature to be sent
  away, giving their true name and title, if they have such. The
  caster must then overcome any innate magic resistance. If this is
  successful, the player then rolls 1d20 + (caster level − creature’s
  HD). If the caster level is higher than the creature’s HD, it is a
  bonus, but if the caster level is lower, it is a penalty to the d20
  roll. On a modiﬁed roll of 11 or more the spell works.
  If the spell is successful, the creature is hurled back to a ran-
  dom place on their home plane and must survive a constitution-
  system shock check. If a constitution score is not known for the
  creature, the check is 70% + 2% per HD (or level). If the spell
  fails, the caster must gain a new level in his class in order to have
  a chance to affect the same creature again.
  The spell requires the caster’s holy or unholy symbol, holy
  or unholy water, and some material that opposes or offends the
  creature that is to be sent away.
  The reverse, implore, allows the caster to request the presence
  of an extra-planar creature of the caster’s alignment and less than
  demigod status. The creature’s type, name or true name and title
  (if any) must be used. Unwilling creatures also gain magic resis-
  tance and a roll of 1d20 + (caster level − creature’s HD) to ignore
  the request. As with the spell, a modiﬁed roll greater than 11 is
  required. Success does not insure the creature’s goodwill upon
  its arrival.
  The reverse requires the caster’s holy or unholy symbol, holy
  or unholy water, and some material that attracts or impresses the
  creature that is to be summoned.
  Acid Arrow (Conjuration)
  Caster/Level: Wizard/2
  Range: 180 yards
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Special
  This spell creates a magical arrow that attacks with an unmod-
  iﬁed THACO of a ﬁghter equal to the caster’s level. The attack
  receives no modiﬁers to its attack or damage rolls. A successful
  hit inﬂicts 2d4 points of acid damage. Exposed items that the tar-
  get wears or carries are subject to a saving throw versus acid to
  avoid being damaged. The spell lasts one more round for every
  3 caster levels, dealing an additional 2d4 points of damage each
  round to both the target and any items that failed their saves, un-
  less the acid is somehow neutralized (such as by pouring sodium
  bicarbonate on it).
  The material components are a dart, powdered rhubarb leaf,
  and an adder’s stomach.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Extinguish Flames: The caster can instead choose to extin-
  guish any, or all, mundane ﬂames in the effective area, but doing
  so immediately ends the spell.
  Aid (Necromancy, Conjuration)
  Caster/Level (Sphere): Priest/2 (Necromantic)
  Range: Touch
  Duration: 1 round + 1 round/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster to provide assistance to the recipi-
  ent in the form of a +1 bonus to attack rolls, saving throws, and
  1d8 temporary hit points for the duration of the spell. The caster
  may choose to be the recipient. The temporary hit points can in-
  crease the recipient’s total to more than his normal maximum,
  but are lost ﬁrst during combat and cannot be cured or healed.
  The material components are a tiny strip of white cloth with
  a sticky substance on the ends and the priest’s holy or unholy
  symbol.
  Air Walk (Transmutation)
  Caster/Level (Sphere): Priest/5 (Elemental (Air))
  Range: Touch
  Duration: 1 hour + 1 turn/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 8
  Saving Throw: None
  This spell allows a large-sized or smaller creature to walk on
  air as if it were solid ground. The recipient can move skyward at
  a maximum angle of 45 degrees at half their normal movement
  and descend at a 45-degree angle or less at normal movement.
  Strong wind causes the creature to gain (if the wind is behind
  them) or lose (if the wind is against them) 10 feet of movement
  per 10 miles per hour of wind velocity. The caster may choose to
  be the recipient.
  The material components for the spell are the priest’s holy or
  unholy symbol and a bit of thistledown.
  Airy Water (Transmutation)
  Caster/Level: Wizard/5
  Range: 0
  Duration: 1 turn/level
  Effective Area: 10-foot radius sphere or 15-foot radius
  hemisphere
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster to turn normal, water-based liquids
  into a less dense, breathable substance but does not ﬁlter or re-
  move solid particles. The effective area forms a bubble, centered
  on and moving with the caster. If the sphere is on level ground,
  half the sphere projects above ground and the other half below
  the ground. Creatures inside the bubble can move and breathe
  as if the water were air. Water breathing creatures cannot breathe
  within the spell’s effective area. They naturally avoid the bubble,
  but intelligent water breathers may enter if they wish. The verbal
  component is minimal, so the spell can be cast underwater.
  The material components are a small handful of alkaline or
  bromine salts.
  Advanced Illusion (Illusion)
  Caster/Level: Wizard/5
  Range: 60 yards + 10 yards/level
  Duration: 1 round/level
  Effective Area: One 40-foot cube + one 10-foot cube/level
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Special
  This spell functions as a phantasmal force spell operating
  through a program determined by the caster, and does not re-
  quire concentration to maintain for the spell’s duration. The illu-
  sion has visual, auditory, olfactory and thermal components. If a
  viewer attempts to disbelieve, they must save vs. spell, modiﬁed
  by wisdom-mental defense modiﬁer and appropriate believabil-
  ity modiﬁers.
  The material components are a bit of ﬂeece and a pinch of sand.
  Aerial Servant (Conjuration)
  Caster/Level (Sphere): Priest/6 (Summoning)
  Range: 10 yards
  Duration: 1 day/level
  Effective Area: Special
  Components: V and S
  Casting Time: 9
  Saving Throw: None
  This spell allows the caster to summon an invisible aerial ser-
  vant.
  Aerial servants cannot be commanded to ﬁght, only to locate
  and retrieve an object or creature described to it. The caster must
  be under a protection from evil (or good) spell, be inside of a ward-
  ing circle (Refer to ensnarement for details on Warding Circles) or
  use a special item to control the aerial servant, or it will attempt
  to kill its summoner and return to the elemental plane of air.
  An aerial servant must be able to physically bring back its ob-
  jective and can carry up to 1,000 pounds. The aerial servant re-
  turns to its home plane whenever its duty is fulﬁlled, the spell
  duration expires, it is killed, a successful dispel magic is cast, or
  if the summoner releases it or himself is slain. The aerial servant
  automatically gains surprise if its victim cannot see invisible crea-
  tures or a −2 penalty to the surprise rolls of those who can. The
  aerial servant uses a non-lethal attack, so a successful hit indi-
  cates it grabs the victim.
  Creatures can dodge an aerial servant’s grab by rolling a spe-
  cial evasion roll equal to twice its bend bars chance.
  If the
  grabbed creature doesn’t have a strength rating, roll 1d8 per HD
  for both the aerial servant and the grabbed creature. The creature
  avoids capture if its roll is higher.
  Once grabbed, the creature cannot physically escape, although
  magic may be able to free it. The aerial servant immediately re-
  turns to its summoner with its objective.
  Affect Normal Fires (Transmutation)
  Caster/Level: Wizard/1
  Range: 5 yards/level
  Duration: 2 rounds/level
  Effective Area: 10-foot radius
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  This spell has two effects, one of which is chosen at the time of
  casting. The spell does not affect magical ﬁres or creatures made
  from ﬁre.
  Adjust Lighting: This effect allows the caster to alter non-
  magical ﬁre, from as small as a torch to as large as the effective
  area, making the ﬂames as dim as smoldering coals or doubling
  the illumination’s normal radius. The spell does not affect fuel
  consumption or damage caused by the ﬁre. The caster affects any
  or all ﬁres in the spell’s effective area, and he can freely alter them
  during the spell’s duration. The spell lasts until canceled, all fuel
  is burned, or the duration expires.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  Alarm (Abjuration, Evocation)
  Caster/Level: Wizard/1
  Range: 10 yards
  Duration: 4 hours + 30 minutes/level
  Effective Area: Up to 20-foot cube
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell wards the effective area against intrusion by any
  creature larger than six cubic inches in volume or more than three
  pounds in weight. When any creature touches, enters, or contacts
  the warded area without speaking a password established by the
  caster, the spell emits an audible ringing sound, which can be
  clearly heard within a 60-foot radius, minus 10 feet for each in-
  terposing door and 20 feet for each interposing wall. The alarm
  lasts for one round. Ethereal, astral or astral-projected creatures
  do not trigger the alarm, but ﬂying, levitating, invisible, incorpo-
  real, and gaseous creatures do. The caster can dismiss the alarm
  with a single word.
  The material components of this spell are a tiny bell and a piece
  of ﬁne silver wire.
  Alter Self (Transmutation)
  Caster/Level: Wizard/2
  Range: 0
  Duration: 3d4 rounds + 2 rounds/level
  Effective Area: The caster
  Components: V and S
  Casting Time: 2
  Saving Throw: None
  While under the effects of this spell, the caster can change
  his appearance and form, including clothing and equipment, to
  appear taller or shorter, thin, fat, humanoid, or any generally
  human-shaped bipedal creature. The caster’s physical shape can
  differ in terms of height and weight as much as 50% of his orig-
  inal form. If the new form has wings, the wizard can ﬂy at one-
  third movement value and two maneuver classes lower than the
  original creature (minimum of 5). If the form has gills, the caster
  can breathe underwater as long as the form lasts.
  The caster’s attack rolls, AC, and saving throws don’t change.
  The caster doesn’t gain any additional attacks, damage bonuses
  granted by the form, or special abilities of the form. The caster
  cannot change shape after the initial casting of the spell. Revert-
  ing back to his original form ends the spell. If the caster is killed,
  he automatically reverts back to his original form.
  Animal Friendship (Enchantment)
  Caster/Level (Sphere): Priest/1 (Animal)
  Range: 10 yards
  Duration: Permanent
  Effective Area: 1 animal
  Components: V, S and M
  Casting Time: 1 hour
  Saving Throw: Negate
  This spell can only be cast on any neutrally aligned, mundane
  animals with intelligence 1–4. If the animal fails an immediate
  saving throw vs. spell, it sits quietly until the caster ﬁnishes cast-
  ing the spell. The caster must have pure intentions to befriend the
  animal. The animal immediately senses any ulterior or harmful
  motives during the casting, and the spell fails.
  Befriended animals are loyal to the caster and follow simple
  commands. The caster can teach the animal three speciﬁc tricks
  per point of intelligence. Tricks must be simple, one word com-
  mands (attack, guard, fetch, etc.), each take a week to learn, and
  all must be taught within 3 months of befriending the animal.
  The caster can befriend up to twice his level in HD of animals
  using this spell. If animals are left alone for more than a week,
  the spell’s effect ends and the animal reverts back to its natural
  state.
  The material components are the caster’s holy or unholy sym-
  bol and a piece of food preferred by the animal to be befriended.
  Animal Growth (Transmutation)
  Caster/Level (Sphere): Priest/1 (Animal), Wizard/5
  Range: 80 yards
  Duration: Priest—2 rounds/level, Wizard—1 round/level
  Effective Area: a 20-foot square
  Components: V, S and M
  Casting Time: 8
  Saving Throw: None
  This spell causes up to eight animals within the effective area
  to grow twice their normal size.
  The animal’s HD, hit points
  and damage are doubled, improving their attack and save rolls.
  Movement value and armor class are not affected. The animal’s
  weight and carrying capacity is multiplied by 8×.
  The reverse, shrink animal, reduces the animals’ size by one-
  half, reducing HD, hit points, and damage by half and their
  chances to hit and make saves. Movement value and armor class
  are not affected. Multiply their weight and carrying capacity by
  0.125.
  For priests, the material components are the caster’s holy or
  unholy symbol and a scrap of food. Wizards require a pinch of
  powdered bone.
  Animal Summoning I (Conjuration)
  Caster/Level (Sphere): Priest/4 (Summoning, Animal)
  Range: 1-mile radius
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: 7
  Saving Throw: None
  This spell allows the caster to call up to eight speciﬁc animals
  with 4 HD or fewer. Only animals within range of the caster, at
  the time the spell is cast, will answer the summons. The GM de-
  termines the chances of the speciﬁed animals being in the vicinity
  and how many are available. The caster can attempt three sum-
  monses for three different animals per casting, until he success-
  fully summons eight animals or runs out of summons attempts.
  Summoned animals are loyal to the caster and remain in his ser-
  vice until some task is performed, such as combat or a series of
  simple commands. Only natural, non-magical animals can be
  summoned.
  Animal Summoning II (Conjuration)
  Caster/Level (Sphere): Priest/5 (Summoning, Animal)
  Range: 1-mile radius
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: 8
  Saving Throw: None
  This spell functions as animal summoning I, except the caster
  can call up to six animals of 8 HD or less, or 12 animals of 4 HD
  or less.
  Animal Summoning III (Conjuration)
  Caster/Level (Sphere): Priest/6 (Summoning, Animal)
  Range: 1-mile radius
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: 9
  Saving Throw: None
  This spell functions as animal summoning I, except the caster can
  call up to four animals of 16 HD or less, eight animals of 8 HD or
  less, or 16 creatures of 4 HD or less.
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Animate Dead (Necromancy)
  Caster/Level (Sphere): Priest/3 (Necromantic), Wizard/5
  Range: 10 yards
  Duration: Permanent
  Effective Area: Special
  Components: V, S and M
  Casting Time: 5 rounds
  Saving Throw: None
  This spell allows the caster to create the least of the undead
  creatures, skeletons and zombies, usually from the bones or bod-
  ies of dead humans, humanoids, demi-humans, and giants. Op-
  tionally, the caster can animate animal corpses. The animated
  undead remains obey simple commands given to them by the
  caster. The undead remain animated until destroyed or turned—
  they are not affected by dispel magic.
  The total HD of undead animated by this spell cannot exceed
  the caster’s level. Humans, demi-humans, and humanoids with
  only 1 HD in life become 1 HD skeletons or 2 HD zombies, re-
  gardless of class levels, experience or HD they once had. Crea-
  tures and animals with less than 1 HD can be raised as 1⁄2 HD
  skeletons or 1 HD zombies, but clerics receive a +1 bonus to turn
  checks against these monsters. A creature or animal with 1 HD
  or more retains its HD when raised as a skeleton and gains one
  HD when raised as a zombie. Undead have none of the special
  abilities they had when alive.
  While evil spell casters can use this spell whenever and how-
  ever they wish, the lesser undead created are always neutral in
  alignment. Neutral spell casters can freely use the spell as long as
  the body is that of a fallen enemy from a non-PC race. Good spell
  casters prefer animating animals, and cast speak with dead on a hu-
  manoid body to gain express permission. A neutral spell caster
  may also cast speak with dead to gain permission to animate a PC
  or a member of a PC race. A neutral or good spell caster would
  never animate a corpse being prepared for a raise dead spell, be-
  cause a soul requires it’s original body to be raised. If the body
  were animated, the victim would then need a full resurrection,
  reincarnate or similar spell, such as wish, to be brought back to
  life.
  Even though animating undead is not automatically an evil act,
  undead are perversions of life, and as such their mere presence is
  disturbing to most creatures (animals avoid them entirely, unless
  specially trained). The charnel smell, particularly of a zombie, is
  quite nauseating. Few, if any, hirelings will sign on to a party that
  is known to travel with undead. Additionally, most civilizations
  have regulations regarding the creation of undead. Some cultures
  seek their immediate destruction, and even the most tolerant re-
  quire undead servants to be tagged and registered. Lawful spell
  casters must get a permit (if possible) or simply avoid ﬁnding
  bodies in graveyards or battleﬁelds, as local governments claim
  them and grave robbing is punishable harshly (usually by death).
  The spell requires the body or bones of the creature to be ani-
  mated, and the remains must be reasonably intact. Undead de-
  stroyed in combat cannot be re-animated. The spell requires a
  pinch of bone powder or bone shard.
  Animate Object (Transmutation)
  Caster/Level (Sphere): Priest/6 (Creation, Summoning)
  tiny objects, or one small object and two tiny objects, etc. At 12th
  level, the caster can animate about 12 cubic feet of objects roughly
  equivalent to 24 tiny objects, 12 small objects, 6 medium objects,
  3 large objects, or 1 huge object plus 1 large object. Any equiv-
  alent combinations should be allowed. The object(s) then obey
  the commands of the caster that created them. Attempting to
  animate object(s) in someone’s possession allows that creature a
  saving throw to prevent the effect.
  An animated object always saves as a warrior, but its hit die,
  base movement, AC, and damage depend on its size. An ob-
  ject’s base movement assumes it lurches, rocks, slides, or slith-
  ers. Movement is modiﬁed by the object’s method of locomotion.
  Objects with two legs (statues, ladders) move with a +1 bonus,
  objects with multiple legs (tables, chairs) have a +2 bonus, and
  wheeled objects have a +4 bonus to movement. A buoyant object
  (such as wood) can ﬂoat, swimming on the surface equal to half
  its base speed. A rope or similar sinuous object can climb equal
  to half its base speed. A sheet-like object can clumsily ﬂy (class
  E) at a speed equal to half its base speed.
  Base
  HD
  Size
  Move
  Dmg.
  AC
  Tiny (1⁄2 cubic foot)
  1⁄2
  4
  6
  1d2
  1d4
  6
  3
  1 + 1
  Small (1 cubic foot)
  Medium (2 cubic feet)
  2 + 2
  3
  6
  1d6
  2d4
  5
  2
  4 + 3
  Large (4 cubic feet)
  Huge (8 cubic feet)
  8 + 4
  2
  4
  3d4
  4d4
  2
  1
  14 + 6
  Gigantic (16 cubic feet or more)
  Animated objects may also have a special ability depending on
  their form.
  Blind: Sheet-like objects, such as carpets or tapestries, can
  grapple opponents up to three sizes larger than they are. On a
  successful attack, the object wraps around the opponent’s face,
  blinding them. A successful strength check allows the opponent
  to break free. The object cannot attack while blinding an oppo-
  nent.
  Constrict: A ﬂexible animated object, such as a rope or vine,
  can grapple opponents up to one size larger than itself. Alter-
  natively, the object can constrict a number of smaller opponents
  equal to two times the size difference between the object and op-
  ponents. On a successful attack, the object either binds an op-
  ponent’s legs (tripping them and preventing movement), or their
  arms (preventing them from attacking or casting spells with so-
  matic components). The opponent loses their dexterity bonus to
  AC in either case. The opponent can break free with a successful
  bend bars check. The object cannot attack while constricting an
  opponent.
  Trample: Animated objects of at least large size can trample
  opponents. The object can move and make an attack roll against
  all creatures in its path. If the attack is successful, the object tram-
  ples the opponent, deals damage, and continues its movement.
  On a failed attack roll the object’s movement ends.
  Animate Rock (Transmutation)
  Caster/Level (Sphere): Priest/7 (Elemental (Earth))
  Range: 40 yards
  Duration: 1 round/level
  Effective Area: 2 cubic feet/level
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to instill life into a stone object. The
  stone must be unattached and not part of another object. The
  caster can provide the animated stone with instructions for a sin-
  gle action in twelve words or fewer. The caster cannot provide
  another set of instructions unless the stone object ﬁnishes its ﬁrst
  task within the duration of the spell.
  Range: 30 yards
  Duration: 1 round/level
  Effective Area: 1 cubic foot/level
  Components: V and S
  Casting Time: 9
  Saving Throw: None
  This spell allows the caster to bring a number of non-magical,
  inanimate objects, within the effective area, to life, whether the
  object(s) are of wood, stone, metal, cloth, etc., but not ﬂesh or
  bone. At ﬁrst level, the caster can animate 1 cubic foot of mate-
  rial, which is either 2 tiny items or one small item. At 2nd level,
  he can animate one medium object, or two small objects, or four
  104
  Devon Chulick (Order # )
  
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  The stone ﬁghts using the caster’s THACO, but saves as a rock
  item. A man-sized object has a movement of 6. Smaller objects
  tend to move faster, and larger objects tend to move slower. They
  have AC of 5 or better, 1d3 hit points per cubic foot of volume
  and deals 1d2 points of damage per 2 cubic feet of volume. The
  stone can damage structures as a ram. Animated rocks generally
  weigh 1d3 × 100 pounds per cubic foot.
  The material components are a stone and drop of the caster’s
  blood.
  Anti-Animal Shell (Abjuration)
  Caster/Level (Sphere): Priest/6 (Animal, Protection)
  Range: 0
  Duration: 1 turn/level
  Effective Area: 10-foot radius
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell creates a hemisphere-shaped force ﬁeld that moves
  with the caster and blocks the entrance of any creature that’s
  wholly or partially a natural creature from the Prime Material
  Plane, including fey, humanoids, monsters and giants, but not in-
  cluding magically created, conjured, or extra-planar “animals”,
  such as undead, aerial servants, elementals, demons, etc. The
  spell functions against half-demons, half-devils, and other cross-
  breeds, if such exist in your GM’s world, but does not function
  against purely plant-based life forms. Forcing the barrier against
  a creature collapses the ﬁeld and ends the spell.
  The material components are the caster’s holy or unholy sym-
  bol and a handful of pepper.
  Anti-Magic Shell (Abjuration)
  Caster/Level: Wizard/6
  Range: 0
  Duration: 1 turn/level
  Effective Area: 1-foot diameter/level
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  This spell surrounds the caster with an invisible barrier that
  moves with him. The barrier nulliﬁes all magic within it and pre-
  vents any from entering. Magical items lose their magical prop-
  erties while within its conﬁnes, and the barrier prevents breath
  weapons, gaze or sound attacks, and similar special attack forms.
  Charmed, summoned, or conjured creatures cannot enter the
  ﬁeld. Forcing the barrier against such creatures causes it to col-
  lapse and ends the spell. The barrier doesn’t affect extra-planar
  creatures encountered on their home plane (unless they were
  magically summoned to the area). Artifacts, relics, and deities
  are also unaffected by the spell.
  Dispel magic has no effect on the barrier. The caster can end it
  on command or wait until the duration expires.
  Antipathy-Sympathy (Enchantment)
  Caster/Level: Wizard/8
  Range: 30 yards
  Duration: 2 hours/level
  Effective Area: 10-foot cube or one item
  Components: V, S and M
  Casting Time: 1 hour
  Saving Throw: Special
  This spell causes an object or location to repel or attract a spe-
  ciﬁc type of creature (human, hill giant, gnoll, etc.) or those of
  a speciﬁc alignment. The caster must decide before casting the
  spell which effect he wants to create. The spell cannot be cast
  upon living creatures. If an item is enchanted (rather than a loca-
  tion), creatures suffer a -2 penalty to their saves.
  Antipathy: This effect causes a speciﬁc creature type or crea-
  tures of a speciﬁc alignment to feel an overpowering urge to leave
  the effective area or not touch the affected item. If a save vs.
  spell, modiﬁed by wisdom-mental defense modiﬁer, is success-
  ful, the creature can remain in the effective area or touch the ob-
  ject, but doing so causes pain and the loss of 1 point of dexterity
  per round, for the spell’s remaining duration, up to a maximum
  loss of 4 points or a minimum dexterity of 3. Lost dexterity points
  return at a rate of 1 per round after the spell duration ends, the
  creature leaves the area or stops touching the object. A failed save
  indicates the subject leaves the effective area or shuns the object
  completely for the duration of the spell.
  The material component is a lump of alum soaked in vinegar.
  Sympathy: This effect causes a speciﬁc creature type or crea-
  tures of a speciﬁc alignment to feel an overwhelming urge to be
  in the effective area or touch the affected object. Unless a saving
  throw vs. spell, modiﬁed by wisdom-mental defense modiﬁer, is
  made, affected creatures must stay in the effective area or handle
  the object until the spell expires. Even if the save is successful, a
  new save must be made 1d6 turns later or the creature returns to
  the effective area or object.
  The material components are 1,000 gp worth of crushed pearls
  and a drop of honey.
  Anti-Plant Shell (Abjuration)
  Caster/Level (Sphere): Priest/5 (Plant, Protection)
  Range: 0
  Duration: 1 turn/level
  Effective Area: 15-foot diameter
  Components: V and S
  Casting Time: 8
  Saving Throw: None
  This spell creates an invisible, mobile barrier around the caster
  that prevents all living plants or vegetable matter from entering.
  Other creatures ignore the barrier completely.
  Inanimate plants, such as grass and ﬂowers, are harmlessly
  pushed around or uprooted.
  Attempting to force the barrier
  against an animated, attacking, or intelligent plant (such as a tre-
  ant) causes the barrier to collapse and fail.
  Armor (Conjuration)
  Caster/Level: Wizard/1
  Range: Touch
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell creates a magical ﬁeld of force with the strength of
  conventional scale mail armor (AC 6). The caster may choose to
  be the recipient. The spell does not affect a creature wearing ar-
  mor better than AC 6 or with natural armor better than AC 6. It is
  not cumulative with the shield spell, bracers of defense or cloaks
  of protection but is cumulative with AC bonus granted by dexter-
  ity modiﬁers, rings of protection and shields (including magical
  ones) to possibly provide better than AC 6. The magical ﬁeld is
  weightless and does not hinder movement or spell casting. The
  effect lasts indeﬁnitely until the wearer sustains cumulative dam-
  age totaling greater than 8 points + 1 per caster level, or a success-
  ful dispel magic is cast.
  The material component is a piece of ﬁnely cured leather,
  blessed by a priest.
  105
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  by wisdom-mental defense modiﬁer and appropriate believabil-
  ity modiﬁers, which, if successful, results in a faint, obviously
  false sound emanating from the caster’s direction. This spell can
  enhance the effectiveness of a phantasmal force spell.
  The material component for this spell is a bit of wool or a small
  lump of wax.
  Augury (Lesser Divination)
  Caster/Level (Sphere): Priest/2 (Divination)
  Range: 0
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: 2 rounds
  Saving Throw: None
  This spell allows the caster to seek divine aid; requesting to
  know whether an action performed in the next half hour will ben-
  eﬁt or harm the party. The base chance for receiving a helpful re-
  ply is 70% + 1% per level of the caster. Helpful replies should be
  short, simple answers or cryptic (but still insightful) riddles.
  The material component is a small set of fortune-teller’s tokens
  of some sort, worth at least 1,000 gp, which is not expended in the
  casting of the spell.
  Avoidance (Abjuration, Transmutation)
  Caster/Level: Wizard/5
  Range: 10 yards
  Duration: Permanent until dispelled
  Effective Area: Up to a 3-foot cube
  Components: V, S and M
  Casting Time: 5
  Saving Throw: Special
  This spell creates a natural repulsion between a single object
  and all other living creatures, except the caster. Creatures are un-
  able to come within 1 foot of the object and are automatically
  pushed back if they do. If the caster carries an object and tries to
  force the ﬁeld on another creature, it collapses. Casting the spell
  upon possessions held by a living creature entitles the creature to
  a save vs. spell, modiﬁed by dexterity—surprise modiﬁer.
  The reverse, attraction, causes all creatures in the effective area,
  other than the caster, to adhere to the object. A successful bend
  bars/lift gates roll allows an affected creature to stop touching
  the enchanted object.
  The spell’s material component, whether for the normal or re-
  verse form, is a magnetized needle.
  B
  Banishment (Abjuration)
  Caster/Level: Wizard/7
  Range: 20 yards
  Duration: Instantaneous
  Effective Area: 60-foot radius
  Components: V, S and M
  Casting Time: 7
  Saving Throw: Special
  This spell allows the caster to force one or more extra-planar
  creatures back to their home plane. The effect is immediate, and
  the creature(s) cannot return short of divine intervention, some
  special means, such as a gate, or physical travel through the As-
  tral Plane. The creatures(s) can be up to 2 HD or 2 levels per level
  of the caster. The caster must speak the name(s) and type(s) of
  creature(s) to be sent away, giving their true name(s) and title(s),
  if they have such. If the creature(s) have magic resistance, it may
  allow them to resist the spell. Those failing their magic resis-
  tance can then attempt to resist the effects by successfully saving
  vs. spell. If one or more save is successful, a backlash hits the
  Astral Spell (Universal)
  Caster/Level (Sphere): Priest/7 (Astral), Wizard/9
  Range: Touch
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: Priest-30 minutes, Wizard- 9
  Saving Throw: None
  This spell allows the caster to project his life force into the As-
  tral Plane, leaving his physical body and possessions, in a state
  of suspended animation (Refer to Temporal Stasis), wherever he
  was when the spell was cast. While astral-projected, the caster
  can enter any plane touching the Astral Plane by creating a sec-
  ond physical body. Alternately, the caster can travel anywhere
  in the plane where he cast the spell but cannot form a second
  body. Astral-projected creatures cannot affect material creatures
  and vice versa. Only astral or other astral-projected creatures can
  see and attack the caster while astral-projected.
  The caster’s astral body is connected to his physical body by
  a silvery cord. +5 weapons, creatures that can strike as such, or
  astral winds can sever the cord, instantly and completely killing
  the caster. If the original body is killed, the second body dies
  or the astral form vanishes. When a second body is formed, the
  cord remains invisibly on the Astral Plane. If the second body
  or an astral projection is killed, the cord immediately returns to
  the caster’s physical body, awakening him and ending the spell.
  The spell lasts until the caster’s original body is killed, the caster
  ends it, or it’s terminated by dispel magic. The caster can project
  up to seven other creatures with him, provided they’re linked
  in a circle with the caster. Guest travelers have silver cords but
  are dependent on the caster. If the caster is killed, or the spell is
  otherwise ended, and they are not in contact with the caster, they
  become stranded until they can be located and rescued, or their
  astral-projections or second bodies are killed.
  Atonement (Abjuration)
  Caster/Level (Sphere): Priest/5 (All)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell removes the burden of unwilling or unknown deeds
  and the effects of magical alignment changes from the subject.
  The creature seeking atonement must be willing, repentant and
  unaffected by any magical compulsion or possession. Deliber-
  ate misdeeds or willing acts cannot be atoned for with this spell
  (see the quest spell). Refusing to accept atonement is automatically
  considered a willful misdeed.
  The material components are the caster’s holy or unholy sym-
  bol, prayer wheel, beads or book, and incense to burn.
  Audible Glamer (Illusion)
  Caster/Level: Wizard/1
  Range: 60 yards + 10 yards/level
  Duration: 3 rounds/level
  Effective Area: Hearing range
  Components: V, S and M
  Casting Time: 1
  Saving Throw: Special
  This spell causes a volume of sound to rise, at whatever dis-
  tance the caster chooses within range, and seem to recede, ap-
  proach, or remain at a ﬁxed place. The volume of sound can be
  equivalent to four men per caster level running and shouting. For
  example, a horde of rats squeaking is equal to the same volume
  as eight men, a roaring lion is equal to sixteen men, and a roar-
  ing dragon is equal to twenty-four men. If a character states he
  does not believe the sound, he receives a saving throw, modiﬁed
  106
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  caster that deals 2d6 points of damage per creature that success-
  fully saved, and the caster is stunned for one round.
  The material components of the spell are one or more sub-
  stances that are dangerous, vile, or oppose the nature of the crea-
  ture(s) to be sent away. For every different substance included,
  the creatures loses 5% from its magic resistance and suffers a −2
  penalty to its save vs. spell. The GM may determine that certain
  substances are particularly effective, providing additional penal-
  ties to the creature(s) saves (up to −4), and that certain substances
  are not as effective, providing only a −1 penalty.
  Bark Skin (Transmutation)
  Caster/Level (Sphere): Priest/2 (Protection, Plant)
  Range: Touch
  Duration: 4 rounds + 1 round/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell allows the recipient’s skin to become as tough as
  bark, and provides a base armor class of 6 (with a −1 AC bonus
  for every four levels of the caster) and a +1 saving throw bonus
  vs. all attack forms except magic. This spell does not function if
  the recipient is wearing any sort of armor or magical protection,
  but does combine with dexterity and shield bonuses. The caster
  may choose to be the recipient.
  The material components are the caster’s holy or unholy sym-
  bol and a handful of bark from an old oak tree.
  Big Clenched Fist (Evocation)
  Caster/Level: Wizard/8
  Range: 5 yards/level
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 8
  Saving Throw: None
  This spell creates a huge, disembodied hand, balled into a ﬁst.
  The ﬁst follows the caster’s mental commands and can strike one
  opponent each round. Concentration is not required once the
  spell is cast, but the ﬁst only strikes opponents as directed by
  the caster, and the caster must be able to see the opponent clearly.
  The ﬁst rolls 1d20 each time it attacks to determine its effective-
  ness, but it never misses an opponent as long as it is truly there
  (not a mirror image or similar).
  The ﬁst makes its saves as if it was the caster, has AC 0 and hit
  points equal to the caster’s maximum. The ﬁst can be physically
  destroyed, ending the spell.
  The material components are a leather glove and a striking de-
  vice, similar to brass knuckles, fashioned from copper and zinc.
  1d20
  Damage
  1–12
  Glancing blow—1d6
  13–16
  Solid punch—2d6
  17–19
  Hard punch*—3d6, stun until next round
  20
  Crushing blow*—4d6, stun for three rounds
  *Add +4 to the ﬁst’s attack rolls while stunned, as if the ﬁst
  were any other opponent.
  Big Crushing Hand (Evocation)
  Caster/Level: Wizard/9
  Range: 5 yards/level
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 9
  Saving Throw: None
  This spell creates a huge, disembodied hand. The hand is un-
  der the mental control of the caster and can be used to grasp
  and squeeze opponents. The hand automatically hits and con-
  stricts the opponent; dealing damage each round the caster con-
  centrates.
  The hand crushes items as a creature with strength 25. It makes
  its saves as if it was the caster, has AC 0, and hit points equal to
  the caster’s maximum, and vanishes when destroyed. If the hand
  is in the effective area of a spell and fails its saving throw, any
  creature held automatically fails. The hand isn’t effective against
  incorporeal or gaseous creatures but can prevent creatures capa-
  ble of slipping through small cracks from escaping.
  The material components of the spell are a glove of snakeskin
  and an eggshell.
  Round
  Damage
  1st
  1d10
  2nd & 3rd
  2d10
  4th & beyond
  4d10
  Big Forceful Hand (Evocation)
  Caster/Level: Wizard/6
  Range: 10 yards/level
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell functions as big interposing hand, but the forceful
  hand not only interposes itself, it can physically push creatures
  weighing 500 pounds or less, reduce a creature’s base movement
  to 1 if they weigh between 500 and 2,000 pounds, and slow move-
  ment by 50% if the creature weighs up to 8,000 pounds.
  The opponent is pushed to the spell’s range limit or until
  pressed against a hard surface, pinning them. The hand cannot
  directly damage or crush opponents. The caster can cause the
  hand to return to his side or dismiss it.
  The material component is a glove.
  Big Grasping Hand (Evocation)
  Caster/Level: Wizard/7
  Range: 10 yards/level
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell functions as big interposing hand, but the grasping
  hand can grasp a creature or object, holding it motionless if it
  weighs up to 1,000 pounds, slow its base movement to 1 if the
  creature weighs between 1,000 and 4,000 pounds, or slow its
  movement by 50% if it weighs up to 16,000 pounds. The hand
  itself inﬂicts no damage and cannot directly attack creatures. The
  caster can release trapped victims or dismiss the hand on com-
  mand.
  The material component is a leather glove.
  Big Interposing Hand (Evocation)
  Caster/Level: Wizard/5
  Range: 10 yards/level
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell creates a giant, disembodied hand from 5 feet
  (medium) to 21 feet (gigantic) in size that interposes itself be-
  tween the caster and a chosen opponent. The hand moves to
  remain between the caster and the opponent, keeping him from
  107
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  The material components for slumber are rare, soporiﬁc herbs.
  Bound Slumber: The victim is affected by both chaining and
  slumber effects for one month per combined casters’ level. Saves
  against this effect are made with a +2 bonus.
  The material components are the same as chaining and slum-
  ber.
  Hedged Prison: The victim is conﬁned to an enclosed space
  and a magical seal is placed on any portals leading into the area.
  Each seal must be carved into solid wood or solid stone at a cost
  of 1,000 gp per hit die of the creature to be bound. The seal ra-
  diates a faint magical aura. The creature cannot physically leave
  the prison. If the creature is extra-planar it must also be inside a
  warding circle (Refer to Ensnarement), inside of its prison. The ef-
  fect is permanent until the seal is broken. Saves against this effect
  are made with a +3 bonus, and a new save is granted each year.
  The material component for hedged prison is a vellum depic-
  tion of the subject.
  Metamorphosis: The victim becomes incorporeal, except for
  its head or face until a prescribed act determined by the caster
  frees the creature. Saves are made with a +4 bonus, and a new
  save is granted each year.
  The material component for metamorphosis is a carved stat-
  uette of the subject.
  Minimus Containment: The victim shrinks to a height of 1
  inch or less and is held within a diamond. The prison always
  radiates a faint aura of magic. Saves against this effect are made
  with a +5 bonus, and a new save is granted each year.
  The material component for minimus containment is a dia-
  mond worth at least 1,000 gp per HD of the victim.
  Chaining, slumber, and bound slumber effects can be recast on
  the same victim, and the duration from the previous casting is
  replaced with the new. A creature under one of these effects does
  not get a new saving throw, unless something causes a weaken-
  ing of the physical bonds or the warding circle, or attempts to
  physically or magically contact the subject. These disruptions al-
  low a normal saving throw when the spell is recast.
  Black Tentacles (Conjuration)
  Caster/Level: Wizard/3
  Range: 30 yards
  Duration: 1 hour/level
  Effective Area: 30 square feet/level
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Special
  This spell causes 1d4 black, rubbery tentacles, plus one per
  caster level, to spring from any surface in range and within the
  effective area, including water. Each tentacle is 10 feet long, AC 4,
  and has hit points equal to the caster’s maximum. Tentacles are
  not intelligent or controlled and have an equal chance to attack
  living creatures as they do objects. Any creature within striking
  distance can be struck automatically. If the victim makes a save
  vs. spell, modiﬁed by dexterity-surprise modiﬁer, he suffers 1d4
  points of damage, and the tentacle is destroyed. If the save fails,
  the victim suffers 2d4 points of damage, and the tentacle con-
  stricts him, dealing 3d4 points of damage each round, until the
  tentacle is destroyed, a successful dispel magic is cast or the dura-
  tion ends.
  The component for this spell is a piece of tentacle from a giant
  octopus or squid.
  advancing. Once an opponent is chosen, no illusory or shape-
  change effects can fool it. The hand only remains between the
  caster and the opponent, up to its range - it does not chase oppo-
  nents.
  The hand makes its saves as if it was the caster, has AC 0, hit
  points equal to the caster’s maximum, and vanishes when de-
  stroyed. The hand will slow creatures by 50% if they weigh more
  than 2,000 pounds. The caster can designate a new opponent for
  the hand once the original creature is defeated.
  The material component is a soft glove.
  Bind (Enchantment)
  Caster/Level: Wizard/2
  Range: 30 yards
  Duration: 1 round/level
  Effective Area: 50 feet + 5 feet/level
  Components: V, S and M
  Casting Time: 2
  Saving Throw: None
  This spell allows the caster to command a nonliving, rope-like
  object to neatly coil itself, coil and knot itself, form a loop, form a
  loop and knot, tie an object and knot, or uncoil itself. One com-
  mand from those listed can be given each round. The spell’s ef-
  fective area is for a 1-inch diameter line. A 1⁄2-inch thick line in-
  creases the effective area by 50%. Each extra inch of thickness re-
  duces the effective area by 50%. The line doesn’t magically move
  beyond what it takes to perform the speciﬁed command (about
  1 ft.), but it can automatically bind or trip creatures within this
  range unless they save vs. spell, modiﬁed by dexterity—surprise
  modiﬁer. The line itself is not made magical or strengthened be-
  yond its mundane form by this spell, but any bindings or ties it
  makes as a result of the spell are perfect in construction.
  The material component is the rope-like object, but it is not de-
  stroyed. A typical 1-inch rope is AC 6 and requires inﬂicting 4 hit
  points of damage to cut through.
  Binding (Enchantment, Evocation)
  Caster/Level: Wizard/8
  Range: 10 yards
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: Special
  Saving Throw: Special
  This spell creates a magical restraint that binds a creature. A
  physical restraint must be used to bind the creature before cast-
  ing the spell, and if the creature is extra-planar, a warding circle
  (Refer to Ensnarement for details on Warding Circles) is also re-
  quired. Up to six casters can assist—the casters’ level for the spell
  is considered one higher per assistant between 4th and 8th level.
  Casters of 9th level or higher add 1⁄3 their level to the casters’ level.
  Magic resistance applies unless the creature’s true name and title
  (if any) is uttered. If magic resistance fails, but the combined cast-
  ers’ level is less than twice that of the creature’s HD or level, the
  creature may save vs. spell to avoid the effect.
  In addition to time required to create the warding circle(s) and
  physical restraint, the casting time should be between 1 turn and
  1 hour per HD of the creature to be bound.
  The speciﬁc effect is chosen at the time of the casting:
  Chaining: The victim is constricted by restraints, preventing
  him from moving, attacking, or using special abilities. The re-
  straints also generate an antipathy effect as the spell, affecting all
  creatures that approach the victim, except the caster(s). The du-
  ration is one year per combined casters’ level.
  The material components for chaining are miniature metal
  chains (silver chains are required to bind lycanthropes).
  Slumber: The victim falls into a comatose sleep for one year
  per combined casters’ level. Saves against this effect are made
  with a +1 bonus.
  108
  Devon Chulick (Order # )
  
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  Blade Barrier (Evocation)
  Caster/Level (Sphere): Priest/6 (Guardian, Creation)
  Range: 30 yards
  Duration: 3 rounds/level
  Effective Area: 5 to 60 square feet
  Components: V and S
  Casting Time: 9
  Saving Throw: Special
  This spell creates a wall of circling, sharp blades that spin
  around a central point, to produce an immobile barrier.
  The
  blades can spin horizontally, vertically, or at an angle. Any crea-
  ture attempting to pass through the barrier suffers 8d8 points of
  damage.
  Creatures in the effective area when the barrier is created
  can avoid damage on a successful save vs. spell, modiﬁed by
  dexterity—surprise modiﬁer, automatically dodging out of the
  effective area just in time.
  Bless (Conjuration)
  Caster/Level (Sphere): Priest/1 (All)
  Range: 60 yards
  Duration: 6 rounds
  Effective Area: 50-foot cube
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell raises morale, attack rolls, and saving throws against
  fear effects by +1 for all allies in range (PCs are not affected by
  this morale bonus). Allies already engaged in melee combat are
  unaffected by the spell.
  Optionally, a single item can be blessed, up to one pound
  per caster level. The item remains blessed until the spell dura-
  tion ends. If detected for, this effect causes an item to radiate a
  faint aura matching that of the caster. A blessed weapon is en-
  chanted to strike more effectively against evil foes. Speciﬁc ef-
  fects may be listed under an evil creature’s description. In all
  other cases, a blessed weapon can strike evil incorporeal crea-
  tures and is treated as having a +1 enchantment bonus for the
  purpose of bypassing an evil creature’s weapon immunity for
  the spell’s duration. However, the effect doesn’t grant actual en-
  chantment bonuses. Hurled weapons and ammunition (arrows,
  bolts, stones, etc.) can be blessed, but missile weapons (bows,
  crossbows, or slings) do not transfer the magic to their ammuni-
  tion. This effect does not apply to any weapon that already has a
  magical effect upon it, whether permanent or temporary.
  The reverse, curse, applies a −1 penalty to morale and attack
  rolls of those opponents who are not already engaged in combat
  (PCs are not affected by this morale penalty). An item cursed
  by the reverse is similarly more effective against good aligned
  creatures.
  The material component is a vial of holy water for bless, or a
  vial of unholy water for curse, which is sprinkled while casting.
  Blindness (Illusion)
  Caster/Level: Wizard/2
  Range: 30 yards + 10 yards/level
  Duration: Special
  Effective Area: 1 creature
  Components: V
  Casting Time: 2
  Saving Throw: Negate
  This spell causes the victim to believe they have been blinded,
  unless they save vs.
  spell, modiﬁed by wisdom—mental de-
  fense modiﬁer. Since the blindness is illusory, it cannot be cured
  by healing magic, including “remove blindness”, and is perma-
  nent unless either a successful dispel magic is cast or the effect is
  ended by the caster.
  Blink (Transmutation)
  Caster/Level: Wizard/3
  Range: 0
  Duration: 1 round/level
  Effective Area: The caster
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  This spell causes the caster to randomly “blink” from one loca-
  tion to another.
  Each round the caster rolls 2d8. This becomes his blink ini-
  tiative for that round.
  On this initiative, the caster blinks 10
  feet from his original position in a random direction. Roll 1d8:
  1=right ahead, 2=right, 3=right behind, 4=behind, 5=left behind,
  6=left, 7=left ahead, 8=ahead. The caster cannot blink into solid
  objects. If possible, man-sized or smaller objects are shoved aside;
  otherwise roll again. If the caster has no other option than to
  blink into a ﬁxed, solid object, he becomes trapped on the Ethe-
  real Plane.
  The caster can be directly targeted or attacked only if his oppo-
  nents beat his blink initiative. If the caster wishes to perform an
  action after blinking, he announces such, rolls a normal initiative
  roll and adds it to the blink initiative roll. If the caster wishes to
  attempt to act before blinking, he must announce this plan and
  roll initiative. Compare the initiative roll to the blink initiative
  roll to see if he is successful. His action will happen on his normal
  initiative, even if he blinks ﬁrst and is facing the wrong direction.
  The caster cannot cast spells while under the effect of this spell.
  Blur (Illusion)
  Caster/Level: Wizard/2
  Range: 0
  Duration: 3 rounds + 1 round/level
  Effective Area: The caster
  Components: V and S
  Casting Time: 2
  Saving Throw: None
  This spell causes the outline of the caster to become blurry and
  wavering. All missile and melee attacks against the caster suffer a
  −4 penalty on the ﬁrst attempt and a -2 penalty on all successive
  attacks. The caster also gains a +1 bonus to saving throws against
  spells targeting him directly. Detect invisibility does not counter
  the spell, but true seeing or similar magic does.
  Burning Hands (Transmutation)
  Caster/Level: Wizard/1
  Range: 0
  Duration: Instantaneous
  Effective Area: Special
  Components: V and S
  Casting Time: 1
  Saving Throw: Half
  This spell blasts a fan-like sheet of searing ﬂames from the
  caster’s hands.
  While casting, the caster’s hands must be ex-
  tended, his thumbs touching, and ﬁngers spread.
  The ﬂames
  extend 5 feet from the caster’s ﬁngertips, in a 120-degree hori-
  zontal arc in the direction he is facing. Creatures caught in the
  ﬂames suffer 1d3 points of damage, plus an additional 2 points
  per caster level, up to a maximum of +20 points. Creatures that
  successfully save, modiﬁed by dexterity-surprise modiﬁer, only
  suffer half damage. Flammable material (paper, dry wood, cloth,
  etc.) within the effective area must save vs. magical ﬁre or catch
  ﬁre. This spell cannot be cast underwater.
  109
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Wilderness Type
  Light
  Creatures
  Moderate/
  Sylvan
  Dense/
  Virgin
  2d8 brownies
  30%
  20%
  10%
  5%
  30%
  5%
  1d4 centaurs
  1d4 dryads
  1%
  25%
  15%
  10%
  20%
  10%
  1d8 pixies
  1d4 satyrs
  1%
  30%
  10%
  25%
  5%
  0%
  1d6 sprites
  1 treant
  N/A
  5%
  25%
  1 unicorn
  N/A
  15%
  20%
  Cantrip (Universal)
  Caster/Level: Wizard/1
  Duration: 1 hour/level or Special
  Effective Area: Special
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  Sometimes called the “minor wish”, a cantrip is a minor trick or
  magical power, which all apprentice wizards learn in their early
  studies.
  Every school of magic is represented. The caster can create mi-
  nor magical effects that last up to the duration of the spell (though
  the GM may determine that some effects are permanent or have
  a shorter duration), such as a magical ﬂame or spark of static
  electricity on the end of his ﬁnger, eerie music or other haunt-
  ing sounds, a dimly glowing light or star-like pattern, tiny whirl-
  winds or other wind gusts, and two-dimensional visual illusions.
  A cantrip can also be used to brighten faded colors, clean or pol-
  ish an object, spice up the aroma or ﬂavor of food, summon tiny
  1 HP vermin, or conjure tiny objects, however, a cantrip cannot
  be used to exactly duplicate the effects of any other spell. It is
  possible to enchant another creature into mild sneezing or blink-
  ing more often than normal, but a saving throw is granted and no
  effect can directly cause damage or disrupt another’s concentra-
  tion. Solid objects conjured by a cantrip spell are too tiny, fragile
  and obviously magical to be used as tools or material compo-
  nents. Summoned vermin are treated as a summoned animal.
  Chain Lightning (Evocation)
  Caster/Level: Wizard/6
  Range: 40 yards + 5 yards/level
  Duration: Instantaneous
  Effective Area: Special
  Components: V, S and M
  Casting Time: 5
  Saving Throw: Half
  This spell allows the caster to discharge a bolt of electricity that
  strikes a chosen creature for 1d6 points of damage per caster level
  (maximum 12d6). A successful saving throw vs. spell, modiﬁed
  by dexterity-surprise modiﬁer, reduces the damage by half. The
  electricity then instantaneously arcs to the next closest creature
  (or unattended object of at least small size) and then the next,
  and the next. The caster cannot control the direction of the arcs,
  so it is possible for the caster to be struck by this spell. Damage
  is reduced by 1d6 each time the bolt arcs. It cannot strike the
  same creature twice. Each creature is allowed a save to reduce the
  damage by half. Unattended items must save or be destroyed.
  The bolt arcs until damage dice is reduced to zero, it strikes a
  grounding object (such as a large piece of solid ferrous metal or
  pool of liquid), or there are no more creatures within range.
  If the length of any single arc must exceed the spell’s range to
  reach the next closest creature, the spell ends. Creatures immune
  to lightning can be targeted and struck, even though no damage
  is dealt.
  The material components are a bit of fur, a piece of amber,
  glass, or crystal rod, and one silver pin per caster level.
  C
  Call Lightning (Transmutation)
  Caster/Level (Sphere): Priest/3 (Weather)
  Range: 360 yards
  Duration: 1 turn/level
  Effective Area: 10-foot radius
  Components: V and S
  Casting Time: 1 turn
  Saving Throw: Half
  This spell can only be cast outdoors when the weather is
  stormy with a rain shower, heavy clouds, strong winds, or worse.
  The weather conditions can be natural or magically created, but
  the spell will not function underground or underwater.
  The
  caster can call down one bolt of lightning, anywhere within
  range, per turn for the duration of the spell. Other actions can
  be performed while the spell duration is in effect, even casting
  other spells. Calling down a bolt only requires the caster to con-
  centrate during the round in which he chooses to calls it.
  Each bolt is a vertical stroke of lightning, inﬂicting 2d8 points
  of damage + 1d8 per caster level to all creatures within the effec-
  tive area. Damage is halved if a successful saving throw, mod-
  iﬁed by dexterity-surprise modiﬁer, is rolled. All buildings, ve-
  hicles, unattended items, trees, bodies of water, etc. within the
  effective area must save vs. lightning or be destroyed. Wooden
  structures or paper items that fail their save are usually destroyed
  completely, but in the case of stone, glass or similar materials,
  only that part of the structure or item inside the effective area
  will be ruined, collapsing part of a wall or melting a section into
  slag. Most liquids inside the effective area that fail will evaporate,
  or explode if volatile.
  Call Woodland Beings (Conjuration)
  Caster/Level (Sphere): Priest/4 (Summoning, Animal)
  Range: 100 yards/level
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: Special
  Saving Throw: Negate
  This spell allows the caster to summon one type of woodland
  creature, as named by the caster. The caster continues casting,
  naming up to three different types of creatures, for a maximum
  of 2 turns, or until one type of creature answers the call.
  If the creatures hear the summons, they are allowed a saving
  throw at −4 to avoid answering it. If they fail the save, they
  immediately go to the caster’s location and are friendly with
  the caster, aiding him within reason. Unlike conjured monsters,
  however, they make morale checks and refuse to perform tasks
  against their nature. If the caster, or any of his allies, is evil, the
  creatures are allowed a new saving throw with a +4 bonus, when
  they come within 10 yards of the caster or evil character. Crea-
  tures will ﬂee if they successfully make this saving throw.
  The spell only functions in wilderness or outdoor settings, and
  the GM must determine whether the speciﬁed types of creatures
  are in range, and if so, how many. If it’s unknown whether a
  creature can be found in the vicinity, the GM can roll for it. If the
  percentage is not 0, druids and other nature-based priests add
  +1% per caster level. The GM can freely add neutral or good
  woodland creatures to this list.
  If the caster knows the true name (and title, if any) of one
  speciﬁc woodland creature, that particular creature can hear the
  summons from double the normal range, but no other creatures
  (even of the same type) can be named in the spell. The GM must
  then still determine whether the named creature is within the ex-
  tended range.
  The material components are a pinecone and eight holly
  berries.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  Change Self (Illusion)
  Caster/Level: Wizard/1
  Range: 0
  Duration: 2d6 rounds + 2 rounds/level
  Effective Area: The caster
  Components: V and S
  Casting Time: 1
  Saving Throw: Special
  This spell changes the caster’s appearance, including his pos-
  sessions, to look like any other type of humanoid creature that
  he speciﬁes, up to one foot shorter or taller than the caster.
  The caster’s observable weight is also adjusted according to the
  caster’s desires. The caster can employ this spell to disguise him-
  self as a member of the speciﬁed race of creature, but he cannot
  duplicate a speciﬁc individual. The spell does not provide abil-
  ities or mannerisms of the new appearance, nor alter the physi-
  cal properties of the caster or his equipment, so anyone who ob-
  serves the caster acting out of character, or touches the caster, may
  be allowed a saving throw to disbelieve, modiﬁed by wisdom-
  mental defense modiﬁer and appropriate believability modiﬁers.
  Change Staff (Evocation, Enchantment)
  Caster/Level (Sphere): Priest/7 (Plant, Creation)
  Range: Touch
  Duration: Special
  Effective Area: Caster’s staff
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell allows the caster to change a specially prepared staff
  into a treant-like creature, 24-feet tall, with 12 HD (40 HP), AC 0,
  movement of 12, and 2 attacks per round; delivering 4d6 points
  of damage per attack. The creature is loyal to the caster and obeys
  verbal commands, but it is not a true treant so does not have any
  other special abilities. The spell lasts for 1 turn per caster level,
  until the caster commands the staff to return to normal, or the
  treant-like creature is destroyed, which also destroys the staff. A
  speciﬁc staff can only be used for this spell once every 24 hours.
  If the treant-like creature was not killed, it regenerates to full hit
  point strength between castings.
  The staff must be made from a branch cut from an ash, oak,
  or yew tree that was struck by lightning no more than 24 hours
  previously. The caster must take time away from adventuring
  to relax and personally cure the limb for 28 days, then shape it,
  engrave it and polish it for an additional 28 days. The ﬁnished
  staff is rubbed with holly berry juice and thrust into the ground
  while the caster casts speak with plant spell, requesting the staff
  to assist the caster, and permanently infusing it with magic to do
  so.
  The material components are the caster’s holy or unholy sym-
  bol or leaves of the same sort of tree the staff is made from.
  Chant (Conjuration)
  Caster/Level (Sphere): Priest/2 (All)
  Range: 0
  Duration: Time of chanting
  Effective Area: 30-foot radius
  Components: V and S
  Casting Time: 2 rounds
  Saving Throw: None
  Casting this spell entails chanting passages memorized from
  a holy book. The spell increases all attack, damage, and saving
  throw rolls for allies in the effective area by +1 and reduces op-
  ponents’ rolls in the effective area by −1. The caster must remain
  stationary and continuously chant to maintain the spell; if dam-
  aged or his concentration is interrupted, the spell ends. Multiple
  chants do not stack, but another caster of the same faith can cast
  prayer during a chant, increasing the chant’s effectiveness to +2
  and −2, for as long as both spells are in effect.
  Chaos (Enchantment)
  Caster/Level: Wizard/5
  Range: 5 yards/level
  Duration: 1 round/level
  Effective Area: Up to 40-foot cube
  Components: V, S and M
  Casting Time: 5
  Saving Throw: Special
  This spell functions exactly as the confusion spell, except that
  only ﬁghters, enchanters, non-magic using creatures with intel-
  ligence of 4 or less, creatures with intelligence 21 or higher, and
  creatures with more levels or HD than the caster, are allowed a
  saving throw, modiﬁed by wisdom—mental defense modiﬁer.
  The material components are a small bronze disc and small
  iron rod.
  Chariot of the Sun (Evocation)
  Caster/Level (Sphere): Priest/7 (Elemental (Fire), Creation)
  Range: 10 yards
  Duration: 12 hours
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell creates a ﬂaming chariot from a cloud of thunder
  and smoke.
  Two ﬂaming horses from the Elemental Plane of
  Fire draw the chariot with an overland movement of 24, and ﬂy-
  ing movement value of 48 (MC3/SC4—average and fast). It can
  carry, protected from the ﬂames, the caster plus up to seven other
  man-sized or smaller creatures, all of which must be intentionally
  touched by the caster during the casting.
  Other creatures that approach within 5 feet of the horses or
  chariot may suffer 2d4 points of ﬁre damage, but a successful
  save vs. petriﬁcation, modiﬁed by dexterity-surprise modiﬁer,
  allows the creature to avoid all damage.
  The horses respond to verbal commands and obey the caster to
  ﬂy, or land run or stop, speed up, slow down, or turn, etc., but
  they cannot attack. The chariot and horses are only vulnerable to
  +1 or better weapons and water. Water inﬂicts 1 point of dam-
  age per quart thrown on it. The chariot, horses, and passengers
  are immune to mundane ﬁres, but magical ﬁres can damage the
  passengers. The horses and chariots have AC 2 and 30 hit points
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  each, however, due to the magic of this spell the chariot and its
  horses act as one unit in combat and have a hit point pool of 90 hit
  points. All damage is subtracted from the hit point pool, no mat-
  ter where the attack lands. When airborne, the chariot is treated
  as any other ﬂyer and will be forced to land (possibly crash land-
  ing) when reduced to less than half its hit point pool (see also
  Aerial Combat). The chariot and horses are extra-planar and can
  be affected by dispel magic, holy word or dismissal. The caster can
  cast the spell only once per week.
  The material components are a small piece of wood, two holly
  berries, and a torch-sized or larger ﬁre.
  Charm Monster (Enchantment/Charm)
  Caster/Level: Wizard/4
  Range: 60 yards
  Duration: Special
  Effective Area: 1 or more creatures in 20-foot radius
  Components: V and S
  Casting Time: 4
  Saving Throw: Negate
  This spell functions in the same manner as the charm spell
  within its effective area, except it is able to charm any living crea-
  ture (elves and half-elves retain their normal resistance to charm).
  The GM rolls 2d4 HD when the spell is cast. The caster may
  choose to target either one living creature with any number of
  levels or hit die, or may choose to target a group of creatures
  each with less than 4 HD or levels and whose combined HD total
  is less than or equal to the number that the GM rolled. The crea-
  tures are allowed a saving throw, modiﬁed by wisdom-mental
  defense modiﬁer to avoid the effect. The spell duration may end,
  freeing the charmed creatures, at any time based on the hit die or
  level of the charmed creature. The GM secretly determines the
  exact moment the check is made each week.
  % Chance Per Week
  Level/HD
  1st or up to 2 HD
  5%
  2nd
  10%
  or up to 3 + 2 HD
  3rd or up to 4 + 4 HD
  15%
  4th
  25%
  or up to 6 HD
  5th or up to 7 + 2 HD
  35%
  6th
  45%
  or up to 8 + 4 HD
  7th or up to 10 HD
  60%
  8th
  75%
  or up to 12 HD
  9th or over 12 HD
  90%
  Charm (Enchantment)
  Caster/Level (Sphere): Priest/2 (Animal), Wizard/1
  Range: Priest- 80 yards, Wizard- 120 yards,
  Duration: Special
  Effective Area: Priest- 1 person or mammal, Wizard- 1 person
  Components: V and S
  Casting Time: Priest—5, Wizard—1
  Saving Throw: Negate
  This spell causes a creature to regard the caster (and only the
  caster) as a trusted friend and ally, unless a saving throw, mod-
  iﬁed by wisdom-mental defense modiﬁer, is successful. If the
  creature suffers damage from the caster or his allies within the
  same round as the spell’s casting, he receives a +1 bonus to his
  save per point of damage.
  If the saving throw fails, he will obey verbal commands from
  the caster, within reason, provided the caster and charmed crea-
  ture speak a common language or can magically communicate.
  Charmed creatures still retain free will, so they refuse suicidal
  demands or commands that are contrary to their nature and have
  full memory of actions committed while under a charm.
  The charmed creature is allowed a new saving throw at regular
  intervals based on its intelligence score. The spell is ended if the
  caster or his allies openly harm or attempt to harm the subject, or
  a new saving throw is successful. A successful dispel magic can
  also end the spell. The GM secretly determines exactly when the
  new save is rolled.
  The wizards’ version of this spell only affects a humanoid crea-
  ture under eight feet in height.
  The priests’ version of this spell functions as the wizards’ spell,
  but additionally may be used to target any natural, non-magical
  mammal with intelligence of 1–4. The priest can keep the animal
  around for an extended period of time, if cast in conjunction with
  an animal friendship spell. The caster may also wish to cast a speak
  with animal spell.
  Intelligence
  Time Between Checks
  3 or less
  3 months
  2 months
  4–6
  7–9
  1 month
  3 weeks
  10–12
  13–14
  2 weeks
  1 week
  15–16
  17
  3 days
  18
  2 days
  19+
  1 day
  Charm Plants (Enchantment)
  Caster/Level: Wizard/7
  Range: 30 yards
  Duration: Permanent
  Effective Area: 10 × 30 feet
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: Negate
  This spell allows the caster to communicate with and com-
  mand all plant life in the effective area. Normal plants do not
  get a saving throw and immediately obey the caster’s instruc-
  tions to the best of their abilities. While unintelligent plants re-
  ceive no new abilities, they can be commanded to duplicate an
  entangle spell. Plants with special abilities can be commanded to
  use them, but intelligent, sentient plant creatures are allowed a
  saving throw at a −4 penalty to avoid the charm and gain a new
  saving throw to break the charm based on their intelligence score
  (Refer to Charm).
  The material components are a pinch of humus, a drop of wa-
  ter, and a twig or leaf.
  Chill Touch (Necromancy)
  Caster/Level: Wizard/1
  Range: 0
  Duration: 3 rounds + 1 round/level
  Effective Area: The caster
  Components: V and S
  Casting Time: 1
  Saving Throw: Negate
  This spell surrounds the caster’s hand with a blue glow that
  can drain some of the life force from a living creature. On a suc-
  cessful touch attack, the victim must save vs. spell or suffer 1d4
  points of damage and lose 1 point of strength. Creatures with
  no known strength score suffer a −1 penalty to attack rolls ev-
  ery other successful touch, starting with the ﬁrst, third, ﬁfth etc.
  Lost strength returns at a rate of 1 point per hour. Undead suffer
  no harm from this spell but must save vs. spell or ﬂee for 1d4
  rounds + 1 round per level of the caster.
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  Clairaudience (Lesser Divination)
  Caster/Level: Wizard/3
  Range: Unlimited
  Duration: 1 round/level
  Effective Area: 60-foot radius
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell allows the caster to concentrate on a known loca-
  tion, anywhere within his current plane of existence, and hear,
  in his mind, any noise within a 60-foot radius of that point. Un-
  known locations can be listened in on only if they are obvious
  and nearby. Only sounds that the caster is normally able to hear
  are detected. Lead sheets or magical protections prevent the spell
  from functioning, and the caster receives a general warning that
  the spell is being blocked. The spell creates an invisible sensor at
  the spied upon location (refer to wizard eye), which is subject to a
  successful dispel magic.
  The material component is a small horn worth at least 100 gp.
  Clairvoyance (Lesser Divination)
  Caster/Level: Wizard/3
  Range: Unlimited
  Duration: 1 round/level
  Effective Area: Line of sight
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell allows the caster to concentrate on a known location,
  within his current plane of existence, and see, in his mind, every-
  thing within visual range of that point. Unknown locations can
  be viewed only if they are obvious and nearby. The spell only al-
  lows normal vision—if naturally dark, the caster can only see in
  a 10-foot radius from his selected point. Lead sheets or magical
  protections prevent the spell from functioning, but the caster has
  a general warning that the spell is being blocked. The spell cre-
  ates an invisible sensor at the spied upon location (refer to wizard
  eye), which is subject to a successful dispel magic.
  The material component is a pinch of powdered pineal gland.
  Cloak of Bravery (Conjuration)
  Caster/Level (Sphere): Priest/4 (Charm)
  Range: Touch
  Duration: Special
  Effective Area: 1–4 creatures
  Components: V, S and M
  Casting Time: 6
  Saving Throw: Negate
  When cast on up to four, willing creatures, this spell grants a
  bonus to saving throws against any form of fear. If one creature
  is affected, the bonus is +4, +3 if two are affected, +2 if three,
  and +1 if four creatures are affected. The magic only protects
  each individual against the ﬁrst fear attack, whether the save is
  successful or not, and then the spell ends. If no fear attack is
  encountered within 8 hours, the spell ends.
  The reverse, cloak of fear, empowers a single creature to radiate
  a magical aura of fear at will in a 3-foot radius. The fear aura can
  only be activated once, but after the spell is cast, the recipient has
  8 hours in which to activate it. As soon as it is activated, all crea-
  tures in the area (including allies) must save vs. spell, modiﬁed
  by wisdom—mental defense modiﬁer, or ﬂee for 2d8 rounds and
  have a 50% chance to drop held objects. The caster may be the
  recipient. Cloak of fear cannot affect undead.
  The material component is a feather of an eagle or hawk. The
  reverse requires tail feathers from a vulture or chicken.
  Clone (Necromancy)
  Caster/Level: Wizard/8
  Range: Touch
  Duration: Permanent
  Effective Area: 1 clone
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell creates an exact duplicate of a human, demi-human,
  or humanoid creature. The spell does not recreate the original’s
  possessions. The clone takes 2d4 months to grow after the spell
  is cast. It is a physical and mental double, but its constitution is
  always one less than the original (cloning fails if the constitution
  is reduced to 0). The clone possesses the knowledge of the orig-
  inal, maintaining the exact memories, abilities, personality, and
  experience level of the original, at the time the piece of ﬂesh is
  taken. The clone has no knowledge of the original’s experiences
  after that time.
  If the original still lives when the clone is completed, the clone
  and the original cannot bear the other’s existence. They will al-
  ways be aware of the other, and each will attempt to destroy the
  other. If both still live at the end of the clone’s ﬁrst week of exis-
  tence, roll d100. There is a 90% (01–90) chance that the clone kills
  itself, an 8% (91–98) chance that the original kills itself, and a 2%
  (99–00) chance that both creatures kill themselves.
  The material component is the small piece of ﬂesh, taken fresh
  from a living creature to be cloned, and either used right away or
  magically preserved.
  Cloud Kill (Evocation)
  Caster/Level: Wizard/5
  Range: 10 yards
  Duration: 1 round/level
  Effective Area: 40 × 20 × 20-foot cloud
  Components: V and S
  Casting Time: 5
  Saving Throw: Special
  This spell creates a billowing mass of yellowish green vapors.
  Heavier than air, they sink into burrows and other holes as they
  writhe along the ground, but the cloud cannot be cast underwa-
  ter. The vapors move away from the caster at a rate of 10 feet per
  round. Even if victims try to hold their breaths, those caught in-
  side the cloud, with less than 4 + 1 HD or 4 levels, instantly die.
  All others suffer 1d10 damage each round they are in the cloud,
  and those with 4 + 1 to 5 + 1 HD (4 to 5 levels) must save vs. poi-
  son at −4, to survive each round in the cloud. Those with 6 HD
  or levels receive a normal save, while those with 7 HD or more
  take damage but do not have to make saves. A moderate breeze
  alters the cloud’s course in a random direction, but it never blows
  back at the caster. Strong wind breaks up the cloud in 4 rounds,
  while stronger winds dissipate the spell immediately, and very
  thick vegetation breaks it up in 2 rounds.
  Color Spray (Transmutation)
  Caster/Level: Wizard/1
  Range: 0
  Duration: Instantaneous
  Effective Area: 5 × 20 × 20-foot wedge
  Components: V, S and M
  Casting Time: 1
  Saving Throw: Special
  This spell creates a fan-shaped spray of clashing colors that
  shoot from the caster’s hands. 1d6 creatures within the effective
  area are affected in order of increasing distance from the caster.
  Creatures whose HD or levels exceed the caster’s level OR who
  have 6 or more HD or levels are entitled to a saving throw. Crea-
  tures with less than 6 HD or levels AND less HD or levels than
  the caster are automatically affected. Creatures who are blind or
  do not have visual sensory organs are unaffected.
  If a creature gets no save, or fails its save with HD or levels
  less than or equal to the caster’s level, it falls unconscious for
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  simply “yes”, “no”, or “I don’t know”, but if the answer is more
  complicated it may be a short reply of no more than ﬁve words.
  The answers given will always be true within the scope of the
  deity’s knowledge, however, deities are not always omniscient,
  and some may even manipulate the answers to suit their own
  ends.
  The GM should be advised to limit the use of this spell to once
  per adventure, once per week, or even only once per month. The
  deities do not like to be interrupted frequently.
  The material components are the caster’s holy or unholy sym-
  bol, holy or unholy water, and incense. If a particularly powerful
  commune is desired, a sacriﬁce is required, and it must be in pro-
  portion to the obscurity of the answers sought. If the deity deems
  the offering insufﬁcient (GM discretion), no answers, or only par-
  tial answers, are given.
  Commune With Nature (Greater Divination)
  Caster/Level (Sphere): Priest/5 (Divination, Elemental, Animal,
  Plant)
  Range: 0
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to learn details, one per caster level,
  about his natural surroundings. Outdoors, the range is one-half
  mile per caster level, but in natural underground caverns the
  range is reduced to 10 yards per caster level. The spell does not
  function in wholly unnatural, artiﬁcial areas, such as a city or
  dungeon.
  The caster asks for details regarding speciﬁc knowledge in a
  given direction. The requested knowledge can be anything re-
  lated to nature, such as the ecological health within the effective
  area, the properties of the ground, the presence of water or spe-
  ciﬁc minerals, the general types of plants, the presence of a spe-
  ciﬁc type of plant or the population of speciﬁc animals, woodland
  creatures, humanoids, or even unnatural creatures in that direc-
  tion.
  As with commune, the GM is encouraged to limit the use of this
  spell to once per adventure, once per week or once per month.
  Comprehend Languages (Universal)
  Caster/Level: Wizard/1
  Range: Touch
  Duration: 5 rounds/level
  Effective Area: 1 speaking creature or 1 written item
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to understand an unknown spoken
  language or read a message written in an unknown language.
  The caster must touch the creature whose language he wishes to
  understand or touch the message he wishes to read. The ability
  to read doesn’t necessarily allow understanding of the content,
  nor can the caster actually speak or write the language. Written
  material can be read one page or comparable amount per round.
  Magical writings cannot be read, but the caster knows it’s magical
  writing. The spell may be useful to decode maps, but it will not
  reveal messages hidden in normal text. Warding magic (secret
  page, illusory script, etc.) can fool the spell.
  The reverse, confuse languages, causes a written item or the
  speech of a creature touched to be incomprehensible to every
  other creature including the caster, for the spell’s duration. This
  does not affect the casting of most spells unless the verbal com-
  ponent speciﬁcally includes words that must be understood by
  the target.
  It will cancel (and is cancelled by) a comprehend languages spell.
  2d4 rounds. Creatures who fail their save with levels or HD 1
  or 2 greater than the caster’ level are blinded for 1d4 rounds, and
  those who fail their save with HD or levels 3 or more greater than
  the caster’s level are stunned for one round.
  The material component is a pinch of each of red, yellow, and
  blue sand or powder.
  Combine (Evocation)
  Caster/Level (Sphere): Priest/1 (All)
  Range: Touch
  Duration: Special
  Effective Area: Circle of 3–5 priests
  Components: V and S
  Casting Time: 1 round
  Saving Throw: None
  This spell allows multiple priests to combine their power so
  that one among them gains a boost in power. All priests involved
  must have memorized the spell. The priest with the highest level
  stands in the center of a circle of two to four other priests then
  they all cast the combine spell simultaneously. The central priest
  can then affect undead and cast secondary spells from his memo-
  rized list as if he were one level higher per priest in the circle (2–4
  levels higher). The GM may require the priests working together
  to be of the same faith, the same pantheon or the same alignment,
  but it is usually sufﬁcient for the priests to be closely associated
  allies of one another.
  The priests in the circle must all concentrate on the spell each
  round, losing shield and dexterity modiﬁers to their AC. The
  spell lasts as long as the additional priests concentrate, so if any
  one of them is damaged, or their concentration is otherwise bro-
  ken, the spell ends, but striking the central priest does not end it.
  If the combine spell ends while the central priest is casting a sec-
  ondary spell then the spell being cast is cancelled as if the central
  priest had been struck. If the central priest casts a secondary spell
  while the combine spell is active, the enhanced effects of that spell
  are not lost if the combine spell later ends.
  Command (Enchantment)
  Caster/Level (Sphere): Priest/1 (Charm)
  Range: 30 yards
  Duration: 1 round
  Effective Area: 1 creature
  Components: V
  Casting Time: 1
  Saving Throw: Special
  This spell allows the caster to demand an action from a crea-
  ture. This must be stated as a single action word that the creature
  is able to understand. The creature will obey the command for
  1 round, provided it’s clearly intended to do something. Typical
  commands are “back”, “halt”, “ﬂee”, “run”, “stop”, “fall”, “go”,
  “leave”, “surrender”, “sleep”, and “rest”. A command to “die”
  causes the creature to fall into a catatonic state for 1 round.
  Creatures with 13 or more intelligence, or 6 or more HD, are
  allowed a saving throw, modiﬁed by wisdom—mental defense
  modiﬁer. This spell cannot affect the undead.
  Commune (Greater Divination)
  Caster/Level (Sphere): Priest/5 (All)
  Range: 0
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell contacts the caster’s deity (or agents thereof) to ask
  questions, one per caster level. The caster must ask all questions
  hastily. If the caster can’t think of the next question within a few
  seconds, gets distracted, performs any actions, or discusses any
  answers, the spell ends. The questions may be answered with
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  The material components for the spell and its reverse are a
  pinch of soot and a few grains of salt.
  Cone of Cold (Evocation)
  Caster/Level: Wizard/5
  Range: 0
  Duration: Instantaneous
  Effective Area: a cone, 5-feet long and 1-foot diameter/level
  Components: V, S and M
  Casting Time: 5
  Saving Throw: Half
  This spell causes the caster’s hands to emit a blast of frigid
  cold, which inﬂicts 1d4 + 1 points of cold damage per caster level.
  A successful saving throw vs.
  spell, modiﬁed by dexterity—
  surprise modiﬁer, reduces the damage by half.
  The material component is a very small glass or crystal cone
  that shatters upon the spell’s casting.
  Confusion (Enchantment)
  Caster/Level (Sphere): Priest/7 (Charm), Wizard/4
  Range: Priest—80 yards, Wizard—120 yards
  Duration: Priest—1 round/level, Wizard—2 rounds + 1
  round/level
  Effective Area: Priest- up to a 40-foot square, Wizard- up to
  60-foot cube
  Components: V, S and M
  Casting Time: Priest—1 round, Wizard—4
  Saving Throw: Negate
  This spell causes confusion, affecting 1d4 creatures + 1 crea-
  ture per two caster levels, in the effective area. Victims of this
  spell are allowed a save vs. spell, at a −2 penalty and modiﬁed
  by wisdom-mental defense modiﬁer, to negate the effects. Those
  who fail are confused and react randomly as follows:
  1d10
  Action
  1
  Wander away for the remainder of the duration
  2–6
  Stand confused for one round (then roll again)
  7–9
  Attack nearest creature for one round (then roll again)
  10
  Act normally for one round (then roll again)
  The effects on each victim are checked at the beginning of each
  round, until a 1 is rolled. Wandering creatures walk, swim or
  ﬂy as far away from the caster as possible. Confused creatures
  that are attacked perceive the attacker as a threat and ﬁght back
  according to their basic nature.
  The material component for both priests’ and wizards’ ver-
  sions is a set of three nutshells.
  Conjure Animals (Conjuration)
  Caster/Level (Sphere): Priest/6 (Summoning), Wizard/6
  Range: Priest—30 yards, Wizard—Special
  Duration: Priest—2 rounds/level, Wizard—1 round/level
  Effective Area: Priest- Special, Wizard- 30-yard radius
  Components: V and S
  Casting Time: Priest—9, Wizard—6
  Saving Throw: None
  This spell allows the caster to conjure a number of HD of ran-
  dom animals up to twice the caster’s level, or a number of HD
  of a requested animal with no more HD than the caster’s level.
  Creatures with bonuses to hit die count as 1⁄4 a die per plus, where
  3 + 1 HD equals 31⁄4 HD, and 5 + 5 HD equals 61⁄4 HD. The animals
  follow verbal commands to attack the caster’s opponents; vanish-
  ing when the spell ends or they are killed. If the caster attempts to
  command them to perform any non-combat related actions, the
  animals will become angry. Depending on the circumstances and
  the animals’ temperament, they may refuse to do anything, run
  away, or even attack the caster.
  HD
  D100
  Animal
  1
  01–20
  Dog, wild
  21–40
  Jackal
  41–60
  Owl, common
  61–80
  Rat, giant
  81–00
  Skunk
  2
  01–80
  Animal, herd
  81–00
  Horse, wild
  3
  01–10
  Boar, warthog
  11–20
  Cattle, wild
  21–30
  Cheetah
  31–40
  Dog, war
  41–50
  Hyena, wild
  51–60
  Lion, mountain
  61–70
  Lynx, giant
  71–80
  Mule
  81–90
  Camel
  91–00
  Wolf
  4
  01–16
  Bear, black
  17–33
  Boar, wild
  34–50
  Jaguar
  51–66
  Leopard
  67–84
  Owl, giant
  85–00
  Wolf, dire
  5
  01–34
  Hyena, giant
  35–67
  Lion
  68–00
  Tiger
  7
  01–50
  Boar, giant
  51–00
  Lion, spotted
  8
  01–50
  Bear, cave
  51–00
  Tiger, saber-tooth
  9
  –
  Oliphant
  10
  –
  Bear, polar
  11
  –
  Elephant
  12
  –
  Mastodon
  13
  –
  Mammoth
  14+
  –
  Whale
  Conjure Earth Elemental (Conjuration)
  Caster/Level (Sphere): Priest/7 (Elemental (Earth),
  Summoning)
  Range: 40 yards
  Duration: 1 turn/level
  Effective Area: Special
  Components: V and S
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to conjure an earth elemental who is
  60% likely to have 12 HD, 35% likely to have 16 HD, and 5% likely
  to have 20 + 1d4 HD. The elemental obeys verbal commands from
  the caster and regards him as a friend, remaining until destroyed,
  struck by a successful dispel magic, dismissal, or holy word spell, or
  the duration expires. The reverse will dismiss an earth elemental
  without beneﬁt of a save.
  Conjure Elemental (Conjuration)
  Caster/Level: Wizard/5
  Range: 60 yards
  Duration: 1 turn/level
  Effective Area: Special
  Components: V, S, and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to conjure an 8 HD elemental of
  any one of the following types: air, earth, ﬁre, or water. The
  type of elemental must be chosen when the spell is memorized,
  and each type can only be conjured with this spell once per day.
  The caster must maintain concentration to control the elemental.
  The elemental normally remains until the duration expires or it’s
  destroyed from physical damage, however, water elementals are
  destroyed if they move more than 60 yards from their body of
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  water.
  If his concentration is broken, by taking damage or otherwise,
  the elemental is freed and turns on the caster as soon as it is able.
  The caster is able to mentally control the elemental up to 30 yards
  away per caster level; moving the elemental beyond this limit
  breaks control. Even if the caster is able to maintain concentra-
  tion, there remains a 5% chance, at the end of each round past the
  ﬁrst, that the elemental will still go rogue. Protection from evil will
  protect the caster from rogue elementals. The caster has a 50%
  chance to send away a rogue elemental, and it is subject to dispel
  magic.
  The material components required depend upon the type of
  elemental to be conjured. Air elementals require the burning of
  incense in at least a large room full of normal air. Earth elemen-
  tals require soft clay and a large room sized plot of natural earth.
  Fire elementals require sulphur and phosphorus and at least a
  bonﬁre-sized conﬂagration. Water elementals require water and
  sand and a sizable body of water.
  Conjure Fire Elemental (Conjuration)
  Caster/Level (Sphere): Priest/6 (Elemental (Fire))
  Range: 80 yards
  Duration: 1 turn/level
  Effective Area: Special
  Components: V and S
  Casting Time: 6 rounds
  Saving Throw: None
  With this spell, the caster is 65% likely to conjure a 12 HD ﬁre
  elemental, 20% likely to conjure a 16 HD ﬁre elemental, 9% likely
  to conjure 2d2 salamanders, 4% likely to conjure an efreeti, and
  2% likely to conjure a huge ﬁre elemental with 20 + 1d4 HD. The
  elemental obeys verbal commands and regards the caster as a
  friend, remaining until destroyed, struck by a successful dispel
  magic, dismissal, or holy word spell, or the duration expires. The
  reverse will dismiss a ﬁre elemental without beneﬁt of a save.
  Contact Other Plane (Greater Divination)
  Caster/Level: Wizard/5
  Range: 0
  Duration: Special
  Effective Area: Special
  Components: V
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to seek knowledge or guidance
  from a being on another plane by asking one question per two
  caster levels. Extra-planar beings answer such questions with but
  simple, one-word answers (yes, no, maybe, never, unknown, un-
  related, etc.), and they may not always be truthful. At times, a
  deity or group of deities may block this spell from functioning.
  Contacting an extra-planar being may bring long-term insanity
  or even death upon the caster. Roll the check when the ﬁrst ques-
  tion is asked. If insanity occurs, a remove curse spell must be cast
  upon the caster, or there is a 1% chance multiplied by the number
  of weeks gone insane that the caster dies at some random time
  before recovering. When fully recovered, the caster remembers
  the answer to the question he asked.
  The caster may contact an Elemental Plane, other Inner Plane,
  the Astral Plane, or an Outer Plane. Beings from the Elemental
  Planes gain a 45% bonus to their chance of knowledge and a 13%
  bonus to their chance of veracity when the question pertains to
  their home plane, otherwise the caster improves his chances of
  gaining a correct answer to general questions by contacting the
  more distant and powerful planes. Doing so, however, also in-
  creases his risk of going insane. When contacting an Outer Plane,
  the caster is allowed to choose to contact a being with any intelli-
  gence between 19 and 25.
  Contagion (Necromancy)
  Caster/Level: Wizard/4
  Range: 30 yards
  Duration: Permanent
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 4
  Saving Throw: Negate
  This spell allows the caster to inﬂict a horrible disease upon
  the victim. On a failed save, the victim suffers painful and dis-
  tracting symptoms (boils, blotches, lesions, etc.), immediately re-
  ducing their strength, dexterity, charisma, and attack rolls by 2.
  The disease requires either a cure disease spell to be cast, or 1d3
  weeks of complete bed rest, else the disease will continue to get
  progressively worse, causing an additional −1 reduction to their
  strength, dexterity, charisma, and attack rolls every second day.
  If any of the creature’s ability scores reach 0, the creature dies.
  Contingency (Evocation)
  Caster/Level: Wizard/6
  Range: 0
  Duration: 1 day/level
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell, when cast in combination with a secondary spell, al-
  lows the caster to set a speciﬁc condition, which then triggers the
  automatic and instantaneous invoking of the secondary spell’s
  effect. The secondary spell must speciﬁcally and only affect the
  caster, and it’s spell level must be less than or equal to one-third
  the caster’s level (round down). In any case, the secondary spell
  can be no more than 6th level (18th level or higher casters).
  Only one contingency spell can be active per caster at a time; a
  subsequent contingency spell cast while the ﬁrst is still in effect,
  causes the ﬁrst to end. Conditions for triggering the secondary
  spell can be speciﬁc or general and of any length, but elaborate
  Contact Other Plane
  Chance of Veracity**
  Chance of Knowledge
  Insanity Check*
  Plane
  Insanity Duration
  Elemental Plane
  20%
  1 week
  55% (90%)
  62% (75%)
  65%
  60%
  2 weeks
  25%
  Other Inner Plane
  Astral Plane
  30%
  3 weeks
  65%
  67%
  70%
  70%
  4 weeks
  35%
  Outer Plane, Int 19
  Outer Plane, Int 20
  40%
  5 weeks
  75%
  73%
  75%
  80%
  6 weeks
  45%
  Outer Plane, Int 21
  Outer Plane, Int 22
  50%
  7 weeks
  85%
  78%
  81%
  90%
  8 weeks
  55%
  Outer Plane, Int 23
  Outer Plane, Int 24
  60%
  9 weeks
  95%
  85%
  90%
  98%
  10 weeks
  65%
  Outer Plane, Int 25
  *This chance is reduced by 5% for every point of the caster’s intelligence above 15.
  **If the being fails its knowledge check and so does not know the answer to a question, roll this check for veracity. On a failure,
  the being convincingly answers falsely; on a success, the answer is simply “unknown”.
  116
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  and complex conditions should be taken literally and will likely
  fail. If the contingency spell is subject to a successful dispel magic,
  the secondary spell (which was cast at the same time as the con-
  tingency) is also dispelled.
  The material components are 100 gp worth of quicksilver and
  an eyelash of ogre mage or other magic-wielding creature, in ad-
  dition to any needed for the secondary spell. The caster must
  also carry a statuette of his person carved from elephant tusk for
  contingency to take effect. This statuette is not destroyed upon
  casting, but is otherwise subject to damage as any other posses-
  sion.
  Continual Light (Transmutation)
  Caster/Level (Sphere): Priest/3 (Sun), Wizard/2
  Range: Priest—120 yards, Wizard—60 yards
  Duration: Permanent
  Effective Area: 60-foot radius
  Components: V and S
  Casting Time: Priest—6, Wizard—2
  Saving Throw: Special
  This spell functions similarly to the light spell, however, the
  light it creates is as bright as daylight.
  Creatures who suffer
  penalties from exposure to daylight or bright lights are subject to
  those penalties while in the spell’s effective area. The spell lasts
  until ended by dispel magic or the reverse is cast directly at the
  effective area (immediately ending both spells). Casting contin-
  ual light at the effects of its reverse, or weaker magical darkness,
  likewise ends both spells, however, a continual light spell is only
  temporarily nulliﬁed if it is carried into an already existing area
  of magical darkness (or vice versa). The light and darkness spells
  cancel each other out, leaving the pre-existing lighting conditions
  unchanged in the overlapping effective areas.
  The spell can be cast on a small object that is then placed in a
  sealed container. The spell’s effects are blocked until the covering
  is removed, thus creating a magical lantern (or source of instant
  darkness) in whatever form the caster desires. The spell eventu-
  ally consumes the object it was cast on, but this process usually
  takes hundreds or even thousands of years (GM’s discretion).
  The reverse, continual darkness, otherwise functions as a dark-
  ness spell.
  Control Temperature, 10’ Radius (Transmutation)
  Caster/Level (Sphere): Priest/4 (Weather)
  Range: 0
  Duration: 4 turns + 1 turn/level
  Effective Area: 10-foot radius centered on the caster
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell allows the caster to raise or lower the temperature
  in the effective area surrounding his person by +/− 10 degrees
  Fahrenheit per caster level. While it does not prevent precip-
  itation, wind, or other weather related effects; this allows the
  caster and his companions to remain relatively comfortable while
  in extreme weather conditions, ignoring penalties such as addi-
  tional water consumption, heat stroke, or frostbite. See control
  the weather spell for the various temperature categories.
  This spell can also be used to reduce damage caused by
  cold/ice or heat/ﬁre-based attacks (by raising or lowering the
  temperature, respectively). It reduces the damage by 5 points per
  caster level. If a saving throw is allowed, the amount of the re-
  duction is the same, whether the save was successful or not. The
  spell ends after the ﬁrst such attack.
  The material component is a strip of willow bark to lower tem-
  peratures or raspberry leaves to raise temperatures.
  Control Undead (Necromancy)
  Caster/Level: Wizard/7
  Range: 60 feet
  Duration: 3d4 rounds + 1 round/level
  Effective Area: 1d6 undead
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Special
  This spell allows the caster to control 1d6 undead creatures.
  While casting, the caster points to a spot within range, and all un-
  dead closest to this spot are affected ﬁrst, up to the maximum of
  6 or a number, 6 or less, with cumulative HD equal to the caster’s
  level. Undead with HD greater than 3 are allowed a save to avoid
  the effect. Creatures that successfully save still count towards the
  maximum number of undead/HD limit.
  The caster can issue verbal commands, in any language, but no
  telepathic communication is possible. Under no circumstances
  will the undead attack the caster while affected by this spell, but
  when the spell ends, they revert to their normal behavior. Intel-
  ligent undead remember everything that happened while under
  the caster’s control, and act accordingly.
  The material component is a small piece of bone and raw meat.
  Control Weather (Transmutation)
  Caster/Level (Sphere): Priest/7 (Weather), Wizard/6
  Range: 0
  Duration: Priest—4d12 hours, Wizard—4d6 hours
  Effective Area: 4d4 square miles
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to temporarily change the weather
  conditions in the effective area surrounding his person. The GM
  must ﬁrst determine the current weather conditions in the area.
  The caster can control precipitation, temperature, wind speed,
  and wind direction. The caster produces a one-category change
  in the desired direction for any or all of the three main weather
  conditions, 1d4 turns after the casting is completed. This spell
  cannot reduce a weather category below 0 or above its stated
  maximum category on the tables below. Common sense must
  prevail when using these tables, and the GM should disallow
  major contradictions; light snow in hot weather isn’t possible
  or would instead create rain. The spell can be cast in the effec-
  tive area more than once with overlapping durations, either to
  counter or enhance the effects of the previous spells, as a caster
  desires.
  The priests’ version of this spell functions as the wizards’ spell
  of the same name, however, if Weather is a major sphere for the
  caster, the duration and effective area are doubled, and the caster
  can change the weather by two categories.
  The material components for the priests’ version are the
  caster’s holy or unholy symbol, incense, and prayer beads, and
  for wizards’ version, they are incense and small bits of earth and
  wood, mixed together with water.
  Category
  Wind Strength
  MPH
  0
  Windless
  0
  1
  Calm
  Less than 2
  2
  Light breeze
  2–7
  3
  Moderate winds
  8–18
  4
  Strong winds
  19–31
  5
  Gale-force winds
  32–54
  6
  Storm
  55–72
  7
  Tornado, hurricane, or typhoon
  73–176
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Precipitation
  Category
  0
  Very clear
  1
  Clear
  2
  Partly cloudy or hazy
  3
  Cloudy, misty, light rain, small hail, sleet, or light
  snow
  4
  Heavy clouds, fog, heavy rain, large hail, driving
  sleet, or heavy snow
  Temperature
  Category
  0
  Frigid
  0◦F–19◦F
  1
  Cold
  20◦F–45◦F
  2
  Cool
  46◦F–65◦F
  3
  Warm
  66◦F–79◦F
  4
  Hot
  80◦F–99◦F
  5
  Sweltering
  100◦F–130◦F
  Wind Effects: Winds of over 19 miles per hour drive small-
  sized and smaller ﬂying creatures from the skies, severely affect
  missile accuracy, and make sailing difﬁcult. Winds of over 32
  miles per hour drive man-sized ﬂying creatures from the skies
  and cause minor ship damage. Winds of over 55 miles per hour
  drive all ﬂying creatures from the skies, uproot small trees, knock
  down wooden structures, tear off roofs, and endanger ships.
  Winds of over 73 miles per hour are of hurricane force.
  Control Winds (Transmutation)
  Caster/Level (Sphere): Priest/5 (Weather)
  Range: 0
  Duration: 1 turn/level
  Effective Area: 40-foot radius/level
  Components: V and S
  Casting Time: 8
  Saving Throw: None
  This spell allows the caster to change the direction and cate-
  gory of the wind strength within the effective area surrounding
  his person. The caster can alter the wind by one category per
  3 caster levels, or 3 categories at 9th level (Refer to the Control
  Weather spell for wind categories and wind effects). The wind
  speed increases or decreases by 3 mph per round, until the min-
  imum or maximum speed of the desired category is reached.
  Winds cannot be decreased below category 0 or raised above cate-
  gory 7. Any time during the spell’s duration, the caster can spend
  one round concentrating to either stabilize the wind at its current
  speed, or if already stabilized, cause the speed to increase or de-
  crease again. When the spell ends, the wind returns to its previ-
  ous strength, increasing or decreasing by 3mph per round.
  Within a 40-foot radius around the caster, the winds are calm,
  but if used underground or in a conﬁned area, this calm area
  shrinks one foot for every foot the effective area is reduced be-
  low the minimum effective area for a 9th level caster (360-foot
  radius), and if the calm area shrinks to 0 feet (when the effective
  area is 320-foot radius or less), the caster becomes subject to wind
  effects, if any.
  A caster can use a control winds spell to attempt to counter the
  effects of another caster’s control winds or similar spell.
  Create Food & Water (Transmutation)
  Caster/Level (Sphere): Priest/3 (Creation)
  Range: 10 yards
  Duration: Special
  Effective Area: 1 cubic foot/level
  Components: V and S
  Casting Time: 1 turn
  Saving Throw: None
  This spell ﬁlls the effective area with tasteless, but highly nutri-
  tious, gruel and/or pure fresh water. The food keeps for 24 hours
  before spoiling, but a purify food and water spell can be used to
  freshen it for another day. The spell feeds three man-sized crea-
  tures or one large-sized creature per caster level for a full day,
  and can create cups, bowls and other utensils made from hard,
  but edible, bread if desired by the caster. The food and water is
  magical and can be affected by dispel magic in the ﬁrst round of
  its creation, after which it becomes normal, mundane food and
  water. The food and water cannot be created within a living or
  undead creature of any sort.
  Create Water (Transmutation)
  Caster/Level (Sphere): Priest/1 (Elemental (Water))
  Range: 30 yards
  Duration: Permanent
  Effective Area: Up to 4 gallons/level, 200 gallons maximum
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell creates fresh, pure water within the effective area (up
  to 27 cubic feet). Empty containers are required, or the water will
  simply ﬂow to the lowest point and form puddles. The water is
  magical and can be affected by dispel magic in the ﬁrst round of
  its creation, after which it becomes normal, mundane water.
  The reverse, destroy water, destroys a like amount of water,
  within the same effective area, leaving no trace of its existence.
  Water cannot be created or destroyed within a living or undead
  creature of any sort. Water weighs about 8 pounds per gallon.
  One cubic foot of water contains roughly 7.5 gallons and weighs
  about 60 pounds.
  The material component required to create water is a drop of
  water, and a pinch of dust is required for the reverse.
  Creeping Doom (Conjuration)
  Caster/Level (Sphere): Priest/7 (Animal, Summoning)
  Range: 80 yards
  Duration: 4 rounds/level
  Effective Area: 20 square feet
  Components: V and S
  Casting Time: 1 round
  Saving Throw: None
  This spell creates a horde ((1d6 + 4) × 100) of venomous, bit-
  ing, and stinging “bugs”, including arachnids, insects, and myr-
  iapoda, in the effective area. This swarming, living mass can be
  commanded to move 10 feet per round toward any spot within
  the spell’s range. Any creature in the effective area that can be af-
  fected by normal weapons, automatically suffers 1 point of dam-
  age per bug, killing the bug and subtracting it from the swarm.
  The entire swarm can attack the same creature, or the swarm can
  spread out to attack more than one creature in the effective area.
  A swarm can be sent beyond the spell’s range to attack a creature,
  but 50 bugs die for every 10 additional yards the swarm is sent.
  The swarm can be damaged or kept at bay in the same ways that
  a normal swarm can be, but the exact results are left to the GM’s
  discretion.
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Crystal Brittle (Transmutation)
  Caster/Level: Wizard/9
  Range: Touch
  Duration: Permanent
  Effective Area: 2 cubic feet/level
  Components: V and S
  Casting Time: 9
  Saving Throw: Special
  This spell allows the caster to touch any single source of any
  kind of metal (in the effective area) and turn it into a brittle
  crystalline substance that can be shattered and permanently de-
  stroyed easily by any heavy blow. If the item is a metal opponent
  or is an opponent’s main armor, a successful touch attack roll is
  required. If the item is smaller and in the possession of an oppo-
  nent, a successful touch attack must be made with the called shot
  penalty applied. Non-magical items are instantly affected when
  touched, but magical equipment is allowed up to a 25% chance to
  avoid the effect (5% per plus of the item, the relative power level
  of items that do not grant bonuses, or in the case of metal oppo-
  nents, the enchantment bonus required to hit it). The GM may
  allow artifacts and/or relics, constructed of metal, to be subject
  to this powerful spell, having at least a 50% chance of avoiding
  the affect, but this is not advised. The effect is not subject to dispel
  magic. Only a wish spell can restore an item that has been affected
  by this spell.
  Cure Blindness or Deafness (Abjuration)
  Caster/Level (Sphere): Priest/3 (Necromantic)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 1 round
  Saving Throw: Special
  This spell reverses many forms of vision or hearing loss upon
  the creature touched, however, it cannot regenerate sensory or-
  gans lost to injury or disease. The spell must be cast twice to cure
  both.
  The reverse, cause blindness or deafness, requires a successful
  touch attack, and if touched, the creature is allowed a saving
  throw to avoid the effects; on a failure, they’re struck magically
  blind or deaf (caster’s choice upon casting).
  Cure Critical Wounds (Necromancy)
  Caster/Level (Sphere): Priest/5 (Healing)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 8
  Saving Throw: None
  This spell functions as cure/cause light wounds,
  but re-
  stores/inﬂicts 3d8 + 3 HP of damage.
  Cure Disease (Abjuration)
  Caster/Level (Sphere): Priest/3 (Necromantic)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 1 round
  Saving Throw: Special
  With this spell, the caster is able to cure most parasites and
  diseases by touching the afﬂicted creature. The GM determines
  how rapidly the symptoms disappear. The creature may be well
  in as little as one turn, or the creature may have to rest for up
  to 10 days, depending on the type of disease and how far it had
  progressed before the spell is cast. A 12th, or higher, level caster
  can cure lycanthropy, if he casts this spell on the victim within
  3 days of the infection. The spell only removes current parasites
  and diseases; it does not prevent them from re-occurring in the
  future.
  The reverse is cause disease. The caster must make a successful
  touch attack against the victim, and the victim is then allowed
  a saving throw to avoid the effect. The caster decides whether
  the disease is debilitating or fatal while casting. The spell cannot
  inﬂict lycanthropy. Cure disease will counter the effects of its re-
  verse. The exact nature of the disease is up to GM discretion, but
  some typical characteristics are shown:
  Debilitating: Within 1d6 turns, this disease causes the crea-
  ture to begin losing 1 point of strength every hour thereafter,
  until strength is reduced to 2. The creature is then too weak to
  move and nearly helpless. If the creature’s strength rating is un-
  known, it begins losing 10% of its hit points every hour instead,
  until only 10% of its original hit points remain. Recovery requires
  1d3 weeks of complete rest.
  Fatal: This devastating disease infects a creature immediately,
  but requires 1d6 months to kill a victim. The infected creature
  can no longer beneﬁt from any of the spells that cure wounds,
  and heals naturally at only 10% of the normal rate. The creature
  also permanently loses 2 points of charisma each month. The
  disease can only be cured magically. Lost points of charisma are
  not restored when the disease is cured.
  Cure Light Wounds (Necromancy)
  Caster/Level (Sphere): Priest/1 (Healing)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster to restore 1d8 HP of damage to the
  creature touched. The healing cannot affect creatures without a
  corporeal body, the undead, non-living, or extra-planar creatures.
  Only current wounds are healed, and the spell does not prevent
  future wounds.
  The reverse, cause light wounds, requires a successful touch at-
  tack to inﬂict 1d8 HP of damage to the victim. Treat wounds
  caused by the reverse as any normal injury.
  Cure Serious Wounds (Necromancy)
  Caster/Level (Sphere): Priest/4 (Healing)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 7
  Saving Throw: None
  This spell functions as cure/cause light wounds,
  but re-
  stores/inﬂicts 2d8 + 1 HP of damage.
  D
  Dancing Lights (Transmutation)
  Caster/Level: Wizard/1
  Range: 40 yards + 10 yards/level
  Duration: 2 rounds/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell creates one of the following three effects, chosen at
  the time of casting:
  Lamp Lights: This effect creates one to four lights resembling
  torches or hooded lanterns and giving off the same amount of
  light.
  Swamp Gas: This effect creates one to four glowing spheres
  resembling swamp gas.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  peas, powdered animal hoof, and strong acid prepared by an al-
  chemist.
  Death Spell (Necromancy)
  Caster/Level: Wizard/6
  Range: 10 yards/level
  Duration: Instantaneous
  Effective Area: 30-foot cube/level
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell instantly snuffs the life force of a number of creatures
  within the effective area. The spell has no affect on creatures with
  9 or more HD or levels, lycanthropes, undead, or extra-planar
  creatures. Creatures have a death factor based on their hit dice or
  class level. Those with less death factor are killed ﬁrst followed
  by those with higher death factors in ascending order. Subtract
  each creature’s death factor from the results of a 4d20 roll. If a
  creature’s death factor exceeds the remaining points by more than
  double, the spell ends and does not affect that creature. Creatures
  slain by this spell cannot be brought back to life except via a wish.
  The material component is a crushed black pearl worth at least
  1,000 gp.
  HD/Level
  Death Factor
  Under 2
  1
  2 to 4
  2
  4 + 1 to 6 + 3
  10
  6 + 4 to 8 + 3
  20
  Deep Pockets (Transmutation, Enchantment)
  Caster/Level: Wizard/2
  Range: Touch
  Duration: 12 hours + 1 hour/level
  Effective Area: 1 garment
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows a specially prepared, high quality gown or
  robe (of at least 50 gp value and fashioned with at least 10 pock-
  ets) to hold a lot more than it could normally carry. When the
  spell is cast, each pocket creates an inter-dimensional space, al-
  lowing the garment to hold up to 100 pounds, or 5 cubic feet
  in volume, evenly distributed among each pocket. The garment
  weighs 1 pound per 10 pounds stored in the pockets.
  If the duration expires or a dispel magic spell is successfully cast
  on the garment, all material in the pockets magically appears and
  False Elemental:
  This effect creates one faintly glowing,
  vaguely humanoid shape resembling a small ﬁre elemental.
  The caster can cause the effect to move anywhere within range
  at a movement value of 6, without maintaining concentration, but
  the spell ends if the range is exceeded. The lights cannot blind
  creatures.
  The material component is either a bit of phosphorus, wych-
  wood, or a glowworm.
  Darkness, 15’ Radius (Transmutation)
  Caster/Level: Wizard/2
  Range: 10 yards/level
  Duration: 1 turn + 1 round/level
  Effective Area: 15-foot radius
  Components: V, S and M
  Casting Time: 2
  Saving Throw: None
  This spell creates a zone of completely impenetrable darkness.
  All forms of vision, including infravision, are useless. Casting
  light or continual light directly at the effective area ends both
  spells. Overlapping effective areas of light (or continual light) and
  darkness spells temporarily cancel each other. No other normal
  or magical light works within the effective area of magical dark-
  ness. Light sources can be brought into the effective area without
  being extinguished, but the darkness spell does not end, and the
  light cannot be seen. Darkness can emanate from thin air, rock,
  metal, wood, or any other material (Refer to the Light spell).
  The material components are a bit of bat fur and either a drop
  of pitch or a piece of coal.
  Deafness (Illusion)
  Caster/Level: Wizard/2
  Range: 60 yards
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Negate
  This spell causes the victim to believe they have been deafened
  unless they save vs. spell, modiﬁed by wisdom-mental defense
  modiﬁer. Since the deafness is illusory, it cannot be cured by heal-
  ing magic, including cure blindness or deafness. The effects are per-
  manent until ended by the caster, or a successful dispel magic is
  cast.
  The material component is beeswax.
  Death Fog (Evocation)
  Caster/Level: Wizard/6
  Range: 30 yards
  Duration: 1d4 rounds + 1 round/level
  Effective Area: Two 10-foot cubes/level
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell allows the caster to create a fog, resembling the fog
  bank effect of the fog cloud spell and with the same basic physical
  properties; however, the vapors in this fog are acidic. It kills grass
  and small plants in two rounds, bushes and shrubs die in four
  rounds, small trees survive for eight rounds, and large trees are
  dead in 16 rounds. Those natural, living creatures that are not
  immune to acid suffer damage as long as they remain in the cloud
  equal to 1 point of damage in the 1st round, 2 points in the 2nd, 4
  points in the 3rd, and 8 points in the 4th and each round thereafter.
  Moving through the fog reduces a creature’s movement value to
  1.
  The cloud is immune to the effects of a gust of wind spell.
  Strong winds or more can slowly move but not disperse the
  cloud, however, it is burnt away in a single round by ﬁreball, ﬂame
  strike, or wall of ﬁre.
  The material components are a pinch of dried and powdered
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  falls to the ground. The caster can also empty all of the pockets
  with a single command.
  The material components are the garment (which is reusable),
  a tiny golden needle, and a strip of ﬁne cloth, half-twisted and
  fastened at the ends.
  Delayed Blast Fireball (Evocation)
  Caster/Level: Wizard/7
  Range: 100 yards + 10 yards/level
  Duration: Special
  Effective Area: 20-foot radius
  Components: V, S and M
  Casting Time: 7
  Saving Throw: Half
  This spell duplicates a ﬁreball spell, but inﬂicts 1d6 + 1 points of
  damage per caster level (up to a maximum of 10d6 + 10) and can
  be commanded to explode instantly or up to ﬁve rounds later.
  The material components are a tiny ball of bat guano and sul-
  phur.
  Delude (Transmutation)
  Caster/Level: Wizard/3
  Range: 0
  Duration: 1 turn/level
  Effective Area: 30-foot radius
  Components: V and S
  Casting Time: 3
  Saving Throw: Negate
  This spell allows the caster to conceal his alignment by assum-
  ing that of another creature of higher than animal intelligence
  within the effective area when the spell is cast. The other crea-
  ture’s alignment is not changed by this spell. The creature is al-
  lowed a save vs. spell to avoid the effects; otherwise a know align-
  ment spell (or in certain cases, a detect good/evil spell) targeting
  the caster only reveals the assumed alignment. The other crea-
  ture radiates magic, but the caster only radiates magic if the other
  creature is the one who casts detect magic.
  Demand (Evocation, Enchantment)
  Caster/Level: Wizard/8
  Range: Unlimited
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: Special
  This spell functions as a sending spell (including extra-planar
  restrictions), but allows the message to include a suggestion (as
  the suggestion spell). The demand is always understood, and if
  the subject fails a save, modiﬁed by his wisdom—mental defense
  modiﬁer and a −2 penalty, he will make every effort to carry out
  the suggested activity, as long as it is possible. Demigods and
  those of higher status can hear the demand, but only respond as
  desired.
  The material components are a pair of cylinders, each open at
  one end, connected by a thin piece of copper wire and a small
  part of the subject, such as hair or a ﬁngernail.
  Demi-Shadow Magic (Illusion)
  Caster/Level: Wizard/6
  Range: 60 yards + 10 yards/level
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: 6
  Saving Throw: Special
  This spell functions as shadow magic, but it can duplicate evo-
  cation spells of 5th level or less. If disbelieved, the spell effects are
  only 40% effective.
  Demi-Shadow Monsters (Illusion)
  Caster/Level: Wizard/5
  Range: 30 yards
  Duration: 1 round/level
  Effective Area: 20-foot cube
  Components: V and S
  Casting Time: 5
  Saving Throw: Special
  This spell functions as shadow monsters, except that the illusory
  creatures only have 40% of the normal hit points. If disbelieved,
  they deal 40% damage and have AC 8.
  Detect Charm (Lesser Divination)
  Caster/Level (Sphere): Priest/2 (Divination)
  Range: 1 turn
  Duration: 1 turn
  Effective Area: 1 creature/round
  Components: V and S
  Casting Time: 1 round
  Saving Throw: Negate
  This spell allows the caster to determine whether a creature
  is under the effect of a charm or other compulsion, like hypnosis,
  suggestion, rod of beguiling, etc. The subject is granted a saving
  throw, and if successful, the caster learns nothing about the sub-
  ject; otherwise, the caster knows the creature is under someone’s
  inﬂuence and has a 5% chance per caster level to know the exact
  nature of the inﬂuence. If more than one type of charm has been
  placed on a creature, it’s impossible to know their exact natures.
  The reverse, undetectable charm, masks the detection of charms
  on a creature for 24 hours or until a dispel magic spell is success-
  fully cast.
  Detect Evil (Lesser Divination)
  Caster/Level (Sphere): Priest/1 (All), Wizard/2
  Range: 0
  Duration: Priest—1 turn + 5 rounds/level, Wizard—5
  rounds/level
  Effective Area: Priest—10 feet × 120 yards, Wizard—10
  feet × 60 feet
  Components: Priest—V, S and M, Wizard—V and S
  Casting Time: Priest—1 round, Wizard—2
  Saving Throw: None
  Within its effective area, this spell allows the caster to see evil
  auras radiating from a creature, object or from a part of the area,
  itself. The reverse detects good auras, but in all other aspects is
  identical. The caster knows whether the aura is dim, faint, mod-
  erate, strong or overwhelming, but he must stop and concentrate
  intensely for at least one round to detect an aura and determine
  its relative strength. A creature’s exact alignment is never re-
  vealed by this spell, and most creatures native to the Prime Mate-
  rial Plane don’t radiate an aura, unless they have been completely
  unwavering in their devotion, have reached at least 9 HD or
  9th level, and have appropriate intentions. Aligned extra-planar
  creatures and intelligent undead radiate auras, regardless of their
  outward appearance, as does holy (or unholy) water. Some pow-
  erful curses and blessings may radiate an aura of evil or good
  (based upon the caster’s alignment), however, most traps, and
  unintelligent or neutral creatures usually do not.
  The priests’ version of the spell functions as the wizards’, but
  is more powerful. In addition to learning the strength of the aura
  (dim, faint, moderate, strong, or overwhelming), a vague, one-
  word impression of the source of the aura’s intentions (if any)
  can be learned (eager, hateful or loving, cruel or kind, etc.). If
  the aura is overwhelming, the priest has a 10% chance per caster
  level to detect its leanings toward law, chaos or neutrality.
  A priest requires his holy or unholy symbol, which he holds
  out before himself, to cast this spell.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Detect Invisibility (Lesser Divination)
  Caster/Level: Wizard/2
  Range: 0
  Duration: 5 rounds/level
  Effective Area: 10 feet × 10 yards/level
  Components: V, S and M
  Casting Time: 2
  Saving Throw: None
  This spell allows the caster to clearly see not only invisible crea-
  tures or objects, but also those that are astral, astral-projected,
  ethereal, out-of-phase, hidden (a thief hiding in shadows), or con-
  cealed (a goblin sneaking in bushes). The spell usually doesn’t
  reveal the method used to hide the creature or object, but the sil-
  ver cord of the astral-projected is seen. The spell doesn’t see into
  Inter-dimensional or Non-dimensional Space, reveal illusions or
  allow the caster to see through solid objects.
  The material components are a pinch of talc and a small sprin-
  kling of powdered silver.
  Detect Lie (Greater Divination)
  Caster/Level (Sphere): Priest/4 (Divination)
  Range: 30 yards
  Duration: 1 round/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 7
  Saving Throw: Negate
  This spell allows the caster to immediately determine if the
  subject is intentionally and purposely speaking lies. The caster
  does not learn the true answer, nor can he detect honest answers
  that are wrong or given in order to evade a question. The subject
  is allowed a saving throw when the spell is ﬁrst cast, suffering
  a penalty equal to the caster’s wisdom-mental defense modiﬁer,
  to avoid the effect, but the caster doesn’t know if the save was
  successful or not. If the save fails, the GM should state whether
  the answer was truthful, totally dishonest, or a minor exaggera-
  tion. If the save succeeds or the subject is under the effects of the
  spell’s reverse, every answer will seem truthful.
  The reverse, undetectable lie, prevents magical detection of a
  subject’s intentional spoken untruths for 24 hours or until a suc-
  cessful dispel magic spell is cast. The caster can be the subject of
  the reverse.
  The material component is 1 gp worth of gold dust. The mate-
  rial component of the reverse is brass dust.
  Detect Magic (Universal)
  Caster/Level (Sphere): Priest/1 (Divination), Wizard/1
  Range: 0
  Duration: Priest—1 turn, Wizard—2 rounds/level
  Effective Area: Priest—10 feet × 30 yards, Wizard—10 feet × 60
  feet
  Components: Priest—V, S and M, Wizard—V and S
  Casting Time: Priest—1 round, Wizard—1
  Saving Throw: None
  This spell allows the caster to detect magical auras within the
  effective area. The intensity of the aura can be determined (dim,
  faint, moderate, strong, or overwhelming), and the caster has a
  10% chance per level to recognize the school of magic. The caster
  can scan a 60-degree arc per round. It requires at least 1 foot of
  stone, 1 inch of metal, or 3 feet of solid wood or earth to block the
  spell. Areas that give off magical auras, mixed school’s of magic
  in the same effective area, and overwhelmingly powerful auras
  are likely to cause the spell to reveal confusing, conﬂicting or in-
  complete results. Not all extra-planar creatures emanate magical
  auras.
  The priests’ version functions as the wizards’, except that a
  priest has a 10% chance per caster level to detect a spell’s sphere
  (if any), but not its school. The priest requires his holy or unholy
  symbol, which he holds out before himself, to cast this spell.
  Detect Poison (Lesser Divination)
  Caster/Level (Sphere): Priest/1 (Divination)
  Range: 0
  Duration: 1 turn + 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell allows the caster to detect poisoned or poisonous
  objects. One object or up to a 5 foot cubic mass can be checked
  per round. There’s a 5% chance per caster level to determine the
  exact kind of poison.
  A strip of specially blessed vellum is required. It turns black if
  poison is present.
  Detect Scrying (Greater Divination)
  Caster/Level: Wizard/4
  Range: 0
  Duration: 1d6 turns + 1 turn/level
  Effective Area: 120-foot radius
  Components: V, S and M
  Casting Time: 3
  Saving Throw: Special
  This spell allows the caster to become instantly aware of any
  attempt to scry upon him or the location that surrounds him
  within the effective area, including attempts by both spells and
  magical devices. If the spell detects someone attempting to scry,
  the scryer must roll a successful saving throw, or the caster dis-
  covers the scryer’s identity and a very vague location. For in-
  stance, a compass point and signiﬁcant landmark might be given,
  “Aldera spies upon you from the North near the tall evergreens”,
  or even a well-known city, “Zeebulos is listening to our conver-
  sation from the city of Galesville”.
  The material components are a small piece of mirror and a
  miniature, brass hearing-trumpet.
  Detect Snares & Pits (Lesser Divination)
  Caster/Level (Sphere): Priest/1 (Divination)
  Range: 0
  Duration: 4 rounds/level
  Effective Area: 10 feet × 40 feet
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell enables the caster to detect natural snares, pits, dead-
  falls and similar hazards within the effective area, or those of
  primitive construction (whether made by man or beast). This in-
  cludes quicksand (snares), sinkholes (pits), unsafe walls of natu-
  ral rock (deadfalls), but also these types of traps made of natural
  materials and set by carnivorous plants, animals and humans.
  The spell only reveals a magical trap if it involves a snare, pit
  or deadfall. The caster faces the desired direction and receives
  a signal every round about the impending danger, which gets
  stronger as the caster approaches the hazard. The caster learns
  the trap’s location, general nature, and upon close examination,
  can learn what actions will trigger it, but he does not learn exactly
  how it works or how to avoid or disable it. The spell does not re-
  veal unsafe construction, mechanically complex traps, poisonous
  plants and animals, or traps that are inactive.
  The material component is the caster’s holy or unholy symbol.
  Detect Undead (Lesser Divination, Necromancy)
  Caster/Level: Wizard/1
  Range: 0
  Duration: 3 turns
  Effective Area: 10 feet × (60 feet + 10 feet/level)
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to detect undead creatures within
  the effective area, in the direction he’s facing. Scanning the effec-
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  tive area requires one round, during which time the caster must
  stand motionless. The spell indicates direction but not speciﬁc
  location or distance. It requires at least 1 foot of stone, 1 inch of
  metal, or 3 feet of solid wood or earth to block the spell. The spell
  doesn’t reveal the type of undead, only their presence.
  The material component is a bit of earth from a grave.
  Dig (Evocation)
  Caster/Level: Wizard/4
  Range: 30 yards
  Duration: 1 round/level
  Effective Area: 5-foot cube/level
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Special
  This spell allows the caster to excavate an amount of earth,
  sand, or mud per round equal to the effective area. Each round
  the caster can choose to expand the current hole or dig a new one.
  The material removed is scattered evenly around the pit. When
  a hole in more or less solid earth reaches a depth of 25 feet, and
  every 5 feet thereafter, roll a 15% chance the pit collapses. Check
  for collapses when digging in sand after 10 feet (and every 5 feet
  thereafter), and check when digging in mud every 5 feet. The
  caster cannot successfully dig a hole in quicksand, as it immedi-
  ately collapses.
  Any creature within 1 foot of the edge of a pit must roll a dex-
  terity check or fall in. Creatures running directly towards an un-
  foreseen pit must save vs. spell, modiﬁed by dexterity—surprise
  modiﬁer, or fall in. Creatures caught in a pit might be able to
  climb out at a rate to be determined by the GM, however, those
  caught in a pit that is collapsing must save vs. death or become
  buried; a successful save means they keep their bodies above the
  rapidly ﬁlling earth.
  This spell can allow the caster to make tunnels, rather than
  simply holes, but the caster must be prepared to remove the ex-
  cavated material as it piles up at the mouth of the tunnel. Also,
  while tunneling, the chance for a collapse is 30%, and the check is
  made at half the distances stated above, unless the tunnel is well
  braced and supported.
  The spell damages creatures made from earth or clay, espe-
  cially those from the Elemental Plane of Earth and certain magi-
  cal constructs, dealing 4d6 points of damage, but the creature is
  allowed a saving throw to reduce the damage by half.
  The material components are a miniature shovel and a tiny
  bucket. The caster must hold them during the spell duration, and
  they disappear afterward.
  Dimension Door (Transmutation)
  Caster/Level: Wizard/4
  Range: 30 yards/level
  Duration: Instantaneous
  Effective Area: The caster
  Components: V
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to instantaneously teleport up to the
  spell’s range, in any direction, by tunneling through the Astral
  Plane. He is able to take up to 500 pounds of nonliving material
  or 250 pounds of living material with him. The caster can either
  visualize an area or state the direction and distance of travel de-
  sired. Travel by this manner is without chance for error, but if the
  caster accidentally arrives with no ground beneath him, he and
  any traveling with him immediately fall. If the caster arrives in a
  place that is already occupied by a solid body, he and any crea-
  ture traveling with him become physically trapped and lost on
  the Astral Plane. In this unlikely event, the caster and any who
  traveled with him act as though they are stunned until sent back
  to their home plane by means of a dismissal spell or similar ef-
  fect. In addition, the caster must recover from his dizzyingly fast
  journey through the Astral Plane, preventing him from acting for
  one round after arriving at his destination.
  Effects that block or hinder a plane shift spell also affects the
  use of this spell.
  Disintegrate (Transmutation)
  Caster/Level: Wizard/6
  Range: 5 yards/level
  Duration: Instantaneous
  Effective Area: 1 creature or 10 × 10 × 10-foot cube
  Components: V, S and M
  Casting Time: 6
  Saving Throw: Negate
  When this spell is cast, the caster sends forth a thin green ray
  that destroys a single creature, whether living or undead, or a sin-
  gle object, whether mundane or magical in nature, and even some
  magical energy ﬁelds, such the various big hand spells, within
  the effective area. This spell has no effect upon a globe of invul-
  nerability or anti-magic shell. The creature or object struck by the
  ray glows and must make a saving throw vs. spell, modiﬁed by
  dexterity—surprise modiﬁer (if a creature). Those that fail imme-
  diately and permanently vanish, leaving only a trace of ﬁne dust.
  If a creature makes its save, its equipment is likewise unharmed,
  but if it fails its save, all equipment it carries must also roll saves
  vs. disintegrate.
  The material components are a lodestone and a pinch of dust.
  Dismissal (Abjuration)
  Caster/Level: Wizard/5
  Range: 10 yards
  Duration: Permanent
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Negate
  This spell allows a caster on the Prime Material Plane to send a
  creature, other than a deity or demigod, back to its home plane of
  existence. If the creature desires to return to its home plane, the
  spell is automatically successful. If the creature is unwilling to
  return to its home plane, then the creature’s magic resistance (if
  any) is checked. If the magic resistance fails, the creature’s level
  or HD is compared to the caster’s level. If the caster’s level is
  higher, the difference is a penalty to the creature’s saving throw.
  If the creature’s HD or level is higher, the difference is a bonus.
  If the saving throw fails the creature vanishes, but there’s a 20%
  chance it is sent to a plane of existence other than its own.
  The material component is an item distasteful to the creature
  being sent away
  The reverse, beckon, attempts to call a creature, other than a
  deity or demigod, from its home plane. The caster must state
  the type of creature and its name, giving its true name and title,
  if known. The creature must be completely extra-planar in ori-
  gin. If the creature is unwilling to answer the summons and the
  caster does not know the creature’s true name, check the crea-
  ture’s magic resistance. An unwilling creature is also granted a
  saving throw, modiﬁed in the same way as dismissal, above. If
  the summons is successful, the creature appears in the caster’s
  vicinity immediately, but success does not insure the creature’s
  goodwill upon its arrival. The creature, especially if he was un-
  willingly summoned, is not likely to be favorably disposed to the
  caster or his allies. Even with careful preparations, such as ward-
  ing circles, restraints, protective devices, appropriate bribes, sac-
  riﬁces, etc., the results can be unpredictable.
  The material component for the reverse is an item that pleases
  or is desired by the creature.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  1d4 rounds.
  Dispel checks automatically succeed if targeted against the
  caster’s own magical effects.
  Area: When dispel magic is used in this way the spell affects all
  creatures and objects within the effective area. Permanent magi-
  cal items, whether or not held by a creature, cannot be affected by
  an area dispel. Multiple dispel checks are made. For each crea-
  ture within the effective area that is the subject of one or more
  magical effects, the caster makes a dispel check against the effect
  with the highest caster level. If that check fails, the caster makes
  dispel checks against progressively weaker spells until a check
  is successful or until all checks fail. For each object within the
  area that is the subject of one or more magical effects, make pro-
  gressively easier dispel checks as above, so that only up to one
  magical effect per creature or object is ended per casting of an
  area dispel. For ongoing magical effects whose point of origin is
  within the effective area, the caster makes a dispel check to negate
  it. For ongoing magical effects whose effective area overlaps that
  of the dispel magic, the caster makes a dispel check to negate it,
  but only in the overlapping area. If an object or creature is the ef-
  fect of an ongoing spell (such as a monster summoned by monster
  summoning), the caster makes dispel checks to attempt to dispel
  magic that may be affecting the object or creature (if any), and
  another dispel check to negate the spell that conjured it (return-
  ing it whence it came). The caster must choose to automatically
  succeed on dispel checks against his own magical effects in the
  effective area, or roll unmodiﬁed dispel checks against them.
  Disruption: When dispel magic is used in this way the spell
  targets another spell caster. If the caster wins initiative, he may
  cast this spell and then wait until an appropriate moment in that
  round to activate the disruption effect, so as to catch the rival
  spell caster unawares. If not activated in the round it was cast,
  the disruption effect fails. If a dispel check is successful, any spell
  that the targeted spell caster is in the process of casting when the
  disruption effect is activated, or any spell that he casts in the same
  round after the disruption effect is activated fails. If the targeted
  spell caster has ﬁnished casting his spell before the disruption
  effect is activated, or waits to cast until the following round, the
  disruption effect fails.
  Distance Distortion (Transmutation)
  Caster/Level: Wizard/5
  Range: 10 yards/level
  Duration: 2 turns/level
  Effective Area: 100-foot cube/level
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  The caster must conjure an earth elemental, before casting this
  spell. The elemental will serve voluntarily, provided the caster
  begins to cast this spell in the following round. In addition, the
  effective area for this spell must be completely surrounded or en-
  closed by natural earth and/or rock. When this spell is cast, the
  elemental becomes part of the magical effect, causing the effec-
  tive area to physically become either twice as large or half its size,
  so that crossing the effective area can either take half as long or
  twice as long, as the caster wishes. A corridor that is normally 10-
  foot wide and 100-foot long could be made into a corridor that is
  only 5-foot wide and 50-foot long or into one that is 20-foot wide
  and 200-foot long. The effect is virtually undetectable to creatures
  passing through it, but the area radiates a dim magical aura, and
  a true seeing spell will detect the earth elemental. When the spell
  ends, the elemental returns to its own plane and the space re-
  turns to its normal size. Creatures and objects inside an enlarged
  effective area when it reverts to its normal (smaller) size will be
  harmlessly but randomly shunted to the nearest open spaces.
  The material component is a small lump of soft clay.
  Dispel Evil (Abjuration)
  Caster/Level (Sphere): Priest/5 (Protection, Summoning)
  Range: Touch
  Duration: 1 round/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 8
  Saving Throw: Negate
  If an enchantment magic cast by an evil creature is ordinarily
  subject to dispel magic, this spell will automatically dispel it via
  touch. With a successful touch attack, it can also be used to send
  an evil extra-planar creature, a summoned evil creature, or a crea-
  ture summoned by an evil caster to return from whence it came.
  The creature is allowed a saving throw to avoid being sent away.
  Any of the above uses ends the spell immediately, but while the
  duration of the spell is still in effect, those creatures subject to its
  effects (evil extra-planar creatures, summoned evil creatures, or
  creatures summoned by an evil caster) suffer a −7 penalty to at-
  tack the caster. The reverse, dispel good, provides the same effects
  and protections against enchantments cast by good creatures, and
  summoned or extra-planar good creatures.
  The material components are the caster’s holy or unholy sym-
  bol and holy or unholy water.
  Dispel Magic (Universal)
  Caster/Level (Sphere): Priest/3 (All), Wizard/3
  Range: Priest—60 yards, Wizard—120 yards
  Duration: Special, Instantaneous
  Effective Area: 30-foot cube or 1 item or creature
  Components: V and S
  Casting Time: Priest—6, Wizard—3
  Saving Throw: None
  This spell may allow the caster to negate ongoing magical ef-
  fects that have been cast on a creature or object, temporarily sup-
  press magical abilities of a magic item, negate ongoing magical
  effects within the effective area, or disrupt another caster’s spell.
  A successfully negated spell ends as if its duration had expired.
  Some spells, as detailed in their descriptions, can’t be negated by
  dispel magic. Dispel magic can negate magical effects from special
  abilities just as it does magical effects from spells, but it cannot
  disrupt their use. The effect of a spell with an instantaneous dura-
  tion can’t be dispelled, because the magical effect is already over
  before the dispel magic can take effect.
  To make a dispel check, the caster rolls 1d20, modiﬁed by the
  difference between the caster’s level and the level or HD of the
  caster, creature or device that created the effect. If the caster level
  is higher, the difference is a bonus to the caster’s roll, and if the
  caster level is lower, the difference is a penalty to the caster’s
  roll. If the modiﬁed roll is 11 or higher, the dispel check suc-
  ceeds. A natural 20 always succeeds and a natural 1 always fails.
  Commonly, wands are considered as 6th level casters, staves are
  considered as 8th level casters, and most other magical items (in-
  cluding potions and rods) are considered as 12th level casters. As
  there are numerous exceptions, the GM is free to make magi-
  cal items more or less powerful than these guidelines. Artifacts,
  relics, demigods and deities are unaffected by dispel magic.
  Dispel magic is used in one of three ways: targeted, area, or
  disruption. The caster states which is being used when casting
  the spell:
  Targeted: One single object, creature, or magical effect is the
  target of the spell. If the dispel check is successful, the targeted
  effect is negated. If the caster targets an object or creature that is
  the effect of an ongoing spell (such as a monster summoned by
  monster summoning), the dispel check is made against the level or
  HD of the conjurer. If the target object is a magic item, the dis-
  pel check is made against the item’s caster level. If successful, a
  potion is completely ruined, most other items become mundane,
  and non-dimensional interfaces (such as a bag of holding) close, for
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  Divination (Greater Divination)
  Caster/Level (Sphere): Priest/4 (Divination)
  Range: 0
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to receive helpful guidance regard-
  ing a speciﬁc goal, event, or activity that will occur within one-
  week of the casting. The base chance for success is 60% + 1%
  per caster level, and the GM applies modiﬁers based on the na-
  ture of the question and other circumstances. The caster knows
  if the spell fails, unless magic is in effect that provides false read-
  ings. The reply is a speciﬁc piece of advice that takes the form
  of a short, clear phrase, a cryptic verse or even an omen, at the
  GM’s discretion. The GM decides what information is provided
  and whether additional divination spells will provide more. If the
  guidance is not acted upon within a week, events are likely to
  change signiﬁcantly enough to render the advice no longer valid.
  The material components are a sacriﬁcial offering, incense, and
  the caster’s holy or unholy symbol. If particularly crucial guid-
  ance is sought, valuable sacriﬁces, such as gems, jewelry or mag-
  ical items, may be required.
  Domination (Enchantment)
  Caster/Level: Wizard/5
  Range: 10 yards/level
  Duration: Special
  Effective Area: 1 person
  Components: V and S
  Casting Time: 5
  Saving Throw: Negate
  This spell is similar to the charm spell, but it can only affect a
  person. Elves and half-elves resist the effects normally, and the
  subject’s intelligence determines how often he gets a new sav-
  ing throw to break the caster’s control. The subject is initially al-
  lowed a saving throw, modiﬁed by wisdom-mental defense mod-
  iﬁer and a −2 penalty, to avoid the effect. If the subject fails this
  initial saving throw, the caster gains mental control over the sub-
  ject’s actions, but cannot see through the person’s eyes or hear
  through its ears, etc. Once the spell is in effect, mental commands
  can be sent without range limitations, as long as the caster and
  subject exist on the same plane. Mental commands must be in a
  language the person understands, and the control is not absolute.
  The subject refuses commands to hurt himself or commit suicide,
  and being commanded to perform actions that are against his na-
  ture prompts an immediate saving throw with a +1 to +4 bonus
  (depending on what the action is). If this save succeeds, the com-
  mand is refused; otherwise the subject obeys it completely. A pro-
  tection from evil/good spell prevents the caster from sending mental
  commands while the protection is in effect, but it cannot block the
  spell from initially affecting the subject.
  Dream (Invocation, Illusion)
  Caster/Level: Wizard/5
  Range: Touch
  Duration: Special
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 1 turn
  Saving Throw: Special
  This spell grants the caster (or a creature designated by the
  caster’s touch) the ability to send a message in the guise of a
  dream. This spell cannot send a message to a creature that never
  sleeps, such as undead or extra-planar creatures. When the spell
  is cast, the caster must positively identify the creature that is to
  receive the message by its name or a speciﬁc title only used by
  that creature. At the conclusion of the casting, the caster (or his
  designated sender) falls into a deep coma-like trance, and unless
  the creature is warded by magical protection, he immediately en-
  ters the creature’s dream and injects a message. If the creature is
  awake when the spell is cast, the caster (or his designated sender)
  can choose to remain in a trance or awaken (ending the spell).
  While in the trance, he is oblivious to what is going on around
  him and is mentally and physically unable to defend himself.
  He automatically fails all saves, is automatically struck by melee
  weapons, etc. Any such disturbance awakens the caster and the
  spell ends.
  The message can be of any length, and the creature remembers
  the message perfectly when he awakens. The creature cannot re-
  ply or ask questions during the dream, and the caster (or his des-
  ignated sender) cannot spy upon the creature’s dream, learn the
  creature’s location or any other details about the creature. The
  GM will determine the duration of the spell by calculating the
  amount of time required to enter the creature’s dream and send
  the message. Between 1 and 10 rounds is generally appropriate,
  depending on the length and complexity of the message, the in-
  telligence of the creature, its species, and other factors. Once the
  message is sent, the caster (or his designated sender) wakes up,
  and the spell ends.
  The reverse, nightmare, functions as dream but sends horriﬁc
  mental images to the creature. The creature is granted a saving
  throw, modiﬁed by wisdom—mental defense modiﬁer. If the sav-
  ing throw fails, the creature suffers damage equal to its level or
  HD + 1, up to a maximum of 10 points, so that a 0 level charac-
  ter or a creature with less than 1 HD receives 1 point of damage,
  while a 9th level or higher character (9 HD or greater creature) re-
  ceives 10 points of damage. The creature also becomes fatigued,
  and is unable to regain spells for the day. This damage cannot
  kill a creature, but if reduced to 0 hit points or less, it does not
  awaken from its sleep and falls into a comatose state. It is im-
  mune to further effects from a nightmare spell while in this state,
  and can only be awakened from its coma by healing the damage
  (either naturally or magically). However, the creature may die of
  dehydration, starvation, predation, etc. if not cared for while in
  this state.
  If a dispel evil spell can be cast on the creature while nightmare is
  being cast or within its (GM determined) duration, the caster of
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  the nightmare receives all damage (based upon his own level) and
  penalties meant for his victim, is stunned for one turn per level of
  the caster of the dispel evil and cannot cast another nightmare until
  7 days pass.
  Duo-Dimension (Transmutation)
  Caster/Level: Wizard/7
  Range: 0
  Duration: 3 rounds + 1 round/level
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell ﬂattens the caster so that he has only the two di-
  mensions of height and width, but no depth. When the caster is
  viewed from either side, he cannot be seen unless a true seeing
  spell or similar magic is used, but when viewed from the front or
  rear, he looks normal. He can slip through paper-thin spaces and
  cracks that are big enough to accommodate his height and width.
  He is otherwise able to move and act normally.
  Due to the unusual nature of this spell, the GM and player
  must, at all times, be aware of the direction the caster is facing
  during the spell’s duration, especially while the caster is in com-
  bat. The caster can turn to face any one direction each round,
  as part of his normally allowed movement. From the ﬂanks the
  caster is invulnerable to attacks, including magical effects that
  target the caster speciﬁcally. From the front and rear, however,
  the caster incurs double damage from attacks. Magical effects
  with an effective area affect the caster normally.
  While this spell is in effect, part of the caster is shifted to the
  Astral Plane, where creatures there may see him. Any successful
  attack on the caster by an astral creature causes normal damage,
  and the attack has a 25% chance to pull the caster completely into
  the Astral Plane, ending the effects.
  The material components are a strip of parchment wrapped
  around a small, ﬂat statue of the caster. This must be made of
  enameled ivory with gold and platinum entwined ﬁligrees, em-
  bellished with gems, and crafted by a master craftsman, worth
  at least 500gp. The statuette and parchment are destroyed dur-
  ing the casting, but for every additional 100gp spent on the stat-
  uette, up to 500gp extra, the GM may reduce the chances of being
  pulled into the Astral Plane by 5%.
  Dust Devil (Conjuration)
  Caster/Level (Sphere): Priest/2 (Elemental (Air))
  Range: 30 yards
  Duration: 2 rounds/level
  Effective Area: 5-foot × 4-foot cone
  Components: V and S
  Casting Time: 2 rounds
  Saving Throw: None
  This spell conjures a weak air elemental, known as a dust devil.
  The dust devil will go wherever the caster verbally commands it
  to go, but disperses if it moves more than 30 yards away from
  the caster. The caster is not immune to the effects of a dust devil
  attack or its dust cloud.
  The elemental summoned by a dust devil spell has an AC of 4, a
  movement rate of 18, and 2 HD. It may attack once each turn with
  a THACO of 19, inﬂicts 1d4 damage, and may affect its surround-
  ings in minor ways such as by extinguishing torches or blowing
  away scrolls. When in an area with signiﬁcant amounts of dust
  and debris, a dust devil may kick up a cloud with a diameter of
  10 feet centered upon itself. Creatures caught within the cloud
  are blinded, and remain so for one round after leaving the cloud,
  and spell casters so caught must successfully save vs. spell to
  maintain concentration while casting spells.
  E
  Earthquake (Transmutation)
  Caster/Level (Sphere): Priest/7 (Elemental (Earth))
  Range: 120 yards
  Duration: 1 round
  Effective Area: 5-foot diameter/level
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: Special
  This spell allows the caster to create a powerful tremor that
  ripples through a circular effective area. The quake can affect the
  Earthquake
  Effect
  Terrain
  Cave/Cavern/
  Tunnel
  Roof collapses. Creatures in the effective area take 8d6 points of damage and are pinned beneath the rubble*.
  A successful saving throw modiﬁed by dexterity-surprise modiﬁer avoids being pinned and reduces the
  damage by half. An earthquake cast on the roof of a very large cavern could also endanger those outside the
  effective area but still below the falling debris.
  Cliff/Wall
  Crumbles/Landslide. Cliffs crumble, creating a landslide that travels horizontally as far as it fell vertically.
  Any creature in the path takes 8d6 points of damage and is pinned beneath the rubble*. A successful saving
  throw modiﬁed by dexterity-surprise modiﬁer avoids being pinned and reduces the damage by half.
  Ground
  Shifts and cracks. Each creature standing in the effective area must make a saving throw modiﬁed by
  dexterity-surprise modiﬁer or fall down. Fissures open in the earth, and small-size or smaller creatures roll
  1d4, man-sized creatures roll 1d6, large-sized or larger creatures roll 1d8, while large immobile plants roll
  1d3. On a roll of 1, a creature falls into a ﬁssure, and the plants are either uprooted or fall into a ﬁssure (50%
  chance of either). At the end of the duration, all ﬁssures grind shut, killing any creatures still trapped within.
  River/Lake/
  Marsh
  Drains and Floods. Fissures open underneath the water, draining away the water from the effective area and
  forming muddy ground. Soggy marsh or swampland becomes quicksand for the spell’s duration, sucking
  down creatures and structures. Each creature in the effective area must make a saving throw modiﬁed by
  dexterity-surprise modiﬁer or sink down in the mud and quicksand. At the end of the duration, the rest of
  the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
  Above-ground
  structures
  Any structure standing on open ground takes 5d12 points of damage, enough to collapse a typical wooden or
  masonry building. Structures with foundations built on solid bedrock suffer only 1⁄2 damage or 1⁄4 damage if
  they exceed their saving throw by at least 50%. Creatures caught inside a collapsing structure take 8d6 points
  of damage and are pinned beneath the rubble*. A successful saving throw modiﬁed by dexterity-surprise
  modiﬁer avoids being pinned and reduces the damage by half.
  *Any creature pinned beneath the rubble takes 1d6 points of damage per round thereafter, until freed or dead. The GM may
  allow a 1d3 × 10% (10–30%) chance for the pinned creature to fall into a safe pocket, where they do not take additional damage
  each round, yet are unable to free themselves.
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  ground, large vegetation (such as trees), and structures (either
  above or below ground). For the duration of the spell, creatures
  in the effective area can’t move, cast spells, attack, or perform any
  other actions. Creatures in the effective area face injury and pos-
  sible death from falling into ﬁssures or falling debris. An earth
  elemental in the effective area can negate up to 100% of its effect
  (1d10 × 10%), and the GM may allow other magical protections
  to reduce or negate the effects.
  The speciﬁc effects depend on the nature of the terrain(s)
  within the effective area.
  The material components are a pinch of dirt, a piece of rock,
  and a lump of clay.
  Emotion (Enchantment)
  Caster/Level: Wizard/4
  Range: 10 yards/level
  Duration: Special
  Effective Area: 20-foot cube
  Components: V and S
  Casting Time: 4
  Saving Throw: Negate
  This spell produces a particular emotional response in every
  creature within the effective area.
  Unwilling creatures are al-
  lowed a saving throw, modiﬁed by wisdom-mental defense mod-
  iﬁer, to avoid the effect. The spell remains in effect so long as the
  caster concentrates. Typical emotional responses include the fol-
  lowing:
  Courage: Affected creatures ﬁght like wild-men, with little re-
  gard to their safety, gaining a +1 bonus to attack, +3 bonus to
  damage, and 5 temporary hit points, but they also drop their
  shields, never check morale, and ﬁght only with melee weapons
  or hand-to-hand. This effect counters and is countered by fear.
  Fear: Affected creatures panic and run from the caster for 2d4
  rounds. It counters and is countered by courage. Creatures who
  panic and run must roll a new save if they return to the effective
  area.
  Friendship: Affected creatures’ reaction results improve by
  one step. It counters and is countered by hate.
  Happiness: Affected creatures are highly unlikely to attack
  ﬁrst. This effect creates a feeling of joy, adding +4 to reaction
  rolls. It counters and is countered by sadness.
  Hate: Affected creatures react more negatively, reducing their
  reaction results by one step.
  It counters and is countered by
  friendship.
  Hope: Affected creatures gain a +2 bonus to saving throws,
  attack rolls, damage and morale (PCs are not affected by this
  morale bonus). It counters and is countered by hopelessness.
  Hopelessness: Affected creatures are overcome with despair.
  They are 50% likely to lay down arms and surrender, 25% likely
  to do nothing that round (roll again for the following round), and
  25% likely to retreat for 2d4 rounds. Creatures who retreat must
  roll a new save if they return to the effective area. It counters and
  is countered by hope.
  Sadness: Affected creatures become depressed, applying a −1
  penalty to surprise rolls and a +1 penalty to initiative rolls. It
  counters and is countered by happiness.
  Enchant an Item (Universal)
  Caster/Level: Wizard/6
  Range: Touch
  Duration: 2 days + 1d8 days
  Effective Area: 1 item
  Components: V, S and M
  Casting Time: Special
  Saving Throw: Negate
  This spell, which is almost always cast in a laboratory setting,
  opens magical pathways in a vessel and readies it for ﬁnal its
  enchantments.
  As explained in the section “Crafting Magical
  Items”, the spell is cast after the vessel has been crafted and pre-
  pared. The caster crafting the magical item does not necessarily
  have to be the one who casts enchant an item.
  The casting of the spell requires handling of the vessel for 8
  hours a day for the spell’s duration. Work must be continuous
  and uninterrupted, and the vessel must remain within one foot
  of the caster while he is resting. In addition, no magical items
  (except scrolls) can be brought within 30 feet of the vessel, and
  no spells except those related to the fabrication of the magical
  item may be cast, even during rest breaks. Failure to follow these
  rules contaminates the enchantment and causes the spell to fail.
  At the end of the spell’s duration, the caster makes a save vs.
  spell, modiﬁed by wisdom—mental defense modiﬁer. If success-
  ful, enchant an item spell is successful, a failed save means the
  spell fails and must be begun again. A natural result of 1 on the
  saving throw always fails. Once enchant an item spell is success-
  fully completed, the caster has up to 24 hours to begin casting
  spells into the vessel. After 24 hours, the vessel loses its magic,
  and enchant an item must be begun again.
  The material components required to cast this spell are deter-
  mined by the GM and should be rare, wondrous, and reﬂect the
  nature of the magical item being crafted and the magic about to
  be cast upon it. Speciﬁc components must be investigated by the
  character and learned through role-playing.
  Any time the spell fails and must be begun again for any reason
  stated above, the material components must be replaced and new
  spell duration must be determined.
  Enchanted Weapon (Enchantment)
  Caster/Level: Wizard/4
  Range: Touch
  Duration: 5 rounds/level
  Effective Area: 1–2 Weapon(s)
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell enchants mundane weapon(s) to become magical
  +1 weapon(s), offering a temporary bonus to attack and dam-
  age rolls. One medium or large-sized weapon or two small-sized
  weapons can be affected by the spell. Multiple spells cast on the
  same weapon(s) can increase the bonus to a maximum of +3. The
  spell can also improve a permanent magical weapon up to a com-
  bined maximum bonus of +3. A melee weapon or bow retains its
  enchantment for the duration of the spell, but ammunition and
  hurled weapons lose all bonuses after their ﬁrst successful hit.
  In addition, this spell is used in the ﬁnalization process for
  crafting permanent magical weapons. It would be cast multiple
  times into the vessel after enchant an item but before permanency
  is cast. Crafting a magical item is a lengthy process, especially
  the more powerful +4 and +5 items. It is suggested that this spell
  may need to be cast 5 times for a permanent +1 item, 10 times
  for a permanent +2 item, 20 times for a permanent +3 item, 40 to
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Enlarge (Transmutation)
  Caster/Level: Wizard/1
  Range: 5 yards/level
  Duration: 5 rounds/level
  Effective Area: 1 creature or object (up to 10 cubic feet per level)
  Components: V, S and M
  Casting Time: 1
  Saving Throw: Negate
  This spell allows the caster to increase the size of a creature
  or object within range that he can see. Colonial or symbiotic life
  forms are considered one creature. Unwilling creatures are en-
  titled to a saving throw. If the save fails, height and width are
  increased by a maximum of 10% per caster level. Multiple cast-
  ings of the enlarge spell do not stack. Less growth may occur, as
  a creature cannot be harmed by this spell. If a space is too small
  to hold an enlarged creature or object, it bursts through weak en-
  closures and grows to the maximum possible size. Its weight is
  increased by the percentage increase in size, cubed. For instance,
  an increase of 30% in size (1.3 times larger) causes a 1.33 or 2.197
  times increase in weight. A 60-inch (5’0”) tall elf of 100 lbs would
  become 78 inches (6’6”) tall and 219.7 lbs with just a 30% increase
  in overall size. A 100% increase (double-sized) would increase
  the creature’ weight by 23 or 8× the original weight, i.e. our elf
  would now weigh 800 lbs.
  A creature’s HD, AC, and attack rolls don’t change, but the
  range of a hurled or missile weapon is increased proportionately.
  A creature’s strength score is not directly modiﬁed, however,
  base damage and the strength based abilities of force doors and
  bend bars/lift portcullis, are increased proportionately (+10% per
  caster level), while the strength based ability of max weight is in-
  creased in the same manner as the subject’s weight (+10% cubed).
  In addition, the subject’s movement value increases by 1 for every
  20% of size increase. All equipment worn and carried (including
  potions) is enlarged by the spell, but magical properties of an ob-
  ject are never increased or altered.
  The reverse, reduce, negates enlarge or allows the caster to re-
  duce a subject’s size. Multiple castings of reduce do not stack.
  The object or creature (and its equipment) that fails its save loses
  10% of its original size (height, width) per caster level, but only
  until the subject reaches 10% of its original size. Reduction be-
  yond 10% of the original size shrinks the subject by 1 foot per
  caster level until they are below 1 foot tall. Further reductions
  shrink them by 1 inch per caster level until they’re down to 1
  inch tall, when even further reduction shrinks them by 1⁄10 of an
  inch per caster level down to the smallest possible size of 1⁄10 of an
  inch tall. The subject can never be harmed by a reduce spell. The
  subject’s weight is decreased by the percentage decrease in size,
  cubed. For instance, a decrease of 30% in size (0.7 times smaller)
  causes a 0.73 or 0.343 times decrease in weight. Our same elf (5’
  tall and 100 lbs.) would become 42 inches (3’6”) and just 34.3 lbs
  with a 30% decrease in overall size. At a 90% reduction, weight is
  0.001 times the original, so our 100 lb elf would be only 6 inches
  tall and weigh only 1⁄10 of a pound.
  A creature’s HD, AC, and attack rolls don’t change, but the
  range of a hurled or missile weapon is reduced proportionately.
  A creature’s strength score is not directly modiﬁed, however, base
  damage and the strength based abilities of force doors and bend
  bars/lift portcullis are decreased by a proportionate amount,
  while the strength based ability of max weight is decreased in
  the same manner as the subject’s weight. Its movement value de-
  creases by 1 for every 20% size decrease. When reduced to move-
  ment value of 1, further reductions decrease movement value by
  0.1 until a minimum movement value of 0.1 is reached.
  The material component required to cast an enlarge spell or its
  reverse is a pinch of powdered iron.
  50 times for a permanent +4 item, and up to 80 or 100 times for
  a permanent +5 item (Refer to Crafting Magical Items for special
  casting time).
  The material components are powdered lime and carbon.
  Endure Heat/Endure Cold (Transmutation)
  Caster/Level (Sphere): Priest/1 (Protection)
  Range: Touch
  Duration: 11⁄2 hour/level
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 1 round
  Saving Throw: None
  This spell protects a subject from the effects of normal cold or
  heat (chosen during the casting). The recipient (which may be
  the caster) can withstand temperatures as low as −30◦F (using
  endure cold) or as high as 130◦F (using endure heat) without dis-
  comfort.
  More extreme temperatures inﬂict 1 point of damage for every
  hour the subject is exposed to them. If the recipient is struck by
  magical heat or cold, it ignores the ﬁrst 10 points of damage (de-
  pending on the spell’s application), but the spell ends regardless
  of which extreme the subject is exposed to. Each version of the
  spell cancels its opposite.
  Energy Drain (Evocation, Necromancy)
  Caster/Level: Wizard/9
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell allows the caster to channel negative energy for one
  round, permanently draining 2 levels or HD from a creature on
  a successful touch attack. Hit points, saving throws, attacks and
  other level/HD related abilities are permanently lost (until re-
  gained by gaining experience or 2 restoration spells are cast on
  the victim). If the attack fails, the spell ends normally.
  Human or humanoid creatures killed by this spell can be an-
  imated as juju zombies under the caster’s control. The undead
  cannot be negatively affected by this spell.
  The material component is essence of specter or vampire dust.
  These are dangerous substances, and there’s a 5% chance that the
  caster loses one point of constitution while casting this spell, due
  to contact with either of them. If the caster dies through this loss,
  he becomes a shade. The caster’s alignment instantly becomes
  neutral evil, and he is then sucked into the Demiplane of Shadow.
  Enervation (Necromancy)
  Caster/Level: Wizard/4
  Range: 10 yards/level
  Duration: 1d4 hours + 1 hour/level
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 4
  Saving Throw: Negate
  This spell allows the caster to emit a crackling bolt of black
  negative energy from his ﬁngertip that suppresses the victim’s
  life force, temporarily. The victim must save vs. spell, modiﬁed
  by dexterity—surprise modiﬁer, to avoid the bolt. If struck, the
  victim is drained one level or HD (see also Energy Drain spell)
  per four caster levels. If the bolt drains the creature to 0 levels or
  HD, the creature must make a constitution-system shock roll or
  die. Those that survive the shock are comatose. Comatose vic-
  tims awaken and lost levels return when the duration expires, or
  after 6 hours of undisturbed rest. Most level dependent abilities
  return, except for lost spells, which must be rememorized. The
  undead cannot be negatively affected by this spell.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Ensnarement (Conjuration)
  Caster/Level: Wizard/6
  Range: 10 yards
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: Negate
  This spell allows the caster to lure an extra-planar creature
  through an extra-dimensional gate and into a warding circle
  where the caster tries to convince it to perform one service in re-
  turn for its freedom. If a warding circle is not within range when
  the spell is cast, the creature is able to move and act freely when it
  arrives, usually attacking the caster and/or escaping. The ward-
  ing circle can be a temporary, hand drawn circle (requiring at
  least one turn and 1,000 gp) or a more permanent, intricately
  carved and inlaid circle (requiring at least 3 days and 5,000 gp).
  The type of creature to be targeted by the spell must be spoken,
  and if a speciﬁc creature is desired, the caster must also speak the
  name of the creature, giving its true name and title, if it has such.
  The creature becomes aware of a gate nearby and must roll an
  intelligence check, modiﬁed by the difference between its intelli-
  gence and the caster’s. If the creature has a higher intelligence, he
  gains a bonus, but if the caster’s intelligence is higher, the crea-
  ture suffers a penalty. If the creature fails the intelligence check,
  it is drawn into the gate and trapped. If the creature passes its
  intelligence check, the spell fails.
  The GM secretly checks at the time the circle is created whether
  it was created successfully or not by rolling it’s base chance for
  failure modiﬁed by any extra time and materials spent creating
  the circle. If this check fails, any creature trapped will always
  be released immediately, and the circle must be abandoned. The
  base chance for failure is 20% for a hand drawn circle and 10%
  for a carved circle. A hand drawn circle’s chance for failure (in-
  cluding its initial chance) is reduced by 1% per extra turn spent
  drawing the circle and 1,000 gp worth of extra materials used. A
  carved and inlaid circle’s chance for failure is reduced by 1% per
  extra 3 days spent carving and 5,000 gp worth of extra materials
  used.
  When the circle is used to capture an extra-planar being, the
  chance for failure is further modiﬁed by the difference between
  the caster’s intelligence and level/HD and the subject’s intelli-
  gence and level/HD. Subtract 1% per point the caster’s total is
  higher and add 1% per point that the subject’s total is higher.
  These modiﬁers can reduce the warding circle’s chance of fail-
  ure to 0% or (though not very likely) above 100%. However, any
  imperfection in the circle, even a hair or strand of thread laid
  upon it, immediately frees the creature. A trapped creature can-
  not leave the circle, interfere with or affect it in any way, nor can
  any of its attacks or powers extend outside the circle, but when-
  ever possible, it will always try to trick others into accidentally
  breaking the circle and releasing it.
  Once ensnared in a warding circle, the creature is captured un-
  til it breaks free, is accidentally released, voluntarily returned to
  its plane by the caster, or it agrees to perform one service for
  the caster. The caster must be within spell range of the circle
  when making his request. The requested service can be broad or
  speciﬁc and be accompanied by bribes, promises, or threats, but
  completely unreasonable requests will never be agreed to. The
  GM assigns a persuasiveness penalty to the request from +0 to +6
  (with +6 being the most persuasive or reasonable) and rolls an in-
  telligence check for the creature, modiﬁed by the persuasiveness
  penalty. If this check succeeds, the creature refuses to perform
  the service, and the circle is temporarily weakened long enough
  to give the creature one chance to escape the warding circle on
  its own. Roll the warding circle’s modiﬁed chance for failure to
  determine if the circle holds or the creature escapes. If the circle
  holds, the caster must wait at least 24 hours to ask again, possibly
  offering new or better incentives. Each time the caster approaches
  the creature; the GM reassesses the caster’s request to determine
  the new persuasiveness penalty. In addition, the creature gains
  a +1 cumulative penalty to its intelligence check, and the ward-
  ing circle gains a +2% cumulative higher chance to fail for each
  day of conﬁnement. If the caster waits 48 hours to approach the
  creature, the creature suffers a +2 penalty, but the circle is also
  weakened by 4%.
  Once a service has been agreed upon, the creature is freed from
  the circle to perform the service, returns to tell the caster when it
  is completed, and is automatically sent home. The creature is not
  loyal to the caster, however, the creature can never return to its
  home plane, short of divine intervention, until it performs the
  agreed upon service to the best of its abilities. After a creature
  is returned home, it is free to hunt down and exact its revenge
  on the caster, if it has the desire and ability to do so. A caster
  who abuses this spell quickly becomes the target of extra-planar
  attacks. While technically, this spell can be cast (albeit unsuccess-
  fully) without a warding circle, having one in range is important
  enough to be considered a material component.
  Entangle (Transmutation)
  Caster/Level (Sphere): Priest/1 (Plant)
  Range: 80 yards
  Duration: 1 turn
  Effective Area: 40-foot cube
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Half
  This spell causes plants within range and in the effective area
  to wrap, grasp, twist and otherwise entangle creatures. Any crea-
  ture within or entering the effective area during the spell’s du-
  ration must save, modiﬁed by dexterity-surprise modiﬁer, or be
  held fast and unable to perform any actions for the remainder
  of the duration. A successful save allows a victim to escape at a
  movement value of 10 feet per round or perform 1 action. Each
  round a freed creature remains in the effective area, the plants
  attempt to re-entangle it, and a new save is required.
  The efﬁcacy of this spell is very dependent on the quantity and
  types of plants available in the effective area compared to the size
  and strength of the creature. It will not work if there is abso-
  lutely no vegetation, however, the GM should be as generous as
  possible in allowing this spell to work. Existing vegetation will
  stretch to its limits, growing up to several feet taller or longer
  for the spell’s duration. Roots near the surface will be affected,
  especially useful in shallow underground or cave settings where
  the GM may decide they pop out of the ceiling or walls for the
  spell’s duration, however, in areas where vegetation is sparse,
  the GM may assign bonuses (up to +4) to the creatures’ saves.
  Gargantuan-sized creatures or those with a strength greater than
  20, may gain additional bonuses (up to +4) to their saves in less
  than heavy vegetation.
  The material component is the caster’s holy or unholy symbol.
  Enthrall (Enchantment)
  Caster/Level (Sphere): Priest/2 (Charm)
  Range: 0
  Duration: Special
  Effective Area: 90-foot radius
  Components: V and S
  Casting Time: 1 round
  Saving Throw: Negate
  This spell allows the caster to peacefully enthrall a crowd of
  people that comprehends his language.
  To cast the spell, the
  caster must speak uninterrupted for the full casting time. The en-
  chantment then lasts for as long as the caster continues to speak,
  up to one hour. Peacefully enthralled creatures stand nearly mo-
  tionless, completely ignoring their surroundings, while the caster
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  determine if any creature is hidden from view, but not necessarily
  what kind of creature it is.
  During direct questioning and whenever else the caster at-
  tempts to read beyond just surface thoughts, an unwilling crea-
  ture can become aware that ESP is in effect. If so, it is automat-
  ically granted a saving throw, modiﬁed by wisdom-mental de-
  fense modiﬁer, to block their minds for the duration of the spell,
  yet another casting will grant another save. If the creature fails
  its save, the GM may determine that the caster is able to pene-
  trate deeper into the creature’s true thoughts. The GM may as-
  sign bonuses (up to +4) to the creature’s saving throw depending
  on the type of information sought.
  The material component is a copper piece.
  Exaction (Evocation, Transmutation)
  Caster/Level (Sphere): Priest/7 (Charm, Summoning)
  Range: 10 yards
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to exact a service from a powerful,
  extra-planar creature, of less than demigod status, in exchange
  for elimination of a past debt, a valuable payment when the ser-
  vice is done, or for services to be rendered at a later date. The
  caster must speak the name and type of creature to be targeted
  by the spell, giving their true name and title, if they have such.
  Creatures of an alignment opposed to the caster, good vs. evil
  and/or law vs. chaos, will only submit to an exaction if they wish
  to. For the purposes of this spell, true neutral creatures are op-
  posed to all but other true neutrals. Creatures of the same or
  similar alignment as the caster may still avoid the spell by suc-
  cessfully passing a magic resistance check.
  The caster must either know of a debt that the creature owes to
  the caster’s ethos or faith, or the caster must offer a fair trade (a
  valuable item or equally difﬁcult service) in exchange for the ex-
  acted service. The exacted service must be reasonable, taking into
  consideration the creature’s nature and the debt to be repaid or
  reward promised. The GM is responsible for ensuring the agree-
  ment is fair. If the caster demands too much, the creature is al-
  lowed to return to its own plane, or if sufﬁciently angered by the
  summons, it may attack the caster. Assuming a suitable agree-
  ment can be reached, the equivalent of a quest spell is placed on
  the creature until the exacted service has been completed. When
  ﬁnished, the creature is instantly transported to the caster’s loca-
  tion to collect payment. Once paid, it returns to its own plane.
  If the agreement for payment is service at a later date, the caster
  is then subject to exaction by the creature. If the quest becomes
  more difﬁcult than originally anticipated, the creature (or his sur-
  viving relatives or superiors) may be entitled to additional pay-
  ment and/or future exaction. This caveat is often included in the
  contract.
  Breaking one’s contract garners extra-planar attention and dis-
  favor from powerful beings. If the caster breaches his contract,
  the creature immediately gains immunity to any further spells
  from that caster. In addition, the creature, or any of its relatives or
  superiors can demand one exaction at a future time. The creature
  remains immune to the caster’s spells until the caster completes
  the exaction.
  The material components are the caster’s holy or unholy sym-
  bol and a piece of matter or substance from the creature’s home
  plane.
  The agreed upon contract between the caster and the
  extra-planar creature is written on parchment and burned to
  make it binding and set the creature on its quest.
  speaks, and for 1d3 rounds thereafter they quietly discuss the
  caster’s speech. Part of the crowd will also likely be hostilely
  enthralled, booing and heckling, while a third part will likely not
  be affected by the caster’s words at all, and will be able to act
  normally.
  Creatures in the effective area or who enter it any time during
  its duration, with 3 or fewer levels/HD or wisdom lower than 16,
  must save vs. spell, modiﬁed by wisdom-mental defense modi-
  ﬁer, or become peacefully enthralled. Creatures from a hostile
  non-PC race or those following an opposing religion gain a +4
  bonus on their save. Half of those who make the save are allowed
  to act freely, but the other half are hostilely enthralled, compelled
  to listen to the caster, but booing and heckling every turn.
  When dealing with large crowds of creatures with the same
  modiﬁed save, it’s safe to assume that their save subtracted from
  20, then multiplied by 5% will determine how many creatures
  successfully save, so that out of a group of 100 men with a save
  of 17, (20 − 17) × 5% = 15% (or 15 men) will make their save (7
  or 8 of those will become hostilely enthralled, the other 7 or 8 can
  act normally), while 85% (85 men) will not make their save and
  become peacefully enthralled.
  The GM can determine that peacefully enthralled creatures are
  entitled to a new saving throw each turn if the heckling from
  hostilely enthralled creatures gets extremely loud or convincing.
  Also if someone makes a concerted effort to awaken an individ-
  ual enthralled creature (whether peaceful or hostile), it gains a
  new save every third round. Those who make this second save
  are still 50% likely to join or rejoin the hecklers, and hecklers who
  fail this save become peaceful. This can be repeated until the crea-
  ture successfully breaks the enchantment.
  If the crowd is attacked, the spell ends, but the crowd (peaceful
  and hostile alike), immediately rolls a reaction check against the
  attackers with a −10 penalty.
  Erase (Transmutation)
  Caster/Level: Wizard/1
  Range: 30 yards
  Duration: Permanent
  Effective Area: 1 scroll or 2 pages
  Components: V and S
  Casting Time: 1
  Saving Throw: Special
  This spell removes magical or mundane writings from a scroll
  or up to 2 pages of paper, parchment, or similar surfaces. The
  spell also obliterates explosive runes, glyphs of warding, sepia snake
  sigils, and wizard marks but has no effect on illusory scripts or sym-
  bols. Non-magical writing automatically vanishes when touched
  by the caster and has a 90% chance to disappear when the spell is
  cast from a distance (but still within range). Magical writing must
  be touched to be erased and then has a base chance of 30% + 5%
  per caster level to be affected, up to a maximum of 90%.
  ESP (Lesser Divination)
  Caster/Level: Wizard/2
  Range: 0
  Duration: 1 round/level
  Effective Area: 5 yards/level, 90 yards maximum
  Components: V, S and M
  Casting Time: 2
  Saving Throw: None
  This spell allows the caster to detect the surface thoughts of any
  creature in the effective area surrounding his person, except for
  the undead, the non-intelligent and the completely alien. This
  also allows the wearer to note the creature’s approximate dis-
  tance. If the caster does not share a common language with the
  creature or the creature has only animal intelligence, the caster
  reads basic emotions, instincts and intentions. Two feet of rock, a
  thin sheet of lead or two inches of other metal blocks ESP.
  The caster can scan one creature for the entire duration, scan a
  different creature each round, or simply scan the effective area to
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Explosive Runes (Transmutation)
  Caster/Level: Wizard/3
  Range: Touch
  Duration: Special
  Effective Area: 10-foot radius
  Components: V and S
  Casting Time: 3
  Saving Throw: Half
  These magically inscribed runes, traced upon a written object,
  such as a map, scroll, book, etc., explode when any creature that
  the caster has not previously authorized reads any part of the
  protected material. Magical trap detection always reveals the ex-
  plosive runes. Mages can speciﬁcally look for them with a 5% per
  caster level chance of success, and thieves have a ﬂat 5% chance
  to detect them during their normal search for traps.
  Once the protected material is read, the runes detonate deal-
  ing 6d4 + 6 (12–30) damage to the reader and all creatures in the
  effective area. A successful saving throw vs. spell, modiﬁed by
  dexterity—surprise modiﬁer, reduces damage by half. If the vic-
  tims fail their saving throw, they suffer full damage and their gear
  must also save vs. magical ﬁre or be destroyed as well. The ma-
  terial is automatically destroyed in the process, unless immune
  to magical ﬁre. Only the caster and those creatures speciﬁcally
  named during the casting of the spell are allowed to read the ma-
  terial safely. The runes are permanent until dispelled, erased with
  an erase spell, or the caster wills it.
  Extension I (Transmutation)
  Caster/Level: Wizard/4
  Range: 0
  Duration: Special
  Effective Area: Special
  Components: V
  Casting Time: 2
  Saving Throw: None
  This spell allows the caster to extend the duration of any pre-
  viously cast, lower level wizard spell, with a duration other than
  instantaneous and that does not require concentration, by 50%.
  Extension I must be cast within the ﬁrst round immediately fol-
  lowing the spell the caster wishes to extend, or the extension fails.
  The caster can extend his spells or those of another mage. Exten-
  sion spells will not stack with one another and each spell can only
  be the subject of one extension (of any level).
  Extension II (Transmutation)
  Caster/Level: Wizard/5
  Range: 0
  Duration: Special
  Effective Area: Special
  Components: V
  Casting Time: 4
  Saving Throw: None
  This spell functions as extension I, except it affects 1st through
  4th level wizard spells.
  Extension III (Transmutation)
  Caster/Level: Wizard/6
  Range: 0
  Duration: Special
  Effective Area: Special
  Components: V
  Casting Time: 6
  Saving Throw: None
  This spell functions as extension I, except that it doubles the du-
  ration of 3rd or lower level wizard spells and extends the duration
  of 4th or 5th level wizard spells by 50%.
  Eye Bite (Enchantment, Illusion)
  Caster/Level: Wizard/6
  Range: 20 yards
  Duration: 1 round per 3 levels
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 6
  Saving Throw: Special
  This spell allows the caster to make one of four gaze attacks
  once per round. The type of attack is selected during casting and
  can be used immediately, but cannot be changed for the duration
  of the spell. The gaze attack must be accompanied by a command
  word, but is performed at will, in addition to any other actions
  the caster makes that round. This gaze attack targets one creature
  at a time, and the caster must meet the creature’s eyes. Eye bite al-
  lows a saving throw, modiﬁed by wisdom—mental defense mod-
  iﬁer, to avoid the caster’s gaze and negate the effect. The spell has
  no effect on the undead, and cannot extend across planes. If the
  gaze attack is reﬂected back to the caster, he becomes the target
  and must make a saving throw against the attack.
  Charm: This effect functions as the charm monster spell (du-
  ration and other effects as if cast by the caster) but can also
  force those charmed to perform dangerous actions they ordinar-
  ily would not. All creatures other than humans, demi-humans,
  and humanoids save with a +2 bonus. If affected by a reﬂected
  charm effect, the caster is paralyzed for the duration or until a
  successful dispel magic is cast. Elves and half-elves resist the ef-
  fects normally.
  Fear: This effect inﬂicts fear on the creature, causing it to ﬂee
  at maximum movement value for 1d4 rounds. For one turn per
  caster level thereafter, the victim is afraid to look in the caster’s
  direction and has a 50% chance to either stand cowering or run
  for cover, if the caster approaches. This effect can be magically
  countered by certain spells.
  Sicken: This effect causes sudden illness; aches, pains and
  fever overcome the victim for one turn per caster level. The vic-
  tim’s ability scores and movement value are halved. Creatures
  without known ability scores deal only half damage. Reduced
  ability scores return at a rate of one point per turn of complete
  rest or one point per hour. Cure disease and heal do not remove
  the afﬂiction, but a remove curse or successful dispel magic are ef-
  fective. Creatures other than humans, demi-humans, and hu-
  manoids save with a +2 bonus.
  Sleep: This effect causes the victim to fall into a comatose
  slumber as if affected by a sleep spell (duration and other effects
  as if cast by the caster), but without a restriction to hit dice. Crea-
  tures normally subject to the sleep spell save with a −2 penalty.
  Elves and half-elves resist the effects normally.
  F
  Fabricate (Enchantment, Transmutation)
  Caster/Level: Wizard/5
  Range: 5 yards/level
  Duration: Permanent
  Effective Area: 1 cubic yard/level
  Components: V and S
  Casting Time: Special
  Saving Throw: None
  This spell allows the caster to transform one type of raw mate-
  rial into a ﬁnished product made from that material. Only non-
  magical, nonliving objects can be affected or created by this spell.
  The raw material can be formerly living but not undead or for-
  merly undead. This spell is most commonly used with wood,
  plant ﬁbers, hair, wool, and other relatively soft natural sub-
  stances. When the caster uses mineral substances (metal, stone,
  earth, gems, ivory, bone, etc.) as the raw material, the effective
  area is reduced to 1 cubic foot per level.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  The GM considers both the quality of the raw material avail-
  able and the caster’s skill in the appropriate craft (basket weav-
  ing, rope making, carpentry, stone carving, weapon making, etc.)
  to determine the quality of the ﬁnished product. To create a ﬁn-
  ished product requiring intricate craftsmanship, the caster must
  be a highly skilled craftsman.
  Casting time is one full round per cubic yard (or foot) of ma-
  terial to be affected by the spell, and the material component for
  the spell is simply the raw material to be transformed.
  Faerie Fire (Transmutation)
  Caster/Level (Sphere): Priest/1 (Weather)
  Range: 80 yards
  Duration: 4 rounds/level
  Effective Area: 10 square feet/level within 40-foot radius
  Components: V and M
  Casting Time: 4
  Saving Throw: None
  This spell causes a group of creatures and/or objects to glow as
  brightly as a small candle and colored the caster’s choice of blue,
  green, or violet. The caster can affect one man-sized or two small-
  sized creatures per caster level within the effective area. Victims
  are visible from 80 yards in the dark and 40 yards otherwise. A
  glowing opponent grants a +2 bonus to hit in moonlight or dark-
  ness, and a +1 bonus otherwise. Invisible creatures can be af-
  fected, but not incorporeal, ethereal, or gaseous. The light from
  this spell has no other effects, and multiple castings only increase
  the effective area.
  The material component is a small chunk of foxﬁre.
  False Vision (Greater Divination)
  Caster/Level: Wizard/5
  Range: 0
  Duration: 1d4 rounds + 1 round/level
  Effective Area: 30-foot radius
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster to block those in the effective area
  that he chooses from any scrying attempt that he is aware of.
  In addition to making the caster and all that he chooses unde-
  tectable, the caster can concentrate to send false visual and au-
  ditory signals back to the scryer. If the caster’s concentration is
  broken, no more false signals can be sent, but the caster and those
  previously chosen remain undetectable.
  The material component is ground emerald dust worth 500 gp
  or more and sprinkled into the air.
  Fear (Illusion)
  Caster/Level: Wizard/4
  Range: 0
  Duration: 1 round/level
  Effective Area: 60-foot cone, 30-foot diameter end, 5-foot wide
  base
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Negate
  This spell unleashes an unseen cone of panic. Creatures in the
  effective area must save vs. spell, modiﬁed by wisdom-mental
  defense modiﬁer, or run in fear, moving at their maximum speed
  away from the caster for one round per caster level. Panicked
  creatures have a 65% base chance minus 5% per level or HD to
  immediately drop whatever they are holding, so that an 8 HD
  creature has only a 25% chance to drop the items in its hands
  (65% - (5% × 8) = 25%), and 13 or higher HD creatures will not
  drop anything. This spell does not effect undead.
  The material component is either a chicken hen’s heart or a
  white feather.
  Feather Fall (Transmutation)
  Caster/Level: Wizard/1
  Range: 10 yards/level
  Duration: Until landing or 1 round/level
  Effective Area: 10-foot cube
  Components: V
  Casting Time: 1
  Saving Throw: None
  When cast on one or more airborne objects and/or creatures
  within the effective area (whether free falling or ﬂying), up to a
  maximum combined weight of 200 pounds plus 200 pounds per
  caster level (which may include the caster), becomes as light as a
  feather, and their movement values are immediately reduced to
  a constant 120 feet per round outdoors or 12 feet per round in-
  doors for the duration of the spell. If the subject was falling, it
  takes no damage upon landing and neither does anything it may
  land on, so long as the duration is still in effect. If the duration
  ends before the falling creature lands, damage accrues normally
  for the remainder of the fall. Affected ﬂying objects (such as ar-
  rows or thrown rocks) bounce harmlessly off creatures that they
  hit within the spell’s duration and do only half damage if the du-
  ration ends while they are still in ﬂight. For the duration of the
  spell, ﬂyers that are affected lose all speed class and maneuver
  class and are treated as stationary if engaged in aerial combat.
  Flyers and ﬂying objects under the effects of this spell will gener-
  ally continue to slowly drift on their original course, but subject
  to the GM’s discretion, those affected (including those falling) are
  vulnerable to effects from the wind, whether natural or caused by
  certain spells, until the duration expires.
  Feeble Mind (Enchantment)
  Caster/Level: Wizard/5
  Range: 10 yards/level
  Duration: Permanent
  Effective Area: 1 spell caster or magic-using creature
  Components: V, S and M
  Casting Time: 5
  Saving Throw: Negate
  This spell destroys a creature’s intelligence, reducing it to 1,
  unless a successful save, modiﬁed by wisdom—mental defense
  modiﬁer, is made. The saving throw is also dependant on the
  type of creature, as follows:
  Target
  Modiﬁer
  Any priest
  +1
  Human wizard
  −4
  All others
  −2
  A feeble minded creature is unable to use any learned skills or
  abilities, cast spells, use spell-like abilities, understand language,
  or communicate coherently. Still, it knows who its friends are and
  can follow them and even attempt to protect them. The effect is
  permanent until cured by heal, restoration, or wish spell.
  The material component is a handful of spheres made of inor-
  ganic clay, crystal, glass, or other minerals.
  Feign Death (Necromancy)
  Caster/Level (Sphere): Priest/3 (Necromantic), Wizard/3
  Range: Touch
  Duration: Priest—1 turn + 1 round/level, Wizard—1 hour + 1
  turn/level
  Effective area: Priest—1 person, Wizard—1 creature of equal or
  lesser level/HD
  Components: Priest—V, Wizard—V and S
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to touch any willing creature whose
  levels or HD does not exceed his caster level and cause it to en-
  ter a death-like coma, or the caster may be the subject of the spell.
  132
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  The comatose subject can smell, hear, and comprehend the events
  around him, but he cannot see or feel anything. Physical damage
  is halved, and the subject shows no outward signs of pain. The
  comatose subject also ignores paralysis and energy drain effects.
  If the comatose subject is poisoned, the poison does not take ef-
  fect until the spell duration ends, and the subject does not have
  to make a save against it until then. This spell does not, how-
  ever, protect the comatose subject from situations involving cer-
  tain death, such as the subject being boiled in oil, etc, but it will
  take twice as long to kill the subject. The caster can end the spell
  prematurely, or it may be ended by a successful dispel magic, but,
  in either case, it requires a full round before the subject is able to
  act normally.
  The priests’ version of this spell functions as the wizards’ ver-
  sion, except it only affects man-sized or smaller humans, demi-
  human, and humanoids and isn’t limited by HD.
  Find Familiar (Conjuration)
  Caster/Level: Wizard/1
  Range: 1 mile/level
  Duration: Special
  Effective Area: 1 familiar
  Components: V, S and M
  Casting Time: 2d12 hours
  Saving Throw: Special
  This spell allows the caster to summon a familiar. A familiar
  is a small (no more than 18 inches in wingspan, width, length or
  height), non-magical animal that gains new powers when sum-
  moned to service by the caster. The animal serves as a companion
  and servant, and is unusually tough and intelligent. Only a nor-
  mal, unmodiﬁed animal, whether wild or domestic, may become
  a familiar. Familiars accompany the caster, aiding and support-
  ing him by acting as a guard, scout and/or spy. The caster can
  have only one familiar at a time and has no control over what
  sort of animal, if any, answers his call. Familiars are not consid-
  ered magical creatures, nor can they be dismissed by dispel magic.
  A familiar grants special abilities and imparts innate sensory
  powers to the caster, afterwards known as its master. As the mas-
  ter advances in level, his familiar also increases in power. Shared
  senses apply only when the master and familiar are within 1 mile
  of each other.
  The material components involve burning charcoal in a brass
  brazier then adding 100 gp worth of incense and herbs per caster
  level. The casting continues for 24 hours or until a familiar ar-
  rives.
  The GM secretly rolls to determine the type of familiar, if any.
  This spell does not function underwater unless cast by a natu-
  rally aquatic intelligent species, using different material compo-
  nents. Other intelligent species may also have their own versions
  of the spell to summon a familiar speciﬁc to their environs and/or
  Find Familiar
  Familiar (Example)
  Type
  1d20
  Sensory Powers to Master
  1
  Bat
  Bat (Any)
  3 × percentage chance to hear noise, sonar negates 1⁄2 blindness or
  darkness penalties
  2
  Feline
  Cat (Wild or Domestic)
  Infravision 60’, 2 × percentage chance to hear noise
  3
  Talking Bird*
  Crow (Raven, Parrot)
  2 × vision distances in daylight
  4
  Canine
  Dog (Wild or Domestic)
  1.5 × percentage chance to hear noise, sense of smell negates 1⁄2
  blindness or darkness penalties
  5
  Daytime Insect
  Dragonﬂy
  270-degree vision (opponents lose ﬂanking bonus)
  6
  Daytime Raptor
  Hawk (Falcon)
  4 × vision distances in daylight
  7
  Tree Reptile
  Tree Lizard (Snake)
  2 × vision distances in daylight, taste from a distance (detects
  poisons within 1’)
  8
  Simian
  Monkey (Any)****
  Improved hand/eye coordination (+1 to hit with hurled
  weapons)
  9
  Nighttime Insect
  Moth
  Infravision 90’, Tremor sense*** 90’
  10
  Burrowing Rodent
  Mouse (Rabbit, Rat)
  Tremor sense** 60’, 2 × percentage chance to hear noise
  11
  Nighttime Raptor
  Owl (Any)
  Infravision 90’, 1.5 × percentage chance to hear noise
  12
  Tree Rodent
  Squirrel (Chipmunk)
  2 × vision distances in daylight, 3 × percentage chance to hear
  noise
  13
  Amphibian
  Toad (Frog, Salamander)
  270-degree vision (opponents lose ﬂanking bonus)
  14
  Burrowing Reptile
  Turtle (Ground Lizard, Snake)
  Tremor sense** 90’, Sense of smell negates deafness penalties
  15
  Weasel
  Weasel (Ferret, Mink)
  2 × percentage chance to hear noise, Sense of smell negates
  deafness penalties
  16-20
  None
  None
  No familiar within spell range
  *These birds can speak the master’s primary language limited by its intelligence.
  **Automatically detects movement on or under the ground.
  ***A moth’s tremor sense detects movement on the ground or through the air.
  ****A monkey may be able to wield tiny-sized weapons (a knife or dagger at most), at the GM’s discretion.
  133
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  needs.
  The animals listed on the table should represent the most
  widespread and commonly desirable familiars among the PC
  races. Some possible substitutions are listed on the table, but the
  GM is free to substitute any similar animals, no more than 18” in
  size, using the same or similar sensory powers. Impossibly large
  insects have been listed on the table, and the GM may determine
  an animal on the table is not available in the area. Any result
  can be ignored if the GM wishes by adding/subtracting 1 from
  the roll. Due to extra-planar monitoring of this spell, the GM
  may determine that a caster will never summon an animal repre-
  senting a diametrically opposed faith. This becomes particularly
  important if the caster is multi-classed with priest.
  If the master is 3rd level or higher and the result of the d20 roll
  is between 16–20, subtract 1 from it per every 3 caster levels, and
  if that result is less than or equal to 15, roll again for the type of
  familiar using a d16 (1d8 with 1d6 high or low control die), and
  if a 16 (an 8 on 1d8 and a 4–6 on 1d6) is rolled, then no familiar is
  within spell range.
  All familiars gain special abilities depending on its master’s
  level.
  Master’s
  Level
  Powers
  Size
  Int
  AC Mod
  1st–2nd
  −1
  6
  4”
  Shared Powers,
  Surprise Bonus,
  Telempathic Link
  3rd–4th
  −2
  5”
  7
  Deliver Touch Spells
  5th–6th
  −3
  8
  7”
  Speak with Master
  7th–8th
  −4
  8”
  9
  Speak with Animals of
  its Kind
  9th–10th
  −5
  10
  10”
  –
  11th–12th
  −6
  11”
  11
  Magic Resistance
  13th–14th
  −7
  12
  13”
  Scry on Familiar
  15th–16th
  −8
  14”
  13
  –
  17th–18th
  −9
  14
  16”
  –
  19th–20th
  −10
  18”
  15
  –
  AC Modiﬁer (Range—1 mile): A familiar has a natural Armor
  Class of 7. It gains a bonus to its armor class depending on the
  master’s level.
  Intelligence (Range—Inﬁnite): This is the familiar’s intelligence
  score, depending on the master’s level.
  Size (Range—Inﬁnite): The familiar gets larger as the master in-
  creases in level, but will never exceed 18”.
  Powers
  Shared Hit Dice (Range—1 mile): For the purpose of effects re-
  lated to number of Hit Dice, a familiar uses its master’s character
  level. Outside the range, a familiar has only 1⁄2 HD.
  Shared Hit Points (Range—1 mile): A familiar normally has only
  2d2 hit points. When in range, these hit points are added to the
  hit point total of its master, and the familiar adds 1⁄2 the master’s
  total hit points rounded down (and not including temporary or
  shared hit points) to its normal hit points.
  Shared Life Source (Range—Inﬁnite): Beginning immediately af-
  ter arriving, the familiar and its new master fuse their life sources.
  The fate of one becomes inexorably linked to that of the other.
  This also means that the familiar gains either a soul or a spirit,
  depending upon its master, and a natural life span equal to its
  master’s life span.
  If its master dies, the familiar permanently loses 1 hit point
  each day, and unless its master is brought back to life, dies when
  reaching 0 hit points. If the master is restored to life, lost hit
  points return at the rate of 1 per day.
  If the familiar dies before its master does, or is dismissed by
  its master for any reason, the master immediately loses 1 point of
  constitution and double the number (up to 8) of shared hit points.
  The master may be killed if this sudden hit point loss reduces his
  current total below 0. A slain familiar can be raised from the dead
  just as its master can, but it does not lose a point of constitution
  when raised. If the familiar is successfully restored to life, the
  lost constitution is restored to its master instantly, and lost shared
  hit points are returned to the master at the rate of 1 per day. A
  dismissed familiar reverts to its natural state and will never again
  respond to a call.
  A lost or dismissed familiar cannot be replaced for a year and
  day. Due to the powerful magic involved, summoning a familiar
  can only be attempted once per year, and the use of this spell is
  monitored by certain, powerful extra-planar entities, such as the
  mysterious Animal Lords. Abusing, neglecting or killing one’s
  familiar will not go unnoticed or unpunished. At the GM’s dis-
  cretion, special care and attention paid to a familiar may gar-
  ner special favor from the extra-planar entities involved, usually
  when both master and familiar need help desperately.
  Shared Saving Throws (Range—5 feet): The familiar uses its mas-
  ter’s saving throws, automatically succeeding if the master suc-
  ceeds and failing if he fails. The familiar takes no damage, if the
  save is successful, and only half the damage taken by its master,
  if the save fails.
  Shared Spells (Range—5 feet): At the master’s option, he may
  have any spell (but not innate abilities) he casts on himself also
  affect his familiar. The spell stops affecting the familiar if it moves
  out of range and will not affect the familiar again even if it re-
  turns to the master before the duration expires. Additionally, the
  master may cast a spell with an effective area of “caster” on his
  familiar (as a touch spell) instead of on himself. A master and his
  familiar can share spells even if the spells normally do not affect
  animals of the familiar’s type.
  Shared THACO (Range—1 mile): A familiar uses its master’s un-
  modiﬁed THACO. Type of attack and damage is the same as that
  inﬂicted by a normal animal, usually 1d4 hit points if only one at-
  tack, or up to 3 attacks inﬂicting 1 and 1d2 hit points each, for ex-
  ample a claw/claw/bite attack that inﬂicts damage of 1/1/1d2.
  Outside the range, THACO is calculated as a 1⁄2 HD creature.
  Surprise Bonus (Range—5 feet): The master gains +1 bonus to his
  surprise rolls.
  Telepathic Link (Range—1 mile): The master and his familiar
  share a telempathic link that allows communication for up to
  1 mile, but the master cannot see through the familiar’s eyes.
  The familiar communicates with basic, simple thoughts and emo-
  tions, limited by its intellect and natural instincts.
  Deliver Touch Spells (Range—Touch):
  A familiar can deliver
  touch spells. If the master and familiar are in contact at the time
  134
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  the master casts a touch spell, the familiar can then deliver the
  touch spell before the round ends just as the master could. If the
  round ends before the touch is delivered, the spell fails.
  Speak with Master (Range—5 feet): A familiar and its master can
  communicate verbally, as if they were speaking a common lan-
  guage. Other creatures cannot understand the communication
  without magical assistance.
  Speak with Animals of its Kind (Range—Inﬁnite): A familiar can
  communicate with animals of approximately the same kind as it-
  self (including dire varieties): bats with bats, rats with rodents,
  cats with felines, hawks, owls and crows with birds, lizards and
  snakes with reptiles, toads with amphibians, weasels with sim-
  ilar animals (minks, polecats, ermines, skunks, wolverines, and
  badgers). Such communication is limited by the intelligence of
  the conversing animals.
  Magic Resistance (Range—5 feet): A familiar gains magic resis-
  tance equal to the master’s level × 5.
  Scry on Familiar (Range—1 mile/master’s level): The master may
  scry on his familiar once per day.
  Find the Path (Greater Divination)
  Caster/Level (Sphere): Priest/6 (Divination)
  Range: Touch
  Duration: 1 turn/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 3 rounds
  Saving Throw: None
  This spell bestows upon the subject knowledge of the quick-
  est, most direct route to and from any location, whether indoors,
  outdoors, in a town or underground, as long as it is on the same
  plane. This knowledge comes slowly as needed by the subject,
  and not all at once. The caster can be the subject of this spell. The
  subject is shown, as he travels, the best route to reach his desired
  location, including which paths to follow and special actions re-
  quired to avoid (but not disable) traps, such as when to step over
  a trip wire or what magic password is required to bypass a glyph
  of warding or other magical trap. The spell does not provide any
  knowledge to the subject’s companions, and it cannot account for
  the presence of, nor predict the actions of, creatures that may be
  encountered along the route. The spell ends when either the lo-
  cation is found or the duration expires.
  The spell only works when a named or known location is ref-
  erenced, and a character cannot ﬁnd a location based solely on
  referencing a particular creatures or items. “Show me how to get
  to the white dragon’s cave,” will not work unless that is a name
  given by the subject to a location he has previously visited, or it
  is well known that there is a location called The White Dragon’s
  Cave. In the latter case, the subject will be pointed toward and
  slowly led to the nearest location with that name, though the
  dragon may have been slain or driven off years ago, or may never
  have even lived there at all. It may not even be a real cave, but a
  tavern favored by local gangs of thieves and rufﬁans.
  This spell is useful if trapped in a maze spell. The subject can
  escape and lead his companions out of the effective area of the
  maze spell in 1 round. This does not end the ﬁnd the path spell;
  so subsequent maze effects will be similarly thwarted in 1 round
  until the ﬁnd the path spell ends normally.
  The reverse, lose the path, requires a successful touch attack. It
  causes the subject to become lost, unable to ﬁnd its way, for the
  duration of the spell, but the subject is able to follow someone
  else.
  The material component is a set of divination tokens, such as
  bones, ivory counters, cards, sticks, carved runes, etc. The reverse
  requires a marked or biased set of the same.
  Find Traps (Lesser Divination)
  Caster/Level (Sphere): Priest/2 (Divination)
  Range: 0
  Duration: 3 turns
  Effective Area: 10 feet × 30 yards
  Components: V and S
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster to ﬁnd any active trap, whether
  mundane or magical and regardless of the means used to con-
  ceal it, within the effective area directly in front of him. For the
  purposes of this spell, a trap is any device or magical effect that
  was intentionally designed to inﬂict a sudden, unexpected and
  undesirable or harmful effect as a direct result of some action or
  inaction on the part of the intended victim. Traps include alarm,
  glyph of warding, or similar combinations of spells and mecha-
  nisms. The spell cannot predict ambushes or other actions that
  creatures may make, likewise, natural hazards or old, crumbly
  walls are not considered traps, as they were not originally de-
  signed to cause harm.
  The caster immediately learns whether a found trap is magical,
  mechanical, or both, but not its effect or how to disarm it. Closer
  scrutiny, however, will reveal to the caster what actions or inac-
  tions may trigger it, and if the GM has determined that speciﬁc
  glyphs or symbols are associated with certain magical traps, closer
  scrutiny will also reveal the shape of the mark.
  Finger of Death (Necromancy)
  Caster/Level: Wizard/7
  Range: 60 yards
  Duration: Permanent
  Effective Area: 1 creature pointed to
  Components: V and S
  Casting Time: 5
  Saving Throw: Negate
  This spell attempts to utterly destroy a chosen victim’s life en-
  ergy and body. The victim must make a successful saving throw
  or die immediately, unable to be raised, resurrected, or reincar-
  nated. A wish spell can restore most victims to life, if, however,
  the victims are human, profane magic instantly begins to trans-
  form the bodies, and after 3 days, the caster is able to perform
  a special ritual, requiring materials costing 1,000 gp + 500 gp per
  body, to animate the dead humans as juju zombies under his con-
  trol. The profane magic must be reversed with a limited wish spell
  before the juju animation ritual has begun, and then a wish spell
  can be used to bring the human back to life.
  Creatures who make a successful saving throw only suffer
  2d8 + 1 points of damage. If the victim dies due to this damage,
  they can be brought back to life normally.
  Fire Charm (Enchantment)
  Caster/Level: Wizard/4
  Range: 10 yards
  Duration: 2 rounds/level
  Effective Area: 15-foot radius
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Negate
  This spell causes a veil of multicolored ﬂame to surround a
  source of otherwise non-magical ﬁre up to the size of the area
  of effect. The veil is considered non-magical ﬁre, so that those
  passing through it take the same amount of damage as if they
  had passed through the original ﬁre source. Creatures observing
  the dancing ﬂames must make a successful saving throw, modi-
  ﬁed by wisdom-mental defense modiﬁer or become charmed to
  stand motionless ﬁxated on the ﬂames. Once charmed, each crea-
  ture is subject to a single, individualized suggestion of no more
  than 12 words each (as the spell, but with a maximum duration
  of 1 hour). The charmed creatures are entitled to another saving
  throw, modiﬁed by wisdom-mental defense modiﬁer and a −3
  135
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  half damage (if save fails) or no damage (if save succeeds). Fire-
  based attacks inﬂict double normal damage against the caster. If
  no save is allowed or the save is failed, damage is doubled, and
  if the save is successful, the damage is full.
  The material component for a warm shield is a bit of phospho-
  rous.
  Chill Shield: These ﬂames are either blue or green (random
  50% chance for either), and if touched, are cool. The caster gains
  a +2 bonus to save against ﬁre-based attacks and suffers only half
  damage (if save fails) or no damage (if save succeeds). Cold-
  based attacks inﬂict double normal damage against the caster. If
  no save is allowed or the save is failed, damage is doubled, and
  if the save is successful, the damage is full.
  The material component for a chill shield is a live ﬁreﬂy or
  glowworm, or the tails of four dead ones.
  Fire Storm (Evocation)
  Caster/Level (Sphere): Priest/7 (Elemental (Fire))
  Range: 160 yards
  Duration: 1 round
  Effective Area: two 10-foot cubes/level
  Components: V and S
  Casting Time: 1 round
  Saving Throw: Half
  With this spell, the caster engulfs the effective area with roar-
  ing ﬂames equal in intensity to a wall of ﬁre, and igniting com-
  bustibles that fail their save vs. magical ﬁre. Creatures within the
  effective area, and up to 10 feet away from it, suffer 2d8 points
  of damage + 1 per caster’s level each round. A successful saving
  throw, modiﬁed by dexterity—surprise modiﬁer, reduces dam-
  age by half. The height of the storm can be only 10 or 20 feet, and
  any remaining effective area can only make it longer or wider.
  This spell cannot be cast underwater.
  The reverse, ﬁre quench, smothers magical ﬁres within the effec-
  tive area, and normal ﬁres within twice the effective area. Extra-
  planar ﬁre-based creatures of less than demigod status have a 5%
  chance per caster level of being killed (if not on their home plane)
  when targeted by this spell. If targeted against a ﬂame tongue
  sword, the wielder must save vs. spell, modiﬁed by dexterity—
  surprise modiﬁer, and if this save fails, the sword must then save
  vs. crushing blow to avoid being rendered permanently mun-
  dane.
  Fire Trap (Abjuration, Evocation)
  Caster/Level (Sphere): Priest/2 (Elemental (Fire)), Wizard/4
  Range: Touch
  Duration: Permanent until discharged
  Effective Area: 1 object
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: Half
  This spell is to be cast on a selected point on any object that
  can be closed, stoppered, latched and/or locked such as a book,
  box, bottle, chest, door, etc. The ﬁre trapped object cannot have
  a second magical trap, ward or lock a placed on it; attempting to
  do so negates the ﬁre trap 25% of the time, the secondary spell
  25% of the time, or both spells 50% of the time. If a creature other
  than the caster (and those designated when the spell is cast) in-
  tentionally opens the object, the trap explodes in a 5-foot radius
  inﬂicting 1d4 points of damage +1 per caster level. A successful
  saving throw, modiﬁed by dexterity-surprise modiﬁer, reduces
  damage by half. The explosion does not harm the trapped item.
  The explosion inﬂicts only half damage and creates a large steam
  cloud, if it occurs on an object submerged in water.
  A knock spell does not trigger nor remove the trap. The trap
  will still explode when the object is opened or entered by a non-
  designated creature. Thieves and others skilled at ﬁnd/remove
  traps treat this as a magical trap. The trap explodes if an attempt
  to remove it fails. The spell is permanent until the trap explodes
  penalty, to resist the suggestion. The charm is broken if the crea-
  ture is attacked, its view of the ﬂames is blocked, or the duration
  expires. If the GM allows, creatures that have broken the charm,
  but are re-exposed to the ﬂames, can be subject to their effects
  again, but they will likely be entitled to bonuses on their saves of
  between +4 and +7 (to offset the −3 penalty).
  The material component is a small, exceptionally thin piece of
  multicolored silk that the caster throws into the ﬁre source.
  Fire Seeds (Conjuration)
  Caster/Level (Sphere): Priest/6 (Elemental (Fire))
  Range: Touch
  Duration: 1 turn/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 round/seed
  Saving Throw: Half
  This spell has two effects. The speciﬁc effect is chosen when
  the spell is cast.
  Acorn Grenades: This effect transforms up to 4 acorns into
  indirect missiles that can be thrown up to a maximum of 40
  yards. Range modiﬁers are ignored, but an attack roll, modiﬁed
  by dexterity-missile attack modiﬁer, is required to hit a speciﬁc
  target. Roll on the indirect missile diagram to determine where
  a missed attack lands. The acorns burst on impact; inﬂicting 2d8
  hit points + 1 per caster level of ﬁre damage within a 10-foot ra-
  dius, and igniting combustibles that fail a save vs. magical ﬁre.
  Creatures struck by a direct hit take full damage with no saving
  throw allowed. Others within the burst area are allowed a sav-
  ing throw, modiﬁed by dexterity-surprise modiﬁer, to reduce the
  damage by half.
  Holly Berry Bombs: This effect transforms up to 8 holly berries
  into ﬁery bombs. They work best when placed as remotely trig-
  gered bombs, exploding when the caster speaks the command
  word within 40 yards of where they are placed. The berries are
  too light to be thrown effectively, exploding only 1d6 feet away.
  They inﬂict 1d8 hit points + 1 per caster level of ﬁre damage
  within a 5-foot diameter burst, and igniting combustibles that fail
  a save vs. magical ﬁre. Those within the burst area are allowed a
  saving throw, modiﬁed by dexterity-surprise modiﬁer, to reduce
  the damage by half.
  The material component is the appropriate seed (acorn or holly
  berry) for the speciﬁed effect. Once enchanted, the seeds retain
  their effectiveness for the duration of the spell.
  Fire Shield (Evocation, Transmutation)
  Caster/Level: Wizard/4
  Range: 0
  Duration: 2 rounds + 1 round/level
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell allows the caster to create either a warm shield that
  protects against cold attacks or a chill shield that protects against
  ﬁre attacks. Both effects also cause damage to those attempting
  melee combat with the caster. The speciﬁc effect is chosen when
  the spell is memorized. When cast, the caster is engulfed com-
  pletely by thin, wispy ﬂames that emit no heat and shed half the
  light of a torch.
  Melee attacks against the caster inﬂict normal damage, but the
  shield inﬂicts an equal amount of ﬁre (warm shield) or cold (chill
  shield) damage to the attacker. If the attacker has magic resis-
  tance, it’s checked on the ﬁrst successful hit, and the spell ends if
  the magic resistance check succeeds. If the check fails, no further
  checks are made.
  Warm Shield: These ﬂames are either blue or violet (random
  50% chance for either), and if touched, are warm. The caster gains
  a +2 bonus to save against cold-based attacks and suffers only
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  or a successful dispel magic is cast. An unsuccessful dispel magic
  does not cause the trap to explode.
  The priests’ version of this spell functions the same as the wiz-
  ards’ version, only the material components are different.
  The material component for the wizards’ version of this spell
  is either a bit of sulphur or saltpeter, which the caster must use to
  trace an outline around the closure and then touch to the selected
  point on the object. The priests’ version of this spell requires the
  caster to trace the outline of the closure with a stick of charcoal
  and touch the selected point with holly berries. To designate a
  creature requires either caster to have a piece of hair, scale, claw,
  etc. from the creature.
  Fireball (Evocation)
  Caster/Level: Wizard/3
  Range: 10 yards + 10 yards/level
  Duration: Instantaneous
  Effective Area: 20-foot radius sphere
  Components: V, S and M
  Casting Time: 3
  Saving Throw: Half
  With this spell, the caster launches a streak of ﬁre from the his
  extended ﬁnger, which explodes into a roaring burst of ﬂames
  upon reaching the distance and height selected by the caster
  (within the spell’s range), inﬂicting 1d6 points of damage per
  caster level, up to a maximum of 10d6 to any creature in the ef-
  fective area. A successful saving throw, modiﬁed by dexterity—
  surprise modiﬁer, reduces the damage by half. If the initial trail of
  ﬁre streaking from the caster’s ﬁnger happens to strike a solid ob-
  ject before reaching it’s intended detonation point, it immediately
  explodes. A ﬁreball causes almost no structural damage, though it
  may be able to destroy weak wooden doors and windows (saving
  throw applicable) or blast open unlatched doors at the GM’s dis-
  cretion. If a spherical burst is not possible, the effective area ex-
  pands and spreads within its conﬁnement up to the fullest extent
  of its effective volume (33,000 cubic feet) possible. Unattended
  items in the effective area and items in the possession of those
  creatures failing their saving throw must also save vs. magical
  ﬁre or be destroyed.
  The material components are a tiny ball of bat guano and sul-
  phur.
  Flame Arrow (Conjuration)
  Caster/Level: Wizard/3
  Range: 30 yards + 10 yards/level
  Duration: 1 round
  Effective Area: Special
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None or Half
  This spell has two effects. The speciﬁc effect is chosen when
  the spell is memorized.
  Magical Flaming Missiles: The caster can use this spell for one
  round of personal missile combat. This effect allows the caster to
  throw magical ﬂaming bolts, 1 per 5 caster levels, at one or more
  opponents. Multiple opponents must be within range, within 20
  yards of each other, and the caster must be facing them. Each
  missile inﬂicts 1d6 points of damage plus 4d6 points of ﬁre dam-
  age on a successful hit. A successful saving throw, modiﬁed by
  dexterity-surprise modiﬁer, by the opponent(s) against each suc-
  cessful hit reduces the ﬁre damage by half. The effect is not con-
  sidered a magical weapon and cannot overcome weapon immu-
  nities, nor will it function underwater.
  Mundane Flaming Missiles: Used mostly during large-scale
  battles, this effect allows the caster to ignite up to 10 mundane
  arrows or crossbow bolts per 5 caster levels with magical ﬂames.
  The bowmen must be within the spell’s range and arranged in a
  tight formation within 5 feet of each other. The missiles must be
  drawn or cocked by the end of the casting time. Each missile then
  inﬂicts 1 point of ﬁre damage in addition to their normal damage.
  The arrows or bolts must be ﬁred within the spell’s duration, or
  the magical ﬂames consume them.
  The material components for either effect are a small piece of
  ﬂint and a drop of oil.
  Flame Blade (Evocation)
  Caster/Level (Sphere): Priest/2 (Elemental (Fire))
  Range: 0
  Duration: 4 rounds + 1 round/2 levels
  Effective Area: 3-foot long blade
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  By the use of this spell, the caster creates a ﬁery, magical blade.
  The “blade” springs from the caster’s hand and can be wielded
  as if it were a weapon the caster is able to use. A successful hit
  inﬂicts 1d4 + 4 points of ﬁre damage, however, an additional 2
  points of ﬁre damage is inﬂicted against the undead or those par-
  ticularly vulnerable to ﬁre, while creatures magically protected
  or resistant to ﬁre subtract 2 points of damage. The blade causes
  combustible materials such as parchment, straw, dry sticks, cloth,
  etc. to make a successful saving throw against magical ﬁre or ig-
  nite on contact. Extra-planar ﬁre creatures, those immune to ﬁre
  or who have natural ﬁre-based attacks are immune to the dam-
  age. The effect is not considered a magical weapon and cannot
  overcome weapon immunities (except when used against the un-
  dead), nor does it function underwater.
  The material components are the caster’s holy or unholy sym-
  bol and a leaf of sumac.
  Flame Strike (Evocation)
  Caster/Level (Sphere): Priest/5 (Combat)
  Range: 60 yards
  Duration: Instantaneous
  Effective Area: 5-foot radius × 30-foot column
  Components: V, S and M
  Casting Time: 8
  Saving Throw: Half
  This spell creates a vertical column of roaring ﬁre, inﬂicting 6d8
  points of damage and igniting combustibles within the effective
  area that fail their save vs. magical ﬁre. A successful save, modi-
  ﬁed by dexterity—surprise modiﬁer, reduces damage by half.
  The material component is a pinch of sulphur.
  Flame Walk (Transmutation)
  Caster/Level (Sphere): Priest/3 (Elemental (Fire))
  Range: Touch
  Duration: 1 round + 1/level
  Effective Area: 1 or more creatures
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  When casting this spell, the caster touches 1 creature (or them-
  selves) plus up to one additional creature per caster level above
  5. The selected subjects are able to endure non-magical ﬁres with
  temperatures ranging up to 2,000◦F (molten lava would not harm
  the subject). Saving throws vs. magical ﬁres are made with a +2
  bonus, and any damage is reduced to half or one-quarter. Flame
  walk is not cumulative with resist ﬁre or similar ﬁre protection
  spells.
  The material components of the spell are the caster’s holy or
  unholy symbol and powdered ruby worth at least 500 gp per se-
  lected creature.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Flaming Sphere (Evocation)
  Caster/Level: Wizard/2
  Range: 10 yards
  Duration: 1 round/level
  Effective Area: 3-foot radius
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Negate
  This spell creates a burning globe of ﬁre anywhere within the
  spell’s range. The sphere remains at rest unless the caster actively
  directs it. The sphere rolls, at a rate of 30 feet per round, in any
  direction the caster points, but the mage must be able to see the
  sphere at all times. It rolls over solid barricades of less than 4-
  feet tall, and combustible materials touched by the sphere must
  make a successful saving throw vs. magical ﬁre or catch ﬁre. A
  creature struck by the sphere must save vs. spell, modiﬁed by
  dexterity—surprise modiﬁer, or suffer 2d4 points of ﬁre damage,
  and those within 5 feet of the sphere must save vs. spell, modi-
  ﬁed by dexterity—surprise modiﬁer, or suffer 1d4 points of heat
  damage. In any case, a successful saving throw means the crea-
  ture takes no damage from the effect. The sphere is a sponge like
  mass, inﬂicting damage only via its heat, and cannot batter or
  push aside creatures or objects. The sphere can be extinguished
  as if it were a normal ﬁre ﬁlling the effective area.
  The material component requirements to cast this spell are a
  small amount of tallow, and a dash each of sulphur and pow-
  dered iron dust.
  Floating Disc (Evocation)
  Caster/Level: Wizard/1
  Range: 20 yards
  Duration: 3 turns + 1 turn/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell creates a slightly concave, circular disc of force. The
  disc is 3 feet in diameter, always ﬂoats at a level 3 feet above
  the ground, and can hold up to 100 pounds of weight per caster
  level or up to 2 gallons of liquid. It moves as directed by the
  caster with a movement value of 6, or if left unguided, it attempts
  to maintain a constant distance of 6 feet away from the caster.
  If the disc moves outside its range, gets lifted more than 3 feet
  above the ground, or the duration expires, it vanishes and drops
  anything it was carrying. The caster cannot ride the disc.
  The material component is a drop of quicksilver (mercury).
  Fly (Transmutation)
  Caster/Level: Wizard/3
  Range: Touch
  Duration: 1 turn/level + 1d6 turns
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell allows the caster, or a subject touched by the caster,
  to magically ﬂy, able to move vertically or horizontally at a move-
  ment value of 18 (MC2 and SC2—good and average). Flying re-
  quires little concentration, so that spells can be cast if the ﬂyer
  hovers or reduces its movement value to 3 (SC1) for that round.
  The GM rolls the variable duration of the spell secretly. (Refer
  to Aerial Combat for further details regarding ﬂight). This spell
  also allows its recipient to swim at any depth desired with little
  effort, even if too heavy or encumbered to swim normally. The
  recipient’s maximum swim speed is 9.
  The material component is a wing feather of any bird.
  Fog Cloud (Transmutation)
  Caster/Level: Wizard/2
  Range: 10 yards
  Duration: 4 rounds + 1 round/level
  Effective Area: Special
  Components: V and S
  Casting Time: 2
  Saving Throw: None
  This spell has two effects. The speciﬁc effect is chosen when
  the spell is cast.
  Both effects obscure all sight, including infravision, beyond
  2 feet within the effective area, but are otherwise harmless. A
  strong breeze will disperse either effect in one round, and a mod-
  erate breeze will reduce the duration by 50%. The spell cannot be
  cast underwater.
  Fog Bank: This effect creates a stationary bank of greenish-grey
  fog, of any shape and anywhere within range, up to a 20-foot
  cube per caster level in size.
  Billowy Vapors: This effect creates billowing vapors that look
  and move exactly like a cloud kill spell.
  Fool’s Gold (Transmutation, Illusion)
  Caster/Level: Wizard/2
  Range: 10 yards
  Duration: 1 hour/level
  Effective Area: 10 cubic inches/level
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Special
  This spell transforms copper, bronze or brass items into gold
  for the spell’s duration. The effective area is the equivalent of 150
  coins per caster level. Creatures viewing the gold can discern its
  original nature by saving vs. spell, modiﬁed by wisdom-mental
  defense modiﬁer and a −1 penalty per caster level. If roughly
  struck with cold wrought iron, there’s a chance the gold will re-
  vert to its original form. Rare and expensive material compo-
  nents reduce this chance.
  The caster selects which material component to sprinkle on the
  object when casting this spell. If powdered citrine worth at least
  25 gp is used, the chance of being detected by cold iron is 30%,
  if at least 50 gp worth of powdered amber is used, the chance
  of being detected is 25%, if at least 250 gp worth of powdered
  topaz is used, the chance of being detected is 10%, and if at least
  500 gp worth of powdered corundum (oriental topaz) is used, the
  chance of being detected by cold iron drops to only 1%.
  Forbiddance (Abjuration)
  Caster/Level (Sphere): Priest/6 (Protection)
  Range: 30 yards
  Duration: Permanent
  Effective Area: 60-foot cube/level
  Components: V, S and M
  Casting Time: 6 rounds
  Saving Throw: Special
  This spell attempts to prevent any unwanted or unauthorized
  entry into a consecrated area (Refer to Crafting Magical Items),
  including entry by magical means such as teleport, plane shifting,
  and ethereal travel.
  The caster can either leave the area unlocked or lock the area
  with a password to allow creatures speaking it to enter. Only a
  caster of equal or higher level than the original caster has a chance
  to end the ward with a dispel magic. Creatures violating the ward
  suffer effects based on their alignment with respect to the caster’s
  alignment, and the most severe effect is used.
  Identical Alignment: If password locked, a creature simply
  speaks the password to enter the consecrated area. If unlocked, a
  creature can enter the area at will.
  Alignment different on the law vs. chaos scale: If a creature
  speaks the password, he can enter the consecrated area at will. If
  the area is not locked, a creature makes a saving throw vs. spell
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  to attempt to enter the consecrated area. If a creature fails this
  save, it suffers 2d6 points of damage and is blocked out of the
  consecrated area for the duration of the spell.
  Alignment different on the good vs. evil scale: The creature
  makes a saving throw vs. spell to attempt to enter the consecrated
  area whether the area is unlocked or the password is known. If
  the creature fails this save, it suffers 4d6 points of damage and is
  blocked out of the consecrated area for the duration of the spell.
  Those unauthorized intruders who enter by rolling a successful
  save feel nervous and on edge while in the effective area, despite
  their success.
  The material components are the caster’s holy or unholy sym-
  bol, holy or unholy water, and rare incenses worth 1,000 gp per
  each 60-foot cube of effective area. If the area is to be password
  locked, an additional 5,000 gp worth of incense per 60-foot cube
  is needed.
  Force Cage (Evocation)
  Caster/Level: Wizard/7
  Range: 10 yards/2 levels
  Duration: 6 turns + 1/level
  Effective Area: 20-foot cube
  Components: V, S and M
  Casting Time: 3 (4 force cube effect)
  Saving Throw: None
  This spell has two effects. The speciﬁc effect is chosen when
  the spell is memorized.
  Force Cage: This effect allows the caster to create a cage made
  of force, anywhere within range and ﬁlling the effective area. The
  walls of the cage are not solid but are made of alternating bands
  with 1⁄2-inch gaps between them, like a prison cell.
  Creatures
  within the effective area when the spell is cast are trapped, un-
  less they can slip between the bars, but most effects from spells
  or special abilities can pass through the gaps in the bars of force
  easily. If a trapped creature has magic resistance, it is checked
  only once to attempt to pass through the force bars. A successful
  magic resistance check does not destroy the cage or allow other
  creatures (except a personal familiar) to escape. The cage stays in
  effect until the duration expires or until a successful dispel magic
  is cast.
  Force Cube: With this effect, the effective area is halved and the
  walls are made solid. This effect then functions as the magical
  item, cube of force, except for the intrinsic differences between
  using a magic item and casting a spell.
  The material component for either spell effect is diamond dust
  worth at least 1,000 gp. During memorization of the preferred
  spell effect, the caster uses the diamond dust to trace an outline
  of the desired type of cage. Once the effect is memorized, the
  diamond dust is scattered to the wind, and is no longer needed
  to cast the spell.
  Foresight (Greater Divination)
  Caster/Level: Wizard/9
  Range: 0
  Duration: 2d4 rounds + 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell grants the caster extraordinary danger sense with
  respect to himself or any other designated creature. While the
  duration is in effect, the caster receives advanced warnings to im-
  pending harm or danger to the subject. This includes ambushes,
  other unseen attackers (melee or missile), dangerous natural set-
  tings, and all kinds of traps. If the caster is the subject of the
  spell, he cannot be surprised. He also gains a −2 bonus to his
  armor class and a +2 bonus to any necessary saving throws.
  If another creature is the subject of the spell, it cannot be sur-
  prised so long as the caster concentrates on it and communicates
  the warnings to it without hesitation, but the subject does not
  gain a bonus to his armor class or saving throws.
  The material component is a feather from a hummingbird.
  Forget (Enchantment)
  Caster/Level: Wizard/2
  Range: 30 yards
  Duration: Permanent
  Effective Area: 20-foot cube
  Components: V and S
  Casting Time: 2
  Saving Throw: Negate
  This spell attempts to cause creatures to forget the events of
  the previous round (or the previous minute of non-combat game
  time), plus an additional round (or minute) per three caster lev-
  els. The spell does not negate charm, suggestion, geas, quest, or
  similar spells, but it’s possible to forget who cast the spell.
  The caster can choose to affect between 1–4 creatures within the
  effective area. The creatures are granted saving throws, modiﬁed
  by wisdom—mental defense modiﬁer, to avoid the effect com-
  pletely. If only one creature is targeted, it saves with an addi-
  tional −2 penalty, if two creatures are affected, they each suffer
  an additional −1 penalty, and if three or four are affected, a nor-
  mal save is rolled. It requires a specially worded heal, restoration,
  limited wish, or wish spell to restore memories lost to this spell.
  Free Action (Abjuration, Enchantment)
  Caster/Level (Sphere): Priest/4 (Charm)
  Range: Touch
  Duration: 1 turn/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell allows the caster to touch a creature and enable it to
  move and act normally, even under the inﬂuence of magic that
  restricts or impedes movement, such as hold, paralysis, slow, and
  even web or entangle spells. The caster may choose to be the re-
  cipient. The creature can also slip out of the tightest of mundane
  bonds or snares. Underwater, the creature can move at his nor-
  mal swimming speed and inﬂict normal damage with any melee
  weapon, but it cannot breathe underwater without other appro-
  priate enchantments.
  The material component is a leather thong, bound around the
  arm (or its equivalent), which disintegrates when the spell expires.
  Freezing Sphere (Transmutation, Evocation)
  Caster/Level: Wizard/6
  Range: Special
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: 6
  Saving Throw: Special
  This powerful spell allows the caster to create one of the fol-
  lowing effects, chosen at the time of casting.
  Frigid Globe: This effect creates a globe of absolute zero de-
  grees that freezes up to 100 square feet of water per caster level,
  creating a solid sheet of ice 6 inches deep. The ice lasts for one
  round per caster level.
  The material component for this effect is a thin, 1 square inch
  sheet of crystal.
  Cold Ray: This effect creates a narrow ray of cold, extending
  10 yards per caster level, from the caster’s hand. It inﬂicts 1d4 + 2
  points of damage per caster level to the ﬁrst creature it success-
  fully hits. If a targeted creature makes a successful save, modiﬁed
  by dexterity-surprise modiﬁer, it indicates that it avoided the ray
  completely, but the ray continues in a straight line for its full dis-
  tance until a creature behind the original creature fails its save
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  (also modiﬁed by dexterity-surprise modiﬁer), or until the ray ﬁ-
  nally strikes an inanimate object (doing full cold damage to the
  object, as applicable).
  The material component for this effect is a white sapphire
  worth at least 1,000 gp.
  Globe of cold: This effect creates a slightly chilled globe the
  size of a sling stone that can be hurled by hand out to 40 yards
  (ignoring any range penalties) or used as a sling bullet.
  The
  globe explodes on impact, inﬂicting 6d6 points of cold damage to
  all creatures within a 10-foot radius. A successful saving throw,
  modiﬁed by dexterity-surprise modiﬁer, reduces damage by half.
  The globe is treated as an indirect missile, if an attack misses. If
  the globe isn’t hurled at an opponent within one round per caster
  level, it automatically explodes and inﬂicts damage as per nor-
  mal. The globe can be used in this manner to slow or incapacitate
  a pursuing creature, but it can also be quite dangerous for the
  caster and his allies.
  The material component is a 1,000 gp diamond.
  Friends (Enchantment)
  Caster/Level: Wizard/1
  Range: 0
  Duration: 1d4 rounds + 1 round/level
  Effective Area: 60-foot radius
  Components: V, S and M
  Casting Time: 1
  Saving Throw: Special
  This spell temporarily adds 2d4 points to the caster’s charisma.
  Intelligent creatures within the effective area when the spell is
  cast must immediately make a reaction check using the caster’s
  new charisma. Those who roll a favorable reaction result sud-
  denly take a liking to the caster and want to be his friend. For the
  spell’s duration, they will make reasonable efforts to be as help-
  ful as they can be, given the current situation and their nature.
  When the spell ends, the affected creatures realize they’ve been
  inﬂuenced and may react badly, at the GM’s discretion.
  The material components are chalk or white ﬂour, lampblack
  or soot, and vermilion applied to the caster’s face before casting
  the spell.
  Fumble (Enchantment)
  Caster/Level: Wizard/4
  Range: 10 yards/level
  Duration: 1 round/level
  Effective Area: 30-foot cube
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Special
  This spell has two effects. The speciﬁc effect is chosen when
  the spell is cast.
  Area of Disorientation: This effect allows the caster to cre-
  ate disorientation within the effective area, where each round,
  all creatures must make a successful saving throw, modiﬁed
  by wisdom—mental defense modiﬁer, or become awkward and
  clumsy for that round. Those that make their save can act nor-
  mally that round, while those that fail the save will trip and fall,
  drop everything they are holding (weapons, magic items, mate-
  rial components, etc.), and fail at any actions that require manual
  dexterity. The GM may decide that dropped items must make a
  saving throw to avoid being damaged or ruined. Getting back
  on their feet and picking up their dropped items consumes a full
  round, as long as the new saving throw is successful or the spell
  has ended.
  One Clumsy Creature: This effect is cast on a single creature.
  The creature must make one successful saving throw, modiﬁed
  by wisdom-mental defense modiﬁer, or suffer the effects of dis-
  orientation for the spell’s entire duration. Even with a successful
  saving throw, the creature is affected by the equivalent of a slow
  spell for the duration.
  The material component for either effect is a dab of solidiﬁed
  milk fat.
  G
  Gate (Conjuration)
  Caster/Level (Sphere): Priest/7 (All), Wizard/9
  Range: 30 yards
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: Priest- 5, Wizard- 9
  Saving Throw: None
  Casting this spell produces two simultaneous effects. The ﬁrst
  effect notiﬁes a powerful extra-planar creature that the caster
  wishes their assistance.
  The second effect causes an extra-
  dimensional rift to open between the caster’s current plane of
  existence and the desired creature’s plane, which can simply be
  stepped through. The caster must speak the name and type of
  creature he wishes to step through the gate and assist him, giving
  their true name and title, if they have such.
  Either the named creature or one of his associates or minions
  will step through with 100% certainty. The exact creature is up
  to the GM. What the creature does when it arrives depends on
  many factors, including the alignments of the caster and the crea-
  ture, the nature of those accompanying the caster, and who or
  what opposes or threatens the caster. The GM must determine
  the results, based on the creature called, the desires of the caster
  and the needs of the moment. If the caster’s problem is minor or
  insigniﬁcant to the creature, it may leave immediately, or inﬂict a
  punishment against the caster and then leave, or even attack the
  caster (though they are smart enough to avoid combat they can-
  not win). If the caster has an urgent problem or one that interests
  the creature, it will usually agree to stay and help the caster in ex-
  change for suitable repayment (Also Refer to the Exaction spell).
  Casting this spell ages a caster ﬁve years if his venerable age
  is 150 years or less, ten years if his venerable age is between 151
  and 250 years, 15 years if his venerable age is between 251 and
  350 years, etc.
  140
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Giant Insect
  HD
  AC
  Dmg
  Size
  Weight
  Carry/Lift
  MC
  SC***
  1
  8
  1d4
  3’
  50 lbs.
  80 lbs./80 lbs.
  3
  3
  2
  7
  2d4
  5’
  230 lbs.
  160 lbs./350 lbs.
  3
  3
  3*
  6
  3d4
  7’
  630 lbs.
  240 lbs./1000 lbs.
  4
  2
  4
  5
  4d4
  9’
  1850 lbs.
  320 lbs./2150 lbs.
  4
  2
  5
  4
  5d4
  11’
  2450 lbs.
  400 lbs./3900 lbs.
  5
  1
  6**
  3
  6d4
  13’
  4060 lbs.
  480 lbs./6500 lbs.
  5
  1
  *Insects, including ﬂying insects, grown to at least 3HD are usually large enough to carry a man-sized rider.
  **Insects, including ﬂying insects, grown to at least 6HD are usually large enough to carry 2 man-sized riders.
  ***Speed class can be roughly converted to movement value (See Aerial Combat).
  Gaze Reﬂection (Transmutation)
  Caster/Level: Wizard/1
  Range: 0
  Duration: 2 rounds + 1 round/level
  Effective Area: Special
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  With this spell, the caster is fully protected from gaze attacks.
  The caster causes the very air in front of him to become a gleam-
  ing, reﬂective surface that moves with him. Though the caster
  can see through the effect normally, any active gaze attack, spell,
  or special ability that relies on eye contact is reﬂected, forcing the
  attacker to make a save vs. its own attack. The spell has no af-
  fect on the ambient light or either party’s vision, nor is it effective
  against creatures whose attack comes when simply being looked
  at.
  Geas (Enchantment)
  Caster/Level: Wizard/6
  Range: 10 yards
  Duration: Special
  Effective Area: 1 creature
  Components: V
  Casting Time: 4
  Saving Throw: None
  This spell allows the caster to set a magical directive upon a
  creature either to perform a speciﬁc task, or to prohibit it from
  performing a certain activity. The full and exact nature of the geas
  must be speciﬁed while casting. A geas that is vaguely worded
  fails during casting. The subject must be intelligent, awake, and
  able to understand the caster’s language. While it does not nec-
  essarily have to be willing, the subject cannot be under the effect
  of a charm or other enchantment magic.
  A geas requiring a task is permanent until the task is ﬁnished
  successfully, or it is removed by a wish spell. A geas that forbids
  a certain activity is only removed by a wish spell.
  A geas cannot force the subject to be suicidal (“Stop eating”) or
  do foolish things likely to get it killed (“Throw down your sword
  and taunt that ancient red dragon”), but the subject will perform
  nearly any other task. Usually, the tasks required or activities
  prohibited will be of much more monumental importance (“Fetch
  me the eye of the roc that has been terrorizing Sodville” or “You
  may never enter Red Forest”).
  While there is no time limit to accomplish a required task, the
  subject must actively seek to accomplish his directive at all times,
  whether the directive is to do something or not do something.
  Looking for an easy way out of performing the required task, de-
  viating from the directive or performing the prohibited action,
  results in the subject losing one point of strength per day until
  the intentional deviation ceases, gradually becoming sick and dy-
  ing when strength reaches 0. Each point of strength lost requires
  one full day to recover. The GM may assign harsher penalties for
  repeat, multiple and willful deviations and can decide upon an
  appropriate penalty to ﬁt the situation.
  Giant Insect (Transmutation)
  Caster/Level (Sphere): Priest/4 (Animal)
  Range: 20 yards
  Duration: Permanent
  Effective Area: 1 or more insects
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell causes a number of normal, non-magical insects,
  anywhere within range, to grow to giant size. Only one type of
  insect can be affected per casting, and the insects are all grown
  to equal HD and size. The maximum number of HD each insect
  can attain individually, and the maximum total HD the caster can
  bestow is determined by the caster’s level. Theoretically, a 10th
  level caster can grow 3 of the same type of insects to 4 HD each
  (3 × 4 = 12), 4 insects to 3 HD each, 6 insects to 2 HD each, or 12
  insects to 1 HD each, however, the real limiting factors are how
  many and what kinds of insects are within range. The GM must
  determine this when the spell is being cast.
  The GM may then use any pre-prepared combat and move-
  ment values as desired for the giant insects or consult the follow-
  ing table, which provides some basic guidelines. Size is either
  length or height. Carry refers to the weight it can carry on its
  back, while moving, or in its front claws (i.e. mantis). If the in-
  sect has mandibles, lift refers to the weight the insect is able to lift
  and carry in its mandibles. The item or creature being carried in
  the insect’s mandibles takes normal damage on the “ﬁrst hit” or
  lift round and 1⁄2 normal damage each round thereafter, until re-
  leased. An unwilling subject is granted a saving throw, modiﬁed
  by dexterity—surprise modiﬁer, to avoid being lifted.
  The giant insects won’t harm the caster unless inﬂuenced by
  another magical effect after the insect is enlarged, but if left on
  their own, the giant insects will attack whoever or whatever else
  is nearby. They can follow only simple, one word commands
  and hand gestures from the caster (stay, go, stop, run, ﬂy, land,
  attack, guard, etc.). If the caster is present, this is usually enough
  to protect his allies from attack.
  If anything interrupts the casting or the insects were previously
  under the inﬂuence of any magical effect (including this spell, but
  not its reverse), the casting fails, and the insects die. This spell
  has no effect on arachnids, crustaceans, other non-insect vermin,
  or intelligent insect-like creatures.
  The reverse, shrink insect, attempts to reduce one or more gi-
  ant insects to their normal size. The caster’s maximum total HD
  (from the table above) is subtracted from the targeted giant in-
  sects’ HD. If a giant insect reaches 0HD, it becomes a normal-
  sized insect; otherwise, the spell has no effect. If the effect would
  only partially shrink an insect, the spell fails. For example, a 10th
  level caster has a maximum total HD of 12, therefore, giant in-
  sects with 13 HD or more cannot be shrunk, but 1 giant insect
  with 12 HD or less, 2 giant insects with 6 HD or less each, 3 giant
  insects with 4 HD or less each, etc. are reduced to normal size.
  As with the standard spell, the reverse has no effect on arach-
  nids, crustaceans, other non-insect vermin, or intelligent insect-
  like creatures.
  The material component for the spell and its reverse is the
  141
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  caster’s holy or unholy symbol.
  Maximum Total HD
  Caster Level
  Insect Max HD
  7–9
  3
  9
  10–12
  4
  12
  13+
  6
  15
  Glass See (Transmutation)
  Caster/Level: Wizard/6
  Range: Touch
  Duration: 1 round/level
  Effective Area: 3-feet wide × 2-feet high
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell causes a section of a piece of metal, stone, or wood,
  up to the size of the effective area, to become transparent. Metal
  up to 4 inches thick, stone up to 6 inch thick, or wood up to 20
  inches thick can be affected, however lead, gold, and platinum
  are immune. The caster can make the material transparent to only
  his vision or make the material a one-way window, allowing ev-
  eryone on the caster’s side to see through. The affected area is
  still as strong as the original material.
  The material component is a small piece of crystal or glass.
  Glass Steel (Transmutation)
  Caster/Level: Wizard/8
  Range: Touch
  Duration: Permanent
  Effective Area: 1 object (up to 10 pounds per caster level)
  Components: V, S and M
  Casting Time: 8
  Saving Throw: None
  This spell turns normal, non-magical crystal or glass into a
  transparent substance with the strength of steel. The AC of the
  substance is always 1.
  The material components are a small piece of glass and a small
  piece of steel.
  Glitter Dust (Conjuration)
  Caster/Level: Wizard/2
  Range: 10 yards/level
  Duration: 1d4 rounds + 1 round per level
  Effective Area: 20-foot cube
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Special
  This spell creates a cloud of glittering golden particles.
  All
  creatures within the effective area are covered by the dust, which
  cannot be removed and continues to sparkle until the spell ends.
  This effect will reveal invisible creatures. In addition, those cov-
  ered by the dust must save vs.
  spell, modiﬁed by dexterity-
  surprise modiﬁer, or be blinded for the spell’s duration.
  A pinch of ground mica is required to cast this spell.
  Globe of Invulnerability (Abjuration)
  Caster/Level: Wizard/6
  Range: 0
  Duration: 1 round/level
  Effective Area: 5-foot radius
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell functions as the minor globe of invulnerability, except it
  protects against all spells, innate abilities, and effects from mag-
  ical items of 4th level or lower. The globe can be ended with a
  successful dispel magic.
  The material component is a bead of glass or crystal, which
  breaks when the spell ends.
  Glyph of Warding (Abjuration, Evocation)
  Caster/Level (Sphere): Priest/3 (Guardian)
  Range: Touch
  Duration: Until discharged
  Effective Area: Caster’s level in square feet
  Components: V, S and M
  Casting Time: Special
  Saving Throw: Special
  With this spell, the caster inscribes a magical glyph to guard
  a small bridge or short passage, ward a door or other entryway,
  or trap a chest, box, etc. The glyph discourages unauthorized
  creatures from passing, entering, or opening the warded area or
  object, but allows those the caster designates.
  At the time the spell is cast, the caster sets the conditions that
  will allow a creature to pass the glyph without being harmed.
  Typically, any creature entering the warded area or opening the
  warded object without speaking a magical command word is
  subject to the glyph’s effect. Alternatively or in addition to the
  command word, glyphs can be set according to physical charac-
  teristics (such as height or weight) or creature type or species.
  Glyphs can also be set with respect to good, evil, law, or chaos,
  or to allow those from a speciﬁc faith. They cannot be set ac-
  cording to class, Hit Dice, or level. Glyphs respond to invisible
  creatures normally but are not triggered by those who travel past
  them ethereally. Multiple glyphs cannot be cast on the same area.
  However, if a cabinet has three drawers, each can be separately
  warded.
  When casting the spell, the caster weaves a tracery of faintly
  glowing lines around the warding sigil. A glyph can be placed to
  conform to any shape up to the limitations of the effective area.
  The caster must spend 1 round tracing the protective boundaries
  of the glyph for every 5 square feet of area to be protected. When
  the spell is completed, the glyph and tracery become nearly in-
  visible.
  Glyphs cannot be affected or bypassed by such means as phys-
  ical or magical probing, though a successful dispel magic will ren-
  der it harmless. A glyph is considered a magical trap for the
  purposes of thieves or others ﬁnding and disabling it. Mislead,
  polymorph, non-detection and similar magical effects can fool
  a glyph, though non-magical disguises and the like can’t. Read
  magic allows the caster to identify a glyph of warding with a 35%
  chance of success. Identifying the glyph does not discharge it, but
  allows the reader to know the basic nature of the glyph (version,
  type of damage or what spell is stored).
  There are two main versions of this spell, one of which is se-
  lected at the time of casting.
  Blast Glyph: A blast glyph deals 1d4 points of damage per
  caster levels (maximum 10d4) to the intruder and all within 5
  feet of him or her. This damage is cold, ﬁre, or electricity (caster’s
  choice, made at time of casting). Each creature affected can at-
  tempt a saving throw, modiﬁed by dexterity-surprise modiﬁer, to
  take half damage. Magic resistance applies against this effect.
  Spell Glyph: The glyph can recreate any other harmful spell of
  3rd level or lower that he can normally cast (caster’s choice, made
  at time of casting). All level-dependent features of the spell are
  based on the caster’s level at the time of casting the glyph. If
  the spell has a target, it targets the intruder. If the spell has an
  effective area, it is centered on the intruder. If the spell summons
  creatures, they appear as closely as possible to the intruder and
  attack. Saving throws and magic resistance operate normally, as
  per the spell description.
  The material component is incense and powdered diamond
  worth at least 40 gp per square foot. The caster sprinkles the dust
  after tracing the glyph with incense.
  At the GM’s discretion, every speciﬁc effect has a correspond-
  ing glyph, and this may be further speciﬁc as to faith.
  New
  glyphs could require magical research to discover.
  142
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  Good Berry (Transmutation, Evocation)
  Caster/Level (Sphere): Priest/2 (Plant)
  Range: Touch
  Duration: 1 day + 1 day/level
  Effective Area: 2d4 fresh berries
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to enchant 2d4 freshly picked
  berries. The caster, and any other caster of the same faith of 3rd
  level or higher, can discern which berries are magical. They can
  also be discovered by use of detect magic spell. The berries re-
  tain their effectiveness for the spell’s duration. Eating one of the
  magical berries can enable a hungry creature of approximately
  man-size to be as well-nourished as if a full meal were eaten, or
  up to 8 of them can be eaten by any creature in a single 24-hour
  period, curing 1 point of damage per berry.
  The reverse, bad berry, causes 2d4 berries to rot. The berries
  appear wholesome, but each inﬂicts 1 point of poison damage if
  eaten (no save allowed), with an onset time of 1d4 rounds.
  The material components for the spell and its reverse are the
  caster’s holy or unholy symbol passed over freshly picked, edible
  berries of any kind.
  Grease (Conjuration)
  Caster/Level: Wizard/1
  Range: 10 yards
  Duration: 3 rounds + 1 round/level
  Effective Area: 10 feet × 10 feet
  Components: V, S and M
  Casting Time: 1
  Saving Throw: Special
  By using this spell, the caster covers an area, up to the size of
  the effective area, of any solid surface with a layer of fatty, slip-
  pery grease for the spell’s duration or until the caster ends it by
  a command word. Creatures entering or standing in the effective
  area must save vs. spell, modiﬁed by dexterity—surprise modi-
  ﬁer, or slip and fall. Those who make their save against the effect
  can reach the nearest non-greased surface at the end of the round
  and their movement ends. Those who remain in the effective area
  must save each round. The GM may apply up to a −4 penalty to
  the creatures’ saves if they are running, charging, coming down
  a ramp, etc.
  The spell can also be used to create a greasy coating on any one
  item, such as a rope, ladder, sword hilt, etc., up to the effective
  area in size. About 100’ of rope or a 25’ ladder could be covered.
  Items not in use are always affected by this spell, however, if an
  item held by another creature is targeted, the creature must roll a
  saving throw vs. spell, modiﬁed by dexterity-surprise modiﬁer.
  If the initial saving throw fails, the creature immediately drops
  the item. A saving throw must be made each round that the crea-
  ture attempts to pick up or use a greased item, or they will drop
  it again. The GM may decide that dropped items must make a
  saving throw to avoid being damaged or ruined.
  The material component is a piece of pork rind or dab of butter.
  Guards and Wards (Evocation, Transmutation, Enchantment)
  Caster/Level: Wizard/6
  Range: 0
  Duration: 1 hour/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 3 turns
  Saving Throw: None
  This powerful spell is primarily used to defend the caster’s
  stronghold. The effective area is up to 400 feet × 400 feet, plus 50
  feet × 50 feet per caster level above 12th (for example, a 14th level
  caster could enchant an effective area up to 500 feet × 500 feet).
  The caster can ward several stories of a stronghold by dividing
  the effective area among them, but he must be somewhere within
  the area to be warded to cast the spell. Each story of the warded
  area can be up to 20 feet high, and the area can be shaped as
  the caster desires. The spell creates the following magical effects
  within the warded area:
  1. Misty corridors reduce visibility to 10 feet.
  2. Wizard locks on all doors.
  3. Webs, as the web spell, ﬁll the stairways from top to bottom.
  If destroyed, they reappear within one turn.
  4. Where a path changes direction, such as a side hall or fork,
  there’s a 50% chance a creature will believe it chose the other di-
  rection from the one they actually chose.
  5. The entire effective area radiates magic, making it impossi-
  ble for those of less than the caster’s level to pinpoint a speciﬁc
  magical source with detect magic.
  6. One door per caster level, selected by the caster, is enchanted
  with an illusion to make it look like part of a plain wall.
  7. One of the following additional effects can be chosen and
  placed wherever the caster desires. If the spell has multiple ef-
  fects, the caster chooses the effect at casting time.
  A: Dancing lights in up to four corridors.
  B: Magic mouth in up to two locations.
  C: Stinking cloud in up to two locations.
  D: Gust of wind in one corridor or room.
  E: Suggestion emanating from one location.
  The caster can only employ effects number 6 and 7 within his
  stronghold, or if he is otherwise completely familiar with the ef-
  fective area. A single, successful dispel magic only removes one
  random effect, somewhere within the effective area. Remove curse
  has no effect, but a successful mage’s disjunction disrupts all effects
  and ends the spell.
  The spell requires a small silver rod, burning incense, a knot-
  ted string, and small quantities of sulphur, oil and the blood of a
  tunnel lurk.
  Gust of Wind (Transmutation)
  Caster/Level: Wizard/3
  Range: 0
  Duration: 1 round
  Effective Area: 10 feet × 10 yards/level
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell creates a strong, 30 mph blast of air. The wind starts
  at the caster’s location and blows in the direction that he is facing.
  The gust blows out open ﬂames the size of a torch or smaller
  but larger open ﬂames (such as a camp ﬁre) are fanned 1d6 feet
  in the direction the wind is blowing. Even covered ﬂames, such
  as those in a lantern, begin to dance wildly and have a 5% chance
  per caster level to go out.
  If approaching the caster’s location (on the ground or ﬂying),
  small-sized creatures are pushed back 1d6 × 10 yards, man-sized
  creatures are held fast, and large-sized creatures are slowed 50%
  for the duration of the spell. If moving away from the caster,
  small-sized creatures add 1d6, man-sized creatures add 1d3 and
  large-sized creatures add 1 to their movement values for the du-
  ration of the spell.
  Huge-sized and larger creatures are unaf-
  fected.
  The GM must determine the exact effects on items and item
  saves as applicable using the effects on creatures as a guideline.
  In general, unsecured, small and light objects are knocked over
  and/or blown away. Gaseous and unsecured levitating creatures
  are blown away, while most vapors are dispersed.
  The material component is a legume seed.
  143
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  This spell grants a −2 initiative bonus to the affected creatures,
  while effectively doubling their normal movement values and
  number of attacks. Spell casting and spell effects are not sped
  up. All willing creatures within range can be affected, up to the
  caster’s limit, with either the caster or the closest creature to the
  caster being affected ﬁrst. It cannot stack with itself or other sim-
  ilar effects from magical items. Unwilling targets are granted a
  saving throw vs. spell, modiﬁed by dexterity—surprise modi-
  ﬁer, to avoid the effect. Because the spell magically speeds the
  metabolism, a subject is magically aged one year if his venerable
  age is under 150 years, two years if his venerable age is between
  151 and 250 years, three years if his venerable age is between 251
  and 350 years, etc. This spell negates the effects of slow and does
  not age the recipient when used in this way.
  The material component is a shaved piece of licorice root.
  Heal (Necromancy)
  Caster/Level (Sphere): Priest/6 (Healing)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 1 round
  Saving Throw: None
  This spell completely restores all lost hit points, and cures all
  afﬂictions a subject may have, including disease, poison, and
  most forms of blindness, deafness, and insanity. Heal negates the
  effects a feeble mind spell. Heal cannot affect creatures without a
  corporeal body, the undead, non-living, or extra-planar creatures.
  Only current wounds are healed, and the spell does not prevent
  future wounds.
  The reverse, harm, reduces its hit points to only 1d4 and trans-
  mits a disease to the victim (Refer to the reverse of Cure Disease)
  with a successful touch attack. No save is allowed to avoid either
  effect.
  Heat Metal (Transmutation)
  Caster/Level (Sphere): Priest/2 (Elemental (Fire))
  Range: 40 yards
  Duration: 7 rounds
  Effective Area: Special
  Components: V, S and M
  Casting Time: 5
  Saving Throw: Special
  This spell causes ferrous metal (any sort of iron or steel) to be-
  come extremely hot. The caster can affect all the ferrous metal
  items carried by one creature per two caster levels, no two of the
  creatures can be more than 30 feet apart; or 25 pounds of ferrous
  metal per level, all of which must be within a 30-foot circle. El-
  ven mail is not affected, and magical items made of ferrous metal
  (such as armor and weapons) receive a saving throw vs. magical
  ﬁre to avoid the effect.
  A creature takes damage if its equipment is heated. It takes full
  damage if its armor is affected or it is holding, touching, wear-
  ing, or carrying ferrous metal weighing one-ﬁfth of its weight or
  more. The creature takes minimum damage (1 or 2 points) if it’s
  not wearing metal armor, and the metal that it’s carrying weighs
  less than one-ﬁfth of its weight. A protection from ﬁre spell or
  ﬁre resistance effects from spell or magical item negates the ef-
  fects of the spell. Exposure to any cold effect intense enough to
  cause damage negates the effects of the spell (and vice versa) on
  a point-for-point basis.
  On the ﬁrst and last rounds of the spell, the metal becomes un-
  comfortably warm to the touch but inﬂicts no damage. During
  the second and next-to-last round, intense heat causes pain and
  damage. During rounds three, four and ﬁve, the metal is searing
  hot, causing additional damage and possibly delivering a crip-
  pling injury.
  If cast underwater, heat metal boils the surrounding water, in-
  H
  Hallucinatory Forest (Illusion)
  Caster/Level (Sphere): Priest/4 (Plant)
  Range: 80 yards
  Duration: Permanent
  Effective Area: up to 40-ft square/level
  Components: V and S
  Casting Time: 7
  Saving Throw: Special
  This spell creates an illusory forest, which appears, smells,
  sounds, and feels completely natural. The caster determines the
  exact appearance of the forest, whether healthy and well lit or
  sickly, overgrown and dark, at the time of the casting, however,
  buildings, equipment, and creatures are not hidden or disguised.
  The forest folds any genuine, natural features into the illusion,
  and therefore cannot hide or disguise any hazards, so that a pond
  or pool of quicksand in its midst would be no more or less dan-
  gerous than if the illusion were not present. Interaction with the
  forest does not disrupt the illusion or allow a saving throw to dis-
  believe. Druids, other priests of nature, and intelligent woodland
  creatures, such as centaurs and dryads, automatically disbelieve
  the illusion. All other creatures believe the forest is real and be-
  have accordingly, including effects on combat, hiding and move-
  ment. No amount of trying can convince them that the forest is
  an illusion. Casting its reverse or a successful dispel magic within
  the effective area ends the spell.
  The reverse, break hallucination, automatically dispels a halluci-
  natory forest, but has no other purpose.
  Hallucinatory Terrain (Illusion)
  Caster/Level: Wizard/4
  Range: 20 yards/level
  Duration: 1 hour/level
  Effective Area: 10-yard cube/level
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: Special
  This spell allows the caster to disguise the terrain within the
  effective area to appear as some other type of terrain. Clear roads
  or open pasture can be disguised as hills, gullies, swamps, etc.
  or vice versa. Any combination is possible, but buildings, equip-
  ment, and creatures are not hidden or disguised. The illusion
  has visual, auditory, olfactory, tactile and thermal components.
  The effects last until a successful dispel magic is cast, or the spell’s
  duration expires. An individual creature or even a group of crea-
  tures may disbelieve the illusion, but the effect persists for the
  spell’s duration, affecting others who see it.
  The GM should
  adjudicate the chances to disbelieve the illusion carefully, con-
  sidering how slight or extreme the difference is. For instance, a
  slight change making an open ﬁeld appear overgrown with sticky
  weeds would be instantly believed by all but the most astute ob-
  server of the local ﬂora, who may see some small imperfections
  in the illusory weeds, however, an entire group would instantly
  disbelieve a lake made to look like a grassy knoll the moment
  someone fell through it. Otherwise, treat this as any other illu-
  sion spell, including wisdom—mental defense modiﬁer and ap-
  propriate believability modiﬁers to saves to disbelieve.
  The material components are a stone, a twig, and a piece of a
  green plant.
  Haste (Transmutation)
  Caster/Level: Wizard/3
  Range: 60 yards
  Duration: 3 rounds + 1 round/level
  Effective Area: 1 creature/level in a 40-foot cube
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
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  ﬂicts only half damage to its victims each round, and is unable to
  burn ﬂammable materials or cause a disability.
  The material component for this spell and its reverse is the
  caster’s holy or unholy symbol.
  The reverse, chill metal, counters heat metal and may freeze liq-
  uids, but otherwise functions the same.
  On the ﬁrst and last rounds of the reverse, the metal becomes
  uncomfortably chilly to the touch but inﬂicts no damage. Dur-
  ing the second and next-to-last round, icy cold causes pain and
  damage. During rounds three, four and ﬁve, the metal is freez-
  ing cold, causing additional damage and possibly delivering a
  crippling injury.
  A resist cold spell or similar cold resistance effects from spell or
  magical item negates the effects of the reverse. Exposure to any
  heat or ﬁre effect intense enough to cause damage negates the
  effects of the spell (and vice versa) on a point-for-point basis.
  If cast underwater, chill metal freezes the surrounding water
  (making things more buoyant), inﬂicts only half damage to the
  victims each round, and is unable to freeze liquids inside of a
  sealed container or cause a disability.
  Round
  Temperature (heat metal/chill metal)
  Damage
  1
  Warm/Cold
  None
  2*
  Hot/Icy
  1d4
  3–5**
  Searing/Freezing
  2d4
  6*
  Hot/Icy
  1d4
  7
  Warm/Cold
  None
  *Flammable materials (wood, paper, leather, cloth, etc.)
  exposed to hot metal begin to smolder and must make a
  successful saving throw vs. magical ﬁre or burn. Burning
  materials cause 2d4 damage to exposed skin on the following
  round. Liquids (water, potions, ink, etc.) exposed to icy cold
  metal begin to freeze and must make a successful saving
  throw vs. magical cold or be frozen. Frozen liquids may burst
  from their containers or otherwise be destroyed at the GM’s
  option.
  **On the 5th round, creatures affected by heat metal must
  successfully save vs. spell or suffer disabling burns that can
  only be removed through natural healing or a heal spell. The
  following table can be used to roll randomly if full armor is
  being heated, or the GM can choose a suitable disability
  based on where the most ferrous metal is touching the
  creature. A head cannot be disabled, for instance, if it wears a
  bronze helmet. Creatures affected by chill metal must
  successfully save vs. spell or suffer a disability that can only
  be removed through natural healing or a heal spell. This is
  due to frostbite but is the same as the burn effect noted for
  heat metal.
  1d10
  Location of Damage
  Disability
  1–4
  Hand/Foot
  Unusable for 2d4 days
  5–9
  Body
  Disabled for 1d4 days
  10
  Head
  Fall unconscious for 1d4
  turns
  Heroes’ Feast (Evocation)
  Caster/Level (Sphere): Priest/6 (Creation)
  Range: 10 yards
  Duration: 1 hour
  Effective Area: 1 feaster/level
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell creates a succulent feast, which serves one man-sized
  or smaller creature per caster level, including a magniﬁcent table,
  chairs, and serving set, and the guests’ favorite food and drink.
  The feast requires a complete hour to consume. If the feast is
  interrupted before the end of the hour, for any reason, the spell
  ends, however, if the feast is completed, the feasters immediately
  recover 1d4 + 4 hit points of damage and are healed of all dis-
  ease. In addition, they are under the effects of bless and become
  immune to poison, fear, hopelessness, panic for the next 12 hours.
  The material components are the caster’s holy or unholy sym-
  bol and fermented honey taken from royal bee larvae.
  Hold Animal (Enchantment)
  Caster/Level (Sphere): Priest/3 (Animal)
  Range: 80 yards
  Duration: 2 rounds/level
  Effective Area: 1–4 animals in 40-foot cube
  Components: V and S
  Casting Time: 6
  Saving Throw: Negate
  This spell functions as the hold person spell but only affects non-
  magical, normal or giant-sized birds, mammals or reptiles. It can-
  not affect undead animals. If only one animal is targeted, it saves,
  modiﬁed by wisdom—surprise modiﬁer, with a −4 penalty, −2
  penalty if two animals are targeted, −1 penalty if three animals
  are targeted, and with no penalty if four creatures are targeted.
  Hold Monster (Enchantment)
  Caster/Level: Wizard/5
  Range: 5 yards/level
  Duration: 1 round/level
  Effective Area: 1–4 creatures in a 40-foot cube
  Components: V, S and M
  Casting Time: 5
  Saving Throw: Negate
  This spell functions as the hold person spell, but it can affect
  any creature of any type, save the undead. If only one creature is
  targeted, it saves, modiﬁed by wisdom—surprise modiﬁer, with
  a −3 penalty, −1 penalty if two creatures are targeted, and if three
  or four creatures are targeted, there is no penalty.
  The material component is a hard metal bar or rod for each
  creature to be held. The bar or rod can be the size of a 3-penny
  nail.
  Hold Person (Enchantment)
  Caster/Level (Sphere): Priest/2 (Charm), Wizard/3
  Range: 120 yards
  Duration: 2 rounds/level
  Effective Area: 1–4 persons in a 20-foot cube
  Components: V, S and M
  Casting Time: Priest—5, Wizard—3
  Saving Throw: Negate
  This spell attempts to hold up to 4 man-sized or smaller
  bipedal humans, demi-humans or humanoids within its effective
  area ﬁrmly motionless. A person can avoid the effects by saving
  vs. spell, modiﬁed by wisdom-mental defense modiﬁer. If the
  caster only targets one person, it suffers a −3 penalty to its save,
  or a −1 penalty if the caster targets only two persons, and if three
  or four persons are targeted, there is no penalty. This spell has no
  effect on the undead.
  A person who is held cannot move or speak but remain cog-
  nizant, able to see (in one direction) and hear what’s going on
  around them. Winged persons that are held cannot ﬂap their
  wings and fall, and swimmers can’t swim and may drown. They
  can still use any of their abilities that require no motion or speech.
  The hold person spell in no way imparts a suspended animation
  effect; it does not stop or slow the progress of bleeding or infected
  wounds, diseases or poisons. The caster can end the spell at will
  any time before the spell’s normal duration.
  The spell does not affect any bodily functions that don’t require
  conscious thought, such as heartbeats, breathing, blinking, etc. In
  addition, if hold person is cast on a bipedal creature that’s in the
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  Holy Word (Conjuration)
  Caster/Level (Sphere): Priest/7 (Combat)
  Range: 0
  Duration: Special
  Effective Area: 30-foot radius
  Components: V
  Casting Time: 1
  Saving Throw: None
  This incredibly powerful spell allows a caster, while on his
  home plane, to drive evil extra-planar creatures back to their
  home plane. Creatures banished by a holy word cannot return
  to the plane they were banished from for at least a day. In ad-
  dition, the holy word has negative effects on evil creatures within
  the effective area centered on the caster, based on their HD.
  If the evil creature is already deafened or silenced, these ad-
  ditional effects do not apply, but it can still be banished if it is
  extra-planar.
  The reverse, unholy word, operates against good aligned crea-
  tures, but in all other aspects is identical.
  HD or
  level
  Attack/
  Effect
  Move
  Dice
  Penal-
  ties
  Spells
  Less than
  4
  Killed
  –
  –
  –
  Paralyzed
  4 to 7+
  1d4 turns
  –
  –
  –
  8 to 11+
  Slowed 2d4
  rounds
  −50%
  −4*
  –
  12 or
  more
  Deafened
  1d4 rounds
  −25%
  −2
  50%
  failure
  *Slowed creatures can attack only on even numbered rounds
  until the duration expires.
  Hypnotic Pattern (Illusion)
  Caster/Level: Wizard/2
  Range: 30 yards
  Duration: Special
  Effective Area: 30-foot cube
  Components: S and M
  Casting Time: 2
  Saving Throw: Negate
  This spell allows the caster to weave a twisted pattern of subtle,
  shifting colors through the air in front of the caster. Creatures,
  up to a total maximum of 24 HD or levels within the effective
  midst of a precarious movement, such as running, the creature
  may fall as the spell takes effect.
  The material component for both priests’ and wizards’ ver-
  sions is a small, straight piece of iron.
  Hold Plant (Enchantment)
  Caster/Level (Sphere): Priest/4 (Plant)
  Range: 80 yards
  Duration: 1 round/level
  Effective Area: Special
  Components: V and S
  Casting Time: 7
  Saving Throw: Negate
  This spell attempts to hold any type of vegetation, within the
  effective area, including parasitic and fungus types, slimes and
  molds, other mobile and/or intelligent plants, and those magi-
  cally animated or otherwise magically empowered, causing the
  plants to completely cease movement and be still. The affected
  plants cannot grab, entwine, close, grow, or move under their
  own power in any way, and they are unable to make any sound
  that is not directly created by the motion of the surrounding air.
  The caster can target 1 to 4 individual plants within a 40-foot
  square, or 1 to 4 patches, 4 yards square each, of smaller ground
  cover, grass or mold. Normal, non-mobile, non-intelligent plants
  with no HD rating are automatically affected, unless magically
  protected. Mobile and/or intelligent plants are allowed a sav-
  ing throw, modiﬁed by wisdom-mental defense modiﬁer for in-
  telligent plants, with a −4 penalty if one plant or one patch (4
  square yards) is targeted, −2 penalty if two plants or two patches
  (8 square yards) are selected, −1 penalty if three plants of three
  patches (12 square yards) are selected, and if the maximum of
  four plants or four patches (16 square yards) are the targets, there
  is no penalty.
  Hold Portal (Universal)
  Caster/Level: Wizard/1
  Range: 20 yards/level
  Duration: 1 round/level
  Effective Area: 20 square feet/level
  Components: V
  Casting Time: 1
  Saving Throw: None
  This spell magically bars a door, gate, portcullis, etc. made of
  wood, metal, or stone, as if it were securely closed and locked.
  An extra-planar creature with 4 HD or more can instantly end
  the spell and swing open the portal. A wizard with 4 or more
  experience levels more than the caster can open the held portal at
  will, without negating the magic. A held portal can be broken or
  battered down by physical means, and a knock or successful dispel
  magic spell can negate a hold portal spell.
  Hold Undead (Necromancy)
  Caster/Level: Wizard/3
  Range: 60 feet
  Duration: 1d4 rounds + 1 round/level
  Effective Area: 1 to 3 undead
  Components: V, S and M
  Casting Time: 5
  Saving Throw: Negate
  This spell attempts to hold undead creatures as the hold per-
  son spell. The caster selects a point, within range, in the direc-
  tion he is facing, and the closest undead, up to 3 creatures, are
  subject to the effect, provided their total HD doesn’t exceed the
  caster’s level. Mindless undead (such as skeletons, zombies, or
  ghouls) are held automatically; all other undead are allowed a
  saving throw, modiﬁed by wisdom—mental defense modiﬁer, to
  avoid the effect.
  The material components are a pinch of sulphur and powdered
  garlic.
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  area, who look at the color patterns may become fascinated and
  stand watching them for as long as the caster concentrates, plus
  2 rounds after he stops concentrating. The creatures are allowed
  a save vs. spell, modiﬁed by wisdom—mental defense modiﬁer,
  to avoid the effect. Affected creatures cannot be freed from the
  effect through physical rousing, but any damage inﬂicted frees
  them immediately.
  The material component is a lit stick of incense or a hollow rod
  made of crystal and ﬁlled with phosphorescent ﬂuid, which the
  caster uses to maintain the spell.
  Hypnotism (Enchantment)
  Caster/Level: Wizard/1
  Range: 5 yards
  Duration: 1 round + 1 round/level
  Effective Area: 30-foot cube
  Components: V and S
  Casting Time: 1
  Saving Throw: Negate
  This spell allows the caster to enchant 1d6 creatures, within
  the effective area, to become susceptible to a brief and reason-
  able sounding request (similar to a suggestion spell). The request
  is made after the spell is cast, and the caster must speak a lan-
  guage known to the creatures. The creatures can avoid the ef-
  fect by rolling a successful save vs. spell, modiﬁed by wisdom-
  mental defense modiﬁer. Suspicious or cautious creatures gain a
  +1 bonus to their saving throw, hostile creatures gain a +2 bonus,
  and casting the spell during combat gives creatures a +3 bonus.
  However, if the creature meets the caster’s gaze when the spell
  is cast, they suffer a −2 penalty to their save. Creatures that fail
  their saves don’t recall being enchanted or any events that occur
  during the spell’s duration.
  I
  Ice Storm (Evocation)
  Caster/Level: Wizard/4
  Range: 10 yards/level
  Duration: Special
  Effective Area: 20 or 40-foot radius
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell creates one of two effects, chosen at the time of cast-
  ing.
  Hail: Large hailstones rain down in a 40-foot diameter effective
  area for one round, inﬂicting 3d10 points of damage to creatures
  within the effective area. This effect negates damage from a heat
  metal spell, within the effective area during the round it is cast.
  The negated heat damage is subtracted from the damage caused
  by the ice storm.
  Sleet: Driving sleet falls in an 80-foot diameter effective area
  for one round per caster level, blinding creatures and extinguish-
  ing torches and open ﬂames, within the effective area. The sleet
  freezes as it hits, so that the ground in the effective area be-
  comes icy. Creatures in combat or moving through icy terrain
  are slowed by half and have a 50% chance of slipping and falling
  each round. This effect prevents ferrous metal, affected by a heat
  metal spell and within the effective area, from progressing be-
  yond warm for the duration of the ice storm. At the GM’s dis-
  cretion, and if the creature is wearing metal armor or holding,
  touching, wearing, or carrying ferrous metal weighing at least
  one-ﬁfth of its weight, the warm metal might prevent the ground
  directly under the creature from getting icy, for the duration of
  the heat metal spell.
  The material components are a few drops of water and pinch
  of dust.
  Identify (Universal)
  Caster/Level: Wizard/1
  Range: 0
  Duration: 1 round/level
  Effective Area: 1 item/level
  Components: V, S and M
  Casting Time: Special
  Saving Throw: None
  This spell allows the caster to gain information about magical
  items. Immediately before the spell is cast, the caster must per-
  form an 8-hour ritual to prepare the items, purifying and cleans-
  ing their magical auras. If this ritual is interrupted, the caster
  must start over.
  While casting this spell, the magical items must each, in turn,
  be touched. With this method, an accursed item will not be de-
  tected as such but will appear to be a beneﬁcial item. Optionally,
  the GM may require that every item must be held or worn as
  would be normal for any such item. Bracelets must be placed on
  the caster’s wrist, a helmet must go on his head, boots on his feet,
  a cloak or armor worn appropriately, weapons held in hand as
  if to strike, etc. Any consequences of handling the items in this
  manner, such as a curse, befall the caster (and may end the spell),
  but the caster is granted any saves that may apply.
  The GM must secretly roll for the chance of gaining informa-
  tion about a particular item.
  The chance is equal to 10% per
  caster level with a maximum of 90%. A roll on 1d100 higher than
  needed and up to 95%, indicates no information is gained and
  no further checks can be made on this item until the caster gains
  a caster level, while a roll of 96–100% always indicates false in-
  formation is gained. If a magical item has more than one power,
  only one power per caster level is revealed each round, thus an
  8th level caster could handle up to eight different items and/or
  reveal up to eight powers of a single item. Some special magi-
  cal items, such as tomes, artifacts, and relics cannot be identiﬁed
  with this spell.
  If it is an item with an enchantment bonus, the exact bonus can-
  not normally be learned, but its relative power can be determined
  as strong (+3 through +5), moderate (+2 through +4) or weak (+1
  through +3); for instance, the GM can determine whether a +3 en-
  chantment bonus gives off a strong, moderate or weak aura, on a
  case-by-case basis, or he can roll 1d3. If it is a charged item, the
  caster can usually only gain a general knowledge of how many
  charges remain: powerful (81–100% charges), strong (61–80%),
  moderate (41–60%), weak (6–40%), or faint (5 charges or fewer).
  This knowledge can be misleading, however, as a faint result al-
  ways takes precedence, resulting in powerful items that normally
  have 5 or fewer charges to give off only a faint aura.
  After the spell ends, the caster loses 8 points of constitution.
  Each lost point of constitution requires an hour of rest to recover.
  If the loss of constitution drops the caster below 1, he immedi-
  ately falls into a coma, and cannot be awakened for 24 hours.
  The caster must drink an infusion made of crushed pearl of at
  least 100 gp value and an owl feather steeped in wine prior to
  casting the spell. If a luckstone is crushed and added to the wine,
  the effects become much more powerful, able to reveal exact en-
  chantment bonuses or charges and all the powers of a powerful
  item can be revealed in a single reading, and at the GM’s discre-
  tion, even artifacts and relics may reveal some of their powers.
  Illusory Script (Illusion)
  Caster/Level: Wizard/3
  Range: Touch
  Duration: 1 day/level
  Effective Area: Script reader
  Components: V, S and M
  Casting Time: Special
  Saving Throw: Special
  This spell allows the caster to write a message or other infor-
  mation, which appears as some form of foreign or magical writ-
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  (ﬁghter, thief, etc.), and enough secondary material components
  required to cast all of the transferred spells normally. The minor
  item and secondary components are destroyed upon casting.
  Level of Recipient
  Maximum Spells Imbued
  1
  One 1st level spell
  Two 1
  2–4
  st level spells
  5+
  Two 1st and one 2nd level spells
  Imprisonment (Abjuration)
  Caster/Level: Wizard/9
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 9
  Saving Throw: None
  This spell allows the caster to imprison a victim in a state of
  suspended animation (See Temporal Stasis) in a small cell far be-
  neath the earth. The spell requires a successful touch attack, and
  the caster must say aloud the creature’s name and basic back-
  ground. Magical searches by crystal balls, locate object spells, or
  similar do not reveal that a creature is imprisoned, and no form
  of magic can detect his exact position or free him.
  The reverse, freedom, frees a creature entombed by imprison-
  ment, if cast over the spot where the imprisonment was originally
  cast. The reverse can prove to be extremely dangerous. The caster
  must repeat the name and background of the freed creature, as
  it was spoken at time of the original imprisonment, or there’s a
  10% chance that 1d100 random creatures are also freed. The GM
  may determine the total number of freed creatures randomly, by
  rolling 1d100 twice, multiplying the results and dividing by 100.
  For example, the GM rolls a 44 and a 60, so that (44 × 60)/100 =
  26.40, or 26 monsters were released. Then the GM assumes 10%
  of the freed creatures will be released in the caster’s location. In
  the example, 2 or 3 unexpected creatures will be freed along with
  the desired creature. The GM rolls 1d20 to determine the unex-
  pected creatures’ levels or HDs, with rolls of 9 or above counting
  as 9. At the GM’s discretion, creatures with (much) higher levels
  and HD can be freed, but should be specially prepared by the GM
  in advance. In the example, 23 or 24 creatures will be freed from
  imprisonment singly, or in small groups, around the world. The
  GM may choose to generate and place any or all of these creatures
  in his campaign world or simply ignore them.
  Improved Invisibility (Illusion)
  Caster/Level: Wizard/4
  Range: Touch
  Duration: 4 rounds + 1 round/level
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 4
  Saving Throw: None
  This spell functions the same as the standard invisibility spell,
  but the subject is capable of performing hostile actions without
  ending the spell. However, if an invisible creature attacks, moves
  suddenly, speaks or otherwise makes his presence known, obser-
  vant creatures can notice shimmering trailers and other tricks of
  light that allow them to get a general idea of its location. Invisi-
  ble creatures gain a +4 bonus to saving throws, and attacks made
  against them suffer a −4 penalty. Under this spell, creatures with
  high enough HD to ordinarily detect an invisible creature do so
  as if they are 2 HD lower.
  ing, on any type of common writing surface, most often papyrus
  scrolls, or paper and vellum books, but there is no reason why
  clay or stone tablets could not be used. Only speciﬁc creatures,
  designated by the caster at the time of the casting, can read the
  writing. An illusionist can always recognize that illusory script is
  in effect but cannot decipher its contents, unless also designated
  by the caster at the time of the casting.
  Any others who try to read the message begin to feel an uneasy
  sensation and must make a successful save vs. spell, modiﬁed by
  wisdom—mental defense modiﬁers, or become subject to a sug-
  gestion (as the suggestion spell) implanted in the script at the time
  of casting. Failure implants the suggestion into the reader, re-
  quiring no more than three turns to carry out. A successful dispel
  magic ends the effects of the spell and reveals the message, but if
  the attempt fails, the writing gets completely erased. A combi-
  nation of true seeing and either read magic or comprehend languages
  spells will also end the effects and reveal the message.
  The material component is a custom lead-based ink, crafted by
  an alchemist, and costing at least 300 gp per casting.
  Illusory Wall (Illusion)
  Caster/Level: Wizard/4
  Range: 30 yards
  Duration: Permanent
  Effective Area: 1 foot × 10 feet × 10 feet
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell creates the illusion of a ﬂoor, wall, ceiling, or other
  similar surface. The surface appears real, even when viewed us-
  ing true seeing or similar magic, but is intangible, so that solid
  creatures or objects can pass easily through it. If the spell hides
  a trap, pit, door, etc., mundane or magical detection, even sim-
  ple probing of the area, will reveal the presence of the illusion
  and otherwise work normally, but the illusion is not ended. The
  effect is permanent until a successful dispel magic is cast.
  The material component is unusual dust worth at least 400 gp
  and requiring four days to prepare.
  Imbue With Spell Ability (Enchantment)
  Caster/Level (Sphere): Priest/4 (Charm)
  Range: Touch
  Duration: Until used
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to transfer spells from his memory
  into that of another creature and provides that creature with the
  ability to cast them. The transfer is permanent (the caster effec-
  tively loses the ability to cast the transferred spell levels) until the
  recipient casts the spells or is killed.
  Only non-magic using and non-spell casting creatures (includ-
  ing low to mid-level rangers and paladins) with wisdom of 9 or
  higher can be enchanted by this spell. So that a ﬁghter or ogre
  with sufﬁciently high wisdom can receive the enchantment, but
  an ogre magi or human mage cannot. This spell does not func-
  tion on creatures with any spell casting or innate magic ability,
  unintelligent monsters, or creatures with less than 1 full HD. The
  caster must choose the recipient wisely for he is held morally re-
  sponsible for the way the recipient uses his spells.
  Only spells from the divination, protection, or healing spheres
  can be transferred. Attempting to transfer any other type of spell
  ends the entire spell. The transferred spells’ variable ranges, du-
  rations, etc. are based on the caster who transferred it. The max-
  imum number and level of spells that can be transferred depend
  on the level of the recipient.
  The material components are the caster’s holy or unholy sym-
  bol, a minor item from the recipient that’s symbolic of his class
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  Improved Phantasmal Force (Illusion)
  Caster/Level: Wizard/2
  Range: 60 yards + 10 yards/level
  Duration: Special
  Effective Area: 200 square feet + 50 square feet/level
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Special
  This spell functions the same as the phantasmal force spell, ex-
  cept that minor sounds, but not actual conversation, are also
  added. The improved phantasm can be maintained with min-
  imal concentration, allowing the caster to move at half-normal
  speed, and the phantasm continues for 2 additional rounds once
  the caster stops concentrating.
  The material component is a tuft of ﬂeece.
  Incendiary Cloud (Transmutation, Evocation)
  Caster/Level: Wizard/8
  Range: 30 yards
  Duration: 4 rounds + 1d6 rounds
  Effective Area: 10 feet tall, 20 feet wide, and 20 feet long cloud
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Half
  This spell creates a smoke effect similar to that of the pyrotech-
  nics spell. A dense cloud of smoke appears in the effective area,
  obscuring vision for two rounds, and bursting into ﬂame during
  the third round, inﬂicting 1d2 points of damage per caster level.
  On the fourth round, the ﬂames inﬂict 1d4 points per caster level,
  and ﬁnally on the ﬁfth round, they inﬂict 1d2 points per caster
  level as the ﬂames burn out. For the remainder of the spell du-
  ration (if any), the cloud returns to just vision-obscuring smoke.
  When the conﬂagration begins, creatures within the cloud roll a
  saving throw, modiﬁed by dexterity—surprise modiﬁer. The ﬁrst
  successful save reduces damage by half during that round and
  successive rounds. A failed save is re-rolled in the fourth and/or
  ﬁfth round.
  In addition to a ﬁre source within range, the material compo-
  nents are scrapings from a dung pile, and a pinch of dust.
  Infravision (Transmutation)
  Caster/Level: Wizard/3
  Range: Touch
  Duration: 2 hours + 1 hour/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell bestows infravision 60’ upon a subject touched by
  the caster during the casting, or the caster may choose himself to
  be the subject.
  The material component is either an agate or a dash of dried
  carrot.
  Insect Plague (Conjuration)
  Caster/Level (Sphere): Priest/5 (Combat, Animal)
  Range: 120 yards
  Duration: 2 rounds/level
  Effective Area: 180-foot × 60-foot cloud
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell calls forth a horde of insects, which form into a
  thick cloud ﬁlling the effective area anywhere in range the caster
  chooses, however, if the GM determines that there are not enough
  normal insects within the caster’s immediate environment to
  form a cloud, the spell fails. Once gathered, the insects continue
  to jump, ﬂy, and crawl erratically while the cloud, as a whole,
  remains stationary.
  The cloud of insects limits the vision of creatures caught within
  it to 10 feet, and makes casting a spell impossible. The insects as
  a group, ignore a creature’s armor class and automatically inﬂict
  1 point of damage each round it remains in the cloud, even being
  invisible is no defense against the accumulated bites and stings.
  Creatures with 2 HD or less automatically ﬂee at their fastest
  movement value in a random direction, until they’re more than
  240 yards away from the insect clouds. Those with fewer than 5
  HD must make a successful morale check each round they remain
  in the cloud, or they will also ﬂee. PCs do not roll morale checks.
  Weapons, lightning, mild cold, and small ﬁres, like a burn-
  ing hand spell, torch or campﬁre, are ineffective, however, heavy
  smoke, strong wind, ice storms, and larger ﬁres, like a bonﬁre,
  wall of ﬁre or ﬁreball, temporarily drive away the insects where
  the effective areas intersect. The insect plague can be dispersed
  entirely by a successful dispel magic or a strong wind that covers
  the entire effective area.
  The material components are a pinch of sugar, and a few ker-
  nels of grain smeared in fat.
  Instant Summons (Conjuration)
  Caster/Level: Wizard/7
  Range: Inﬁnite + Special
  Duration: Instantaneous
  Effective Area: 1 small object
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to call to his hand a particular item
  from nearly anywhere. The caster can even call the item from
  another plane of existence. For each level above 13th, the caster
  can call the item from one plane removed from the one he is on
  when he casts the spell. To be called upon, the item must be 3-
  feet square or less, weigh no more than 8 pounds, and nonliving.
  To prepare the spell, the caster must perform a ritual where he
  holds a gem (worth at least 5,000 gp), then touches and names
  the desired item. The item’s name becomes magically etched into
  the gem, invisible to all except the caster; other’s must use a read
  magic spell. A gem will only summon the item named within it.
  When the caster is in need of the item, he crushes the gem and
  calls for the item by name. The item immediately appears in one
  of the caster’s hands, his choice.
  If the desired item is in another creature’s possession when
  called for, the spell fails, but the caster learns who possesses the
  item and the item’s general location, unless wizard mark is cast as
  part of the ritual. Casting a wizard mark on the item as part of the
  ritual, allows the caster to call the item away from another crea-
  ture while on the same plane as the caster, and the item becomes
  easier to track and locate while on other planes with a scrying
  spell or device. If the magic normally has no chance to locate
  an object on another plane, a wizard mark provides a base 25%
  chance to work. If the magic normally has a percentage chance
  to succeed or fail, a wizard mark grants a +10% or +2 bonus to
  the chance to succeed. Objects secured in leprechaun’s secret chest,
  or in other areas where teleport, plane shift or conjuration magic is
  blocked, cannot be recovered with this spell.
  The material component is the 5,000 gp gem, which is de-
  stroyed upon casting the spell, transferring the desired item in
  its place.
  Intense Transformation (Transmutation, Evocation)
  Caster/Level: Wizard/6
  Range: 0
  Duration: 1 round/level
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  When this spell is cast, the caster gains the size, strength and
  skill of a powerful ﬁghter. The caster gains a −4 bonus to his
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  Invisibility to Undead (Abjuration)
  Caster/Level (Sphere): Priest/1 (Necromantic)
  Range: Touch
  Duration: 6 rounds
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Special
  This spell grants the ability to go undetected amongst undead,
  to a creature touched during the casting. The caster may choose
  to be the one affected by this spell. Undead with more than 4 HD
  are allowed a saving throw to avoid the effect. A priest who is
  the subject of the spell cannot turn undead that cannot see him.
  The spell ends if the recipient performs a hostile action (any at-
  tempt at attacking or forcing a saving throw upon the affected
  creatures). Casting non-hostile spells, such as augury, chant, or
  cure light wounds, does not end the spell.
  The material component is the caster’s holy or unholy symbol.
  Invisibility, 10’ Radius (Illusion)
  Caster/Level: Wizard/3
  Range: Touch
  Duration: Special
  Effective Area: 10-foot radius
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell grants invisibility upon all creatures within the effec-
  tive area of the subject touched. The caster may also choose to be
  the subject. The spell moves with the subject. Creatures leaving
  the effective area become visible, but creatures entering the effec-
  tive area after the spell is cast do not become invisible. Otherwise,
  the effect is the same as the standard invisibility spell. If the sub-
  ject performs a hostile action, the spell ends for all, however, if an
  affected creature other than the subject performs a hostile action,
  the invisibility is negated only for that creature.
  The material component is an eyelash, trapped in gum arabic.
  Invisible Stalker (Conjuration)
  Caster/Level: Wizard/6
  Range: 10 yards
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell summons an 8 HD invisible stalker from the Elemen-
  tal Plane of Air, which must remain on the caster’s plane of ex-
  istence until fulﬁlling one speciﬁc task or service for the caster.
  The service must be speciﬁc; defend me from these foes, retrieve
  this item, capture this person, etc. The invisible stalker can au-
  tomatically track a creature within 24 hours of its passing. They
  understand the common tongue, but only speak their own lan-
  guage.
  The invisible stalker is bound by the spell to obey and serve
  the caster and unceasingly performs its task, but it is not loyal
  to the caster, therefore, it will attempt to pervert its orders, espe-
  cially if they are complicated or require a lot of time and effort to
  complete.
  The material components are burning incense and a piece of
  horn carved into the shape of a crescent.
  armor class (maximum AC of −10), and attacks as a ﬁghter equal
  to his level.
  In addition, the caster gains temporary hit points equal to his
  maximum normal hit points, however, when the caster runs out
  of temporary hit points, damage against his normal hit points are
  doubled. While this spell is in effect, the caster is in berserk rage
  and can only engage in melee combat. He will attack with any
  available melee weapon (but will suffer unskilled penalties if not
  skilled with the weapon). If using a dagger, he attacks twice per
  round and gains a +2 bonus to damage. With any other weapon,
  he attacks once per round, but gains a +2 bonus to both attack
  and damage. The caster cannot cast spells, use missile weapons
  or any other abilities, while the spell is in effect, and will continue
  to melee until his opponents are dead or the duration expires.
  The material component is a potion of heroism (or super-heroism)
  that the caster drinks at the end of the casting.
  Invisibility (Illusion)
  Caster/Level: Wizard/2
  Range: Touch
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 2
  Saving Throw: None
  This spell causes the subject and all its carried or held equip-
  ment to disappear from sight to all, including themselves and
  their allies, undetectable to normal vision and infravision. The
  caster can choose to be the subject. The spell does not negate
  sounds or scents, so the subject is not completely undetectable.
  Items dropped, taken or otherwise removed from the subject’s
  possession become visible again. Items picked up do not become
  invisible but can be hidden inside an invisible pocket or behind
  an invisible cloak.
  Regardless of its source, light cannot be affected, but the source
  of light can be, so that it appears the light comes from nowhere.
  The subject remains invisible until a successful dispel magic is
  cast, the subject or caster ends it voluntarily, or until 24 hours
  pass. The spell also ends if the subject attacks a creature or forces
  a creature to make a saving throw. An indirect attack (such as
  setting a trap) does not end the spell, likewise, bless, chant, and
  prayer spells are not considered attacks. Since an invisible crea-
  ture is unable to see himself, the GM may assign a penalty to
  complex actions, such as thief abilities.
  Creatures with at least 10 levels or HD and intelligence of 13
  are entitled to a save vs. spell, modiﬁed by wisdom-mental de-
  fense modiﬁer, to detect the presence and general location of in-
  visible creatures, though the subject remains unseen.
  The material component is an eyelash, trapped in gum arabic.
  Invisibility to Animals (Transmutation)
  Caster/Level (Sphere): Priest/1 (Animal)
  Range: Touch
  Duration: 1 turn + 1 round/level
  Effective Area: 1 creature/level
  Components: S and M
  Casting Time: 4
  Saving Throw: None
  This spell grants those creatures touched by the caster while
  the spell is being cast the ability to go undetected amongst non-
  magical animals (normal or giant-sized) with intelligence under
  6. The caster may choose to be among those affected by this spell.
  The spell confers slightly more than just invisibility, softening
  sounds and negating odors as well with regards to animals. A
  subject of this spell will go unnoticed by animals for the duration
  of the spell, unless he speaks or performs a hostile action (any
  attempt at attacking or forcing a saving throw upon an animal),
  ending the spell’s effect for himself only.
  The material component is holly rubbed over the subjects.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Irresistible Dance (Enchantment)
  Caster/Level: Wizard/8
  Range: Touch
  Duration: 1d4 + 1 rounds
  Effective Area: 1 creature
  Components: V
  Casting Time: 5
  Saving Throw: None
  This spell forces a creature to be incapable of doing anything
  for the duration of the spell except dance uncontrollably. The
  caster must make a successful touch attack against the victim for
  the spell to be effective. The victim loses his shield bonus and
  suffers a +4 penalty to his AC. If a victim of this spell must make
  a save while still dancing, he must roll a natural 20 to succeed.
  Irritation (Transmutation)
  Caster/Level: Wizard/2
  Range: 10 yards/level
  Duration: Special
  Effective Area: 1–4 creatures in a 15-foot radius
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Negate
  This spell affects the subject’s skin. Creatures with very thick,
  armored or scaly skins are unaffected. This spell creates one of
  two effects, chosen at the time of casting.
  Itching: The caster can choose to cast this effect at a single crea-
  ture, applying a −3 penalty to its saving throw, two creatures can
  be targeted with a −1 penalty each, or three or four can be tar-
  geted with no modiﬁer to their saves. If the save is successful,
  the effect is avoided, but if the save fails, this effect immediately
  causes an irritating itching sensation somewhere on the creature.
  If a full round is spent doing nothing but scratching, the itch will
  stop at the end of that round, otherwise, the itch adversely affects
  the creature, applying a +4 penalty to AC and −2 to attack rolls
  for the next three rounds. During the ﬁrst round, spell casting is
  impossible, but not during the last three rounds.
  Rash: This effect can only target a single creature and it must
  save vs. spell with a −2 penalty to avoid the effect. This effect
  does nothing for 1d4 rounds, but after which forms a horrid, itchy
  rash on the creature’s entire body. The subject loses 1 point of
  charisma each day for four days. After one week, dexterity is
  also reduced by 1 point. The rash persists until a successful dispel
  magic or cure disease is cast on the victim—doing either immedi-
  ately returns lost ability scores.
  The material component is a leaf of poison ivy, oak, or sumac.
  Item (Transmutation)
  Caster/Level: Wizard/3
  Range: Touch
  Duration: 4 hours/level
  Effective Area: 2 cubic feet/level
  Components: V and S
  Casting Time: 3
  Saving Throw: Special
  This spell has two effects, one of which is chosen at the time
  of the casting. The ﬁrst effect allows the caster to shrink a single
  non-magical item, within the conﬁnes of the effective area, to 1⁄12
  of its original size, and the second effect allows the caster to con-
  vert the item into a 1⁄12 sized representation of the item, made of
  a thick cloth-like material (like a patch that can be sewn to one’s
  clothes). The holder of an item targeted by this spell is allowed a
  save vs. spell, modiﬁed by dexterity- surprise modiﬁer, to avoid
  the effect. It is not any easier to destroy an item while it is shrunk,
  and the effects of this spell do not alter the item’s saving throws.
  An affected item can be returned to normal size by merely toss-
  ing it onto any solid surface or by a word of command from the
  original caster. Even a mundane burning ﬁre and its fuel can be
  shrunk by this spell. Restoring the shrunken object to its normal
  size and composition ends the spell.
  The item spell can be made permanent with a permanency
  spell (with only a 5% chance to lose a point of constitution), in
  which case the affected object can be shrunk and expanded an
  indeﬁnite number of times, but only by the original caster.
  J
  Jump (Transmutation)
  Caster/Level: Wizard/1
  Range: Touch
  Duration: 1d3 rounds + 1 round/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell bestows upon a creature (selected by touch) or him-
  self the ability to leap. Once each round for the spell’s duration,
  the subject can leap up to 30 feet forward, 20 feet straight up, or
  hop up to 10-foot directly backwards. Forward leaps and back-
  ward hops have a slight arc of 2 feet per 10 feet of distance trav-
  eled. The spell doesn’t guarantee a safe landing or grasping at
  the end of the jump.
  The material component is a grasshopper’s hind leg broken
  upon casting the spell.
  K
  Knock (Universal)
  Caster/Level: Wizard/2
  Range: 60 yards
  Duration: Special
  Effective Area: 10 square feet/level
  Components: V
  Casting Time: 1
  Saving Throw: None
  This spell opens stuck, barred, locked, held, or wizard locked
  doors, and even locked or trick-opening boxes or chests. The
  spell can be used to open a secret or concealed door as long as
  its location is known and visible to the caster. It can also loosen
  welds, shackles, or chains, provided they serve to hold the door
  shut. If used to open a wizard locked door, the spell does not re-
  move the wizard lock but simply suspends its functioning for one
  turn. In all other cases, the door does not relock itself or become
  stuck again on its own. Knock only functions against portals that
  operate with a hinge mechanism and does not raise gates or sim-
  ilar impediments (such as a portcullis) that require a winch or
  rope and pulley system to open, nor does it affect ropes, vines,
  and the like. The effective area limits the size of the door that can
  be opened. Each spell can undo up to two means of preventing
  egress on a single opening, so that a locked, barred and wizard
  locked door would require two casting of knock to open.
  The reverse, lock, closes a known and visible door (or other
  portal) and locks it with up to 2 already existing physical lock-
  ing mechanisms. It cannot create a weld, magically bar a door or
  lower a portcullis, but it can operate locks, set bars, etc. Up to
  two physical mechanisms can be set per casting.
  Know Alignment (Lesser Divination)
  Caster/Level (Sphere): Priest/2 (Divination), Wizard/2
  Range: 10 yards
  Duration: Priest—1 turn, Wizard—1 round/level
  Effective Area: Priest—1 creature or object per round,
  Wizard—1 creature or object per 2 rounds
  Components: V and S
  Casting Time: 1 round
  Saving Throw: Negate
  This spell enables the caster to read a creature or item’s aura,
  provided it has an alignment. The caster must concentrate, stand-
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  and the caster can begin speaking. Creatures within the effective
  area during the round following the casting of the spell are enti-
  tled to a saving throw, specially modiﬁed by intelligence, to avoid
  the effects entirely. Intelligence of 3–7 grants a −1 penalty, 8–10
  grants no modiﬁer, 11–14 grants a +1 bonus, and intelligence of
  15 or higher grants a +2 bonus. If this saving throw fails, the sub-
  jects immediately stop whatever else they are doing and begin to
  politely debate the topic with the caster, no matter how incredu-
  lous or stale his topic may be. The actual topic of discussion is
  irrelevant; the words come to the caster’s mind and are quickly
  forgotten.
  The spell effect is divided into 3 distinct phases (fascination,
  confusion, and rage), but the caster can end the spell at the end
  of any phase by not continuing the discussion. The ﬁrst three
  rounds consist of peaceful conversation, the next three rounds
  are confusing babble, and the ﬁnal four rounds become a heated
  debate. So that the spell’s duration can last up to 11–12 rounds,
  as long as the caster continues the discussion on the ﬁrst round
  of each phase (the 1st, 4th, and 7th rounds). Usually, the spell’s
  duration is a minimum of 3 rounds, however, attacking a subject
  of the spell, during the ﬁrst or second phase, ends the effect for
  that creature immediately. Once the spell is cast, it requires no
  concentration to maintain, and the caster is able to otherwise act
  normally, move, attack, cast another spell, etc. The subjects of the
  spell ignore anything the caster says or does, (except attack them)
  that is not related to the topic they are discussing.
  On the ﬁrst round of each new phase, provided the caster
  speaks to them that round, the subjects are forced to make an-
  other saving throw, modiﬁed by intelligence. Those failing on the
  4th round become confused and wander randomly, muttering un-
  der their breaths, for 1d10 + 2 rounds. Those who make the save
  continue to discuss the topic, and make saves during the 5th and
  6th rounds to avoid becoming confused and wandering off. On
  the 7th round, each remaining subject (those that did not wander
  off) must save to avoid ﬂying into a rage, attacking the nearest
  other subject for 1d4 + 1 rounds. If only one creature remains
  the subject of the spell and fails its save, it attacks, with a regular
  to hit roll, its own person. Any creatures that successfully save
  against the rage effect realize they’ve been under the effects of an
  enchantment and collapse onto the ground, totally depressed for
  1d4 rounds, but will snap out of it if attacked.
  Leprechaun’s Secret Chest (Transmutation, Conjuration)
  Caster/Level: Wizard/5
  Range: Special
  Duration: Special
  Effective Area: One chest, 2 feet × 2 feet × 3 feet
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  When cast, this spell allows a specially prepared, high qual-
  ity treasure chest (of at least 5,000 gp value and fashioned by a
  master craftsman out of the ﬁnest woods, ivories and precious
  metals available) to be hidden in the deep Ethereal Plane. A per-
  fect miniature replica, made of the same materials and valued
  at precisely 1% of the full-sized chest, must also have been cre-
  ated before this spell is cast. The miniature can then be used to
  summon the full-sized chest back from the Ether directly to the
  caster’s location whenever needed. Retrieving the chest ends the
  spell effect. A second casting of this spell is necessary to send
  the chest back to the Ethereal Plane. Each caster’s set of chests is
  highly personalized and not even a wish spell can allow a caster
  to have more than one set at any time. The set of chests are not
  magical, and can be locked or magically warded just as any other
  treasure chest can be. The caster must be touching the full-sized
  chest and holding the miniature to cast this spell. The full-sized
  chest holds up to 1 cubic foot of material per caster level, regard-
  ing still, for two full rounds, after casting the spell. Creatures are
  allowed a save vs. spell, modiﬁed by wisdom—mental defense
  modiﬁer, to avoid the effect. Certain magical items can negate the
  effects of this spell.
  If the caster is only able to concentrate on a subject for one
  round, he will only read the subject’s aura in regards to law vs.
  chaos. The priests’ version of the spell functions as the wizard
  spell of the same name, except a priest is only required to stand
  and concentrate for 1 round to fully read the creature or item’s
  aura.
  The reverse, undetectable alignment, blocks the aura of a sin-
  gle creature or item from magical detection, including the know
  alignment spell, for 24 hours. If the GM wishes to allow a greater
  degree of intrigue and subterfuge within his game world, he may
  change the reverse of this spell (and any similar effects) to obscure
  alignment, and permit the affected creature to radiate any align-
  ment chosen by the caster.
  L
  Legend Lore (Greater Divination)
  Caster/Level: Wizard/6
  Range: 0
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: Special
  Saving Throw: None
  When more conventional research or identiﬁcation methods
  fail or would take too much time, this spell allows the caster
  to learn the legends surrounding an important person, place, or
  item. If the person or item is at hand, or if the caster is at the place
  in question, the casting time is only 1d4 turns. If the caster has de-
  tailed information on the person, place, or item, casting requires
  1d10 days, and the resulting lore is less complete and speciﬁc, but
  often provides enough information to help the caster ﬁnd the per-
  son, place, or item, thus allowing a better legend lore result next
  time. If the caster knows only rumors or hearsay, the casting time
  is 2d6 weeks, and the resulting lore is vague and incomplete, but
  often directs the caster to more detailed information, thus allow-
  ing a better legend lore result next time.
  While casting, the caster cannot engage in other than routine
  activities: eating, sleeping, and so forth. When completed, the
  caster learns about the legends surrounding the person, place, or
  item. The legends may be still current, forgotten, or even infor-
  mation that has never been generally known. If the person, place,
  or item is not of legendary importance, the caster gains no infor-
  mation. As a rule of thumb, characters of 11th level and higher
  are “legendary,” as are the sorts of creatures they contend with,
  the major magical items they wield, and the places where they
  perform their key deeds.
  The material components are incense burning within a rect-
  angle made of strips of ivory, and a magical item of some kind,
  whether scroll, potion, wand, etc.
  Leprechaun’s Lamentable Belaborment (Enchantment, Evoca-
  tion)
  Caster/Level: Wizard/5
  Range: 10 yards
  Duration: Special
  Effective Area: 1 or more creatures in a 10-foot radius
  Components: V
  Casting Time: 5
  Saving Throw: Special
  This spell allows the caster to draw multiple subjects into an
  extended discourse with him, provided they have an intelligence
  of 3 or higher, and share a common language with the caster. The
  spell effects do not begin until the round after the spell is cast,
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  less of its actual or apparent physical dimensions. If living matter
  is placed in the chest, the spell is 75% likely to fail. The full-sized
  chest can only be recalled using its miniature. If the miniature
  chest is destroyed or lost, no spell, including a wish, can recreate
  it or call forth the full-sized chest. The full-sized chest becomes
  lost in the Ether.
  For each continuous week spent on the Ethereal Plane, there’s
  a cumulative 1% chance that an ethereal creature ﬁnds the full-
  sized chest. The GM must adjudicate any results from this type
  of chance encounter. The chest is not anchored in one place, but
  even if physically stolen by a creature, it will return to the caster
  from anywhere on the Ethereal Plane. The following table pro-
  vides the most common results of tampering.
  When the chest is called forth from the Ethereal Plane, a win-
  dow is opened for 1d6 + 6 rounds, and any creature can enter
  or exit through it. If not retrieved within 60 days, there’s a 5%
  cumulative chance per day thereafter that the full-sized chest be-
  comes lost in the Ether. If the full-sized chest becomes lost in the
  Ether, it might only be found provided the caster is willing and
  able to travel to the Ethereal Plane and search for it. Attempting
  to ﬁnd the chest should not be an easy task, and may be next to
  impossible depending upon the nature of the GM’s world.
  Result
  1d100
  01-10
  Chest returns with all of its contents intact
  Chest returns with additional contents
  11-20
  21-50
  Chest returns with different contents
  Chest returns with some contents missing
  51-80
  81-00
  Chest returns completely empty
  Leprechaun’s Secure Shelter (Transmutation, Enchantment)
  Caster/Level: Wizard/4
  Range: 20 yards/level
  Duration: 1d4 + 1 hours + 1 hour/level
  Effective Area: 30 square feet/level
  Components: V, S and M
  Casting Time: 4 turns
  Saving Throw: None
  This spell creates a small house (up to the effective area in size),
  solidly made of materials common to the area where it is created
  (usually stone, wood and/or sod). The lodging is level, clean,
  and dry and otherwise appears to be a normal building with a
  sturdy door, two or more shuttered windows, and a ﬁreplace, but
  resists all forms of attack as if it were as strong as a stone building,
  regardless of the material used to create it. It can withstand winds
  up to 70 mph (tornado strength), but has no heating (other than
  the ﬁreplace) and no cooling source other than natural insulation.
  The lodging contains simple furniture as desired by the caster;
  up to eight bunks with mattress and blankets, a trestle table and
  benches, up to four chairs or eight stools, and a writing desk.
  The doors and shutters are wizard locked, a grate of iron protects
  the chimney. Additionally, the spell protects all of the possible
  entrances with an alarm spell and conjures an unseen servant to
  provide services for the caster and other occupants.
  The material components are crushed lime, a sprinkling of wa-
  ter, a square chip of stone, a few grains of sand, and several splin-
  ters of wood. If alarm and unseen servant are to be included, their
  components are also required.
  Leprechaun’s Tiny Hut (Transmutation)
  Caster/Level: Wizard/3
  Range: 0
  Duration: 4 hours + 1 hour/level
  Effective Area: 15-foot diameter sphere
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell creates an immobile sphere of semi-solid force, the
  size of the effective area, around the caster’s person, of any color
  he chooses. If the spell is cast on level ground, half the sphere
  projects above ground and the other half below the ground. Up
  to seven other man-sized creatures can enter or leave the sphere
  at will, but if the caster leaves it, the spell ends. The temperature
  inside the sphere is a constant 70◦F, unless the exterior temper-
  ature reaches below 0◦F or above 100◦F, in which case, the in-
  terior temperature increases or decreases correspondingly. The
  sphere protects against the elements (such as rain, sand and dust
  storms), and only hurricane force winds or greater can destroy it.
  The interior of the sphere can be dimly lit or darkened on com-
  mand. The outside is opaque, and does not allow any creature
  to see inside, but the interior is transparent, and allows those in-
  side to see out. The sphere does not stop, or in any way protect
  anyone, from missiles, weapons, or most magical effects going
  in either direction, except that targets inside the sphere cannot
  be seen by those outside and cannot be selected individually. A
  successful dispel magic will end the spell.
  The material component is a small crystal bead that shatters
  when the spell ends.
  Leprechaun’s Trap (Illusion)
  Caster/Level: Wizard/2
  Range: Touch
  Duration: Permanent
  Effective Area: 1 object
  Components: V, S and M
  Casting Time: 3 rounds
  Saving Throw: None
  This spell places a false trap upon any small mechanism or de-
  vice (a lock, hinge, hasp, lid etc.). Any creature with the me-
  chanical or magical ability to detect a trap is automatically fooled
  into believing the spell is a real, magical trap. The effects are
  permanent until affected by a successful dispel magic or removed
  (as a magical trap). If the “trap” is not removed and is simply
  “triggered”, nothing happens (since it is only an illusion), and
  the spell ends harmlessly. The casting will fail, if another lep-
  rechaun’s trap is within 50 feet of the caster when this spell is
  cast.
  The material components are a piece of iron pyrite touching
  the mechanism to be “trapped”, and 200 gp worth of specially
  prepared dust to sprinkle over it.
  Levitate (Transmutation)
  Caster/Level: Wizard/2
  Range: 20 yards/level
  Duration: 1 turn/level
  Effective Area: 1 creature or object
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Negate
  This spell enables the subject, up to 100 pounds per caster level,
  to move vertically up or down at a movement value of 2 per
  round. The caster controls this movement, even if cast on another
  creature or object, and unwilling creatures receive a saving throw
  vs. spell, modiﬁed by dexterity—surprise modiﬁer, to avoid the
  effect. The spell doesn’t allow horizontal movement although the
  levitator can physically push off or grab onto objects to move lat-
  erally.
  The spell requires no extra concentration. Attacking with a
  ranged weapon destabilizes the levitator, applying a -1 penalty
  on the ﬁrst such attack and a cumulative −1 penalty to each suc-
  cessive ranged attack, up to a maximum of −5. Spending a full
  round stabilizing resets the penalty to −1. Only light crossbows
  can be cocked and reloaded while levitating.
  The material component is a small leather loop or a piece of
  golden wire bent into a cup shape with a long shank on one end.
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  Limited Wish (Conjuration, Evocation)
  Caster/Level: Wizard/7
  Range: Unlimited
  Duration: Special
  Effective Area: Special
  Components: V and Special
  Casting Time: Special
  Saving Throw: Special
  This spell is an extremely powerful spell that can require extra
  attention from the GM and player alike, but in its simplest form,
  this spell allows the caster to create nearly any type of known
  magical effect, of equal or lesser level.
  A limited wish can duplicate any wizard spell of 7th level or
  lower, provided the spell is from a school of magic allowed to
  the caster, and any wizard spell of 5th level or lower, even from
  a prohibited school, or duplicate any priest spell of 5th level or
  lower, provided the spell is from a school of magic allowed to
  the caster, and any priest spell of 4th level or lower, even from
  a prohibited school. Using this spell to duplicate another spell
  must follow all rules for the spell being duplicated. Subjects are
  allowed the same saving throws and magic resistance as normal.
  The caster is subject to the same risks and rewards as if they had
  cast the actual spell, with the following exceptions. Any variable
  that can beneﬁt the caster will be as if the maximum was rolled
  and if used to duplicate a spell with a material component that
  costs less than 1,000 gp, the caster does not need to provide the
  component. All verbal and somatic components must be used
  and the casting time is equal to that of the duplicated spell.
  Another form of the spell can be used literally as a limited form
  of a wish, fulﬁlling any function of the wish spell, and within the
  same constraints, but only for a limited amount of time (See the
  wish spell). A limited wish is able to undo or modify the harmful
  effects of the same spells as can be affected by a wish spell. If
  a wish spell can permanently affect or undo a magical effect, a
  limited wish can affect or undo the effect for a limited time. The
  GM must determine the limited duration, but a rule of thumb
  may be (1d6 + 1 weeks) + 1 week per caster level. The casting time
  for this form is about 1–3 rounds, depending on the complexity
  of the wish.
  And ﬁnally, the caster can produce any other effect whose
  power level is in line with the above effects, such as a ball of frost
  that inﬂicts cold damage, but otherwise duplicates a ﬁreball spell,
  or a single creature may be granted a +7 bonus to hit on its next
  attack or suffer up to a −7 penalty on its next saving throw, etc.
  The caster is allowed to be creative when using this form of the
  limited wish, and with the GM’s consent, the spell could be used
  as an aid in spell research for new spells of 6th level or lower. The
  casting time for this form can vary greatly.
  Casting this spell ages a caster one year if his venerable age is
  150 years or less, two years if his venerable age is between 151
  and 250 years, three years if his venerable age is between 251 and
  350 years, etc.
  Live Oak (Enchantment)
  Caster/Level (Sphere): Priest/6 (Plant)
  Range: Touch
  Duration: 1 day/level
  Effective Area: 1 tree
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell enchants a healthy tree to guard and protect a place
  or item of the caster’s choice. The spell affects a tree that is within
  10 feet of the caster’s home, within a place sacred to the caster, or
  within 100 yards of an item the caster wants to guard. The caster
  cannot have more than one live oak spell in effect concurrently.
  The GM is called upon to note the locations and sizes of trees in
  the area to be protected. The selected tree can be small, medium,
  Light (Transmutation)
  Caster/Level (Sphere): Priest/1 (Sun), Wizard/1
  Range: Priest—120 yards, Wizard—60 yards
  Duration: Priest- 1 hour + 1 turn/level, Wizard- 1 turn/level
  Effective Area: 20-foot radius globe
  Components: Priest—V and S, Wizard—V and M
  Casting Time: Priest—4, Wizard—1
  Saving Throw: Special
  This spell creates a glowing light, equal in strength to a torch,
  the size of the effective area, anywhere within range. The caster
  must have a clear line of sight to the targeted area when casting
  this spell. Light can emanate from thin air, rock, metal, wood,
  or any other material. The spell is stationary, unless cast on a
  creature or portable object. If cast on an unwilling creature, a
  successful magic resistance check or a successful save vs. spell,
  modiﬁed by dexterity—surprise modiﬁer, allows the creature to
  avoid the spell, but the light still appears in the air directly behind
  the creature. If cast on a creature’s eyes, a failed save indicates
  the creature is blinded for the duration of the spell. Objects and
  creatures beyond the glow are seen as vague, shadowy forms.
  Light taken into an existing magical darkness will be blotted
  out (or vice versa), however, casting light onto an existing magi-
  cal darkness (or vice versa) negates both effects until one effect’s
  or the other’s duration ends, at which time, the effect with the
  longer duration reappears. The caster can end the spell with a
  command word. Light spells cannot stack, so that overlapping
  effective areas do not get brighter.
  The material component is a ﬁreﬂy or piece of phosphorescent
  moss.
  The priests’ version of this spell functions as the wizards’ spell
  of the same name, except it is reversible. The reverse, darkness,
  brings pitch darkness to the effective area, with half the spell’s
  normal duration. A mundane or magical light source must be as
  bright as full daylight in order to be seen within the effective area.
  Lightning Bolt (Evocation)
  Caster/Level: Wizard/3
  Range: 40 yards + 10 yards/level
  Duration: Instantaneous
  Effective Area: Special
  Components: V, S and M
  Casting Time: 3
  Saving Throw: Half
  This spell creates a stroke of electricity beginning at a point
  within the spell’s range and extending in a straight line outward
  directly away from the caster, inﬂicting 1d6 points of damage per
  caster level (up to a maximum of 10d6) to all creatures in its path.
  A successful save vs. spell, modiﬁed by dexterity-surprise modi-
  ﬁer, reduces the damage by half. The spell’s effective area can be
  either a forked bolt, 10 feet wide and 40 feet long or a single bolt
  5 feet wide and 80 feet long.
  The electricity in the effective area can set ﬁre to combustibles,
  melt soft and precious metals, and is powerful enough to do mi-
  nor structural damage, penetrating and continuing beyond 1 inch
  of wood (destroying most standard doors) or a 1⁄2 inch of stone
  per caster level (up to a maximum of 1 foot of wood or 1⁄2 foot of
  stone), unless the item successfully saves against the effect. If the
  bolt strikes an impassable barrier (or a barrier makes its save),
  the energy reﬂects off the barrier at an angle equal to the angle
  it struck the barrier (like a billiard ball, or reﬂected light), until
  its maximum effective area is achieved. A bolt shot straight into
  a barrier will reﬂect directly back at the caster. Creatures struck
  more than once from a reﬂected bolt, must make a save each time,
  but do not take damage more than once. If every saving throw is
  successful, reduce damage by half, but if even one saving throw
  is failed, full damage is inﬂicted.
  The material components are a bit of fur and an amber, crystal,
  or glass rod.
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  or large in size, depending upon the caster’s choice of available
  trees.
  An activation clause consisting of as many as one word per
  caster level is given at casting time, including what action to take
  and passwords or special items used to bypass it. For example,
  an 11th level caster can form an 11-word activation clause; such as
  “Attack all creatures who approach the obelisk without ﬁrst say-
  ing ‘friend’.” The enchanted tree is treated as a treant of equiva-
  lent size, with an AC 0 and 2 attacks per round, but a movement
  value of only 3.
  A detect magic spell or similar magic will show strong magic ra-
  diating from the tree. If a successful dispel magic is cast, the spell
  ends immediately, and the tree will root itself at its current loca-
  tion. The caster may release it from the spell effects at any time,
  whereupon it returns to its original spot before taking root. Dam-
  aged trees can be healed with the plant growth spell, restoring
  3d4 points of damage, but the spell cannot be used to increase
  the size or maximum hit points of an already enchanted tree.
  The material component is the caster’s holy or unholy symbol.
  Size
  Height
  HD
  Damage
  Small
  12’–14’
  8
  2d8
  Medium
  16’–19’
  10
  3d6
  Large
  20’–23’+
  12
  4d6
  Locate Animals or Plants (Lesser Divination)
  Caster/Level (Sphere): Priest/1 (Divination (Animal, Plant))
  Range: 100 yards + 20 yards/level
  Duration: 1 round/level
  Effective Area: 20-foot × 20-yards/level path
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to know whether any one type of
  animal or plant, which he thinks of, is within the spell’s range, de-
  termining its direction, distance and approximate numbers. The
  caster can only detect subjects directly in front of him in a straight
  path, but he can change direction once each round of the spell’s
  duration.
  The GM must adjudicate the results of this spell carefully.
  However, after taking the surrounding terrain and climate into
  account, some general guidelines can be followed. Many herbs
  grow only in the temperate zones, while many spices grow only
  in the tropics. Common local plants and animals are up to 50%
  likely to be present, somewhere in a radius around the caster, un-
  common ones up to 30% likely, rare up to 15% likely, and very
  rare is up to 5% likely to be present, somewhere within range of
  the caster’s immediate area, but not necessarily in the direction
  he is facing. Many of the exotic plants and animals needed for
  material components or research are considered very rare or rare,
  at best.
  The material component is the caster’s holy or unholy symbol.
  Locate Object (Lesser Divination)
  Caster/Level (Sphere): Priest/3 (Divination), Wizard/2
  Range: Priest—60 yards + 10 yards/level, Wizard—20
  yards/level
  Duration: 1 round/level
  Effective Area: 1 item
  Components: V, S and M
  Casting Time: Priest—1 turn, Wizard—2
  Saving Throw: None
  This spell can assist the caster when he is searching for either
  a speciﬁc, known item or a non-speciﬁc, general item. When the
  caster searches for a general item (swords, gems, stairs, eleva-
  tors, etc.), he learns the direction in which lies the nearest one of
  its kind (if any), within range. The caster must have seen or oth-
  erwise physically handled a speciﬁc item, in order to search for
  them with this spell. A thin coating of lead blocks the spell. The
  caster cannot use this spell to search for a creature.
  The material component is a forked twig.
  The reverse, obscure object, hides an object from being located
  by spell, crystal ball, or similar means for eight hours. The object
  to be obscured must be touched, and the caster cannot obscure a
  creature with this spell.
  The material component for the reverse is a chameleon’s skin.
  The priests’ version of the spell functions as the wizards’ spell
  of the same name, except that the material component, for both
  the spell and the reverse, is a piece of lodestone.
  Lower Water (Transmutation)
  Caster/Level (Sphere): Priest/4 (Elemental (Water)), Wizard/6
  Range: Priest- 12o yards, Wizard- 80 yards
  Duration: Priest- 1 turn/level, Wizard- 5 rounds/level
  Effective Area: 10-foot × 10-foot by 2-foot deep/level
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell drains away water or similar liquids, up to the effec-
  tive area, but the liquid’s ﬁnal depth cannot be less than 1-inch
  deep. When cast on a deep ocean, sea or large lake, this spell
  creates a whirlpool, trapping swimmers, boats, ships, etc. Those
  trapped in a whirlpool will not be able to leave the effective area
  under their own power, and are at risk of capsizing and being
  sucked into the center of the swirling water. If this spell is cast
  on a water elemental or other water-based creature, the creature
  is affected as if a slow spell had been cast on it (no save allowed).
  At the spell duration’s end, the water returns to its previous level.
  The use of this spell negates its reverse.
  The material component of lower water is a vial of dust.
  The reverse, raise water, increases the volume of a body of
  liquids by the effective area, up to the maximum natural level
  (such as ﬂash ﬂood or high tide level). Ships, boats, swimmers,
  etc. are unable to stay within the effective area and are immedi-
  ately forced outward and down the sides of the huge stationary
  “wave” that the reverse creates. If the effective area includes a
  riverbank, beach, or other land, the water can spill over, possibly
  ﬂooding or washing away docks, fords, dams, roads and bridges
  and ﬂoating beached or grounded ships. At the duration’s end,
  the water returns to its previous level. The GM must determine
  the exact effects of the ﬂooding and receding waters. The use of
  the reverse negates lower water.
  The material component of raise water is a vial of water.
  The priests’ version of this spell functions as the wizards’ spell
  of the same name, except that in addition to water or dust, the
  caster requires his holy or unholy symbol.
  M
  Mage’s Disjunction (Transmutation, Enchantment)
  Caster/Level: Wizard/9
  Range: 0
  Duration: Instantaneous
  Effective Area: 30-foot radius
  Components: V
  Casting Time: 9
  Saving Throw: Special
  This spell is an extremely powerful variant of dispel magic, al-
  lowing the caster to attempt to immediately disrupt spell cast-
  ing and permanently dispel all magic effects and magical items,
  within the effective area. This spell functions as if multiple dis-
  pel magic were cast in an area, with the additional ability to per-
  manently destroy magical items and disrupt spell casting all at
  once. In addition, the spell ignores spell casting, magical items
  and magic effects of the caster, and of any single creature he is
  touching.
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  (4 × 8 feet) located on the plane where the spell was cast. The
  portal can be opened or closed, allowing entrance and egress, at
  the caster’s desire. When closed, it is invisible to all but the caster.
  The interior of the mansion consists of a lavishly furnished en-
  trance hall leading to multiple rooms, up to the size of the effec-
  tive area. Semi-transparent, liveried servants wait on everyone.
  Its non-dimensional nature means the weather does not affect the
  interior of the mansion, and vice versa. The environment is com-
  fortable, and creatures can rest and relax inside. There’s enough
  food to feed a 9-course formal feast to a dozen man-sized crea-
  tures per caster level. However, the food is only quasi-real. Those
  that eat the food are satisﬁed until they leave, at which time, the
  effects disappear, and they must eat real food immediately or be-
  gin to starve. Any object taken out of the mansion immediately
  ceases to exist.
  This spell can be combined with illusions, or even a mundane
  building, to disguise the opening into Non-dimensional Space.
  The GM may allow the caster to design the interior, within the
  scope of the effective area, to suit their speciﬁc needs.
  The material components are a miniature portal carved from
  ivory, a small piece of polished marble, and a tiny silver spoon.
  Mage’s Sword (Evocation)
  Caster/Level: Wizard/7
  Range: 30 yards
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell creates a shimmering, sword-like force ﬁeld that
  ﬂoats in the air and moves as the caster mentally directs. The
  caster can move but must otherwise concentrate to mentally com-
  mand the sword. It can move freely within the spell’s range and
  attacks as a ﬁghter of half the caster level, but always hits on a
  natural roll of 19–20, is treated as a +3 weapon for purposes of
  hitting a creature requiring magic weapons to hit, and can hit
  ethereal, astral, or out-of-phase creatures, inﬂicting 5d4 points
  of damage to man-sized and smaller creatures or 5d6 points to
  large-sized creatures. The sword remains for the duration, unless
  the caster stops concentrating, it moves beyond range, or a dispel
  magic is cast successfully.
  The material component is a miniature platinum sword with a
  grip and pommel of copper and zinc, costing at least 500 gp.
  Magic Font (Greater Divination)
  Caster/Level (Sphere): Priest/5 (Divination)
  Range: Touch
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 hour
  Saving Throw: None
  This spell allows a caster (who is in good standing with his
  faith) to enchant a sacred, but mundane, basin of holy or unholy
  water to act like a crystal ball. The spell’s duration is equal to one
  round per vial of holy or unholy water poured into the font, up
  to a maximum of 1 hour.
  The material components are the caster’s holy or unholy sym-
  bol and font, and 1-60 vials of holy or unholy water. The vials of
  holy or unholy water are consumed by the spell.
  All spells being cast within the effective area are automatically,
  and immediately disrupted. Within the effective area, all spells
  with duration in effect, including permanent durations (no mat-
  ter how many), are subject to dispel magic, and all magical items
  are subject to dispel magic (as if they were each targeted), but if
  the check fails, an item permanently loses all of its magic (Refer
  to Dispel Magic).
  This spell is so powerful that there is a 1% chance per caster
  level to affect artifacts, relics, and anti-magic shells, as well. If an
  anti-magic shell makes its save, it protects the items within it. If
  an artifact or relic is destroyed, the caster must immediately save
  vs. spell with a −4 penalty, or permanently lose all spell cast-
  ing abilities. In addition, these items are always associated with
  powerful being(s) (usually of extra-planar origin), who are 95%
  likely to notice the item’s destruction. The GM must determine
  how long it takes for the being to notice, and the being’s reactions
  upon hearing the news.
  Mage’s Faithful Hound (Conjuration)
  Caster/Level: Wizard/5
  Range: 10 yards
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell summons a phantom watchdog that only the caster
  can see. The dog stands in a ﬁxed location and guards any open
  space or portal, barking loudly whenever any creature larger
  than a rabbit or cat comes within the spell’s range of the loca-
  tion it is standing. It can detect invisible and ethereal creatures
  and is not fooled by illusions unless they’re quasi-real.
  If an intruder continues past the invisible, barking dog, and
  into the guarded area, the dog is able to move, up to the spell’s
  range, from its ﬁxed location and attack the intruder as a 10 HD
  monster, inﬂicting 3d6 points of damage with its bite. Its bite
  is considered as if it were a +3 magical weapon for purposes of
  hitting a creature requiring magic weapons to hit. The hound
  is immune to all attack forms, but a successful dispel magic will
  destroy it. The spell lasts 1 hour plus 1⁄2 hour per caster level until
  an intruder is attacked, whereupon the duration is reduced to
  only one round per caster level. If the caster moves more than 30
  yards away from the hound, the spell ends.
  The material components are a tiny silver whistle, a piece of
  bone, and a thread.
  Mage’s Lucubration (Transmutation)
  Caster/Level: Wizard/6
  Range: 0
  Duration: Instantaneous
  Effective Area: The caster
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  This spell is a mnemonic enhancer that allows the caster to re-
  call a single 1st through 5th level spell, which he has cast within
  the last 24 hours. Any material components needed to cast the
  recalled spell must be available before it can be cast again.
  Mage’s Magniﬁcent Mansion (Transmutation, Conjuration)
  Caster/Level: Wizard/7
  Range: 10 yards
  Duration: 1 hour/level
  Effective Area: 300 square feet/level
  Components: V, S and M
  Casting Time: 7 rounds
  Saving Throw: None
  This spell creates a mansion within Non-dimensional Space
  that can only be entered through a faint, shimmering entryway
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  Magic Jar (Necromancy)
  Caster/Level: Wizard/5
  Range: 10 yards/level
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Special
  This spell allows the caster to abandon his body (leaving it in
  suspended animation (Refer to Temporal Stasis)) and transfer his
  life force into a special personalized vessel, provided it’s within
  range, and from there he can attempt to swap his life force with
  that of another creature. The vessel must be a ﬂawless gem or
  crystal, cut by a master gem-cutter, and cost at least 500 gp. It
  is otherwise a mundane gem and only radiates magic while this
  spell is in effect. If checked with appropriate magic, the vessel
  also radiates the same alignment as that of the life force inside it,
  if any.
  While a life force is in the vessel, it can sense any other life
  force on the same plane and within range, but does not age, nor
  does it feel the need to eat, breathe or sleep. The trapped crea-
  ture (whether the caster or victim) learns whether the life force
  is positive (living) or negative (undead), but the type of creature
  and its location are not known. Long-term entrapment inside the
  vessel may cause long-term or permanent insanity. The GM must
  adjudicate the results of long-term entrapment.
  Once a life force is detected, the caster can spend 1 round at-
  tempting to take over its body. If the targeted creature is under
  the effects of a protection from evil (or good) or similar magic, the
  attempted possession automatically fails. Otherwise, the crea-
  ture must save vs. spell, modiﬁed by a special modiﬁer, based
  on it’s intelligence + wisdom subtracted from the caster’s intelli-
  gence + wisdom. If a targeted creature’s wisdom cannot be deter-
  mined or is less than its HD, substitute the creature’s HD. If the
  targeted creature’s combined total is higher than the caster’s, it
  results in a bonus to the creature’s save.
  Hit Dice Difference
  Saving Throw Modiﬁer
  −9 or less
  +4
  −8 to −6
  +3
  −5 to −3
  +2
  −2 to 0
  +1
  +1 to +4
  +0
  +5 to +8
  −1
  +9 to +12
  −2
  +13 or more
  −3
  If a group of creatures approach the caster’s vessel, he senses
  their number and a difference between them of four or more lev-
  els or HD, but cannot otherwise determine exactly who or what
  the life forces belong to. For example: if three 12th level ﬁghters
  enter the range with a stone giant, 2 gnolls and 4 orcs, the caster
  detects 4 stronger positive and 6 weaker positive life forces. In a
  case like this, the caster can choose to attack one of the stronger
  or one of the weaker creatures, but the GM determines randomly
  which creature is targeted (in this case, with either 1d4 or 1d6).
  If the creature’s saving throw is successful, the caster remains
  in the vessel until he can attack again, but if the creature fails the
  save, the caster takes over its body and forces its life force into the
  vessel. The caster gains the creature’s strength, dexterity and con-
  stitution scores, as well as hit points and innate magical powers,
  but remembers only basic knowledge on an instinctual level, not
  life-deﬁning events, learned abilities, languages, or spells. The
  caster retains his attributes of intelligence, wisdom and charisma,
  as well as attack rolls, saving throws, class level, learned abilities,
  and spells. The caster must have access to his material compo-
  nents, and generally speaking, he must take over a humanoid
  body in order to cast spells, but the GM may make the rare ex-
  ception. If the new form is radically different from the caster’s
  old form, the GM may also assign penalties until the caster be-
  comes accustomed to the new form.
  At any time the caster is within range, he can spend one round
  to shift from the possessed body back to the vessel, which returns
  the creature’s life force back to its body. The spell’s duration is
  permanent until the caster makes a ﬁnal shift from the vessel back
  into his original body.
  If dispel magic is targeted on the possessed body or the vessel,
  there’s a 50% chance of success, +/- 5% per difference in caster
  level of the creature who cast dispel magic. If a dispel magic is
  successfully cast on the vessel or the possessed body, and the
  possessed body and vessel are within range of each other, the
  creature returns to his body, while the caster returns to the ves-
  sel and is trapped inside for 1d4 rounds + 1 round per level of
  the caster who cast dispel magic. If the possessed body is not in
  range of the vessel, the caster dies, but the creature’s life force
  remains trapped inside the vessel and its body enters suspended
  animation. In this case, a second dispel magic targeted on the ves-
  sel reunites the life force inside with its own body or that of the
  caster, when one or the other is within range (the closest living
  body is taken). If neither body is in range, the life force dies. If
  the caster’s body is taken, it is treated as possessed and subject
  to dispel magic, and it would be in the creature’s best interest to
  return to its own body as soon as possible. If the vessel and both
  bodies are within range and still living, and a dispel magic is suc-
  cessfully cast on the vessel, the caster and creature return to their
  original bodies, ending the spell, but if their respective bodies
  are outside the range or dead, they die. If a possessed body is
  killed, the caster returns to the vessel (if within range), and the
  creature’s life force dies. If the possessed body is killed while the
  vessel is outside of range, the caster’s life force also dies. Since
  its body was killed, the trapped life force in the vessel is released
  to die, however, has a 50% chance to possess the caster’s body
  if it is in range of the vessel. If the caster’s body is killed, his
  life force may still live, either within the vessel or in a possessed
  body. Raise dead, resurrection or similar magic must be used to
  bring those killed by this spell (whether caster or creature) back
  to life, however, if the vessel is destroyed while containing the
  caster’s life force, the caster is irrevocably slain. If the caster’s
  body is killed and raised while his life force is in the vessel or in a
  possessed body, his life force is instantly returned to his original
  body, ending the spell. However, other entrapped creatures are
  not irrevocably slain, as their life force is not an integral part of
  the spell as is the caster’s.
  The material component is the gem or crystal to serve as the
  vessel, which is not destroyed during the casting. The caster can
  have the stone set in jewelry, a statuette, etc., or it can remain
  unset. Once the caster has possessed a body, the wisest course
  of action is to keep this gem with him at all times. If this vessel
  is destroyed while the caster possesses another body, he will be
  unable to return to his own body and may be instantly killed if
  targeted by dispel magic.
  Magic Mirror (Enchantment, Greater Divination)
  Caster/Level: Wizard/4
  Range: Touch
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 hour
  Saving Throw: None
  This spell enchants a mundane mirror, which has been crafted
  by a master silversmith from ﬁnely wrought and highly polished
  silver, and costing at least 1,000 gp, into a scrying device that
  functions as a crystal ball for the duration of the spell.
  Comprehend languages, read magic, tongues, and infravision can
  be cast through the mirror, while detect magic, detect good/evil, and
  message have a 5% chance per caster level of functioning when
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  spell.
  If the item is investigated with an identify spell or similar div-
  ination, there’s a 50% chance for the investigator to detect the
  true aura behind the false. Otherwise, the false aura becomes
  ﬁxed, and that investigator cannot determine the original aura.
  Another investigator may try, of course. No other information
  can be gained regarding the item, unless the true aura is ﬁrst de-
  termined.
  The spell lasts for the duration, or until a successful dispel magic
  is targeted at the item, but if the false aura is not present and the
  item is genuinely magical, dispel magic could temporarily disable
  the item.
  The material component is a small square of silk, which is
  passed over the item.
  Magical Stone (Enchantment)
  Caster/Level (Sphere): Priest/1 (Combat)
  Range: Touch
  Duration: half an hour or until used
  Effective Area: 3 pebbles
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell enchants as many as three small pebbles (up to the
  size of a sling bullet) that can be thrown by any class of character
  or used as sling bullets. The stones are considered +1 weapons
  for purposes of hitting a creature requiring magic weapons to hit,
  and inﬂict 1d4 points of damage or 2d4 to undead. If thrown,
  they have a maximum range of 30 yards (ignore range penalties),
  and all three can be thrown in one round.
  The material components are the caster’s holy or unholy sym-
  bol and 1–3 mundane, natural pebbles.
  Magical Vestment (Enchantment)
  Caster/Level (Sphere): Priest/3 (Protection)
  Range: 0
  Duration: 5 rounds/level
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to enchant mundane ceremonial
  robes of his faith, providing magical protection equivalent to
  chain mail (AC 5), with an additional −1 bonus per 3 caster levels
  above 5th level, to a maximum of AC 1 at 17th level. The effect of
  this spell is modiﬁed by dexterity—AC modiﬁer, but cannot be
  combined with other armor, aside from a shield, or other magical
  bonuses to AC. If the vestment is worn over armor, only the best
  AC is used. The spell ends if the caster loses consciousness.
  The material components are the caster’s vestments and holy
  or unholy symbol, which are not consumed.
  Major Creation (Illusion)
  Caster/Level: Wizard/5
  Range: 10 yards
  Duration: Special
  Effective Area: up to 1 cubic foot per level
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell functions as minor creation, but in addition to plant-
  based products, it also allows the caster to create quasi-real ob-
  jects made from mineral. The caster can create one item up to the
  size of the effective area, and the duration depends on the mate-
  rial created.
  Attempting to use a quasi-real item as a spell component
  causes the casting to fail.
  The spell component is a tiny piece of the material the caster
  plans on creating.
  cast through the mirror.
  In addition to the mirror (which is not destroyed), an eye of
  a hawk, an eagle, or a roc, and a small bit of each, nitric acid,
  copper, and zinc, are consumed upon casting.
  Magic Missile (Evocation)
  Caster/Level: Wizard/1
  Range: 60 yards + 10 yards/level
  Duration: Instantaneous
  Effective Area: 1-5 creatures
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to ﬁre one or more missiles of mag-
  ical energy from his ﬁngertips and unerringly strike a targeted
  creature.
  A creature must be within range, in sight, and un-
  der less than 90% cover or concealment, to be targeted. Speciﬁc
  body parts of a creature cannot be targeted. The missiles cause
  no structural damage, but each inﬂicts 1d4 + 1 points of damage
  to most creatures. The caster can ﬁre an additional missile ev-
  ery two levels of experience up to a maximum of ﬁve missiles at
  9th level. Multiple missiles can strike a single creature or be split
  against several creatures.
  Magic Mouth (Transmutation)
  Caster/Level: Wizard/2
  Range: 10 yards
  Duration: Permanent until triggered
  Effective Area: 1 object
  Components: V, S and M
  Casting Time: 2
  Saving Throw: None
  This spell enchants an inanimate object, such as a wall, rock,
  tree, door, etc., to play host to a mouth that appears and speaks
  a message when a speciﬁc event occurs. The mouth moves to
  the words being spoken, and if the object has a mouth (such as
  a statue, or even a bottle), it can be enchanted to articulate the
  words. The message must be 25 words or fewer, designed to be
  delivered in one turn or less, and can be in any language known
  to the caster. The mouth cannot cast spells or speak magical com-
  mand words.
  The caster must specify the triggering clause at the time of cast-
  ing, usually beginning with the word “when” such as, “Say the
  message, when a goblin carrying a shield, with the green hand
  symbol upon it, approaches within 10 yards and says the word
  ‘hello’.” Only visual and/or audible triggers can be used in the
  triggering clause, but otherwise it can be as general or detailed
  as required. The maximum range at which an event can trigger
  the mouth is 5 yards per caster level. The mouth cannot discern
  invisible creatures, alignments, levels, HD, or class. Illusions, dis-
  guises, camouﬂage, and other simple tricks can trigger it. When
  triggered, the mouth appears, recites its message and vanishes.
  The material component is a small piece of honeycomb.
  Magical Aura (Illusion)
  Caster/Level: Wizard/1
  Range: Touch
  Duration: 1 day/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Special
  This spell masks the actual magical aura of an item of up to ﬁve
  pounds per caster level and bestows a false magical aura upon
  it. The caster must specify intensity and school, and optionally,
  can provide sphere. If detect magic or similar method is used, the
  item gives off the aura as speciﬁed by the caster at the time of
  casting. Artifacts, relics and other powerful magical items (as
  may be speciﬁed by the GM) are immune to the effects of this
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  Material
  Duration
  Plant-based
  2 hours/level
  Stone or crystal
  1 hour/level
  Precious metal
  2 turns/level
  Gems
  1 turn/level
  Mithral or other rare metals
  2 rounds/level
  Adamantine
  1 round/level
  Mass Charm (Enchantment)
  Caster/Level: Wizard/8
  Range: 5 yards/level
  Duration: Special
  Effective Area: 30-foot cube
  Components: V
  Casting Time: 8
  Saving Throw: Negate
  This spell functions as a charm monster spell, however, it tar-
  gets a number of creatures within range, within the effective
  area, and with combined HD/level up to twice the caster’s level,
  starting at the center of the effective area and working outward.
  Each targeted creature is allowed a saving throw, modiﬁed by
  wisdom—mental defense modiﬁer and a −2 penalty.
  Mass Invisibility (Illusion)
  Caster/Level: Wizard/7
  Range: 10 yards/level
  Duration: Special
  Effective Area: 60 yards × 60 yards
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell functions as invisibility over a large effective area,
  that moves with, and cloaks from sight, up to 400 man-sized crea-
  tures (such as a military unit). Large creatures are counted as 10
  man-sized creatures and huge or gargantuan creatures count as
  50, or more. The effects are permanent, but the caster can end
  the spell upon command, and all creatures become visible if but
  a single invisible creature attacks or performs a hostile action. If
  a creature leaves the effective area (or stands still while the rest
  of the subjects move past him), the creature becomes visible. As
  the subjects cannot see themselves or each other, the GM may
  assign penalties to coordinated movement or other complex ac-
  tions. This spell otherwise functions as the standard invisibility
  spell.
  The material component is an eyelash, trapped in gum arabic.
  Mass Morph (Transmutation)
  Caster/Level: Wizard/4
  Range: 10 yards/level
  Duration: Special
  Effective Area: 10-foot cube/level
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell allows the caster to transform up to 10 willing crea-
  tures per caster level within the effective area, into quasi-trees,
  usually but not necessarily of the same kind.
  The caster can
  choose to be among those affected. The group of quasi-trees ap-
  pears to be a copse, grove or even an orchard.
  The quasi-trees can be walked around and touched by others,
  without revealing their actual forms. The quasi-trees remain sta-
  tionary, but they can see, hear, and feel normally (visibly bleed-
  ing, if struck). The quasi-trees have the same HD/level, hit points
  and AC (without dexterity or shield bonuses, but including ar-
  mor and magical bonuses) as their original forms. The effect is
  permanent, until the caster ends it, or a successful dispel magic is
  cast over the area. Creatures who stay in quasi-tree form for a
  long time become subject to the weather, insect attacks, fungus
  or other tree diseases, forest ﬁres, etc.
  The material component is a handful of bark from the type of
  tree the subjects will become.
  Mass Suggestion (Enchantment)
  Caster/Level: Wizard/6
  Range: 30 yards
  Duration: 4 turns + 4 turns/level
  Effective Area: 1 creature/level
  Components: V and M
  Casting Time: 6
  Saving Throw: Negate
  This spell functions as a suggestion spell, except that it can tar-
  get up to 1 creature per caster level within range, with the same
  suggestion. The undead are immune to the effects. If only a sin-
  gle creature is targeted, apply a −4 penalty to its saving throw,
  otherwise a −1 penalty is assessed. The GM may assign addi-
  tional −1 or −2 penalties, depending on how reasonable the sug-
  gestion is. The creature’s wisdom-mental defense modiﬁer also
  applies. The caster can optionally specify a triggering clause (Re-
  fer to Magic Mouth) at the time of the casting, but if the conditions
  are not met before the spell duration expires, the suggestion is not
  carried out. If the victim(s) fail their saving throws, they do not
  hear and are unaware of the triggering clause.
  The material components are a snake’s tongue and a bit of hon-
  eycomb or a drop of sweet oil.
  Maze (Conjuration)
  Caster/Level: Wizard/8
  Range: 5 yards/level
  Duration: Special
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 3
  Saving Throw: None
  This spell allows the caster to instantly send a creature to
  a demi-plane made up of shifting walls of force within Inter-
  dimensional Space. The creature remains trapped until he nav-
  igates the labyrinth, which requires a variable amount of time
  based on his intelligence. When the creature escapes, it returns
  unharmed to the exact spot where he was entrapped.
  Minotaurs are naturally immune to the effects. Teleport, dimen-
  sion door and similar spells won’t help the creature escape, but a
  plane shift (or similar) can allow it to escape immediately.
  Intelligence
  Duration
  Under 3
  2d4 turns
  3–5
  1d4 turns
  6–8
  5d4 rounds
  9–11
  4d4 rounds
  12–14
  3d4 rounds
  15–17
  2d4 rounds
  18+
  1d4 rounds
  Meld Into Stone (Transmutation)
  Caster/Level (Sphere): Priest/3 (Elemental (Earth))
  Range: 0
  Duration: 8 rounds + 1d8 rounds
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell allows the caster and up to 100 pounds of gear to
  merge into a natural stone, large enough in all dimensions to hold
  his body. If the caster is carrying more than 100 pounds, or the
  stone is not large enough, the spell fails.
  While inside the stone, the caster remains tenuously connected
  to the face of the stone, which he entered, aware of the passage
  of time and able to cast spells on himself, but nothing outside the
  stone can be seen or heard. The GM secretly rolls the variable
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  imal will go to the desired location and wait for the duration of
  the spell or until its message is delivered. The animal will then go
  about its normal activity and cannot return a reply to the caster.
  The material components are the caster’s holy or unholy sym-
  bol and a small amount of food desirable to the animal.
  Meteor Swarm (Evocation)
  Caster/Level: Wizard/9
  Range: 40 yards + 10 yards/level
  Duration: Instantaneous
  Effective Area: Special
  Components: V and S
  Casting Time: 9
  Saving Throw: Half
  This spell allows the caster to launch from his hand, either
  four ﬁery spheres, each with a 2-foot diameter, or eight of them,
  each with a 1-foot diameter, in a straight line to a targeted point
  within range, determined by the caster. The caster can choose
  where each sphere explodes, provided each 2-foot sphere ex-
  plodes within 20 feet of another, and each 1-foot sphere explodes
  within 10 feet of another. The meteors scatter to their detonation
  points just before exploding. This will create overlapping and
  multiple overlapping areas in the center and edges. If the mete-
  ors streaking from the caster’s ﬁnger happen to strike a solid ob-
  ject before reaching it’s targeted point, it immediately explodes
  on impact. The meteors do not cause damage until they explode.
  However, combustibles (paper, cloth, dry wood, oil, etc.) caught
  in the path of the meteors must save vs. magical ﬁre or burst into
  ﬂames.
  Whenever a 2-foot sphere strikes a solid object or reaches its
  point of impact, it explodes in a 30-foot diameter effective area,
  inﬂicting 10d4 points of damage. A 1-foot diameter sphere ex-
  plodes in a 15-foot diameter effective area, inﬂicting 5d4 points of
  damage. Creatures struck directly by a sphere receive no saving
  throw, however, everyone else in the effective areas is allowed a
  save, modiﬁed by dexterity-surprise modiﬁer, to reduce the dam-
  age by half. Creatures caught in overlapping explosions must
  save against each, individually. Unattended items in the effective
  area and items in the possession of those creatures failing their
  saving throw must also save vs. magical ﬁre or be destroyed.
  Mind Blank (Abjuration)
  Caster/Level: Wizard/8
  Range: 30 yards
  Duration: 1 day
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  This spell protects the subject, which could be the caster,
  against all spells and devices that inﬂuence, detect, or read emo-
  tions or thoughts, including augury, charm, command, confusion,
  divination, empathy (any form), ESP, fear, feeble mind, mass sug-
  gestion, phantasmal killer, possession, rod of rulership, soul trapping,
  suggestion, and telepathy. In addition, scrying spells or items, such
  as crystal balls, clairaudience, clairvoyance, etc. are blocked by this
  spell.
  Even powerful methods such as commune, contact other
  plane, wish or limited wish fail to discover any information about
  the subject. Only a powerful deity can pierce the veil of this spell.
  Minor Creation (Illusion)
  Caster/Level: Wizard/4
  Range: Touch
  Duration: 1 hour/level
  Effective Area: 1 cubic foot/level
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to pull, out of thin air, strands of
  material from the Demiplane of Shadow to create simple, quasi-
  portion of the duration. At any time, the caster can step out from
  the face of the stone he entered, ending the spell. Remaining in
  the stone past the GM determined duration, or casting a stone to
  ﬂesh or successful dispel magic spell on the stone, violently ejects
  the caster, and he suffers 4d8 points of damage. Minor struc-
  tural damage to the stone does no damage to the caster. How-
  ever, enough damage so that he no longer ﬁts inside, also ejects
  the caster and inﬂicts 4d8 points of damage to him. Stone shape
  inﬂicts 4d4 points of damage but doesn’t eject the caster, unless
  the new shape is too small for the caster to ﬁt inside (in any di-
  mension). Completely destroying the stone, or casting transmute
  rock to mud on it, ejects the caster, and forces him to save vs. spell
  or die. A pass wall spell ejects the caster without damage.
  The material component is a small sample of the same type of
  stone that the caster intends to meld with.
  Mending (Transmutation)
  Caster/Level: Wizard/1
  Range: 30 yards
  Duration: Permanent
  Effective Area: 1 object, up to 1 cubic foot per level
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell permanently repairs existing breaks, chips, or tears
  in objects, though the object can be broken or torn again. The re-
  pair does not radiate magic, and a dispel magic cannot affect the re-
  pair. Multiple breaks, holes or tears in a wooden, cloth or ceramic
  object can all be repaired at once, while only one break can be re-
  paired on items made from metal or other hard material. Magical
  items cannot be permanently repaired by this spell alone, as the
  repair fades after one turn.
  The material components are two small magnets or two burrs.
  Message (Transmutation)
  Caster/Level: Wizard/1
  Range: 0
  Duration: 5 rounds/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to whisper messages and receive
  replies without being overheard. The caster points his ﬁnger (dis-
  cretely if he wishes) at up to one creature per level that is to hear
  the message and respond.
  When the caster whispers, the message travels in a straight
  line and is audible to all recipients within 30 feet plus 10 feet
  per caster level. The recipients can whisper a message back to
  the caster. An unobstructed view must exist between caster and
  recipients must be available for messages and replies to be trans-
  ferred. The messages and replies can be sent in any language
  known to the caster, and the spell doesn’t confer understanding
  of unknown languages.
  The material component is a short piece of copper wire.
  Messenger (Enchantment)
  Caster/Level: Priest/2 (Animal)
  Range: 20 yards/level
  Duration: 1 day/level
  Effective Area: 1 animal
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Negate
  This spell calls upon a tiny-sized creature within range, of at
  least animal but not more than low intelligence, to act as his mes-
  senger. The animal is allowed a saving throw to avoid the effect.
  The animal can be given simple instructions as to where it must
  go and the caster can attach a note or other small item. The an-
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  real items made from nonliving plant material, such as cotton
  clothing, hemp rope, wooden items, etc., up to the size of the ef-
  fective area. The item vanishes at the end of the spell’s duration.
  Attempting to use a quasi-real item as a spell component causes
  the casting to fail.
  The material component is a tiny piece of matter of the same
  type of item the caster wishes to create.
  Minor Globe of Invulnerability (Abjuration)
  Caster/Level: Wizard/4
  Range: 0
  Duration: 1 round/level
  Effective Area: 5-foot radius
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell creates an immobile, shimmering, but otherwise in-
  visible sphere of magical energy around the caster that blocks
  spells, innate abilities or effects generated by magical items of
  3rd level or less from entering the effective area, either blocking
  the effect from affecting those inside or creating a bubble inside
  a larger effective area. If the spell is cast on level ground, half
  the sphere projects above ground and the other half below the
  ground. Spell effects can exit the globe if cast from within, but
  cannot enter. A successful dispel magic targeted on the sphere will
  end the spell. Magical effects are only blocked if the magic trav-
  els through or is targeted inside the sphere. Illusion type effects
  are not blocked if cast outside the globe, but they collapse if their
  effective area crosses into the effective area of the globe, and fade
  back into existence as they leave the effective area of the globe. A
  creature inside a globe that is inside the effective area of a spell
  (like ﬁreball, continual light, darkness, etc.) would see that the spell
  was in effect outside the globe, but not be affected in any way.
  The caster can exit and return to the globe at will.
  The material component is a bead of glass or crystal, which
  breaks when the spell ends.
  Minute Meteors (Evocation, Transmutation)
  Caster/Level: Wizard/3
  Range: 70 yards + 10 yards/level
  Duration: Special
  Effective Area: 1 creature per meteor
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell allows the caster to hurl one small sphere of ﬁre per
  caster level. The meteors are treated as missile weapons, with
  a +2 bonus to the caster’s attack roll, no range penalty, inﬂict-
  ing 1d4 points of damage to a successfully struck creature, and
  bursting into a 1-foot diameter sphere, inﬂicting 1 point of splash
  damage to creatures within 3 feet and igniting combustible mate-
  rials that fail a save versus magical ﬁre. A missed attack is treated
  as an indirect missile.
  The spell has a permanent duration, so long as the wizard
  maintains consciousness; falling asleep, being knocked uncon-
  scious, or forgetting the number of remaining missiles ends the
  spell. The spell can be ended by the caster willingly, or by a suc-
  cessful dispel magic targeted at the caster.
  This spell has two effects, one of which must be chosen at the
  time of the casting.
  Single Fire: The caster can choose to ﬁre off only one missile
  per round. In the second and succeeding rounds, the caster is
  able to ﬁre one missile and perform another action, such as cast
  a spell, attack in melee, move normally, or use a magical item,
  etc., but if he starts a magical effect requiring concentration, the
  minute meteor spell is ended.
  Rapid Fire: The caster can choose to ﬁre multiple missiles, up
  to 5 per round. During the round in which the spell is cast, the
  caster only has enough time left in the round to ﬁre off as many
  as 3 missiles. The remaining missiles, up to 5, are ﬁred off in the
  second, and if any remain, successive rounds. He can do nothing
  else in a round where he ﬁres missiles.
  The material components are a tiny golden tube, crafted by a
  master goldsmith, engraved with mystical symbols, and worth
  at least 1,000 gp. A bead formed of nitre, sulphur and pine tar is
  inserted into the tube. The bead is destroyed during the casting,
  but the tube can be reused.
  Mirage Arcana (Illusion, Transmutation)
  Caster/Level: Wizard/6
  Range: 10 yards/level
  Duration: Special
  Effective Area: 10 feet/level
  Components: V and S (M optional)
  Casting Time: Special
  Saving Throw: None
  This spell functions as a more powerful variant of the vacancy
  spell. The caster can cause the effective area to appear to be any
  other area of a similar size that he has personally seen, and it
  persists for as long as he partially concentrates on maintaining it,
  and up to one hour + 1 turn per caster level after concentration
  ceases. The illusion includes audible, visual, tactile, thermal and
  olfactory elements. Unlike vacancy, the spell can alter the appear-
  ance of structures (or add them where none are present). It cannot
  disguise, conceal, or add creatures (though creatures within the
  area might hide themselves within the illusion just as they could
  within a real location). The spell otherwise follows the basic rules
  for illusions, and gravity is not affected. For instance, a creature
  cannot walk across an illusory bridge. Partial concentration can
  be maintained while speaking, moving at normal speed, and per-
  forming other minor actions, but concentration is broken in com-
  bat, casting a spell, or suffering damage. A successful dispel magic
  will end the effect.
  If a material component is not available or not used, the illu-
  sion can be detected like a normal vacancy spell (see vacancy),
  but if the caster has a tiny piece of any item taken from the
  area the caster intends to duplicate, as a material component,
  the illusion is quasi-real, making the illusion undetectable, except
  through magical means. A creature could walk across a quasi-
  real bridge, as it would form “solid” matter under its feet. A
  successful dispel magic also ends the quasi-real illusion.
  Mirror Image (Illusion)
  Caster/Level: Wizard/2
  Range: 0
  Duration: 3 rounds/level
  Effective Area: 6-foot radius
  Components: V and S
  Casting Time: 2
  Saving Throw: None
  This spell causes 1d4 identical, illusory duplicates, plus 1 per
  three caster levels, up to a maximum of 8 duplicates to surround
  the caster. These illusions duplicate the caster’s every action and
  shift around making it impossible to discern the real caster. At-
  tacks with an effective area don’t affect the illusions, but every
  melee or missile attack, magical or otherwise, that directly tar-
  gets and inﬂicts damage against the caster has a chance to hit one
  of the illusions, instead. The GM must choose between the real
  caster and one of the illusions completely randomly. If an illusion
  is hit, it vanishes. Remaining images blink out at the end of the
  spell’s duration.
  161
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  a giant slug’s digestive juices. All items are destroyed when the
  spell is cast. The caster must supply any material components
  required to cast the additional spells.
  Monster Summoning I (Conjuration)
  Caster/Level: Wizard/3
  Range: Special
  Duration: 2 rounds + 1 round/level
  Effective Area: 30-yard radius
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell summons 2d4 creatures, with 1 HD or less. They
  appear anywhere the caster chooses, within the effective area,
  within one round. These creatures don’t check morale and attack
  the caster’s opponents to the best of their ability, until the caster
  commands otherwise, the duration expires, or they are killed.
  These creatures vanish when killed. If the caster is not in com-
  bat and is able to speak in a language the creatures understand,
  they may be directed to perform other tasks to the best of their
  ability until the duration expires. Roll 1d6 when the spell is cast
  to determine the type of creature summoned.
  The material components are a tiny bag and a small, unlit can-
  dle.
  1d6
  Monster
  1
  Bat, huge
  2
  Goblin
  3
  Hobgoblin
  4
  Kobold
  5
  Orc
  6
  Rat, giant
  Monster Summoning II (Conjuration)
  Caster/Level: Wizard/4
  Range: Special
  Duration: 3 rounds + 1 round/level
  Effective Area: 40-yard radius
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell functions as monster summoning I, except that the
  caster may summon 1d6 2 HD creatures. Roll 1d6 when the spell
  is cast to determine the type of creature summoned.
  The material components are a tiny bag and a small, unlit can-
  dle.
  1d6
  Monster
  1
  Centipede, giant
  2
  Gnoll (50%) or ﬂind
  3
  Lizard man
  4
  Mudmen
  5
  Spider, large
  6
  Toad, giant
  Monster Summoning III (Conjuration)
  Caster/Level: Wizard/5
  Range: Special
  Duration: 4 rounds + 1 round/level
  Effective Area: 50-yard radius
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell functions as monster summoning I, except that the
  caster may summon 1d4 3 HD creatures. Roll 1d12 when the spell
  is cast to determine the type of creature summoned.
  The material components are a tiny bag and a small, unlit can-
  dle.
  Misdirection (Illusion)
  Caster/Level: Wizard/2
  Range: 30 yards
  Duration: 8 hours
  Effective Area: 1 creature or object
  Components: V and S
  Casting Time: 2
  Saving Throw: Special
  The caster may cast this spell onto his self, any other creature
  or object, and at the time of the casting chooses a secondary crea-
  ture or object. Neither subject gets a saving throw. The spell then
  attempts to misdirect the effects of any detection spells cast on the
  primary subject and reroute them through the secondary subject,
  for the duration of the spell. This only includes spells starting
  with the word “detect”, such as detect charm, detect evil, detect in-
  visibility, detect lie, detect magic, detect snares and pits, etc. If the two
  subjects are within range of each other when the detection spell
  is cast onto the primary subject, the caster of the detection spell
  must himself make a successful saving throw vs. spell, modi-
  ﬁed by wisdom—mental defense modiﬁer, to affect the primary
  subject, otherwise any information revealed to him is in regards
  to the secondary subject. This spell is ineffective against other
  divination type spells such as know alignment, augury, ESP, clair-
  voyance, etc., or the ability of high level or intelligent creatures to
  detect invisible creatures.
  Mislead (Illusion)
  Caster/Level: Wizard/6
  Range: 10 yards
  Duration: 1 round/level
  Effective Area: Special
  Components: S
  Casting Time: 1
  Saving Throw: None
  This spell functions as an improved invisibility, while at the same
  time, creating an illusory double of the caster. Although it’s not
  real, the illusion can move, speak and gesture as the caster desires
  (as if it were an advanced illusion), has full olfactory components
  and can be touched. The viewer can attempt to disbelieve the il-
  lusion, modiﬁed by wisdom—mental defense modiﬁer, but also
  usually with penalties to the save, as the caster can cause it to re-
  act in a very believable fashion. A detect invisible or similar effect
  will detect the caster, a gem of seeing or similar effect will reveal
  both the illusion and the caster. A successful dispel magic targeted
  at the illusion will only end the illusion but leave the caster invis-
  ible, a successful dispel magic targeted at the caster will end both
  effects.
  Mnemonic Enhancer (Transmutation)
  Caster/Level: Wizard/4
  Range: 0
  Duration: 1 day
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to memorize, or retain memory of,
  three additional spell levels (three 1st level, one 1st and one 2nd, or
  one 3rd level spell). This spell provides two options, one of which
  is chosen at the time of casting.
  Extra Spells: If cast while the caster begins the process of mem-
  orizing spells for the next day, the additional spells are memo-
  rized normally.
  Same Spell as Before: The spell can also be cast immediately
  after casting any other 1st through 3rd level spell, which the caster
  wishes to retain in memory. The previously cast spell is not lost,
  but only one spell can be retained in this manner per casting.
  The material components are a piece of string, an ivory plaque
  worth at least 100 gp, and squid ink with black dragon’s blood or
  162
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  1d12
  Monster
  1
  Bat, giant (mobat)
  2
  Bugbear
  3
  Centipede, megalo-
  4
  Dog, death
  5
  Gelatinous cube
  6
  Ghoul
  7
  Lizard, giant
  8
  Lycanthrope, rat
  9
  Orc, orog
  10
  Scorpion, large
  11
  Snake, constrictor
  12
  Spider, huge
  Monster Summoning IV (Conjuration)
  Caster/Level: Wizard/6
  Range: Special
  Duration: 5 rounds + 1 round/level
  Effective Area: 60-yard radius
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell functions as monster summoning I, except that the
  caster may summon 1d3 4 HD creatures. Roll 1d12 when the spell
  is cast to determine the type of creature summoned.
  The material components are a tiny bag and a small, unlit can-
  dle.
  1d12
  Monster
  1
  Ghast
  2
  Hydra, 5 heads
  3
  Lycanthrope, Wolf
  4
  Ogre
  5
  Ooze, grey
  6
  Owlbear
  7
  Scorpion, huge
  8
  Snake, giant constrictor
  9
  Toad, poisonous (50%) or ﬁre
  10
  Wasp, giant
  11
  Wolf, worg
  12
  Yeti
  Monster Summoning V (Conjuration)
  Caster/Level: Wizard/7
  Range: Special
  Duration: 6 rounds + 1 round/level
  Effective Area: 70-yard radius
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell functions as monster summoning I, except that the
  caster may summon 1d3 5 HD creatures. Roll 1d12 when the spell
  is cast to determine the type of creature summoned.
  The material components are a tiny bag and a small, unlit can-
  dle.
  1d12
  Monster
  1
  Cockatrice
  2
  Coautl
  3
  Hornet, giant
  4
  Hydra, 7 heads
  5
  Hydra, 5 heads, cryo- or pyro-
  6
  Lizard, subterranean
  7
  Minotaur
  8
  Ochre Jelly
  9
  Snake, giant, poisonous (50%) or spitting
  10
  Spider, giant
  11
  Wolf, winter
  12
  Zombie, juju
  Monster Summoning VI (Conjuration)
  Caster/Level: Wizard/8
  Range: Special
  Duration: 7 rounds + 1 round/level
  Effective Area: 80-yard radius
  Components: V, S and M
  Casting Time: 8
  Saving Throw: None
  This spell functions as monster summoning I, except that the
  caster may summon 1d3 6 HD creatures that appear within 1d3
  rounds. Roll 1d12 when the spell is cast to determine the type of
  creature summoned.
  The material components are a tiny bag and a small, unlit can-
  dle.
  1d12
  Monster
  1
  Basilisk
  2
  Corpse Ravager
  3
  Hydra, 8 heads
  4
  Lycanthrope, tiger (50%) or wolfwere
  5
  Manticore
  6
  Lizard, minotaur
  7
  Ogre mage
  8
  Otyugh
  9
  Pyrolisk
  10
  Spider, phase
  11
  Troll
  12
  Wyvern
  Monster Summoning VII (Conjuration)
  Caster/Level: Wizard/9
  Range: Special
  Duration: 7 rounds + 1 round/level
  Effective Area: 80-yard radius
  Components: V, S and M
  Casting Time: 8
  Saving Throw: None
  This spell functions as monster summoning I, except that the
  caster may summon 1d2 7 HD creatures that appear within 1
  round. Roll 1d12 when the spell is cast to determine the type
  of creature summoned.
  The material components are a tiny bag and a small, unlit can-
  dle.
  1d12
  Monster
  1
  Basilisk, greater
  2
  Behir
  3
  Chimera
  4
  Giant, hill (50%) or stone
  5
  Golem, ﬂesh
  6
  Hydra, 10 heads
  7
  Hydra, 8 heads, cryo- or pyro-
  8
  Lizard, ﬁre
  9
  Mummy
  10
  Pudding, black
  11
  Troll, 2 headed
  12
  Tunnel Lurk
  Alternatively, the spell can summon 1 8 HD creature that ap-
  pears in two rounds. Roll 1d8 when the spell is cast to determine
  the type of creature summoned.
  163
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  1d8
  Monster
  1
  Giant, frost (50%) or ﬁre
  2
  Golem, stone
  3
  Gorgimera
  4
  Hydra, 12 heads
  5
  Hydra, lernaean, 8 heads
  6
  Pudding, brown
  7
  Remorhaz
  8
  Will o’ wisp
  Moonbeam (Evocation, Transmutation)
  Caster/Level (Sphere): Priest/5 (Sun)
  Range: 60 yards + 10 yards/level
  Duration: 1 round/level
  Effective Area: 5-foot radius + Special
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell allows the caster to shine a beam of natural moon-
  light from overhead, creating soft, shadowy light in whatever ef-
  fective area, within range, he points at. The caster can move the
  beam to a different location within range each round for the du-
  ration of the spell, by pointing to the new effective area. Colors
  under natural moonlight are vague and hard to distinguish, but
  the beam can be used to highlight creatures or objects attempting
  to hide in shadows, within its effective area, and casts shadowy
  light in a 10-yard area beyond that, but it does not give off strong
  enough light to alert others of its position beyond 10 yards away.
  Moonbeam does not interfere with infravision. It can be dimmed
  to almost complete darkness and has all the properties of natural
  moonlight (including inducing lycanthropic changes).
  The material components are a handful of seeds from a moon-
  seed plant, and a piece of moonstone (opalescent feldspar).
  Mount (Conjuration)
  Caster/Level: Wizard/1
  Range: 10 yards
  Duration: 2 hours + 1 hour/level
  Effective Area: 1 mount
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell summons a normal animal to willingly serve as a
  mount for the duration of the spell or until killed, after which it
  vanishes. The type of mount depends on the caster’s level, and
  the caster can choose a lesser mount if desired.
  The mount doesn’t come with riding gear, unless it’s of a type
  lower than what the caster can normally summon. The animal’s
  statistics are typical of its type.
  The material component is a bit of hair from the animal to be
  summoned.
  Mount
  Level
  1–3
  Mule or light horse
  Draft horse or war horse
  4–7
  8–12
  Camel
  Elephant (and howdah at 18
  13–14
  th level)
  15+
  Griffon (and saddle at 18th level)
  Move Earth (Transmutation)
  Caster/Level: Wizard/6
  Range: 10 yards/level
  Duration: Permanent
  Effective Area: Special
  Components: V, S and M
  Casting Time: Special
  Saving Throw: None
  This spell allows the caster to move natural dirt (clay, loam,
  sand), ﬂattening embankments, hillocks, dunes, etc.; however, in
  no event can rock formations be affected. The area to be affected
  determines the casting time. For every 40 × 40 yard effective area
  and 10 feet of depth, casting takes 1 turn. The maximum effective
  area, 240 yards × 240 yards and 60 feet deep, takes 1 hour to cast
  the spell.
  This spell does not violently break the surface of the ground.
  Instead, it creates wavelike crests and troughs, with the earth
  reacting with glacier-like ﬂexibility, until the desired result is
  achieved. Trees, structures, rock formations, etc. are mostly un-
  affected, except for changes in elevation and relative topography.
  The spell cannot be used for tunneling and is generally too
  slow to trap or bury creatures. Its primary uses are to dig or ﬁll
  a moat, adjust terrain contours before a battle, or ﬂatten land to
  prepare it for use as a building site for various structures, like
  homes, towers, and castles. This spell has no effect on creatures
  made of earth, but damages clay golems.
  If the caster summons an earth elemental immediately after
  casting this spell, together they can move terrain features with-
  out destroying them. The elemental willingly agrees to help and
  departs peacefully once ﬁnished. Most of the work done by the
  elemental is underground and out of sight, but if it is attacked or
  hindered in any way during its task, it returns to its home plane.
  The material components are a small bag of mixed soils and an
  iron blade.
  N
  Negative Plane Protection (Abjuration)
  Caster/Level (Sphere): Priest/3 (Protection, Necromantic)
  Range: Touch
  Duration: 1 turn/level
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 1 round Saving Throw: None
  This spell allows the caster to provide limited protection to ei-
  ther himself, or a creature he touches, from the effects of nega-
  tive energy attacks, such as from an undead creature (including
  shadow, wight, wraith, specter, or vampire), or certain magical
  items and spells, by opening a channel to the Positive Energy
  Plane. If struck by an attack that drains energy levels, the sub-
  ject of this spell is allowed a saving throw vs. death magic. A
  successful save produces a bright ﬂash of light and a thunder-
  clap, indicating that the positive energy has countered the nega-
  tive energy attack, and though he still suffers normal damage, the
  protected creature resists any energy drain effect from the attack.
  In addition, if the attack came from an undead creature, the un-
  dead creature suffers 2d6 points of damage from its contact with
  positive energy. If, however, the save fails, the subject of the spell
  suffers double the normal physical damage from the attack, as
  well as suffering the effects of the energy drain.
  The protection remains in effect until the duration expires, or
  until the ﬁrst negative energy attack strikes the subject (whether
  the save succeeds or fails).
  It is impossible to cast this spell on the Negative Energy Plane.
  164
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  Neutralize Poison (Necromancy)
  Caster/Level (Sphere): Priest/4 (Healing)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature or 1 cubic foot of substance per 2
  levels
  Components: V and S
  Casting Time: 7
  Saving Throw: None
  This spell neutralizes any type of venom within a creature or
  object being touched, including a venomous creature, a poisoned
  weapon, or a victim of poison. Creatures unwilling to be touched
  require the caster to make a successful touch attack at the time
  of casting, while touching a poisoned weapon in an opponent’s
  hand require a successful touch attack, modiﬁed as a called shot.
  A poison victim can be saved, if this spell is cast upon him before
  he dies. The spell is permanent with respect to existing poison,
  but a creature can be poisoned again by the same source, and
  venomous creatures will eventually generate more poison.
  The reverse, poison, inﬂicts a poison attack against a single op-
  ponent, if the caster can roll a successful touch attack. Unless the
  creature successfully saves vs. poison, it is incapacitated for one
  turn, after which it dies. Slow poison functions normally against
  this effect, but it can only be countered by neutralize poison or
  more powerful magic.
  Non-detection (Abjuration)
  Caster/Level: Wizard/3
  Range: Touch
  Duration: 1 hour/level
  Effective Area: 1 creature or item
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell allows the caster to hide himself, or a creature or
  object he touches, from divination spells (including clairaudience,
  clairvoyance, locate object, ESP, and all spells starting with the
  word ‘detect’), as well as prevent being located by an item such as
  a crystal ball or medallion of ESP. If any these kinds of divinations
  are attempted against the protected subject of this spell, the caster
  of the non-detection must save vs. spell, modiﬁed by wisdom—
  mental defense modiﬁer. If this save is successful, the divination
  is blocked. Know alignment or the ability of high level or intelli-
  gent creatures to detect invisible creatures cannot be blocked by
  this spell.
  The material component is 300 gp worth of diamond dust.
  O
  Obscurement (Transmutation)
  Caster/Level: Wizard/2 (Weather)
  Range: 0
  Duration: 4 rounds/level
  Effective Area: 10-foot cube/level
  Components: V and S
  Casting Time: 5
  Saving Throw: None
  This spell obscures the caster with misty vapors for the dura-
  tion of the spell, reducing visibility of all those within, includ-
  ing those with infravision, to only 2d4 feet. The vapors cannot
  exceed a height of 10 feet but will expand to ﬁll narrow or con-
  stricted spaces. A strong wind, including that generated by a gust
  of wind spell, reduces the duration to 25% of normal. The spell
  does not function underwater.
  P
  Part Water (Transmutation)
  Caster/Level (Sphere): Priest/6 (Elemental (Water)), Wizard/6
  Range: Priest—20 yards/level, Wizard—10 yards/level
  Duration: Priest—1 turn/level, Wizard—5 rounds/level
  Effective Area: Priest—3 feet/level × 20 yards/level × 30 yards,
  Wizard—3 feet/level × 30 feet/level × 20 feet
  Components: V, S and M
  Casting Time: Priest—6, Wizard—1 turn
  Saving Throw: Special
  This spell forces water (or similar liquids), within range, to
  part, forming a 20-foot wide trough, for the spell’s duration or
  until ended by the caster. The depth and length of the trough
  are determined by the caster’s level. If the trough cuts through a
  current, the current will look like it ﬂows through the trough, but
  swimmers, boats, ships, etc. can enter the trough only with great
  effort. If the spell is cast beneath the surface of the water, a shaft
  of air equal to the effective area is created. If it is cast on a water
  elemental or water-based creature, the creature suffers 4d8 points
  of damage, and unless a save vs. spell is successful, it will panic
  and run for 3d4 rounds.
  The material component is two small sheets of crystal or glass.
  This priests’ version of this spell functions as the wizards’ spell
  of the same name, except the trough is 30 yards wide, and the
  material component is the caster’s holy or unholy symbol.
  Pass Plant (Transmutation)
  Caster/Level (Sphere): Priest/5 (Plant)
  Range: Touch
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: 8
  Saving Throw: None
  This spell allows the caster to enter one living tree and (if de-
  sired) exit from another, with a maximum distance determined
  by the type of tree involved. This spell will require some ad-
  ditional terrain details to be provided by the GM, as both trees
  must be of the same type, and they both must be large enough
  for the caster to physically ﬁt inside of them.
  The caster, once inside the ﬁrst tree may choose to stay in this
  tree, being able to step out and end the spell, or give a command
  to move to the second tree, at any time up to the end of the du-
  ration. The caster must state the direction he desires to move
  during the casting, but if there are no suitable trees in the caster’s
  desired direction when he gives the command to move, he will
  simply move to an appropriate tree within range, closest to the
  stated direction. If no appropriate tree exists anywhere within
  range, the command to move fails. If the command to move suc-
  ceeds, movement requires only one round, and the caster can ei-
  ther step out immediately or remain in the second tree for the re-
  mainder of the duration. If a tree containing the caster is attacked
  by any means, such as lightning, ﬁre, axe, etc., the caster within
  dies, unless he steps out before the tree is cut down or otherwise
  destroyed.
  The material component is the caster’s holy or unholy symbol.
  Tree
  Maximum Distance
  Oak
  600 yards
  540 yards
  Ash
  Yew
  480 yards
  420 yards
  Elm
  Linden
  360 yards
  300 yards
  Deciduous
  Coniferous
  240 yards
  180 yards
  Other
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  Pass Wall (Transmutation)
  Caster/Level: Wizard/5
  Range: 30 yards
  Duration: 1 hour + 1 turn/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell opens an unseen, ethereal passage into or through a
  stone, wooden, or plaster wall, door or other non-living obstacle.
  Only the caster can see the opening. If the obstacle is smaller than
  a standard door (5-feet wide by 8-feet tall), the spell fails, but the
  passage may be up to 10-feet deep per caster level. Finding a pas-
  sage opening, without beneﬁt of a gem of seeing or similar magic,
  is equivalent to ﬁnding a secret door. Anyone who knows about
  a passage’s location can pass through it in either direction, disap-
  pearing when they do, for as long as the spell is in effect. Those
  entering the passage are able to act normally, as if they were in
  an unlit, mundane, 5-foot wide passage, with solid walls of the
  appropriate material (stone, wood or plaster). Light, sound, and
  spell effects cannot enter or leave the ethereal passage, and no
  one within can see out or interact with anyone on the out side,
  and vice versa.
  Multiple castings can chain together to form passages through
  very thick walls, but the spell is blocked by any thickness of
  metal, glass, ceramic, earth, etc.
  The ethereal passage warps
  around any small objects not made of stone, wood, or plaster that
  may be embedded inside a wall (but not completely blocking the
  passage). Those inside the passage can see whatever the object is
  (gold nugget, trap mechanism, gem, mirror, small wall safe, etc.),
  and must maneuver around it, but they can’t actually touch the
  item, or remove anything from the passage. A large number of
  small items can effectively block the passage, if it is impossible
  to maneuver around them. If the conditions fall just right, a pass
  wall can also be chained to a plant door spell. For instance, if the
  passage through a wall of stone is blocked by a large tree or other
  thick plants, a priest may be called upon to cast plant door.
  Ethereal creatures can easily see the passage and can enter it or
  leave it at will, becoming tangible to those inside the passage.
  Any creatures still inside of the passage when a successful dis-
  pel magic is targeted on it (or on any part of a chained passage),
  or when the spell’s duration expires, are harmlessly expelled into
  the closest empty space.
  The material component is a pinch of sesame seeds.
  Pass Without Trace (Enchantment)
  Caster/Level (Sphere): Priest/1 (Plant)
  Range: Touch
  Duration: 1 turn/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to bestow upon a creature desig-
  nated by touch (or upon himself) the ability to move normally
  through any natural terrain (mud, snow, dust, etc.) without leav-
  ing footprints or scent. This makes tracking the subject of this
  spell by normal means impossible, however, the ground or other
  surface where the affected creature traveled radiates magic that
  can be detected for 1d6 turns after his passing.
  The material component is a sprig of pine or evergreen, burnt
  to ashes, and those ashes scattered when the spell is cast.
  Permanency (Universal)
  Caster/Level: Wizard/8
  Range: Special
  Duration: Permanent
  Effective Area: Special
  Components: V and S
  Casting Time: 2 rounds
  Saving Throw: None
  This spell allows the caster to change the duration of certain
  other spells, making the duration permanent. Each casting of the
  permanency spell on himself or another creature permanently re-
  duces the caster’s constitution by 1 point, however, if the spell is
  cast upon a non-living thing, there is only a 5% chance that the
  spell caster loses a point of constitution (Refer also to Crafting
  Magical Items). The caster must cast the permanency spell im-
  mediately after casting the spell he intends to make permanent
  and only the spell cast in the previous round is affected.
  The following spells are known to work in conjunction with
  permanency, but only when the caster casts one of them upon his
  own self: comprehend languages, detect evil, detect invisibility, detect
  magic, infravision, protection from cantrips, protection from evil, pro-
  tection from missiles, read magic, and tongues. When the spell is cast
  to make an effect permanent on the caster, his current caster level
  determines the strength of the permanency spell. Only a wizard
  of a higher caster level can attempt to disrupt the effect by cast-
  ing a successful mage’s disjunction; a successful dispel magic only
  suspends the effect for 1d4 rounds.
  Permanency is also known to make the following spells that
  affect an object, another creature or have an effective area, per-
  manent: alarm, audible glamer, dancing lights, distance distortion, en-
  large, fear, gust of wind, invisibility, item, magic mouth, pass wall,
  phase door, prismatic sphere, solid fog, stinking cloud, symbol, tele-
  port, unseen servant, wall of ﬁre, wall of force, and web. When the
  spell is used on an object, effective area or another creature, any
  caster of sufﬁcient level to cast the appropriate spells can attempt
  a successful dispel magic to suspend the effect for 1d4 rounds or a
  successful mage’s disjunction to end the effect.
  The GM may also allow research into other select spells to be
  made permanent, however, note that instantaneous spells cannot
  be made permanent because their magic comes and goes imme-
  diately. Research into new successful combinations requires time
  and money as if researching the selected spell. Ultimately, the
  GM must determine whether to allow a spell effect to be made
  permanent, and if so in what way.
  At the GM’s discretion, permanency may start to fail after 1,000
  years or more, causing the spell effects or magical items to be-
  come unstable. Unstable spell effects and items might operate
  sporadically, malfunction or fail altogether.
  Permanent Illusion (Illusion)
  Caster/Level: Wizard/6
  Range: 10 yards/level
  Duration: Permanent
  Effective Area: 20-foot cube + 10-foot cube/level
  Components: V, S and M
  Casting Time: 6
  Saving Throw: Special
  This spell creates a permanent advanced illusion. The spell
  can produce an illusion of any items, creatures or effects desired,
  provided they ﬁt within the effective area. All creatures exposed
  to the illusion will be affected, believing the illusion and tak-
  ing damage from illusory attacks and hazards. The spell can be
  disbelieved as a normal illusion, modiﬁed by wisdom—mental
  defense modiﬁer and appropriate believability modiﬁers, and is
  subject to dispel magic.
  The material component is a bit of ﬂeece.
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  Phantasmal Force (Illusion)
  Caster/Level: Wizard/1
  Range: 60 yards + 10 yards/level
  Duration: Special
  Effective Area: 400 square feet + 100 square feet/level
  Components: V, S and M
  Casting Time: 1
  Saving Throw: Special
  This spell creates a visual illusion of any objects, creatures, or
  spell effects that ﬁt within the spell’s effective area. The spell does
  NOT recreate sound, smell, or temperature, making it easier to
  disbelieve unless the caster can somehow use additional means
  (whether magical or mundane) to supply the missing elements
  or to distract a viewer from noticing their absence. The caster can
  cause the illusion to move within the effective area and interact
  with creatures. The illusion persists as long as the caster concen-
  trates on it, however, movement, or a successful attack against
  the caster, breaks concentration. The illusion can be disbelieved
  with a successful save, modiﬁed by wisdom—mental defense
  modiﬁer and appropriate believability modiﬁers, or ended by a
  successful dispel magic (Refer to Illusions). The undead never be-
  lieve illusions.
  The material component is a bit of ﬂeece.
  Phantasmal Killer (Illusion)
  Caster/Level: Wizard/4
  Range: 5 yards/level
  Duration: 1 round/level
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 4
  Saving Throw: Special
  This spell attempts to bring the victim’s deepest subconscious
  fears to life and transform them into a horriﬁc monster. Only the
  victim sees the monster, while the caster perceives only a shad-
  owy shape. It attacks the victim each round as a 4 HD monster. If
  the victim ignores the phantasm to perform another action, such
  as attack the caster, the monster may, at the GM’s discretion, gain
  bonuses to hit (for ﬂank or rear attacks, etc.). If the monster suc-
  ceeds in hitting the victim, the victim dies from fright. Since it
  only lives in the victim’s mind, the monster cannot be harmed
  by any form of attack or affected by any magical effect. It re-
  lentlessly pursues the victim, regardless of the victim’s speed or
  location, and ignores any barriers.
  If the victim has magic resistance, that is checked ﬁrst, but if it
  fails, the monster will not stop attacking until the caster is killed
  or knocked unconscious, or the victim is killed or rendered un-
  conscious for the spell duration, or the victim can attempt to dis-
  believe the illusion. The victim must speciﬁcally state his inten-
  tion to disbelieve and roll an intelligence check at a −1 penalty
  per four caster levels. In addition to any modiﬁers to resist fear,
  and the victim’s wisdom—mental defense modiﬁer, special mod-
  iﬁers apply to this check.
  If the victim wears a helm of telepathy and succeeds in his disbe-
  lief, the monster turns on the caster who must immediately dis-
  believe the illusion or he becomes the victim for the remainder of
  the spell’s duration.
  If a spell, such as remove fear or cloak of bravery, is cast on the
  victim after the monster has attacked but missed, the victim is
  allowed another chance to disbelieve.
  Condition
  Modiﬁer
  Surprise
  −2
  Subject was target of spell in the past
  +1
  Subject is an illusionist
  +2
  Subject wears helm of telepathy
  +3
  Phantom Steed (Conjuration, Illusion)
  Caster/Level: Wizard/3
  Range: Touch
  Duration: 1 hour/level
  Effective Area: Special
  Components: V and S
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to create a quasi-real creature of
  similar appearance and size of a horse that can be ridden only by
  the caster, or any single rider whom the caster designates upon
  casting. The mount’s head and body are black, with milky grey
  eyes, grey tail and mane. Its insubstantial hooves are silent and
  made of smoke. The mount cannot engage in combat, but all
  mundane, normal animals shun the creature. The mount has AC
  2, 7 hit points +1 per caster level, movement value 4 per caster
  level (to a maximum of 48). If the mount is killed, it vanishes.
  Full riding gear is included, and the mount is able to carry its
  rider’s weight, plus up to 10 pounds per caster level.
  The mount gains additional powers based on the caster’s level.
  Lower-level powers are cumulative with higher-level ones.
  8th level: The mount can pass over sandy, muddy, or swampy
  ground without hindrance.
  10th level: The mount can pass over water as if it were solid
  ground.
  12th level: The mount can travel across air as if it were solid
  ground. The mount doesn’t actually ﬂy and thus cannot ascend
  or descend over air. It must land on even ground, or be able to
  step up to slightly higher solid ground, or fall to a lower eleva-
  tion.
  14th level: The mount can ﬂy as if it were a pegasus.
  Phase Door (Transmutation)
  Caster/Level: Wizard/7
  Range: Touch
  Duration: 1 use per 2 levels
  Effective Area: Special
  Components: V
  Casting Time: 7
  Saving Throw: None
  This spell allows the caster to affect a section of a stone,
  wooden, or plaster wall, door or other non-living obstacle exactly
  as if pass wall were cast on it, and then attune his body to the
  passage’s speciﬁc frequency. As with pass wall, the phase door is
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  stone blocks the passage through the living plants, a wizard may
  be called upon to cast pass wall or phase door.
  The spell’s duration is normally 1 turn per caster level, how-
  ever certain types of trees within the effective area of the spell
  enhance its duration. An ash tree triples the duration, while an
  oak multiplies it by 9. The GM must adjudicate what kinds of
  trees are found in the region and whether or not these trees fall
  within the effective area.
  The material components are a piece of charcoal and the
  caster’s holy or unholy symbol.
  Plant Growth (Transmutation)
  Caster/Level (Sphere): Priest/3 (Plant), Wizard/4
  Range: Priest—160 yards, Wizard—10 yards/level
  Duration: Permanent
  Effective Area: Special
  Components: Priest—V, S and M, Wizard—V and S
  Casting Time: Priest—1 round, Wizard—4
  Saving Throw: Priest- Special, Wizard- None
  This spell causes mundane brush and trees to increase in
  size and twist together, instantly forming an overgrown thicket
  or heavy jungle environment.
  Briars, bushes, creepers, roots,
  saplings, thistles, thorns, trees, vines, and weeds grow into thick
  and dense barriers, forcing creatures to hack their way through
  at a movement value based on their physical size.
  The effective area is equal to the caster’s level, squared, and
  multiplied by 100 square feet. The caster can arrange the effective
  area in any square or rectangular shape. Each individual plant is
  still within the normal size for its type, but they become fuller,
  bushier, and more thickly woven and overgrown. The plants are
  subject to a plant door spell. The spell is permanent until de-
  stroyed through mundane means such as ﬁre or the axe, or a suc-
  cessful dispel magic is cast.
  The priests’ spell has two versions, one of which is chosen at
  the time of casting.
  The ﬁrst version is identical to the wizards’ spell of the same
  name but affects an area equal to 20 square feet per caster level.
  The second version is often cast at planting time as part of a
  spring festival. In this version, the caster affects up to one square
  mile. The GM secretly rolls a saving throw for the caster to deter-
  mine if the spell is effective. If successful, plants in the effective
  area become hardier and produce up to 50% ((1d4 + 1) × 10%)
  more yield during the fall harvest. The spell effects last for only
  one growing/harvest season, and do not prevent natural or mag-
  ical disasters, such as ﬂoods, droughts, insect plagues, etc., from
  damaging the magically enhanced crops before, during or after
  the growing season.
  Creature Size
  Movement Value
  Tiny
  .33
  Small
  .5
  Medium
  1
  Large
  2
  Huge
  4
  Gigantic
  8
  Polymorph Any Object (Transmutation)
  Caster/Level: Wizard/8
  Range: 5 yards/level
  Duration: Variable
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Special
  This extremely powerful, versatile, yet dangerous spell at-
  tempts to transmute any creature into any other creature, any ob-
  ject into any other object, any object into any creature, or any crea-
  ture into any object. A non-magical object cannot be made into
  invisible to all creatures other than the caster, however, only the
  caster can enter this ethereal passage, accompanied by up to one
  other man-sized or smaller creature.
  The spell effects are permanent until the portal is stepped
  through once per 2 caster levels; after which, it disappears. Bring-
  ing an extra creature with him (not counting any familiars) counts
  as two usages.
  It requires a higher-level caster, or several lower-level casters
  whose combined levels exceed the original caster’s level, to cast
  a successful dispel magic on a phase door. This spell is often made
  permanent in a lair using the permanency spell, and speciﬁc crea-
  tures or items can then be attuned to its frequency, allowing that
  creature or one who wields the item to pass through.
  The spell will chain with a pass wall (or possibly a plant door)
  spell, but loses all its extra properties when cast in this manner.
  Plane Shift (Transmutation)
  Caster/Level (Sphere): Priest/5 (Astral)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature (special)
  Components: V, S and M
  Casting Time: 8
  Saving Throw: Negate
  This spell allows the caster to physically transfer to another
  plane of existence, along with up to eight other creatures (linked
  together by holding hands). They remain in the new plane of
  existence until a similar method is used to return home.
  The caster must score a successful touch attack to target an un-
  willing victim and then the victim is also allowed a saving throw
  to avoid the effect. It is impossible for the caster to travel with
  pinpoint accuracy, so he and the other subjects (or victims) typi-
  cally arrive 1d100 miles from the intended destination.
  Unusually strong energy ﬁelds, such as magnetic or gravita-
  tional forces, or even magical effects can, at the DM’s option,
  make the use of this spell hazardous or impossible.
  Note that astral travelers are not simply projected, and there-
  fore, do not have silver cords or the ability to form secondary
  bodies.
  The material component is a small, forked metal rod. The type
  of metal used and its size determines the speciﬁc plane that the
  caster will be transported to, including sub-planes, demi-planes,
  even those located in alternate dimensional or non-dimensional
  spaces. These planar forks are not destroyed during the casting,
  but the caster may ﬁnd it quite difﬁcult to complete an entire set,
  as some planar forks may be harder to attain than others. The
  GM must determine these details.
  Plant Door (Transmutation)
  Caster/Level (Sphere): Priest/4 (Plant)
  Range: Touch
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  Plant door functions as if it were a pass wall with the following
  differences.
  This spell opens an ethereal passage into or through natural
  or magical plant growth, such as trees, undergrowth, thickets,
  etc., but not plant-based creatures.
  Only the caster, a higher-
  level caster, or a dryad can see the opening to the passage. The
  plants must be densely packed, and any air space large enough
  for a man-sized creature to step out into ends the passage. If the
  plants are cut down, burned, or otherwise killed, anyone inside
  the passage must leave before the plants are destroyed, or they
  will be killed also. A plant door spell can be chained to another
  plant door spell, and if the conditions fall just right, a pass wall
  or phase door spell. For instance, if a wooden fence or a wall of
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  a magical item with this spell, and magical items aren’t affected
  by this spell. This spell cannot create material of great intrinsic
  value, such as copper, silver, gems, silk, gold, platinum, mithral,
  or adamantine. It also cannot reproduce the special properties
  of cold iron in order to overcome weapon immunities of certain
  creatures, but it easily duplicates a polymorph other, stone to ﬂesh
  (or its reverse), transmute metal to wood, transmute rock to mud (or
  its reverse), or transmute water to dust (or its reverse) spell. When
  used to duplicate a lower level spell, a living creature is granted
  a saving throw to avoid the effect, modiﬁed by a −4 penalty,
  all other rules of the duplicated spell must be consulted, and in
  all cases, a living creature must survive a constitution—system
  shock roll and special intelligence check (Refer to the Polymorph
  Other spell- items are considered 0 HD), however, the spell’s du-
  ration is rarely permanent, and is dependent on the degree of
  similarity between the original form and the new form, based on
  the following tables.
  New Form’s
  Properties
  Description
  Duration
  Factor*
  Same kingdom
  Animal, vegetable, mineral
  +5
  Same class
  Mammal, fungus, metal, etc.
  +2
  Same size
  Compare size categories
  +2
  Same intelligence
  or lower
  Compare intelligence scores
  +2
  Related item
  Twig is to tree, sand is to
  beach, etc.
  +2
  *Add all that apply. Look up the total on the next table.
  Duration
  Factor
  Duration
  Example
  0
  20 minutes
  Pebble to human (no similarities)
  2
  1 hour
  Mannequin to human (same size)
  4
  3 hours
  Human to mannequin (same size,
  lower intelligence)
  5
  12 hours
  Lizard to manticore (same
  kingdom)
  6
  2 days
  Sheep to a wool coat (same size,
  related item, lower intelligence)
  7 or 8
  1 week
  Shrew to manticore (same
  kingdom, same class)
  9+
  Permanent
  Manticore to shrew (same
  kingdom, same class, lower
  intelligence)
  An object transmuted to a living creature gains the intelligence
  score of its new form. If the original form doesn’t have a Wisdom
  or Charisma score, it also gains those scores as appropriate for
  the new form. A living creature transmuted to an object that fails
  its special intelligence check is affected as if a feeble mind spell
  had been cast when it reverts to its original form (which can only
  be reversed by a wish or divine intervention).
  If detect magic is cast, creatures and objects affected by this spell
  radiate a strong magical aura, and a successful dispel magic will
  revert them to their original forms. If the spell is used to du-
  plicate ﬂesh to stone, the reverse can be an effective remedy (and
  vice versa). The same is true for transmute rock to mud and trans-
  mute water to dust and their respective reverses. When the spell
  ends, living creatures must survive another constitution—system
  shock check.
  Damage taken by the new form can result in the injury or death
  of a creature affected by this spell. In many instances, the GM
  must be ready to adjudicate the results. In general, damage oc-
  curs when the new form is changed through physical force. For
  example, if a living creature were to be transmuted into a peb-
  ble, and then the pebble were to be ground into dust, that would
  inﬂict damage to the creature, and may even prove to be fatal.
  Wooden items can be burned, metal can be melted, a pile of dust
  can be scattered by a gust of wind spell, etc. Simply transmuting
  the form to still another form (transmute metal to wood or dust to
  water, etc.) does not directly cause damage to the creature, but
  does allow another save to avoid the effect, and forces another
  constitution—system shock and special intelligence check to be
  rolled.
  The material components are smoke, mercury and gum arabic.
  Polymorph Other (Transmutation)
  Caster/Level: Wizard/4
  Range: 5 yards/level
  Duration: Permanent
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Negate
  This spell attempts to transmute any living, corporeal creature
  into any other living corporeal creature. The effect completely
  alters form and physical abilities, and possibly the personality
  and mentality, of the subject. This is a powerful and dangerous
  spell, so the target is always allowed magic resistance (if any),
  and if that fails, a save vs. spell to avoid the effect. If the sav-
  ing throw fails, creatures affected by this spell must then roll
  a constitution—system shock check to avoid death. If the crea-
  ture survives the sudden change, there’s a 100% base chance that
  the creature’s personality and mentality become that of their new
  form. For every point of the creature’s intelligence subtract 5%,
  and for every point of difference between the original form’s HD
  (or level) and the new form’s HD, add (if original is lower) or
  subtract (if original is higher) 5%. Check daily, until the creature
  eventually fails.
  As long as the intelligence check is successful, the creature ac-
  quires the physical form and natural, non-magical abilities of the
  creature (AC, attacks, movement, etc.), but retains its own men-
  tality (See also polymorph self). A creature with a lower Intelli-
  gence can be transmuted into something with a higher intelli-
  gence, but does not gain that creature’s mental ability. Transmut-
  ing a creature with higher intelligence into one of signiﬁcantly
  lower intelligence results in a creature more intelligent than one
  would expect. It may cast spells it has in memory, if it has the
  material components and its new form is physically capable of
  casting spells. It does not gain any special or magical abilities
  (gaze attacks, breath weapons, energy drain, magic or weapon
  immunities, etc.) and retains its original form’s hit points and
  saving throws. Those with the power to shapeshift are affected
  for one round and are then allowed to resume a form of their
  choice. The GM may assign a −2 penalty to all actions of those
  not familiar with the new form. The subject’s equipment melds
  into the new form, but the GM may allow magical items of pro-
  tection to continue to function. If killed, the creature reverts to its
  original form, albeit still dead.
  A creature that acquires the mentality of its new form effec-
  tively becomes that creature in thought and behavior, acquiring
  its magical and other special abilities, if any, and losing all of
  its own personality and mental abilities. The creature becomes
  an NPC controlled by the GM (if it is not already). The spell is
  permanent, but a successful dispel magic can reverse the physi-
  cal change, causing the subject to survive another constitution—
  system shock check or die.
  A creature whose mentality has
  changed and is then reverted to its original form will still believe
  and behave as if it were the creature it had been transmuted into.
  Even if another polymorph other spell is used and the creature fails
  its save, the new personality will not be the same as his original.
  Only a wish spell or divine intervention will restore a creature’s
  original memory fully once it has acquired the new form’s men-
  tality.
  In any case, exact ability scores cannot be guaranteed, and
  class and experience levels are not natural abilities, so cannot be
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  gained from the new form.
  The material component is a caterpillar cocoon.
  Polymorph Self (Transmutation)
  Caster/Level: Wizard/4
  Range: 0
  Duration: 2 turns/level
  Effective Area: The caster
  Components: V
  Casting Time: 4
  Saving Throw: None
  This spell allows the caster to assume the form of any physical,
  corporeal creature, from tiny-sized (like a small bird) to large-
  sized (like a rhinoceros), taking on its physical form and abili-
  ties (attack, AC, breathing methods, mundane movement modes,
  etc.), but retaining his original form’s hit points, attack rolls,
  and saving throws. The caster can never gain magical or spe-
  cial abilities of an assumed form, but he also does not roll for
  constitution—system shock to survive the change nor the special
  intelligence check to retain his own mind. The caster could ﬂy in
  the form of a hawk, but his eyesight would remain unchanged.
  Assuming the form of a corpse ravager would allow the caster
  to move along walls and ceilings with ease, but he would not
  have the creature’s paralysis ability. He may cast spells he has
  in memory, if he has the material components and his new form
  is physically capable of casting spells. The subject’s equipment
  melds into the new form, but the GM may allow magical items
  of protection to continue to function. The GM may assign a −2
  penalty to all actions until the caster becomes familiar with the
  new form.
  The caster can choose another form at will for the duration of
  the spell, but each change requires a whole round, during which
  the caster can do nothing else, except dodge and defend himself
  normally. He may also end the spell’s effect at any time, return-
  ing to his original form and regaining 1d12 hit points (up to his
  normal maximum). The caster also returns to his original form if
  he is slain or a successful dispel magic is cast upon him, but regains
  no lost hit points in either of those cases.
  Power Word, Blind (Conjuration)
  Caster/Level: Wizard/8
  Range: 5 yards/level
  Duration: Special
  Effective Area: 15-foot radius
  Components: V
  Casting Time: 1
  Saving Throw: None
  This spell causes one or more creatures within range and in the
  effective area to go blind. At the time of casting, the caster may
  choose to affect any one creature (with 100 or fewer current hit
  points), or he may select a creature near the center of a group,
  and the effect then travels outward, affecting all others in the ef-
  fective area, starting with the closest creature to the target with
  the lowest current hit point total ﬁrst, until up to a maximum of
  100 hit points worth of creatures are blinded. The spell’s duration
  depends on the combined current hit point total of the creature(s)
  involved.
  A creature with more than 100 current hit points is unaffected
  and doesn’t count toward those affected by the spell. A crea-
  ture also cannot be partially blinded. If its current hit point total
  would exceed the limit, it’s not affected. A cure blindness or suc-
  cessful dispel magic will reverse the effects.
  HP
  Duration
  Less than 25
  Permanent
  1d4 + 1 turns
  26-50
  51-00
  1d4 + 1 rounds
  Power Word, Kill (Conjuration)
  Caster/Level: Wizard/9
  Range: 5 yards/2 levels
  Duration: Permanent
  Effective Area: 10-foot radius
  Components: V
  Casting Time: 1
  Saving Throw: None
  At the time of casting, the caster can choose to instantly kill one
  creature with up to 60 current hit points, or multiple creatures
  with 10 or fewer current hit points each, totaling up to a maxi-
  mum of 120 hit points, within range and in the effective area.
  Power Word, Stun (Conjuration)
  Caster/Level: Wizard/7
  Range: 5 yards/level
  Duration: Special
  Effective Area: 1 creature
  Components: V
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to stun one creature of his choice
  with less than or equal to 90 current hit points (within range).
  The duration is based on the creature’s hit points at the time the
  spell is cast.
  HP
  Duration
  1–30
  4d4 rounds
  2d4 rounds
  31–60
  61–90
  1d4
  Prayer (Conjuration)
  Caster/Level (Sphere): Priest/3 (Combat)
  Range: 0
  Duration: 1 round/level
  Effective Area: 60-foot radius
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell functions as if it was a chant, but the effect lasts until
  the duration expires, and the caster can perform any other actions
  once it has been cast. Multiple prayers do not stack, but another
  caster of the same faith can cast chant, increasing the prayer’s
  effectiveness to +2 and −2, for as long as both spells are in effect.
  The material components are a silver holy or unholy sym-
  bol, high-quality prayer beads, or similar religious parapherna-
  lia, which are not destroyed on casting.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Prismatic Sphere (Abjuration, Conjuration)
  Caster/Level: Wizard/9
  Range: 0
  Duration: 1 turn/level
  Effective Area: 10-foot radius
  Components: V
  Casting Time: 7
  Saving Throw: Special
  This spell functions as if it were a prismatic wall, except the
  shimmering, multi-colored prismatic rays now form an immo-
  bile, opaque globe, which is so bright that sighted creatures with
  less than 8 HD that approach within 20 feet (from the outside)
  are blinded for 10× longer (2d4 turns). In this case, a successful
  saving throw, modiﬁed by dexterity—surprise modiﬁer, merely
  reduces the duration of the blindness to normal (2d4 rounds). If
  the spell is cast on level ground, half the sphere projects above
  ground and the other half below the ground. While the caster
  is able to enter and leave the sphere at will, other creatures may
  be protected inside its effective area, but they cannot leave or re-
  enter without suffering the appropriate ill effects.
  Prismatic Spray (Conjuration)
  Caster/Level: Wizard/7
  Range: 0
  Duration: Instantaneous Effective Area: 70 foot × 15-foot ray
  Components: V and S
  Casting Time: 7
  Saving Throw: Special
  This spell allows the caster to project seven multicolored rays
  of light from his hand, each color has its own effect. The rays en-
  twine, split and twist in random ways, so that creatures in the ef-
  fective area are hit by at least one. The GM rolls 1d8 to determine
  which color(s) hit. If two rays hit, their effects occur in ascending
  order (red ﬁrst, etc.). Any sighted creature with less than 8 HD hit
  by a ray is blinded for 2d4 rounds, in addition to the effect from
  the ray(s) that strike him. The GM may allow the creature to roll
  a saving throw, modiﬁed by its dexterity—surprise modiﬁer, to
  avoid the blindness.
  1d8—Color
  Special Effect
  1—Red
  20 points of damage, a successful save reduces
  by half
  2—Orange
  40 points of damage, a successful save reduces
  by half
  3—Yellow
  80 points of damage, a successful save reduces
  by half
  4—Green
  Save vs. poison or die; a successful save
  reduces to 20 points of damage
  5—Blue
  Save vs. petriﬁcation or be turned to stone (as
  ﬂesh to stone)
  6—Indigo
  Save vs. wand or go permanently insane
  7—Violet
  Save vs. spell or be sent to a random plane (as
  plane shift)
  8—2 Colors
  Roll twice, ignoring this result hereafter.
  Prismatic Wall (Conjuration)
  Caster/Level: Wizard/8
  Range: 10 yards
  Duration: 1 turn/level
  Effective Area: 4 feet/level wide × 2 feet/level high
  Components: V and S
  Casting Time: 7
  Saving Throw: Special
  This spell creates a vertical, opaque wall (no larger than the ef-
  fective area) made up of the shimmering, colorful rays of a pris-
  matic spray spell. Vision, including infravision, cannot penetrate
  the wall in either direction. When touched, each color produces
  the same harmful effects as from that spell, and likewise any
  sighted creature with less than 8 HD that approaches within 20
  feet of the wall (from the outside) is blinded for 2d4 rounds, but
  the GM may allow a saving throw, modiﬁed by its dexterity—
  surprise modiﬁer, to avoid the blindness. The wall is immobile
  but grants protection from all forms of attack. Each color protects
  against a different effect.
  The spell fails if cast to form in a space that would strike one
  or more creatures. The caster is able to pass through the wall in
  either direction at will, but any other creature that touches the
  wall suffers from every active color at once, in ascending order
  (red ﬁrst, etc.). Magic resistance is effective against a prismatic
  wall, but the check must be made for each color present.
  The proper magical effects used in ascending order (red ﬁrst,
  etc.) can negate the wall, layer by layer. A rod of cancellation or
  successful mage’s disjunction can destroy the wall completely, but
  an anti-magic shell cannot pierce it. Any other magical items,
  short of artifacts and relics, that touch the wall are subject to the
  effects of dispel magic.
  The protection afforded by the violet wall makes the protec-
  tion effects of the other six colors redundant, but certain magic
  items can create prismatic effects one color at a time, and magic
  resistance might render some or all colors ineffective.
  Color
  Protection Effects
  Negated By
  Red
  Blocks non-magical missiles
  Cone of cold
  Orange
  Blocks magical missiles
  Gust of wind
  Yellow
  Blocks poison, gases, and
  petriﬁcation
  Disintegrate
  Green
  Blocks breath weapons
  Pass wall
  Blue
  Blocks location/detection/
  mental attacks
  Magic missile
  Indigo
  Blocks all magical effects
  Continual light
  Violet
  Wall of force (blocks all objects
  and effects)
  Dispel magic
  Produce Fire (Transmutation)
  Caster/Level (Sphere): Priest/4 (Elemental (Fire))
  Range: 40 yards
  Duration: 1 round
  Effective Area: 12-foot square
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell creates a normal ﬁre within the area. The ﬁre lasts
  only a single round, but combustibles (cloth, oil, paper, parch-
  ment, wood, etc.) must save versus normal ﬁre or ignite, and
  creatures in the effective area suffer 1d4 points of damage + 1 per
  caster level.
  The reverse, quench ﬁre, douses any normal, non-magical ﬁres
  in the effective area.
  The material components for both versions are sulphur and
  wax, made into a paste, rolled into the shape of an orb, and then
  thrown at the effective area.
  Produce Flame (Transmutation)
  Caster/Level (Sphere): Priest/2 (Elemental (Fire))
  Range: 0
  Duration: 1 round/level
  Effective Area: Special
  Components: V and S
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster to produce a magical ﬂame as bright
  as a torch in the palm of his hand. The ﬂame does not harm
  the caster, but combustibles (paper, cloth, dry wood, oil, etc.)
  touched to the ﬂame must save vs. magical ﬁre or burst into
  ﬂames. This spell cannot be cast underwater.
  The caster can also throw the ﬂame with a range of 40 yards,
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  cannot cast spells on itself except for illusion spells. A spell af-
  fects its target normally, despite originating from the duplicate.
  The caster must maintain visual contact with the duplicate at
  all times or the spell is broken. If the caster is invisible when the
  spell is cast the image is also invisible and the caster must have
  some way of seeing it to continue using the spell. Any spell that
  breaks the caster’s line of sight, such as teleport, ends the spell.
  The spell can also be ended before the duration expires by a suc-
  cessful dispel magic or at the caster’s choice.
  The material component is a small doll in the form of the caster.
  Protection From Cantrips (Universal)
  Caster/Level: Wizard/2
  Range: Touch
  Duration: 5 hours + 1 hour/level
  Effective Area: 1 creature or object
  Components: V and S,
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to grant immunity to the effects
  of the cantrip spell to any object or creature (including himself).
  Any cantrip cast upon the warded object or creature fails with an
  audible popping sound. An unwilling creature must be struck
  with a successful touch attack, and gains a saving throw to avoid
  gaining the protection.
  Protection From Evil (Abjuration)
  Caster/Level (Sphere): Priest/1 (Protection), Wizard/1
  Range: Touch
  Duration: Priest—3 rounds/level, Wizard—2 rounds/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: Priest—4, Wizard—1
  Saving Throw: None
  This spell creates an invisible, magical shield, extending 1 foot
  around and moving with the recipient’s body. The caster may
  choose to be the recipient. The magical shield has three chief ef-
  fects that operate simultaneously:
  Hinder Evil Attacks: Any attack rolls against a protected sub-
  ject from evil creatures, or creatures that have been enchanted by
  evil force(s), suffer a −2 penalty, and saving throws against any
  attacks from such creatures are made with a +2 bonus.
  Block Extra-Planar Contact: Extra-planar creatures, conjured
  animals and summoned monsters are unable to make physical
  contact with a protected subject.
  Natural attacks that require
  touching the protected subject automatically fail and force the
  creature to recoil, however, magic resistance can allow a creature
  to overcome this protection and touch the protected subject. If the
  protected subject makes a melee attack, or intentionally forces his
  magical shield, against such creatures, this effect ends.
  Block Mind Control: Any attempts to exercise mental control
  over a protected creature are blocked, as are attempts at posses-
  sion. The protection does not block charm effects but does pre-
  vent domination or other direct, mental control. The protection
  keeps an attacking life force from possessing a body, but cannot
  expel a possessing life force in place before the spell is cast.
  The reverse, protection from good, produces a ‘hinder good attacks’
  effect, but effects 2 and 3 are otherwise the same.
  The material component for protection from evil is a 3-foot di-
  ameter circle of powdered silver, and for the reverse a circle of
  powdered iron, drawn on the ground during the casting.
  The priests’ version of this spell functions as the wizards’ spell
  of the same name, except the material components are a 3-foot
  diameter circle of holy water drawn on the ground during the
  casting and burning incense, and for the reverse a circle of unholy
  water and smoldering dung.
  ignoring range modiﬁers. On impact, the ﬂame bursts into a 3-
  foot diameter effective area and then goes out. Within the effec-
  tive area of the burst, creatures suffer 1d4 + 1 point of damage
  and combustibles (paper, cloth, dry wood, oil, etc.) must save
  vs. magical ﬁre or burst into ﬂames. A miss is determined as if
  it were an indirect missile. If a creature’s belongings or clothing
  catch ﬁre, it requires a round to put them out, or the GM may as-
  sign additional damage as the ﬁre continues to burn. The caster
  can hurl a maximum of one ﬂame per caster level; one ﬂame per
  round, until the duration expires or the caster ends the spell vol-
  untarily. He cannot extinguish ﬁres caused by the ﬂame.
  Programmed Illusion (Illusion)
  Caster/Level: Wizard/6
  Range: 10 yards/level
  Duration: Special
  Effective Area: 20-foot cube + 10-foot cube/level
  Components: V, S and M
  Casting Time: 6
  Saving Throw: Special
  This spell functions as an advanced illusion, including visual,
  auditory, olfactory and thermal components, except that it acti-
  vates with a command word or when a certain condition occurs.
  The illusion can be of any creature, item, or effect, provided it ﬁts
  within the spell’s effective area. The spell duration is permanent
  until triggered, at which point the illusion lasts one round per
  caster level.
  The caster must specify a triggering clause at the time of cast-
  ing (Refer to Magic Mouth). Only visual and/or audible triggers
  can be used in the triggering clause, but otherwise it can be as
  general or detailed as required. The maximum range at which
  an event can trigger the illusion is 5 yards per caster level. The
  spell effect cannot discern invisible creatures, alignments, levels,
  HD, or class. The illusory effect can be triggered intentionally by
  using illusions, disguises, camouﬂage, and other simple tricks.
  If a viewer attempts to disbelieve, they must save vs. spell,
  modiﬁed by wisdom—mental defense modiﬁer and appropriate
  believability modiﬁers.
  A successful dispel magic will end the
  spell duration or disrupt the illusion.
  The material component is a bit of ﬂeece.
  Project Image (Transmutation, Illusion)
  Caster/Level: Wizard/6
  Range: 10 yards/level
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell allows the caster to gather material from the Demi-
  plane of Shadow and create a quasi-real, illusory duplicate of
  his own person, including visual, auditory, olfactory and thermal
  components, but which is intangible, so that attacks pass harm-
  lessly through it. The duplicate materializes anywhere the caster
  chooses in the spell’s range.
  The caster can see through the duplicate’s eyes and hear
  through its ears as if he were standing where it is, and he can
  freely switch from using its senses to using his own, and back
  again. While using its senses, the caster is considered blinded
  and deafened.
  The duplicate usually mimics the caster’s actions (including
  movement, speech, and possibly even spell casting), but the du-
  plicate can also be directed by the caster to act independently,
  however, maintaining this effect requires concentration. While
  controlling the duplicate’s actions, the caster can perform no
  other actions, and his movement value is reduced to half. In any
  case, a spell with a range of touch or greater can be made to orig-
  inate from the duplicate instead of from the caster. The duplicate
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  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Protection From Evil, 10’ Radius (Abjuration)
  Caster/Level (Sphere): Priest/4 (Protection), Wizard/3
  Range: Touch
  Duration: Priest—1 turn/level, Wizard—2 rounds/level
  Effective Area: 10-foot radius
  Components: V, S and M
  Casting Time: Priest—7, Wizard—3
  Saving Throw: None
  This spell functions as protection from evil, which moves with
  one targeted subject in the center, but has a larger effective area
  and longer duration. Any protected subject that makes a melee
  attack against an extra-planar creature, conjured animal or sum-
  moned monster ends the protection against such creatures. If the
  targeted subject is larger than the effective area, the spell func-
  tions as a normal protection from evil only for that creature. The
  GM may rule that other subjects that only partially ﬁt into the
  effective area of the spell are only partially protected.
  The material component for protection from evil is a 20-foot
  diameter circle of powdered silver, and for the reverse a circle of
  powdered iron, drawn on the ground during the casting.
  The priests’ version of this spell functions as the wizards’ spell
  of the same name, except the material components are a 20-foot
  diameter circle of holy water drawn on the ground during the
  casting and burning incense, and for the reverse a circle of unholy
  water and smoldering dung.
  Protection From Fire (Abjuration)
  Caster/Level (Sphere): Priest/3 (Protection, Elemental (Fire))
  Range: Touch
  Duration: 1 turn/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This caster can cast this spell, either on his self or on another
  creature, with different effects.
  Personal: This effect bestows the caster with immunity to
  mundane and magical ﬁres, until the spell duration expires or
  until 12 points of damage per caster level is absorbed from magi-
  cal ﬁres.
  Non-Personal: This effect bestows another creature with im-
  munity to mundane ﬁres; provides a +4 bonus to saving throws
  against magical ﬁre attacks, and reduces damage incurred by
  magical ﬁres by 50%.
  The material component is the caster’s holy or unholy symbol.
  Protection From Lightning (Abjuration)
  Caster/Level (Sphere): Priest/4 (Protection, Weather)
  Range: Touch
  Duration: 1 turn/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This caster can cast this spell, either on his self or on another
  creature, with different effects.
  Personal: This effect bestows the caster with immunity to all
  electrical attacks, until the spell duration expires or until the spell
  absorbs 10 points of electrical damage per caster level.
  Non-Personal:
  This effect provides a +4 bonus to saving
  throws against electrical attacks, and reduces such damage by
  50%.
  The material component is the caster’s holy or unholy symbol.
  Protection From Missiles (Abjuration)
  Caster/Level: Wizard/3
  Range: Touch
  Duration: 1 turn/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell grants the subject complete immunity to mundane,
  non-magical missile and hurled weapons. In addition, the spell
  reduces damage caused by large projectiles (such as boulders or
  siege engine missiles), and even magically enchanted missile and
  hurled weapons, by 1 point per damage die rolled (minimum roll
  of 1 per die). This spell doesn’t protect against purely magical
  effects, such as ﬁreball or magic missiles. The caster can choose to
  be the subject.
  The material component is a piece of shell from a turtle or tor-
  toise.
  Purify Food & Drink (Transmutation)
  Caster/Level (Sphere): Priest/1 (All)
  Range: 30 yards
  Duration: Permanent
  Effective Area: 1 cubic foot/level
  Components: V and S
  Casting Time: 1 round
  Saving Throw: None
  This spell decontaminates any soured, spoiled, rotten, dirty or
  otherwise non-edible food (meat, bread, fruit, vegetables, etc.)
  and drink (milk, water, beer, wine, etc.) up to an amount ﬁlling
  the effective area, making it edible again. This spell cannot pre-
  vent rot, decay or spoilage from reoccurring. This spell also ruins
  unholy water, but no creatures, potions, or other substances are
  affected.
  The reverse is putrefy food & drink. It spoils food and drink
  and ruins holy water in the effective area, but has no affect on
  creatures, potions, or other substances.
  Note: Water weighs about 8 pounds per gallon. One cubic
  foot of water contains roughly 7.5 gallons and weighs about 60
  pounds.
  Pyrotechnics (Transmutation)
  Caster/Level (Sphere): Priest/3 (Elemental (Fire)), Wizard/2
  Range: Priest- 160 yards, Wizard- 120 yards
  Duration: Special
  Effective Area: 1 ﬁre source
  Components: V, S and M
  Casting Time: Priest- 6, Wizards- 2
  Saving Throw: Priest- Special, Wizard- None
  This spell allows the caster to affect an existing ﬁre within
  range to produce one of two effects, chosen at the time of the
  casting.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Fireworks: This effect causes ﬂashing, ﬁery bursts of colored
  air-borne ﬁreworks to ﬂy out of the existing ﬁre for one round.
  Creatures within 120 feet of the effective area and that have an
  unobstructed view to the effective area are temporarily blinded
  for 1d4 + 1 rounds, unless they save vs. spell. This effect ﬁlls a
  space up to 10 times greater than that of the original ﬁre, but is
  harmless, producing no heat or damage.
  Choking Smoke Screen: This effect creates a writhing stream
  of thick smoke to pour forth from the existing ﬁre source, ob-
  scuring vision (including infravision) beyond 2 feet. The smoke
  otherwise behaves like normal, non-magical smoke, ﬁlling an
  area up to 100 times greater than that of the original ﬁre, in a
  roughly spherical shape for one round per caster level. Any crea-
  ture caught in the smoke must save vs. spell or choke, suffering a
  +2 penalty to AC, and a −2 penalty to all attack and saving throw
  rolls.
  The material component for this spell is the existing ﬁre. The
  spell extinguishes a mundane ﬁre source up to 20 cubic feet in
  size. A larger mundane ﬁre source is only partially extinguished.
  Magical ﬁre can be used as the material component but is not ex-
  tinguished. A ﬁre-based creature can also be used as the material
  component, but the creature suffers 1 point of damage per caster
  level.
  This spell does not function underwater.
  The priests’ version functions as the wizards’ spell of the same
  name, except that if a ﬁre-based creature is the material compo-
  nent, damage is 1d4 + 1 points per caster level.
  Q
  Quest (Enchantment)
  Caster/Level (Sphere): Priest/5 (All)
  Range: 60 yards
  Duration: Until fulﬁlled
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 8
  Saving Throw: Negate
  This spell attempts to force a creature to perform a quest of
  some kind as determined by the caster and return with proof of
  the completed deed.
  This spell often precedes an atonement spell. In this case, there
  is no saving throw allowed, assuming the creature shares the
  caster’s faith, and the quest is reasonable reparation for its mis-
  deeds. A creature not earning atonement can willingly agree to
  undertake a quest, or even be coerced or duped into doing so,
  and therefore gains no saving throw. However, unwilling crea-
  tures are allowed a saving throw. If an unwilling creature shares
  the caster’s alignment, it suffers a −4 penalty to its saving throw.
  In addition, unreasonable quests provide bonuses (up to +4) to
  the creature’s saving throw. Abusive use of a quest results in au-
  tomatic failure and can quickly anger a deity or cast disfavor on
  the caster.
  If a quest is disregarded, delayed or in any way perverted, the
  action or inaction results in a −1 cumulative penalty per day to
  the subject’s saving throws. Once incurred, this penalty remains
  until the quest is properly resumed or is lifted by the caster.
  The spell is not subject to dispel magic or mage’s disjunction, but
  can be ended by the caster, or by a caster of the same faith or
  of higher caster level than the caster level when the spell was
  originally cast. The GM may determine that divine intervention
  can temporarily suspend the quest when a more important crisis
  emerges, or cancel the quest altogether in cases of the most dire
  events. In very rare cases, an artifact or relic may have the power
  to suspend or end a quest in a similar manner.
  The material component is the caster’s holy or unholy symbol.
  R
  Rainbow (Evocation, Transmutation)
  Caster/Level (Sphere): Priest/5 (Weather, Sun)
  Range: 120 yards
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell can create one of two effects, chosen at the time of
  casting.
  Bow: This effect creates a magical composite short bow made
  of shimmering, rainbow colored light and 7 magical sheaf ar-
  rows, each corresponding to a color on the visible spectrum. Any
  member of a character class permitted to use a bow and a strength
  score of 6 or more can ﬁre it normally. Each arrow is a +2 mag-
  ical missile, including bonuses to attacks and damage; however,
  a successful magic resistance check completely negates damage
  from an arrow.
  When the bowstring is pulled and a color is called for, an ar-
  row of the requested color automatically appears in place ready
  to ﬁre. If no speciﬁc color is called for, or a color that was already
  ﬁred is called for, then the next arrow in order of the spectrum ap-
  pears. Each time the bow is ﬁred, it loses one color corresponding
  to the arrow that was ﬁred, and if all seven arrows have been ﬁred
  before the spell’s duration expires, the bow disappears. Each ar-
  row has its own special effect.
  Special Effects
  Color
  Red
  Double damage against ﬁre-based creatures: ﬁre
  elementals and creatures that dwell in ﬁre or use
  ﬁre as a special attack
  Orange
  Double damage against earth-based creatures:
  earth elementals and creatures or constructs made
  of clay, sand, stone, etc.
  Yellow
  Double damage against plant-based creatures: any
  natural or magical creature composed of fungus or
  vegetation
  Double damage against water-based creatures:
  Green
  water elementals and creatures that dwell in the
  water
  Blue
  Double damage against air-based creatures: air
  elementals, creatures that use electricity as a
  special attack, and creatures that predominately ﬂy
  Double damage against creatures that use acid or
  Indigo
  poison as a special attack
  Violet
  Double damage against creatures or constructs
  made of metal and creatures that can regenerate
  Bridge: This effect creates a rainbow-colored bridge that is 3
  feet wide per caster level and can be between 20 to 129 yards
  long. The rainbow bridge exists for the spell’s duration, or until
  the caster ends the effect.
  The material components are the caster’s holy or unholy sym-
  bol, a vial of holy or unholy water, and a visible rainbow. If no
  rainbow is available, the caster requires a specially prepared di-
  amond worth at least 1,000 gp that’s had bless and prayer cast
  upon it while in sight of a rainbow. The holy or unholy water
  and the diamond (if used) are destroyed when the spell is cast.
  174
  Devon Chulick (Order # )
  
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  Rainbow Pattern (Transmutation, Illusion)
  Caster/Level: Wizard/4
  Range: 10 yards
  Duration: Special
  Effective Area: 30-foot cube
  Components: S and M
  Casting Time: 4
  Saving Throw: Negate
  This spell creates glowing designs of interlaced rainbow-colors
  within the area of effect. Up to 24 levels or HD worth of crea-
  tures within the effective area must save vs. spell, modiﬁed by
  wisdom—mental defense modiﬁer, or stand ﬁxated, staring at
  the effect for as long as it lasts. Causing damage to a fascinated
  creature frees them immediately, but simply restraining them and
  removing them from the effective area has no effect. They will
  continue to stare at the lights and attempt to return to the effec-
  tive area. Only if the view of the pattern is completely blocked
  (magically or otherwise) is the effect negated.
  The caster can point, causing the effect to move 30 feet per
  round in that direction and stop it in place at will. The caster
  is able to move 30 feet per round while concentrating in order
  to keep the effect within range, or may stop concentrating and
  move normally. The effect vanishes 1d3 rounds after the caster
  stops concentrating on it or allows it to move beyond the spell’s
  range. If the pattern moves, affected creatures will move with it
  to attempt to remain within the effective area, but if the creatures
  are lead to an area with the potential to cause damage, they’re
  allowed a second save to shake off the effect before entering the
  dangerous area.
  The material components are a piece of phosphor, which is con-
  sumed upon casting, and a crystal prism, which the caster uses
  to gesture while concentrating, but is not lost.
  Raise Dead (Necromancy)
  Caster/Level (Sphere): Priest/5 (Necromantic)
  Range: 30 yards
  Duration: Permanent
  Effective Area: 1 person
  Components: V and S
  Casting Time: 1 round
  Saving Throw: Special
  This spell brings any dead creature with a soul, especially hu-
  man, dwarf, gnome, half-elf, or halﬂing, back to life, provided
  the creature has been dead for no longer than one day per caster
  level. Most other humanoids and demi-humans (including elves,
  orcs, and half-orcs) are given spirits and cannot be raised by this
  spell, but the GM may determine that select races of creatures
  have souls. A creature killed by a death effect can’t be raised by
  this spell. Constructs, elementals, those from the outer planes,
  and undead creatures can’t be raised, unless stated otherwise in
  their descriptions.
  The complete body must be available, as missing parts are not
  restored by this spell alone. Poison, disease, or other afﬂictions
  are likewise not nulliﬁed. The spell cannot be used to raise a
  creature that has died of old age.
  A creature to be raised must roll his constitution—resurrection
  chance. If successful, the creature is raised back to life, but loses 1
  point of constitution permanently, must rest at least one full day
  for each day or partial day he was dead, and has only 1 hit point
  until able to regain the remainder through rest or magic cures. A
  character’s starting constitution is the maximum number of times
  he can be brought back to life in his own body. If he fails his
  constitution-resurrection chance, only a wish can restore his life
  to his original body.
  The reverse, slay living, kills any targeted creature within range
  unless it saves vs. death magic. Even if the save is successful, the
  spell inﬂicts 2d8 + 1 points of damage.
  Ray of Enfeeblement (Enchantment)
  Caster/Level: Wizard/2
  Range: 10 yards + 5 yards/level
  Duration: 1 round/level
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 2
  Saving Throw: Negate
  This spell weakens a creature of 5 HD or less that fails its sav-
  ing throw vs. spell to the equivalent strength score of 5. Hu-
  manoid creatures lose any strength-based combat bonuses and
  suffer a −2 penalty to attack and a −1 penalty to damage. Non-
  humanoid creatures suffer a −2 penalty to attack and −1 penalty
  to damage on each die, but, in any case, no die can be less than 1
  point.
  The GM may need to adjudicate other effects on a creature suf-
  fering from severe weakness. Magical items that confer combat
  bonuses or increased strength are not affected.
  Read Magic (Universal)
  Caster/Level: Wizard/1
  Range: 0
  Duration: 2 rounds/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to read cryptic, magical inscriptions
  that may be written on any object, including spell books, scroll
  cases, weapons, sculpture, etc. The caster can read up to one page
  or its equivalent per round, for the duration of the spell. Once
  cast on a speciﬁc set of magical writings, the caster is forevermore
  capable of reading it without casting the spell again. This spell
  doesn’t normally trigger magic contained in the writing, unless it
  is cursed, trapped or warded to do so.
  The material component is a clear prism made of crystal or
  mineral, which is not destroyed upon casting the spell.
  Reﬂecting Pool (Greater Divination)
  Caster/Level (Sphere): Priest/4 (Divination)
  Range: 10 yards
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 2 hours
  Saving Throw: None
  This spell causes a naturally occurring pool of mundane water
  to act as a crystal ball, except its reach extends only to the Ethereal
  Plane and Inner Planes (including paraelemental planes, Demi-
  plane of Shadow, etc.). The pool’s surface area can be no more
  than 2-foot diameter per caster level. Detect magic, detect snares
  and pits, and detect poison can be cast through the pool with a 5%
  chance of success per caster level. Each new attempt to detect
  through the pool requires one round of concentration, and infrav-
  ision operates normally through the pool; however, the image is
  always slightly hazy preventing the reading of text through the
  pool (Refer to Magical Items—Crystal Ball for additional informa-
  tion). The GM may limit the use of this spell to once per day.
  The material components are three 1-ounce measures of re-
  ﬁned hickory, walnut or similar oil, dropped upon the surface
  of the pool.
  175
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  to assign other abilities that are typical for the species.
  The following additional guidelines are designed to limit abuse
  of the spell. While a reincarnated creature retains the knowledge
  of any class abilities and other learned skills from its former life,
  it’s highly likely that a change in the creature’s form and/or abil-
  ity scores will make it difﬁcult or even impossible to use those
  abilities to pursue its previous character class. The GM will usu-
  ally rule that all racial restrictions to class, level limits and phys-
  ical abilities apply. If the new form allows a character to pur-
  sue his original class or one within the same class group (human
  ranger to hobgoblin ﬁghter or elven mage to gnomish illusion-
  ist), he returns to life with half his original levels and hit points.
  If the new form forces a character to choose a new class entirely
  (human mage to lizardman cleric), he loses half his original hit
  points and begins his new class at 1st level. If the new form is
  an animal or other unusual form that does not allow a class, the
  character loses half his hit points and starts his new life with the
  lowest HD rating of an adult creature of his kind, rather than a
  character level. In any case, the GM should permit a character to
  earn experience, advance in levels, or otherwise progress as far
  as his new form will allow, even if an animal form is determined.
  For example, a character reincarnated into the body of a badger
  still has the intellect and knowledge of his former self and thus
  could be allowed to wear specially crafted armor, use magic items
  not requiring a comprehensible command word, gain bonus hit
  points per HD from high constitution and/or combat bonuses
  from high or exceptional strength, eventually grow to giant size
  (attaining maximum hit dice for his kind), etc.
  A wish cast in conjunction with this spell can fully restore a
  reincarnated creature to its original form and full class abilities.
  If the GM allows, a limited wish cast in conjunction with this spell
  may restore a creature to its original race (but not original form),
  or it may allow the character to pursue his former class in the
  body of a creature not normally allowed.
  The material components are a small drum and a minimum
  of a drop of blood or other small part that was attached to the
  creature’s body at the time of death. The GM may allow certain
  rare incense, oils and unguents, worth a total of least 1,000 gp, to
  be used to increase the chances for the body of a speciﬁc race or
  species to be created.
  The priests’ version of this spell functions in a similar manner
  to the wizards’ spell of the same name with the following differ-
  ences. The person may be dead for up to one week per caster
  level, and the GM may choose to use divine intervention to in-
  ﬂuence the new form in any manner he feels appropriate. The
  caster’s holy or unholy symbol serves in place of the small drum,
  but unlike the drum, it is not lost in the casting of the spell.
  Reincarnate: Wizard’s Table
  Ability Modiﬁers
  1d100
  New Form
  Str
  Dex
  Con
  01–05
  Bugbear
  +1
  +0
  +0
  +0
  Dwarf
  06–11
  −1
  +1
  12–18
  Elf
  +0
  +1
  −1
  +0
  +0
  +1
  Gnoll
  19–23
  24–28
  Gnome
  +0
  +0
  +0
  Goblin
  29–33
  −1
  +0
  +0
  34–40
  Half-elf
  +0
  +0
  +0
  Halﬂing
  41–47
  −1
  +0
  +1
  48–52
  Half-ogre
  +1
  +0
  +1
  +1
  +0
  +1
  Half-orc
  53–59
  60–65
  Hobgoblin
  +0
  +0
  +0
  +0
  +0
  +0
  Human
  66–79
  80–85
  Kobold
  −1
  +0
  −1
  +0
  +0
  +0
  Lizardman
  86–90
  91–95
  Mongrelman
  +1 player’s choice
  +0
  Orc
  96–00
  −1
  +1
  Regenerate (Necromancy)
  Caster/Level (Sphere): Priest/7 (Necromantic)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 3 rounds
  Saving Throw: None
  This spell causes lost limbs, including bones and organs (in-
  cluding ﬁngers, hands, arms, toes, feet, legs, tails, or even heads
  of a multi-headed creature) to grow back on to a living creature.
  If the missing parts are available and touching the creature, they
  will regenerate in one round, otherwise, they require 2d4 turns
  to grow back. If the missing parts are not available or have been
  missing for more than one day per caster level, the creature must
  also survive a constitution-system shock check.
  The reverse, wither, requires a touch attack, but if successful,
  the limb or organ touched becomes useless in one round and
  withers into dust in 2d4 turns.
  The material components are any prayer device and holy or
  unholy water.
  Reincarnate (Necromancy)
  Caster/Level (Sphere): Priest/7 (Necromantic, Animal),
  Wizard/6
  Range: Touch
  Duration: Permanent
  Effective Area: 1 person
  Components: Priest- V and S, Wizard- V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell brings back the life force of any creature that has
  been dead for no more than one day per caster level to inhabit
  a different body (possibly one very different from the original).
  This method of reviving a dead creature requires the most GM
  adjudication.
  The spell creates an entirely new young adult body from natu-
  ral elements at hand for a life force to inhabit. The creature will
  return to life in its new form within 1d6 turns. No saving throw,
  constitution—system shock, or constitution-resurrection chance
  need to be checked. Since the dead creature is returning to a new
  body, all physical ills and afﬂictions are repaired, and the condi-
  tion of the remains is usually not a factor. Constructs, elemen-
  tals, those from the outer planes, and undead creatures (even the
  recently undead) can’t be reincarnated. The spell cannot bring
  back a creature who has died of old age, and as a further limi-
  tation the GM may determine that divine intervention prevents
  it from bringing back those dying from self-inﬂicted wounds or
  intentionally suicidal actions. The GM may also rule that divine
  intervention will prevent a wholly good creature from being rein-
  carnated into the body of a creature whose racial alignment ten-
  dencies is evil, or vice versa. Other GMs may not allow a body of
  the opposite sex to be created, etc.
  The creature must be recreated taking into account its new
  physical abilities and limitations, and the GM must take an active
  role in the recreation process. A reincarnated creature retains its
  knowledge, memories, intelligence, wisdom, and charisma of its
  old form; however, it gains all physical abilities associated with
  its new form, including forms of movement and speed, natural
  armor, natural attacks, special abilities, etc., but it doesn’t auto-
  matically speak the language or understand the culture of the
  new form. The GM may also assign a −2 penalty to all actions
  until the creature becomes familiar with the new form. The crea-
  ture’s new strength, dexterity, and constitution scores depend on
  the new form. If the new form is humanoid, use a method for
  generating ability scores as determined by the GM to determine
  3 new scores and apply racial ability score modiﬁers found on the
  charts below. Typical average ability scores are given on the chart
  for possible animal forms, and the GM must consult the bestiary
  176
  Devon Chulick (Order # )
  
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  Reincarnate: Priest’s Table
  Ability Modiﬁers
  Con
  1d100
  New Form
  Str
  Dex
  01–03
  Badger
  8
  17
  15
  15
  13
  19
  Bear, black
  04–08
  09–12
  Bear, brown
  20
  13
  19
  17
  10
  15
  Boar, wild
  13–16
  17–19
  Centaur
  +0
  −2
  +1
  +1
  +0
  Dryad
  20–23
  −1
  24–28
  Eagle
  10
  15
  12
  +1
  +0
  Elf
  29–31
  −1
  32–34
  Fox
  13
  17
  15
  +0
  +0
  +0
  Gnome
  35–36
  37–40
  Hawk
  6
  17
  10
  +0
  +0
  +0
  Human
  41–44
  45–58
  Lynx
  16
  19
  15
  10
  17
  4
  Owl
  59–61
  62–64
  Pixie
  −1
  +1
  −1
  12
  16
  5
  Raccoon
  65–68
  69–70
  Satyr
  +0
  +1
  +1
  12
  20
  15
  Stag
  71–75
  76–80
  Wolf
  13
  15
  15
  19
  15
  14
  Wolverine
  81–85
  86–00
  GM Choice or Roll on Wizard’s Table
  Humanoid Minimum/Maximum Ability Scores
  Race
  Str
  Dex
  Con
  Bugbear
  8/19
  8/17
  8/18
  11/19
  3/16
  11/18
  Centaur
  Dryad
  5/18
  6/19
  3/17
  5/18
  5/18
  6/19
  Gnoll
  Goblin
  4/15
  4/17
  5/16
  14/19
  3/12
  14/19
  Half-Ogre
  Half-Orc
  6/19
  3/17
  13/19
  5/18
  6/18
  6/18
  Hobgoblin
  Kobold
  3/16
  4/18
  4/15
  6/18
  3/18
  8/18
  Lizardman
  Mongrelman
  6/17
  6/18
  8/18
  8/19
  3/17
  6/18
  Orc
  Pixie
  3/14
  8/19
  7/16
  7/19
  8/19
  6/18(75)
  Satyr
  The following charts provide much needed information re-
  quired to create and ﬂesh out the non-standard humanoid char-
  acters that often result from the application of this spell. The
  GM must refer to the bestiary for any additional information, but
  remember the reincarnated character only gains the new form’s
  natural abilities.
  Humanoid Class Level Limits
  Priest
  Wizard
  Warrior
  New Form
  Rogue
  Multi-Class Options
  Bugbear
  12F
  0
  8C
  9T
  ﬁghter/cleric, ﬁghter/thief, cleric/thief
  ﬁghter/mage
  12B
  14D
  12M
  12F, 10R
  Centaur
  Dryad
  7F, 8R
  7M
  9D
  12T, 14B
  ﬁghter/mage, ranger/mage, ﬁghter/thief, ranger/thief, mage/thief
  ﬁghter/cleric, ﬁghter/thief
  11T
  9C
  0
  11F
  Gnoll
  Goblin
  10F
  0
  9C
  12T
  ﬁghter/cleric, ﬁghter/thief, cleric/thief
  ﬁghter/cleric
  0
  4C
  0
  12F
  Half-ogre
  Half-orc
  10F
  0
  4C
  8T
  ﬁghter/cleric, ﬁghter/thief, cleric/thief
  ﬁghter/cleric, ﬁghter/thief
  12T
  9C
  0
  11F
  Hobgoblin
  Kobold
  8F
  0
  9C
  12T
  ﬁghter/cleric, ﬁghter/thief, cleric/thief
  ﬁghter/cleric, ﬁghter/thief
  9T
  7C
  0
  12F
  Lizardman
  Mongrelman
  10F
  10M
  10C
  12T, 8B
  ﬁghter/cleric, cleric/thief, mage/thief, cleric/mage
  ﬁghter/cleric, ﬁghter/thief, cleric/thief
  11T
  9C
  0
  10F
  Orc
  Pixie
  7F
  0
  0
  12T
  ﬁghter/thief
  ﬁghter/thief
  11T
  0
  0
  11F
  Satyr
  Key–F=Fighter, R=Ranger, M=Mage, C=Cleric, D=Druid, T=Thief, B= Bard)
  Humanoid Thief Ability Adjustments
  Pick
  New Form
  Pockets
  Open
  Locks
  Find/
  Remove
  Move
  Stealthily
  Hide in
  Shadows
  Detect
  Noise
  Climb
  Walls
  Read
  Lang.
  Bugbear
  −5%
  −5%
  –
  +10%
  +10%
  +5%
  −5%
  −10%
  –
  NA
  –
  –
  –
  –
  –
  Centaur
  −5%
  Dryad
  –
  –
  –
  –
  +5%
  +5%
  –
  –
  Gnoll
  −5%
  −5
  –
  –
  +5%
  +5%
  –
  %
  −10%
  Goblin
  +5%
  –
  +10%
  +5%
  +5%
  –
  −10%
  −10%
  Half-orc
  −5
  +5%
  +5%
  +5%
  –
  –
  +5%
  %
  −10%
  Hobgoblin
  –
  +5%
  +5%
  –
  –
  –
  –
  −10%
  –
  +10%
  +10%
  +5%
  –
  +5%
  Kobold
  −15%
  −10%
  Lizardman
  −5%
  −5%
  –
  +5%
  +5%
  +5%
  −5%
  −5%
  –
  +5%
  +5%
  +5%
  –
  +5%
  Mongrelman*
  −5%
  −5%
  Orc
  −5%
  –
  –
  –
  +5%
  +5%
  +5%
  −10%
  +5%
  Pixie
  −10
  –
  –
  –
  +5%
  +10%
  +5%
  %
  Satyr
  +5%
  −5%
  –
  +5%
  +5%
  –
  −10%
  −5%
  *Mongrelman also gains an additional 5% bonus to the ability of the player’s choice
  177
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Humanoid Height and Weight
  Modiﬁer
  Base Height
  New Form
  Modiﬁer
  Base Weight
  Bugbear
  72”/68”
  1d6
  210 lbs./180 lbs.
  6d10
  6d20
  1000 lbs./960 lbs.
  3d12
  84”/80”
  Centaur
  Dryad
  –/59”
  2d10
  –/100 lbs.
  6d10
  4d10
  180 lbs./160 lbs.
  1d12
  84”/80”
  Gnoll
  Goblin
  43”/41”
  1d10
  72 lbs./68 lbs.
  5d4
  6d10
  270 lbs./220 lbs.
  2d6
  84”/78”
  Half-ogre
  Half-orc
  60”/58”
  1d12
  135 lbs./95 lbs.
  6d10
  5d10
  150 lbs./130 lbs.
  1d8
  72”/68”
  Hobgoblin
  Kobold
  32”/30”
  3d4
  52 lbs./48 lbs.
  5d4
  3d10
  170 lbs./170 lbs.
  2d12
  60”/60”
  Lizardman
  Mongrelman
  60”/59”
  2d12
  145 lbs./105 lbs.
  4d10
  6d10
  135 lbs./95 lbs.
  1d12
  58”/56”
  Orc
  Pixie
  15”/13”
  1d4
  25 lbs./22 lbs.
  1d4
  4d10
  110 lbs./–
  1d10
  55”/–
  Satyr
  Humanoid Age
  Venerable***
  Old Age**
  Middle Age*
  Variable
  Starting Age
  New Form
  Max Age
  Bugbear
  10
  1d6
  65+2d10
  33
  44
  65
  75
  50
  37
  75+2d20
  1d4
  18
  Centaur
  Dryad
  19
  2d4
  171+3d20
  71
  121
  171
  33
  22
  16
  33+1d4
  1d4
  7
  Gnoll
  Goblin
  12
  1d6
  40+1d20
  20
  27
  40
  90
  60
  45
  90+2d20
  1d4
  15
  Half-ogre
  Half-orc
  12
  1d4
  60+1d20
  30
  40
  60
  50
  33
  25
  50+1d20
  1d6
  14
  Hobgoblin
  Kobold
  12
  1d4
  95+2d20
  48
  62
  95
  110
  73
  55
  110+2d10
  1d4
  15
  Lizardman
  Mongrelman
  6
  1d4
  30+1d10
  15
  20
  30
  35
  23
  17
  35+1d10
  1d4
  10
  Orc
  Pixie
  106
  5d6
  200+2d100
  100
  133
  200
  100
  67
  50
  100+1d100
  3d4
  20
  Satyr
  * −1 Str/Con; +1 Int/Wis
  ** −2 Str/Dex, −1 Con; +1 Wis
  *** −1 Str/Dex/Con; +1 Int/Wis
  Remove Curse (Universal)
  Caster/Level (Sphere): Priest/3 (All), Wizard/4
  Range: Touch
  Duration: Permanent
  Effective Area: Special
  Components: V and S
  Casting Time: Priest—6, Wizard—4
  Saving Throw: Special
  Remove curse typically (but not always) enables a creature af-
  ﬂicted with an accursed magical item to get rid of the accursed
  item, but most often the item remains cursed, except in the case
  of magical cursed scrolls (remove curse destroys a targeted cursed
  scroll). The spell is also used to counter the effects of magical
  cursed scrolls, its reverse, bestow curse, and similar curses, how-
  ever, certain special curses may not be countered by this spell or
  may be countered only by a caster of a certain level or higher. The
  spell can also counter lycanthropy, remove insanity caused from
  contact other plane, and cure the sicken effect of an eye bite spell.
  The reverse, bestow curse, places a curse on the subject. The
  caster must roll a successful touch attack, and the victim gains a
  save vs. spell to avoid the effect. Curses last one turn per caster
  level. They cannot be removed by dispel magic, but can be re-
  moved with a limited wish, remove curse, or wish spell.
  The caster may also invent his own curse, but it should be no
  more powerful than those described above.
  Result
  1d100
  1–50
  Lowers an ability score to 3 (roll 1d6 to determine
  randomly)
  51–75
  Inﬂicts a −4 penalty to attack rolls and saves
  76–00
  Subject is 50% likely each round to drop any items it
  is holding and do nothing
  Remove Fear (Abjuration)
  Caster/Level (Sphere): Priest/1 (Charm)
  Range: 10 yards
  Duration: Special
  Effective Area: 1 creature per 4 levels
  Components: V and S
  Casting Time: 1
  Saving Throw: Special
  This spell makes a creature or creatures within range feel more
  courageous. The effect provides a +4 bonus to the subject’s sav-
  ing throws against fear attacks for one turn. If a subject is cur-
  rently under the effects of a magical fear attack, it is immediately
  granted a new saving throw with a +4 bonus to overcome the
  effect. Casting the reverse on a subject negates the effects, auto-
  matically.
  The reverse, cause fear, causes one creature within range to ﬂee
  for 1d4 rounds. The subject is allowed a saving throw, modiﬁed
  by wisdom—mental defense modiﬁer, to avoid the effect. Casting
  remove fear on a subject automatically negates the effects.
  Neither the spell nor its reverse directly affects the undead, but
  can be used to counter the effects of a fear attack from an undead.
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  Remove Paralysis (Abjuration)
  Caster/Level (Sphere): Priest/3 (Protection)
  Range: 10 yards/level
  Duration: Permanent
  Effective Area: 1-4 creatures in a 20-foot cube
  Components: V and S
  Casting Time: 6
  Saving Throw: Special
  This spell frees up to 4 creatures, within the spell’s range and
  effective area, from paralyzation effects, including ghoul attacks,
  or related magical effects, such as hold or slow.
  If this spell is cast on only one creature, the paralyzation effect
  is instantly negated. If this spell is cast on two creatures, they
  are both allowed a new saving throw against the effect with a
  +4 bonus. If three or more creatures are targeted, each gets a
  new save with a +2 bonus. For the spell to be effective, there
  must be no physical or magical barrier blocking the caster from
  his targeted subjects.
  Repel Insects (Abjuration, Transmutation)
  Caster/Level (Sphere): Priest/4 (Animal, Protection)
  Range: 0
  Duration: 1 turn/level
  Effective Area: 10-foot radius
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell creates an invisible barrier against all kinds of in-
  sects.
  Normal insects and giant insects with less than
  1⁄3 the
  caster’s levels in HD are not able to enter the effective area for
  the duration of the spell. Monstrous insects with 1⁄3 or more HD
  than the caster has levels can enter the effective area if they roll
  a successful save vs. spell, but they suffer 1d6 points of damage
  when passing through the barrier.
  This spell has no effect on arachnids, crustaceans, other non-
  insect vermin, or intelligent insect-like creatures.
  The material component is one of the following:
  crushed
  marigold ﬂowers, crushed leek, crushed stinging nettle leaves,
  or a small lump of camphor resin.
  Repulsion (Abjuration)
  Caster/Level: Wizard/6
  Range: 0
  Duration: 1 round per 2 levels
  Effective Area: 10 feet wide × 10 feet per level long
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell allows the caster to point in a speciﬁc direction and
  force all creatures in the effective area to move away from the
  caster. Each round, the caster can continue to point in the same
  direction, point in a new direction or perform a different action.
  Affected creatures move away at their highest movement value
  for at least one round, until the caster stops pointing or chooses
  another direction, even if this causes them to move beyond the
  effective area.
  The material component is a small pair of magnetized bars
  made of iron attached to two small dog ﬁgurines, one made of
  ivory and one made of ebony.
  Resilient Sphere (Transmutation, Evocation)
  Caster/Level: Wizard/4
  Range: 20 yards
  Duration: 1 round/level
  Effective Area: 1-foot diameter/level
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Negate
  This spell allows the caster to trap one creature inside a globe
  of shimmering force. The spell fails if the subject is larger than the
  sphere or makes a successful save. The sphere imprisons the sub-
  ject for the duration of the spell, but it can be destroyed by a rod
  of cancellation, wand of negation, disintegrate, or dispel magic, releas-
  ing the imprisoned subject unharmed. Nothing except normal
  air can pass in or out through the sphere, so that the subject can
  breathe normally. The imprisoned subject can move the sphere,
  or creatures pushing from the outside can move it.
  The material components are a matched set of hemispheres,
  one made of a hard, clear gemstone (diamond is preferred) and
  the other made of gum arabic.
  Resist Fire/Resist Cold (Transmutation)
  Caster/Level (Sphere): Priest/2 (Protection)
  Range: Touch
  Duration: 1 round/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell assists a creature to resist the effects of either heat or
  cold (as determined by the caster at the time if the casting). The
  caster may also choose to be the subject. Depending on the spell
  effect chosen, the subject becomes immune to either freezing tem-
  peratures as low as −30◦F or ordinary heat as high as 130◦F, in-
  cluding brief contact with ordinary ﬂames (1 round or less). The
  subject also gains a +3 bonus to saving throws against more in-
  tense heat or cold attacks, whether magical or mundane in nature
  (red-hot coals, large amounts of burning oil, ﬂame tongue swords,
  ﬁre storms, ﬁreballs, meteor swarms, red dragon’s breath, frost brand
  swords, ice storms, wands of frost, white dragon’s breath, etc.). The
  subject then suffers only 25% of the normal damage if the save is
  successful and only 50% of the normal damage if the save fails.
  The material component is a drop of mercury.
  Restoration (Necromancy)
  Caster/Level (Sphere): Priest/7 (Necromantic)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 3 rounds
  Saving Throw: None
  This spell restores 1 drained level from a creature provided the
  level was lost within one day per caster level. The spell raises the
  character’s experience points to the minimum number required
  to regain one level. It also heals feeble mind, confusion and many
  other insanity effects. This spell ages both the caster and subject
  by two years if his venerable age is 150 years or less, four years
  if his venerable age is between 151 and 250 years, six years if his
  venerable age is between 251 and 350 years, etc.
  The reverse, energy drain, drains 1 level from a creature via a
  successful touch attack, in the same manner as a powerful un-
  dead. The reverse does not cause the caster or the victim to un-
  naturally age.
  Resurrection (Necromancy)
  Caster/Level (Sphere): Priest/7 (Necromantic)
  Range: Touch
  Duration: Permanent
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell restores life, limb and full health to any dead crea-
  ture, including elves and others with spirits, provided they have
  been dead 10 years per caster level or less. A complete body is
  not necessary, as this spell forms a new body from the remains
  and natural elements at hand, however, if only a small amount
  of the creature’s body remains intact, the GM may wish to assign
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  inside the space to see out. A creature weighing over 2 tons or
  that otherwise makes a successful bend bars check can break the
  connection between an exposed rope and the space, trapping the
  occupants inside the space until the spell ends.
  No sort of spell effect or other attack can cross into or out of the
  space, including divinations, unless the effect can cross planes.
  Only one creature at a time can climb the rope, during which time
  it is still in normal space. When the spell ends the rope drops, the
  inter-dimensional space collapses and everything inside falls to
  the ground below.
  The GM may rule that additional spell effects creating and ac-
  cessing Inter-dimensional Space, such as another rope trick or a
  deep pockets spell, etc., simply fail to work while inside the rope
  trick, but that accessing Non-dimensional Space inside of an inter-
  dimensional space is extremely dangerous (Refer to bag of holding
  and portable hole).
  The material components are a piece of parchment twisted into
  a loop and a handful of powdered corn extract.
  S
  Sanctuary (Abjuration)
  Caster/Level (Sphere): Priest/1 (Protection)
  Range: Touch
  Duration: 2 rounds + 1 round/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell allows the caster to create an invisible safe haven
  around his person, or another creature designated by touch, as
  protection against being attacked. Any enemy who attempts to
  physically attack or directly target the protected creature with
  any harmful effects must save vs. spell. Failure indicates the en-
  emy aborts the current attack, and for the remainder of the spell’s
  duration completely ignores the protected creature and forgets
  his existence. Enemies who never attempt to attack the protected
  creature are not affected, and the effect does not protect the crea-
  ture from spells such as ﬁreball or ice storm that cover an effective
  area. If the protected creature attempts to inﬂict damage or oth-
  erwise directly harm an enemy, the spell ends, however, he may
  perform any other actions, such as cure wounds, cast divinations,
  chant, etc.
  The material components are a small silver mirror and the
  caster’s holy or unholy symbol.
  Scare (Enchantment)
  Caster/Level: Wizard/2
  Range: 30 yards + 10 yards/level
  Duration: 1d4 rounds + 1 round/level
  Effective Area: 1 creature/ 3 levels, within a 15-foot radius
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Special
  This spell besets one or more creatures, within range, inside
  the effective area, and with less than 6 HD or levels, with a ﬁt
  of trembling fear. The spell has no affect on undead or creatures
  from the outer planes, but otherwise only elves, half-elves, and
  priests are granted a saving throw, modiﬁed by wisdom—mental
  defense modiﬁer, to avoid the effect. If lightly encumbered or
  more, drops any item(s) it may be holding. The creature is also
  demoralized, but if forced to ﬁght, suffers a −1 penalty to at-
  tacks, damage (each die of damage for an unarmed creature), and
  saving throws. A frightened creature suffers a −2 charisma—
  reaction modiﬁer for the spell’s duration, allowing more favor-
  able reaction results for the caster, especially if attempting to cap-
  ture, interrogate or recruit the creature.
  The material component is a bone fragment from an undead
  penalties to the creature’s constitution—resurrection chance. The
  small part must have been attached to the creature at the time
  of its death. Poison, disease, and other afﬂictions are absent from
  the new body. The new body is the same age as the old; so that the
  spell cannot be used to raise a creature that has died of old age.
  A character turned into an undead and then destroyed, as well as
  some other types of undead, can be resurrected, but constructs,
  elementals, and creatures from the outer planes can’t be resur-
  rected. A creature to be resurrected must roll his constitution—
  resurrection chance. If successful, the creature immediately loses
  1 point of constitution permanently, but is restored to life and full
  hit points. In addition, the resurrected character retains the abil-
  ity to cast any spells that he had remaining in his memory at the
  time of his death. A character’s starting constitution is the maxi-
  mum number of times he can ever be raised from the dead in his
  own body. If he fails his constitution—resurrection chance, only
  a wish can restore his life to his original body.
  Casting this spell ages a caster three years if his venerable age
  is 150 years or less, six years if his venerable age is between 151
  and 250 years, nine years if his venerable age is between 251 and
  350 years, etc. The caster must rest completely for one day per
  level or HD of the revived creature.
  On a successful touch attack, the reverse, destruction, instantly
  slays a creature and turns it to dust, unless the creature saves vs.
  death magic with a −4 penalty. A wish or divine intervention is
  required to bring the creature back to life. If the save is successful,
  the creature suffers 8d6 points of damage, which may still kill it,
  but not turn the body to dust. The reverse does not unnaturally
  age the caster.
  The material components are the caster’s holy or unholy sym-
  bol and holy or unholy water.
  Reverse Gravity (Transmutation)
  Caster/Level: Wizard/7
  Range: 5 yards/level
  Duration: 1⁄100 of a second/level
  Effective Area: 30 feet × 30 feet
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell reverses the ﬂow of gravity with respect to ob-
  jects and creatures within the spell’s range.
  The spell causes
  unattached objects and creatures in the effective area to “fall” up-
  ward, and if they strike a solid object, they suffer damage as if
  they had fallen normally. The creatures and objects remain under
  the spell’s effect for the spell’s duration, falling up to 1.67 feet per
  caster level. When the effects end, gravity returns to normal for
  the objects and creatures, and they fall back downward, possibly
  taking falling damage again.
  The material components are a lodestone and iron ﬁlings.
  Rope Trick (Transmutation)
  Caster/Level: Wizard/2
  Range: Touch
  Duration: 2 turns/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 2
  Saving Throw: None
  When cast upon a rope between 5 and 30-feet long, this spell
  allows the rope to attach to an inter-dimensional space, 10’ high,
  10’ long, and 20’ wide. During the casting, one end of the rope
  rises into the air and fastens itself to this space. The caster and
  up to seven other man-sized creatures can climb up the rope and
  vanish into the space.
  The rope can be brought into the space, but counts as a whole
  creature. If not brought into the space, the rope hangs visibly in
  mid-air. Creatures cannot see into it, but there is an invisible 3-
  foot × 5-foot window centered on the rope that allows creatures
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  skeleton, zombie, ghoul, ghast, or mummy.
  Screen (Greater Divination, Illusion)
  Caster/Level: Wizard/8
  Range: 0
  Duration: 1 hour/level
  Effective Area: 30-foot cube/level
  Components: V and S
  Casting Time: 1 turn
  Saving Throw: Special
  This spell creates a powerful illusory effect that changes what
  can or cannot be seen, felt, smelt and heard within the effective
  area, by either scrying or direct observation. The effect is de-
  clared in simple terms, it cannot be programmed with more than
  one type of activity, or set of conditions, and the effect cannot
  be changed once created, for the duration of the spell. So that an
  illusion may be created of the caster playing a game with pen, pa-
  per and strange dice with a group of friends while he is actually
  casting a spell or not even in the vicinity at all, but the illusion
  must play the same game for the whole duration of the spell. An
  empty ﬁeld with chirping birds could be made to appear as an ac-
  tive military camp, or the reverse. An army passing through the
  effective area can be made totally invisible, or be made to appear
  more or less numerous, and/or better or more poorly equipped
  than they actually are. Many other uses are possible.
  Those attempting to scry the effective area automatically be-
  lieve the illusion, but direct observers may be allowed a saving
  throw, modiﬁed by wisdom—mental defense modiﬁer and ap-
  propriate believability modiﬁers, if they have some reason to dis-
  believe the effect, (Refer to Illusions). Even if the viewer enters
  the effective area, the illusion is not automatically ended nor does
  he necessarily gain a saving throw, as long as any unseen crea-
  ture(s) inside the effective area avoid those under the effect of the
  illusion. If a direct observer has a vantage point that allows him
  to see the edge(s) of the effective area and therefore can see troops
  appear, disappear, seem to change armor, etc., this is reason to
  disbelieve the illusion. The effect can be ended by a successful
  dispel magic.
  Secret Page (Transmutation)
  Caster/Level: Wizard/3
  Range: Touch
  Duration: Until dispelled
  Effective Area: 1 page, up to 2-foot square
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to alter the contents of a page to
  appear as a completely different page. Maps can look like recipes;
  recipes look like spells, spells like book keeping records, etc. If
  magic is detected for, the secret page radiates a dim magical aura.
  In addition, confuse languages, explosive runes or sepia snake sigil can
  be cast on a secret page.
  The caster can speak a command word (chosen at the time of
  casting), which suspends this spell’s effect and reveals the page’s
  true contents.
  After perusing the page, the caster can restore
  the effect at will. The secret page is otherwise permanent, until
  destroyed or the caster ends it by speaking the command word
  twice in succession.
  Comprehend languages used alone has no effect and true see-
  ing only reveals the presence of hidden material, but if cast to-
  gether, they can reveal the true content, without ending the spell
  or destroying the page.
  The effect can be ended by a successful dispel magic, but a failed
  attempt destroys the page. A successful erase spell will also de-
  stroy the original writing without revealing it.
  The material components are the essence of a will o’wisp or
  boggart, combined with powdered herring scales.
  Seeming (Illusion)
  Caster/Level: Wizard/5
  Range: 10-foot radius
  Duration: 12 hours
  Effective Area: 1 person per 2 levels
  Components: V and S
  Casting Time: 5
  Saving Throw: Negate
  This spell functions as the change self spell except that it al-
  lows the caster to change the appearance of one or more persons
  within range (and he may choose to include himself). Targeted
  creatures that do not wish to have their appearance changed are
  granted a saving throw to avoid the effect. All affected creatures
  must resemble the same race of humanoid. If a subject dies be-
  fore the spell duration expires, the spell effect ends prematurely
  for that subject only, and it returns to its normal appearance.
  Note: As with change self, this is an illusory effect and creatures
  that interact with a subject may be allowed a saving throw, mod-
  iﬁed by wisdom—mental defense and appropriate believability
  modiﬁers, if they have some reason to disbelieve the effect. The
  GM may determine that a will not be affected if the appearance
  change would violate the height differential stated for the spell
  effect (for instance, a 3’ halﬂing could not be made to look like a
  bugbear), however, the GM may allow the effect to work within
  the height strictures, so that the halﬂing appears as an unusu-
  ally short or very young bugbear, which may prompt a disbelief
  check.
  Sending (Evocation)
  Caster/Level: Wizard/5
  Range: Unlimited
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to send a mental message to a sin-
  gle creature whose name and appearance are well known to him.
  The recipient will recognize the caster, if it knows him. The mes-
  sage must be 25 words or less, and even creatures with animal
  intelligence can understand it. The creature can choose to answer
  the message immediately in 25 words or less, or choose to ignore
  the message. Those with animal intelligence cannot answer in
  words, but may respond empathically.
  If the requested creature is not physically on the same plane as
  the caster, there’s a base 5% chance the spell fails. The GM may
  determine that circumstances on the receiving plane and each in-
  tervening plane may increase this chance of failure.
  The material components are two tiny metal cylinders, each
  open on one end, and connected to each other by a small piece of
  ﬁnely twisted copper wire.
  Sepia Snake Sigil (Conjuration)
  Caster/Level: Wizard/3
  Range: 5 yards
  Duration: Special
  Effective Area: 1 sigil
  Components: V, S and M
  Casting Time: 3
  Saving Throw: None
  This spell allows the caster to scribe a small symbol within the
  text of any written body of work. When the text containing the
  symbol is read, a dark brownish grey snake springs from the page
  and immediately attacks the nearest living creature (usually the
  reader) within range, but the snake will not attack the caster. The
  snake strikes as a monster with HD equal to the caster’s level at
  the time the spell was cast. If the attack is successful, the snake
  transforms into a shimmering amber force ﬁeld around the vic-
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  HD have the normal chance to notice the invisible caster, but they
  must actively attempt to use the ability.
  Shadow Magic (Illusion)
  Caster/Level: Wizard/5
  Range: 50 yards + 10 yards/level
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: 5
  Saving Throw: Special
  This spell allows the caster to draw energy from the Demiplane
  of Shadow to cast quasi-real arcane spells from the school of evo-
  cation of not more than 3rd level (magic missile, ﬁreball, lightning
  bolt, etc.). Creatures struck by a quasi-real effect automatically
  gain a saving throw to disbelieve it, which if successful, reduces
  damage to 20% of normal. If the quasi-real spell allows a save, it
  is rolled normally.
  Shadow Monsters (Illusion)
  Caster/Level: Wizard/4
  Range: 30 yards
  Duration: 1 round/level
  Effective Area: 20-foot cube
  Components: V and S
  Casting Time: 4
  Saving Throw: Special
  This spell allows the caster to pull strands of material from the
  Demiplane of Shadow out of thin air to create up to 1 HD per
  caster level worth of quasi-real monsters. All creatures created
  by a single casting must be of the same type. Each monster re-
  tains its normal attack values, armor class, saving throws, and
  special abilities, but only 20% of the hit points it would normally
  have (round up .4 or more). If this hit point reduction results in
  a monster with less than 0.4 hit points, the monster fails to mate-
  rialize. Creatures viewing the quasi-real monsters are allowed a
  chance to disbelieve with a −2 penalty (Refer to Illusions). Those
  who fail the saving throw suffer normal damage from all attacks
  and behave as if special attacks that do not inﬂict damage, such
  as gaze effects, petriﬁcation, level drain, etc., were real, until a
  successful dispel magic is cast on the illusory monsters, or a heal
  is cast on the illusory effects.
  Creatures that successfully disbelieve quasi-real monsters see
  them as transparent images superimposed on shadowy forms. To
  them, the quasi-real monsters have AC 10, inﬂict only 20% of the
  normal damage from attacks (discard damage less than .4), and
  they aren’t affected by the quasi-real monster’s special attacks.
  Shadow Walk (Illusion, Enchantment)
  Caster/Level: Wizard/7
  Range: Touch
  Duration: 6 turns/level
  Effective Area: Special
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  This spell can only be cast in an area of heavy shadows, but
  then allows the caster to transport his own person, and up to 1
  other creature per caster level he is touching, to the border be-
  tween of the Prime Material Plane and the Demiplane of Shadow.
  Unwilling creatures that are touched are allowed a save to avoid
  the effect. While in this border region, the caster moves at a rate
  of 7 miles per turn with respect to the Prime Material Plane and
  can choose the exact location where he will return. However, due
  to the blurring of reality between the Demiplane of Shadow and
  the Prime Material Plane, he can’t make out details of the terrain
  or areas he passes over during transit, so that the spell is virtually
  useless for scouting or spying.
  Shadow walk can also be used to travel to other planes that
  tim, completely immobilizing it for 1d4 + 1 days per caster level
  at the time of the casting, until released by the caster, or until a
  successful dispel magic is cast. No form of attack or magical ef-
  fect can move the force ﬁeld or damage the victim. While inside
  the force ﬁeld, the victim is in a state of timeless suspended an-
  imation (See Temporal Stasis). If the attack fails, the sepia snake
  dissipates with a loud noise, a ﬂash of brown light and a puff of
  dun-colored smoke, 10 feet in diameter and lasting for one round.
  The small symbol cannot be detected by normal visual inspec-
  tion, while a detect magic spell only reveals that the entire text is
  magical. A successful dispel magic can remove the symbol with-
  out destroying the page, but erase destroys the sigil along with
  the entire page of text. The spell can be cast in combination with
  other spells that change, garble or hide text.
  The spell components are a snake’s scale, a pinch of mushroom
  spores, and powdered amber of 100 gp value.
  Sequester (Illusion, Abjuration)
  Caster/Level: Wizard/7
  Range: Touch
  Duration: 1 week + 1 day/level
  Effective Area: 2-foot cube/level
  Components: V, S and M
  Casting Time: 7
  Saving Throw: Special
  This spell renders everything in the effective area invisible to
  any form of vision, including scrying attempts, and undetectable
  by locate and detect spells. The spell can thus hide a secret door,
  treasure vault, statue, etc., but the affected object is still tangible
  and can be found through touch and revealed by using certain
  magical items (like a robe of eyes or gem of seeing).
  The spell can be cast upon living creatures within the effec-
  tive area (including the undead, but not constructs, elementals
  or creatures from the outer planes). An unwilling creature gains
  a saving throw to avoid the effect. If the save fails, the creature
  not only becomes invisible and undetectable but also falls into a
  coma and is placed in a state of suspended animation (See Tem-
  poral Stasis), until the duration expires or a successful dispel magic
  is cast.
  The material components are the eyelash of a basilisk, gum ara-
  bic, and a dram (1⁄8 of an ounce) of whitewash.
  Shades (Illusion)
  Caster/Level: Wizard/6
  Range: 30 yards
  Duration: 1 round/level
  Effective Area: 20-foot cube
  Components: V and S
  Casting Time: 6
  Saving Throw: Special
  This spell functions as shadow monsters, except that the quasi-
  real creatures each have 60% of the normal hit points. If disbe-
  lieved, they deal 60% damage and have AC 6.
  Shadow Door (Illusion)
  Caster/Level: Wizard/5
  Range: 10 yards
  Duration: 1 round/level
  Effective Area: Special
  Components: S
  Casting Time: 2
  Saving Throw: None
  This spell creates an illusory door that the caster appears to
  step through, but the caster actually becomes invisible (Refer to
  Invisibility) for the spell’s duration, and can ﬂee to one side or the
  other. The illusory door also remains for the spell’s duration, and
  creatures that open it believe they see and can enter an empty
  10-foot × 10-foot room on the other side. Casting true seeing or
  similar magical means can spot the caster. Creatures with high
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  border on the Demiplane of Shadow, but this usage requires
  traveling across the Demiplane of Shadow to arrive at a border
  with another plane of reality. The transit across the Demiplane
  of Shadow requires 1d4 hours, requiring at least 1 random en-
  counter check.
  Creatures brought to this region by the caster may choose to
  follow the caster, or go their own way. If they go their own way or
  are otherwise separated from the caster, they have a 50% chance
  to either become lost on the Demiplane of Shadow or ﬁnd a way
  back to a random location within one mile from where the spell
  was cast on the Prime Material Plane.
  Shape Change (Transmutation)
  Caster/Level: Wizard/9
  Range: 0
  Duration: 1 turn/level
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 9
  Saving Throw: None
  This spell allows the caster to assume the form of any living
  creature below the rank of demigod that he is familiar with (in-
  cluding gaseous form or incorporeal creatures, normal plant-life
  and the undead, but excluding constructs and elementals). Size
  is not a factor, but the assumed form cannot have more than the
  caster’s level in Hit Dice (to a maximum of 25 HD). The caster
  retains his own current hit point total, intelligence, wisdom and
  charisma, and does not gain the creature’s innate magical abili-
  ties or magic resistance, but does gain all of its strength, dexterity,
  constitution, movement value(s), physical abilities, and vulnera-
  bilities.
  Changing shape requires only a second, and no constitution—
  system shock roll is necessary, allowing the caster to freely
  change his shape once per round while performing other actions,
  such as during combat. If the caster is killed, the spell ends, but
  the caster does not revert to his original form, and this may pre-
  vent the caster from being brought back to life by magic that re-
  quires his original body.
  The material component is a jade circlet worth at least 5,000 gp,
  which shatters when the spell ends. The circlet remains upon the
  caster’s head for the duration of the spell, and if it’s destroyed
  (via a called shot, or by failing a save versus an attack that would
  destroy it), the spell ends prematurely.
  Shatter (Transmutation)
  Caster/Level: Wizard/2
  Range: 30 yards + 10 yards/level
  Duration: Instantaneous
  Effective Area: 3-foot radius
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Negate
  This spell produces a sonic (sound based) attack that affects
  mundane objects made of crystal, glass, ceramic, or porcelain (in-
  cluding vials, bottles, ﬂasks, jugs, windows, mirrors, etc.).
  This spell has two effects. The speciﬁc effect is chosen when
  the spell is cast.
  Blast the Area: All appropriate objects weighing 1 pound per
  caster level or less, within range and caught in the effective area,
  must save vs. crushing blow or break into a dozen or more small
  pieces.
  Target One: This effect is targeted against a single appropriate
  object, within range, of up to 10 pounds per caster level. It must
  save vs. crushing blow or break into hundreds of small pieces.
  This effect can also be cast upon a single crystalline creature. The
  creature suffers 1d6 points of damage per caster level, to a max-
  imum of 6d6. A successful saving throw vs. spell reduces this
  damage to half.
  The material component is a chip of mica.
  Shield (Evocation)
  Caster/Level: Wizard/1
  Range: 0
  Duration: 5 rounds/level
  Effective Area: Special
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to protect the front of his person
  with a magical barrier during combat. The invisible ﬁeld com-
  pletely negates the effects of magic missiles against the front of his
  person. It also provides a +1 bonus to saving throws, AC 2 ver-
  sus hurled weapons (axe, dart, javelin, spear, etc.), AC 3 versus
  propelled missiles (arrow, bolt, manticore spike, sling bullets and
  stones, etc.), and AC 4 versus any other attacks or effects that
  come from in front of the caster.
  Shillelagh (Transmutation)
  Caster/Level (Sphere): Priest/1 (Combat, Plant)
  Range: Touch
  Duration: 4 rounds + 1 round/level
  Effective Area: 1 oak club
  Components: V, S and M
  Casting Time: 2
  Saving Throw: None
  This spell allows the caster to enchant his mundane wooden
  club or staff to temporarily become in all ways magical. As long
  as the caster wields the weapon during the spell’s duration, it
  gains a +1 bonus to attack rolls and inﬂicts 2d4 points of damage
  to man-sized and smaller creatures or 1d4 + 1 points of damage
  to large creatures.
  The material components are the leaf of a shamrock and the
  caster’s holy or unholy symbol. The weapon is unharmed by the
  effect.
  Shocking Grasp (Transmutation)
  Caster/Level: Wizard/1
  Range: Touch
  Duration: 1 round/level
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to deliver a powerful electrical
  shock to an opponent with a successful touch attack. The GM
  may allow up to a +3 attack bonus when used against those made
  of metal, wearing metal armor, or carrying a lot of metal items.
  The spell remains in effect for its duration or until discharged. A
  successful attack deals 1d8 + 1 points of damage per caster level.
  Touching the caster does not discharge the electricity.
  Shout (Evocation)
  Caster/Level: Wizard/4
  Range: 0
  Duration: Instantaneous
  Effective Area: 10-foot × 30-foot cone
  Components: V and M
  Casting Time: 1
  Saving Throw: Special
  This spell allows the caster to produce a high volume sonic
  attack, deafening creatures in the effective area for 2d6 rounds
  and inﬂicting 2d6 points of damage. A successful save allows a
  creature to avoid the deafness and halves the damage. The effect
  shatters exposed brittle or crystalline objects within the effective
  area. Those objects in a creature’s possession gain a save to avoid
  the effect. The effect is blocked by silence, 15’ radius. The spell
  can only be used once per day; each additional use forces the
  caster to save vs. spell or become permanently deafened.
  The material components are a small cone made from the horn
  of a bull or a ram, and a drop each of honey and citric acid.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  consider, the alignment of the caster, the alignment of the crea-
  ture being duplicated, and the alignment of the life force that
  inhabits the body. While being directly controlled by the caster
  by either verbal or written commands, the creature tends to ra-
  diate the alignment of the caster. If left alone or undirected for
  more than 24 hours, the alignment begins to drift towards that
  of the original creature (75% chance) or that of the life force (25%
  chance).
  Stage 2 Enhancement: A limited wish can now be employed
  to grant the creature learned class abilities of the original (at the
  previously determined level or HD), and between 40 and 65%
  (35 + 5d6%) of the original’s intelligence, wisdom and charisma
  scores. This also provides the simulacrum with partial knowledge,
  limited memories, and general personality traits of the original
  creature. The GM must then determine personality quirks that
  are different from the original, incomplete or lost areas of knowl-
  edge and memories that the duplicate does not gain. While mak-
  ing these determinations, the GM may take into consideration
  the inﬂuence of the caster’s alignment and personality, the inﬂu-
  ence of the infused life force, as well as the actions (if any) that
  the simulacrum has been commanded to perform before being en-
  hanced to this stage. Once determined, the creature cannot gain
  levels of experience or learn new abilities. Since the simulacrum
  has now acquired so much of the original creature’s mental at-
  tributes, the caster’s alignment may come into conﬂict with the
  original creature’s alignment, but the life force’s alignment is no
  longer a factor. If the caster commands the duplicate to perform
  an action that is completely at odds with the original creature’s
  alignment (for example, the caster commands a paladin’s sim-
  ulacrum, which has been enhanced by both reincarnate and lim-
  ited wish, to rampage through a peaceful hamlet, killing innocent
  peasants and burning their huts to the ground), the simulacrum is
  allowed a saving throw, modiﬁed by its wisdom—mental defense
  modiﬁer, to refuse to follow the command. The GM may assign
  an additional penalty up to −4 or a bonus up to +4 to the save,
  depending upon the severity of the alignment conﬂict, rewards
  or punishments involved, and other factors.
  Sink (Enchantment, Transmutation)
  Caster/Level: Wizard/8
  Range: 10 yards/level
  Duration: Special
  Effective Area: 1 creature or object, 1 cubic foot/level maximum
  Components: V and S
  Casting Time: 8
  Saving Throw: Special
  This spell attempts to bury a creature or object, within range
  and up to the effective area in size, by causing the ground below
  its feet to become temporarily less dense.
  The caster must cast the spell without interruption for at least
  the remainder of the round. At the end of the round, the sub-
  ject becomes rooted to the ground for 4 turns. Mundane objects
  get no saving throw, but a creature is granted one save vs. spell,
  and magical items (including items with any kind of enchant-
  ment cast upon them or magical origins) are allowed one save vs.
  disintegration, to avoid the effect. If this save is failed and the
  subject becomes stuck, the caster can continue casting the spell
  throughout the next round, so that the subject begins to sink into
  the ground. Before the group that wins initiative performs its
  actions, the subject sinks 1⁄4 of its height. After the ﬁrst group per-
  forms its actions, the subject sinks 1⁄2 of its height, after the second
  group performs its actions, the subject sinks 3⁄4 of its height, and
  by the end of the round, the subject is completely buried. If a
  subject becomes completely buried, it continues to sink until it
  becomes entombed in a state of timeless suspended animation
  (See Temporal Stasis), with its highest point at a depth equal to its
  height. If detect magic is cast over an area where a subject is en-
  tombed, a faint magical aura is revealed, regardless of how deep
  Silence, 15’ Radius (Transmutation)
  Caster/Level (Sphere): Priest/2 (Guardian)
  Range: 120 yards
  Duration: 2 rounds/level
  Effective Area: 15-foot radius
  Components: V and S
  Casting Time: 5
  Saving Throw: None
  This spell creates a zone of complete silence in the effective
  area.
  No sound can enter, leave or occur within the effective
  area, preventing conversation and spell casting that requires ver-
  bal components, but also completely protecting those inside from
  any sonic-based attacks (including harpy song, shout spell, horn of
  blasting, etc.). The effective area can either be stationary, or it cast
  on a mobile object or creature. An unwilling creature, or an item
  possessed by an unwilling creature, is allowed a saving throw. If
  successful, the center of the effective area becomes a stationary
  point approximately one foot behind that creature.
  Simulacrum (Illusion)
  Caster/Level: Wizard/7
  Range: Special
  Duration: Permanent
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 12 hours
  Saving Throw: None
  This spell allows the caster to create a quasi-real, exact phys-
  ical duplicate of any speciﬁc creature with HD or levels equal
  to or less than twice his caster level. While his creation has the
  same physical abilities, countenance and general appearance as
  the original, it is a zombie-like, mindless being that follows the
  caster’s simplest verbal commands. At this stage, the simulacrum
  is considered a non-intelligent, non-aligned construct. Its level
  or HD (for attacks, saves and all other non-learned abilities) is
  only 20–50% ((1d4 + 1) × 10%) of that of the original creature,
  and it has a maximum number of hit points between 51 and
  60% (50 + 1d10%) of the total hit points of the original creature.
  Once the simulacrum has been created, these two scores will never
  change, however, the caster may choose to enhance his simu-
  lacrum in other ways. If killed, a simulacrum (whether enhanced
  or not) melts and evaporates instantly into water vapor, regard-
  less of the ambient temperature, but a damaged simulacrum can
  be repaired via a complicated alchemical process. This process
  requires a fully stocked laboratory, 100 gp worth of ruby dust (or
  other material the GM feels appropriate) per hit point repaired,
  and 12-hours + 1 hour per hit point repaired above 12. Detect
  magic, true seeing, or similar reveals the simulacrum for what it is,
  regardless of enhancements.
  The material components are a life-sized body made from ice
  or snow, a pinch of powdered ruby, and a small piece (feather,
  scale, lock of hair, fang, tooth, beak, claw, talon or ﬁngernail, etc.)
  from the creature that is to be duplicated. The latter is set inside
  the icy body, usually in the place of the heart, during the casting
  of the spell.
  Stage 1 Enhancement: To enhance the creation, a reincarnate
  spell is initially used to infuse it with a spirit (or possibly a soul).
  The GM may choose to determine the original nature of the life
  force by rolling d100 and consulting the wizard’s (or if desired,
  priest’s) reincarnation table. The creation is then less zombie-like,
  gaining intelligence, wisdom, and charisma scores equal to one-
  third of the original creature’s scores (generating scores between
  1 and 6). The duplicate can now speak (and possibly read and
  write) one language chosen by the caster from those that the orig-
  inal creature knows. At this stage of the enhancement process,
  the simulacrum is considered a living creature, and feels a self-
  preservation instinct that will allow it to refuse obviously suicidal
  commands. It will also begin to radiate an aura of alignment. Ex-
  actly which alignment is up to the GM, but there are 3 sources to
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  it is buried, however, if it is within the detection spell’s range, the
  schools of alteration and enchantment may also be revealed.
  If the ground above and around an affected creature or object
  can be excavated, the spell ends. An entombed creature revives
  from its suspended animation and can climb out, or if an object,
  it can be hauled out. Dig, transmute rock to mud, and freedom (Re-
  fer to Imprisonment) do not harm a partially buried or entombed
  creature or sunken object and can often be useful in retrieving it.
  Sleep (Enchantment)
  Caster/Level: Wizard/1
  Range: 30 yards
  Duration: 5 rounds/level
  Effective Area: 30-foot diameter circle
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell causes one or more creatures (excluding undead and
  other very speciﬁc creatures), in range and within the effective
  area, to fall into a coma-like state. The spell affects up to 2d4 HD
  of creatures with less than 4 + 3 HD each. Unless the caster tar-
  gets a speciﬁc single creature of appropriate HD, the creature(s)
  with the lowest hit dice are affected ﬁrst, and partial effects are
  discarded. The creatures are not awakened by loud noises and
  will remain asleep until the spell duration expires, until they are
  shaken for an entire round, or until they take damage from any
  source (assuming the damage doesn’t kill them ﬁrst).
  The material component can be any one of the following: a
  pinch of ﬁne sand, a small handful of rose petals, or a live cricket.
  Slow (Transmutation)
  Caster/Level: Wizard/3
  Range: 90 yards + 10 yards/level
  Duration: 3 rounds + 1 round/level
  Effective Area: 40-foot cube
  Components: V, S and M
  Casting Time: 3
  Saving Throw: Negate
  This spell attempts to reduce the movement value and number
  of attacks per round by half of up to one creature per caster level,
  in range and within the effective area. Affected creatures also
  suffer a +4 penalty to AC, an attack penalty of −4, and lose all
  dexterity bonuses, for the spell’s duration.
  The creatures are each granted a saving throw to avoid the ef-
  fect, but with a −4 penalty. Creatures near the center of the ef-
  fective area make their saves ﬁrst, then the next farther out, until
  the maximum numbers of creatures are affected, or no more crea-
  tures are in the effective area.
  This spell cancels the effects of a haste spell or its equivalent,
  negating both effects, but it does not cancel other magical types
  of speed, nor can it stack with another slow spell.
  The material component is one drop of molasses.
  Slow Poison (Necromancy)
  Caster/Level (Sphere): Priest/2 (Healing)
  Range: Touch
  Duration: 1 hour/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  If cast before a poison takes full effect, this spell slows the poi-
  son’s onset time within an envenomed creature. The poison is
  not neutralized but is prevented from farther harming the crea-
  ture for the spell’s duration.
  The material components are the caster’s holy or unholy sym-
  bol and a bud of crushed garlic, either spread upon an enven-
  omed wound or eaten by an envenomed creature to slow in-
  gested poisons.
  Snake Charm (Enchantment)
  Caster/Level (Sphere): Priest/2 (Animal)
  Range: 30 yards
  Duration: Special
  Effective Area: 30-foot cube
  Components: V and S
  Casting Time: 5
  Saving Throw: None
  This spell creates a pattern that hypnotizes a number of serpen-
  tine, reptilian creatures, in range and within the effective area.
  The snakes’ total maximum hit points cannot exceed the caster’s
  maximum total hit points. The affected snakes will stay in place,
  only able to sway back and forth in a semi-erect posture for the
  duration of the spell. This spell can be effective against any va-
  riety of snakes, including giant snakes, snake-like monsters, and
  intelligent snake-like beings (naga, couatl, etc.), as long as the hit
  point total is not exceeded. There is no save, but magic resistance
  still applies.
  The spell’s duration is dependent upon the attitude of the
  snakes when the spell is cast. If the snakes are completely in-
  active or asleep, the duration is 1d4 + 2 turns. If they are active
  and alert (but not hostile or agitated), the duration is 1d3 turns.
  If they are hostile when the spell is cast, the duration is 1d4 + 4
  rounds.
  If the GM so desires, this spell can be faith-speciﬁc and be
  modiﬁed for use against other creatures signiﬁcant to particular
  deities, pantheons, etc.
  Snare (Enchantment)
  Caster/Level (Sphere): Priest/3 (Plant)
  Range: Touch
  Duration: Until triggered
  Effective Area: 2-foot diameter + 2 inches/level
  Components: V, S and M
  Casting Time: 3 rounds
  Saving Throw: None
  This spell makes a magic snare trap. The snare can be made
  from any supple vine, a thong, or a rope. As the spell is cast,
  the cordlike object blends with its surroundings, making it 90%
  undetectable to normal, non-magical methods. One end of the
  snare is tied in a loop that contracts around one or more of the
  limbs of any creature stepping inside of it. The neck can some-
  times be considered a limb (particularly with snakes and worms,
  but giraffe also springs to mind).
  If a strong and supple tree
  is nearby, the snare can be fastened to it. The spell causes the
  tree to bend and then straighten when the loop is triggered, in-
  ﬂicting 1d6 points of damage to the creature trapped and lifting
  it off the ground by the trapped limb(s). The trapped creature
  may suffocate if the neck is caught. If no such tree is available
  (or the caster simply chooses not to use one), the cordlike object
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Speak With Dead (Necromancy)
  Caster/Level (Sphere): Priest/3 (Divination)
  Range: Touch
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: Special
  This spell allows the caster to ask a dead creature a number of
  questions and possibly receive answers. The caster receives the
  answers in his mind. A dead creature’s knowledge is limited to
  what it knew in life, including its spoken languages, so the caster
  must be able to speak a language that the creature knew in life.
  An unwilling dead creature with either a different alignment than
  the caster, or higher HD at the time of death than the caster level,
  is granted a saving throw to resist the spell. A successful save
  means the creature refuses to answer and the spell ends. Each
  individual dead creature can be spoken to no more than once per
  week.
  The caster level determines the length of time the creature can
  have been dead, the number of questions that can be asked, and
  how much time is allowed to ask them, according to the table
  below.
  Dead creatures can answer truthfully, however, they rather
  tend to take questions from the living in a very literal sense, and
  their answers are often brief, evasive and cryptic.
  The material components are the caster’s holy or unholy sym-
  bol, burning incense, and some part of the dead creature’s bodily
  remains. The creature’s remains are not destroyed by this spell.
  Max. Time
  Caster Level
  Dead
  Question
  Time
  Number of
  Questions
  1–7
  1 week
  1 round
  2
  3
  3 rounds
  1 month
  7–8
  9–12
  1 year
  1 turn
  4
  5
  2 turns
  10 years
  13–15
  16–20
  100 years
  3 turns
  6
  7
  1 hour
  1,000 years
  21+
  Speak With Monsters (Transmutation)
  Caster/Level (Sphere): Priest/6 (All)
  Range: 30 yards
  Duration: 2 rounds/level
  Effective Area: The caster
  Components: V and S
  Casting Time: 9
  Saving Throw: None
  This spell functions as speak with animals, except that it allows
  the caster two-way communication with any living creature (with
  an intelligence of 1 or higher), regardless of what form that com-
  munication takes (including via pheromones, tactile, empathic,
  etc.). The caster can speak to different types of creatures with the
  same casting, but only one type of creature at a time, per round,
  until the spell duration expires.
  Speak With Plants (Transmutation)
  Caster/Level (Sphere): Priest/4 (Plant)
  Range: 0
  Duration: 1 round/level
  Effective Area: 30-foot radius
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell functions as speak with animals, except that it al-
  lows the caster a very basic two-way communication with every
  plant within the effective area, including both normal, mundane
  plants and plant creatures (including vegetables, fungi, molds,
  and plantlike monsters).
  magically wraps and entangles around the creature, dealing no
  damage. If used underwater, the snare additionally wraps itself
  around an anchoring point to avoid drifting in the currents.
  The snare is magically strong. To escape during the ﬁrst hour of
  being trapped, a creature requires a strength score of 23 and a full
  round. Every hour that passes after the ﬁrst reduces the strength
  score required by 1 point, until 6 hours after being captured have
  passed, when a strength score of only 18 is required. The snare
  has AC 7 and 5 hit points. It can be cut or broken by any mag-
  ical weapon, or by any mundane edged weapon whose wielder
  has at least a +2 bonus to attack, either from magical enhance-
  ment and/or strength modiﬁer. If a creature successfully escapes
  from the snare, the loop breaks and the spell ends. Otherwise, 12
  hours after trapping a victim, the snare loses its enchantment and
  loosens automatically to release the creature.
  The material components are the skin from a snake and sinew
  from a strong animal, which are weaved into the cordlike object,
  as well as the caster’s holy or unholy symbol.
  Solid Fog (Transmutation)
  Caster/Level: Wizard/4
  Range: 30 yards
  Duration: 2d4 rounds + 1 round/level
  Effective Area: 20 feet × 10 feet × 10 feet/level of caster
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This spell functions like fog cloud, but in addition to obscuring
  sight, the solid fog is so thick that any creature attempting to move
  through it progresses at a speed of 1 foot per round, regardless of
  its normal speed, and suffers a −2 penalty on all melee attack and
  melee damage rolls. The vapors prevent effective ranged weapon
  attacks (except for magic rays and the like). A creature or object
  that falls into solid fog is slowed, so that each 10 feet of vapor that
  it passes through reduces falling damage by 1d6.
  The fog can be made to ﬁll the effective area or can be made
  as small as a 10-foot by 10-foot cube. A gust of wind spell does
  not affect it, but a very strong wind (greater than 30 mph) will
  dissipate the vapors in one round. A ﬁreball, ﬂame strike, or wall of
  ﬁre will burn it away in one round.
  Solid fog can be made permanent with a permanency spell. A
  permanent solid fog dispersed by wind reforms in 10 minutes.
  The material components are a pinch of dried, powdered peas
  combined with powdered animal hoof.
  Speak With Animals (Transmutation)
  Caster/Level (Sphere): Priest/2 (Animal, Divination)
  Range: 0
  Duration: 2 rounds/level
  Effective Area: 1 animal within 30 feet
  Components: V and S
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster two-way communication with any
  natural, mundane animals, including giant animals, whether
  warm or cold-blooded, so long as they have an intelligence score
  of 1 or higher. This includes creatures such as apes, bears, cats,
  dogs, elephants, etc.
  The caster can ask questions and receive answers, but the an-
  imal is not necessarily friendly or cooperative.
  The GM may
  wish to roll an encounter reaction check, modiﬁed by the caster’s
  charisma—reaction modiﬁer. If the animal has a friendly reaction
  or the caster is a druid or other nature-related priest, it may do
  some additional favor or service for the priest (as determined by
  the DM). Those animals with an indifferent reaction may answer
  or they may simply make absurd comments, while animals with
  cautious or more hostile reactions will be terse and intentionally
  evasive.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Treat a plant creature or plantlike monster, with an intelligence
  score of at least 1, in all ways as if it were an animal for purposes
  of determining encounter reaction. Normal plants, however, will
  always have a friendly reaction to the caster, though their sense of
  surroundings is limited, and they aren’t able to provide (or recog-
  nize) detailed descriptions of creatures or answer questions about
  events outside their immediate vicinity. Normal plants cannot
  uproot themselves and walk around, but they can be made to
  move and stretch in a manner similar to the entangle spell. They
  can be made to part to allow passage, entangle the caster’s oppo-
  nents (as the spell), release a creature caught in the effects of an
  entangle spell, or perform similar actions.
  The material components are a burning pinch of dung and a
  drop of water.
  Spectral Force (Illusion)
  Caster/Level: Wizard/3
  Range: 60 yards + 1 yard/level
  Duration: Special
  Effective Area: 40-foot cube + 10-foot cube/level
  Components: V and S
  Casting Time: 3
  Saving Throw: Special
  This spell functions as improved phantasmal force, with better au-
  ditory elements and adding olfactory and thermal elements to the
  illusion. The spell lasts for three rounds after the caster stops con-
  centration.
  Spectral Hand (Necromancy)
  Caster/Level: Wizard/2
  Range: 30 yards + 5 yards/level
  Duration: 2 rounds/level
  Effective Area: 1 opponent/round
  Components: V and S
  Casting Time: 2
  Saving Throw: None
  This spell allows the caster to create a glowing, wraithlike
  hand, imbued with a part of his life force. The hand materializes
  anywhere within the spell’s range and can move as the caster de-
  sires, anywhere within the spell’s range. The hand can deliver
  the caster’s touch attack spells, with a +2 bonus, from spells of
  4th level or lower that are cast while the spell is in effect. It can
  also gain ﬂank or rear attack bonuses, if the caster is in the proper
  position. The hand can attack once per round for the spell’s du-
  ration, or the caster can dismiss the hand at any time prior to the
  end of the duration. If the hand is not attacking, it hovers near
  the caster.
  The hand is incorporeal and thus cannot be harmed by normal
  weapons and ignores most magical effects, but magical weapons
  can harm it. The hand has an AC −2. Damaging the hand ends
  the spell and inﬂicts 1d4 points of damage to the caster. A suc-
  cessful dispel magic ends the spell but does not damage the caster.
  Spell Immunity—Arcane (Abjuration)
  Caster/Level: Wizard/8
  Range: Touch
  Duration: 1 turn/level
  Effective Area: 1 creature/4 caster levels
  Components: V, S and M
  Casting Time: 1 round/recipient
  Saving Throw: None
  This spell allows the caster to grant the subjects a saving throw
  bonus against wizard and priest spells that grant a normal saving
  throw, including similar effects from a creature’s special abilities
  and those from magical items. The caster may choose to be one of
  the recipients, however, the spell’s duration is divided amongst
  multiple recipients. If a 16-turn duration is indicated and 4 crea-
  tures are affected, the duration is reduced to 4 turns. Five recip-
  ients would reduce the duration to 3 turns and 2 rounds, three
  recipients would result in duration of 5 turns and 3 rounds, etc.
  The amount of the saving throw bonus is a function of the type of
  magic and the spell level being resisted, according to the follow-
  ing table.
  The material component is at least 500 gp worth of crushed
  diamond, which is sprinkled over the recipients. Each recipient
  must also carry an intact diamond of any value on his person that
  is not destroyed by the spell.
  Spell Level
  Wizard Spell
  Priest Spell
  1st–3rd
  +9
  +7
  4th–6th
  +7
  +5
  7th–8th
  +5
  +3
  Spell Immunity—Divine (Abjuration)
  Caster/Level (Sphere): Priest/4 (Protection)
  Range: Touch
  Duration: 1 turn/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to grant his own person, or a crea-
  ture that he touches, immunity to any single, speciﬁc spell effect
  named by the caster, whether from a spell, a creature’s special
  ability or a magical item. It can offer no protection against breath
  weapons or any type of gaze attacks. The caster must have per-
  sonally experienced the named spell effect at least once previ-
  ously. The spell cannot affect a creature that is already under
  the protection of a potion, protection spell, ring, or other magical
  item.
  The material component(s) is the same (if any) as that of the
  named spell to be protected against.
  Spell Turning (Abjuration)
  Caster/Level: Wizard/7
  Range: 0
  Duration: Up to 3 rounds/level
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell alters the three physical dimensions to provide the
  caster with protection from any spell effect that directly targets
  his person. Spell effects targeting him are deﬂected back upon its
  caster. This includes spells cast from scrolls and special abilities
  that mimic spells, but does not protect against effective area spell
  effects that are not centered or targeted directly on the caster, spell
  effects that require a touch attack, or spell effects duplicated by
  magical items. This spell effect cannot discern between beneﬁcial
  and harmful spells and attempts to turn all applicable effects.
  The GM secretly determines the exact number of spell levels
  between seven and ten (1d4 + 6) that can be turned before the
  spell duration ends. If the protected caster is targeted by a spell
  of higher level than the amount of spell turning levels he has re-
  maining, that spell is only partially deﬂected, and the spell turn-
  ing effect ends. For spells that cause damage, both casters take
  a fraction of the damage. Divide the amount of the remaining
  spell turning levels by the spell level of the incoming spell to de-
  termine what fraction of the effect is deﬂected. The protected
  caster takes the rest of the damage as his spell turning effect ends.
  A partially deﬂected hold or paralysis spell acts as a slow spell
  on whichever caster is successfully affected by at least 50%. The
  GM may adjudicate the results of other partially deﬂected, non-
  damage causing spells, on a case-by-case basis, however in most
  instances, each caster can be given a proportional chance to be
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  struck by the full effect. Saving throws and magic resistance ap-
  ply as per normal.
  If both casters are protected by spell turning effects, a magical
  resonance ﬁeld is created. The following table determines the
  results.
  The material component is a small silver mirror.
  Magical Resonance Field Effect
  1d100
  01–70
  The spell effect ends with possibly noisy or colorful,
  but not harmful effects
  71–80
  The spell effect strikes both casters equally, at full
  effect*
  81–97
  Both caster’s spell turning effects are negated for
  1d4 rounds
  98–00
  An extra-dimensional rift opens, sending both to a
  random inner plane**
  *Saving throw allowed, as applicable
  **No save or magic resistance allowed
  Spider Climb (Transmutation)
  Caster/Level: Wizard/1
  Range: Touch
  Duration: 3 rounds + 1 round/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1
  Saving Throw: Negate
  This spell enables the recipient (which can be the caster or an-
  other creature touched) with the ability to climb and travel on
  vertical surfaces or even hang upside down from ceilings as well
  as a spider does. However, slippery surfaces (icy, oily, greased,
  etc.) negate the effect. The caster must score a successful touch
  attack against an unwilling recipient, and the victim is given a
  saving throw to avoid the effect. The recipient must have bare
  hands and feet to climb in this manner, but when doing so never
  needs to roll a climb walls or similar check for success and has
  a maximum movement value of 6 (or 3 if lightly encumbered or
  more). It cannot, however, run while climbing. Objects weigh-
  ing less than 1 lb. stick to the recipient’s hands and feet for the
  spell’s duration making spell casting requiring material compo-
  nents practically impossible. The recipient retains its dexterity—
  AC modiﬁer (if any) while climbing, and opponents get no spe-
  cial bonus to their attacks against it. The recipient may be forcibly
  pulled from a wall or ceiling (or an object may be pulled off of
  their hands or feet) by a creature with a strength score of 12 or
  higher. If the recipient wishes to resist being pulled off a wall or
  ceiling, it is granted a save versus paralyzation. The caster can
  end the spell’s effects prior to the end of the spell’s duration by
  speaking a command word.
  The material components are a drop of bitumen and a live spi-
  der, both of which must be eaten by the subject.
  Spike Growth (Transmutation, Enchantment)
  Caster/Level (Sphere): Priest/3 (Plant)
  Range: 60 yards
  Duration: 3d4 turns + 1 turn/level
  Effective Area: 10-foot square/level
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell creates a magical trap. Typically, spike growth can
  be cast in any outdoor setting except open water, ice, heavy snow,
  sandy desert, or bare stone. Any ground-covering vegetation in
  the spell’s effective area becomes very hard and sharply pointed
  (as if covered in caltrops) without changing its appearance. In
  areas of bare earth, roots and rootlets act in the same way. Any
  creature moving on foot into or through the spell’s effective area
  takes 2d4 points of piercing damage for each 10 feet of movement
  through the spiked area.
  Any creature that takes damage from the spiky trap must also
  save versus spell or suffer injuries to its feet and legs that slow its
  movement value by one-third (minimum of 1). This movement
  penalty lasts for 24 hours, or until the injured creature receives
  a heal spell or enough lesser curative spells to restore twice as
  many hit points as was lost by traversing the trap.
  This magical trap cannot be found or removed by normal
  means, requiring true seeing, a detect traps spell, or similar effects.
  Even upon entering the effective area and suffering damage, a
  victim is unable to determine the extent of the trap without mag-
  ical aid.
  The material components for this spell are the caster’s holy or
  unholy symbol and either seven sharp thorns or small, sharpened
  twigs.
  Spike Stones (Transmutation, Enchantment)
  Caster/Level (Sphere): Priest/5 (Elemental (Earth))
  Range: 30 yards
  Duration: 3d4 turns + 1 turn/level
  Effective Area: 10-foot square/level, 1 spike/square foot
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell creates a magical trap. Rocky ground, stone ﬂoors,
  and similar surfaces in the effective area shape themselves into
  long, sharp points that blend into the background. This effect
  impedes progress through an area and may inﬂict damage. Any
  creature moving on foot into or through the spell’s effective area
  moves at half speed, and suffers an attack from the trap each
  round as if the caster were attacking. A successful attack roll in-
  ﬂicts 1d4 points of damage. The attacks begin as soon as the vic-
  tim enters the trap and continue each round spent in the effective
  area. Those who charge or run through the effective area suffer
  two attacks per round. Although a victim notices being slowed,
  the full effects may not be noticed until an attack is successful.
  Anyone who carefully observes the effective area (either before
  or after entering it) is given a 25% chance to notice the spikes,
  however, this magical trap cannot be removed by normal means.
  Any creature that takes damage from the spiky trap must also
  save versus spell or suffer injuries to its feet and legs that slow
  its movement value by one-half (minimum of 1). This movement
  penalty lasts for 24 hours, or until the injured creature receives
  a heal spell or enough lesser curative spells to restore twice as
  many hit points as was lost by traversing the trap.
  This spell is most effective when cast to augment a pit trap.
  Falling into an augmented pit trap inﬂicts 6 attacks upon the vic-
  tim for every 10’ fallen, with a +2 bonus to each attack, and every
  10 feet fallen provides a cumulative +2 bonus to each damage
  roll. Normal falling damage is suffered at the end of the fall, as
  well.
  The material components are four tiny stalactites.
  Spiritual Hammer (Evocation)
  Caster/Level (Sphere): Priest/2 (Combat)
  Range: 10 yards/level
  Duration: 3 rounds + 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster to transform his normal war ham-
  mer into a magical, ranged weapon, keeping the same basic
  shape and size but infused with divine energy. The caster can
  concentrate on the magical weapon and cause it to attack any vis-
  ible opponent within range that he chooses. The weapon attacks
  as if wielded by the caster, except that no strength or dexterity
  modiﬁers are applied to attack or damage rolls. The weapon at-
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  FOR GOLD & GLORY
  tacks creatures based on the direction that the caster is facing,
  which may allow rear attacks on an opponent that has its back
  to the caster. He may choose a different opponent each round as
  long as it is still in range and visible to the caster. The weapon in-
  ﬂicts the same damage as a normal war hammer, however, gains
  a +1 magical enchantment to attack and damage rolls between
  caster level 1 and 6, +2 between caster level 7 and 12, up to a
  maximum of +3 at 13th level and above.
  The spell ends prior to its normal duration if the caster stops
  concentrating on it for any reason. A successful dispel magic spell
  (whether targeted or using an effective area) against either the
  caster or the weapon will also end the spell before the duration
  expires. Magic resistance is checked the ﬁrst time it is encoun-
  tered. If the magic resistance check is successful, the spell ends,
  otherwise magic resistance is not checked again unless a stronger
  magic resistance is encountered.
  The material component is the normal war hammer, which the
  caster throws at his ﬁrst chosen opponent within the spell’s range
  while casting the spell. The hammer changes into the magical
  weapon while in mid-air.
  Spook (Illusion)
  Caster/Level: Wizard/1
  Range: 30 feet
  Duration: Special
  Effective Area: 1 creature
  Components: V and S
  Casting Time: 1
  Saving Throw: Negate
  This spell allows the caster to appear as someone or something
  extremely terrifying to a creature within range. The spell does
  not affect the undead, and the creature must have an intelligence
  score of 2 or more.
  The caster must advance menacingly toward the creature dur-
  ing the casting, whereupon the creature is allowed a saving throw
  versus spell to avoid the effect, modiﬁed by wisdom—mental de-
  fense modiﬁer and a −1 penalty per 2 caster levels (maximum
  of −6 at caster level 12). A natural roll of 20 always succeeds
  regardless of penalties, but if the save fails, the victim clutches
  its items tightly and ﬂees from the caster at its maximum move-
  ment value. An unseen menace formed in the victim’s mind then
  begins to pursue the victim. The victim gains a new save each
  round to end the pursuit, modiﬁed by wisdom—mental defense
  modiﬁer, but without the additional penalties, otherwise the du-
  ration is permanent, until the save is made or a successful dispel
  magic is cast.
  Star Shine (Evocation, Illusion)
  Caster/Level (Sphere): Priest/3 (Sun)
  Range: 10 yards/level
  Duration: 1 turn/level
  Effective Area: 10-foot square/level
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell lights up the effective area with starlight, providing
  vision equivalent to that on a bright, moonlit night. The soft light
  creates shadows, but does not affect infravision. The effect is par-
  tially an illusion, which tricks creatures into believing the area
  above the effective area (regardless of its true height) is a clear
  night sky ﬁlled with stars. A successful save to disbelieve only
  reveals that the stars are not real and the light must not be coming
  from a magical source. The spell does not function underwater.
  The material components are several holly berries and stalks
  from the belladonna lily.
  Statue (Transmutation)
  Caster/Level: Wizard/7
  Range: Touch
  Duration: 1 hour/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 7
  Saving Throw: Special
  This spell allows the caster to transform a subject (either him-
  self or a creature touched), along with any garments and equip-
  ment worn or carried, into solid stone as hard as granite. The
  subject is unable to move in this state. The initial transformation
  requires one full round after the spell is cast. During the trans-
  formation there’s an 18% chance, minus the subject’s constitution
  score, that the creature dies.
  The subject can return to its normal state, act, and then return
  instantly to the statue form, as desired, as long as the spell du-
  ration is in effect. Returning to his stone form doesn’t require
  another check to survive.
  In statue form, the subject appears to be made completely of
  stone, yet radiates faint magic if detect magic is cast, and it retains
  its current hit points. The subject can see, hear, and smell nor-
  mally, but it does not need to eat or breathe. Feeling is limited
  to those sensations that can affect the granite-hard substance of
  the individual’s body. Chipping is equal to a mere scratch, but
  breaking off one of the statue’s arms constitutes serious damage.
  The material component is lime, sand, and a drop of water
  stirred by an iron bar, such as a nail or spike.
  Sticks to Snakes (Transmutation)
  Caster/Level (Sphere): Priest/4 (Plant)
  Range: 30 yards
  Duration: 2 rounds/level
  Effective Area: 1d4 sticks + 1 stick/level in a 10-foot cube
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell transforms a number of sticks within the effective
  area, no smaller than a torch and no larger than a staff, into snakes
  under the caster’s command. A stick in the possession of a crea-
  ture can avoid the effect if the creature rolls a successful save vs.
  polymorph. Magical items, staves, wands, spears, etc., cannot be
  transformed by this spell. If the caster desires at the time of cast-
  ing, he is given a 5% chance per caster level to create poisonous
  snakes. The snakes generally conform to the following standard
  abilities, but the GM may determine that these apply only when
  a staff, spear or similar is used, and reduce these scores when
  smaller sticks are used.
  The reverse, snakes to sticks, transforms normal-sized, non-
  magical snakes within the effective area into sticks for the spell’s
  duration. It can also reverse (or partially reverse) the effect of a
  sticks to snakes spell, and vice versa, according to the caster level.
  The material components for the spell and its reverse are the
  correct number of sticks (or live snakes) of the correct size, a small
  piece of bark and several snake scales.
  If the GM so desires, this spell can be faith-speciﬁc and be mod-
  iﬁed for use with other creatures signiﬁcant to particular deities,
  pantheons, etc.
  Constrictor
  Poisonous
  Armor Class
  6
  6
  15
  9
  Movement
  Hit Dice
  3 + 2
  2 + 1
  19
  17
  THACO
  Attacks
  2—Bite (1)
  + Constrict (1d3)
  1—Bite (1) + Poison*
  *The poison provides a +2 to the victim’s save and has an
  onset time of 2-5 rounds. The victim dies unless the save is
  successful.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Stinking Cloud (Evocation)
  Caster/Level: Wizard/2
  Range: 30 yards
  Duration: 1 round/level
  Effective Area: 20-foot cube
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Special
  This spell ﬁlls the effective area with a billowing mass of nau-
  seous vapors for the spell’s duration. The edge of the cloud near-
  est the caster can be as far away from the caster as the spell’s
  range. Any creature within the effective area must roll a success-
  ful save vs. poison or immediately become nauseous and unable
  to perform any action other than move while inside the cloud
  and for 1d4 + 1 rounds after leaving it. Those who make the save
  successfully avoid the nausea if they leave the cloud that round
  but must roll a new save vs. poison each round if they remain in
  the cloud. The poison can be slowed or neutralized by the appro-
  priate spells or abilities. A breeze between 8 and 18 mph halves
  the spell’s duration, and the cloud is dispersed in one round by
  stronger winds.
  The material component is one rotten egg or several leaves of
  the skunk cabbage.
  Stone Shape (Transmutation)
  Caster/Level (Sphere): Priest/3 (Elemental (Earth)), Wizard/5
  Range: Touch
  Duration: Permanent
  Effective Area: Priest—9 cubic feet + 1 cubic foot/level,
  Wizard—1 cubic foot/level
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to form an existing piece of stone
  into any shape of the same volume that suits his purpose. While
  it’s possible to use this spell to make a crude stone coffer, weapon,
  idol, etc., ﬁne detail isn’t possible. The spell can shape a door into
  a wall of stone, assuming the amount of stone involved is within
  the effective area, however, there is a 30% chance that any shape
  that includes moving parts simply doesn’t work.
  The material component for both priests’ and wizards’ ver-
  sions is soft clay, which is worked roughly into the desired shape
  of the stone and touched to the stone while the spell is being cast.
  Stone Tell (Greater Divination)
  Caster/Level (Sphere): Priest/6 (Elemental (Earth), Divination)
  Range: Touch
  Duration: 1 turn
  Effective Area: 1 cubic yard
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  The caster gains the ability to speak with natural or worked
  stones within the effective area for the spell’s duration.
  The
  stones can describe who or what has touched them as well as
  revealing what is covered or concealed behind or under them.
  If asked, the stones truthfully provide as complete a descrip-
  tion as possible; however, the stones’ perspective, perception,
  and knowledge may prevent them from providing the details the
  caster is looking for. The GM must determine details based on
  the circumstances.
  The material components are a bit of soft clay and a drop of
  mercury.
  Stone to Flesh (Transmutation)
  Caster/Level: Wizard/6
  Range: 10 yards/level
  Duration: Permanent
  Effective Area: 1 creature or special
  Components: V, S and M
  Casting Time: 6
  Saving Throw: Special
  This spell restores a petriﬁed creature, regardless of size, to its
  ﬂesh and blood state, also restoring their possessions and possi-
  bly their life; however, the creature must have made a successful
  constitution—system shock check to survive being petriﬁed and
  another to survive the reversal. The spell can also convert any
  mass of stone into a ﬂeshy substance. Such ﬂesh is inert and life-
  less unless a life force or magical energy is available. For example,
  this spell turns a stone golem into a ﬂesh golem, but an ordinary
  statue becomes a corpse. The caster can affect a stone object of
  up to 9 cubic feet (for example, 3’ × 3’ × 1’) per caster level or an
  equal volume within a larger stone.
  The material components are a pinch of earth and a drop of
  blood.
  The reverse, ﬂesh to stone, turns any kind of ﬂesh (either a piece
  of meat or a creature, including any possessions held or carried)
  into mindless, inert stone. Unwilling subjects are granted a save
  vs.
  spell to avoid the effect.
  A creature that then survives a
  constitution—system shock roll is not killed by the transforma-
  tion, but it does not seem to be alive either. If the statue resulting
  from this spell is broken or damaged, the subject (if ever returned
  to its original state) has similar damage or deformities, though
  the GM may allow the damage to be repaired via regenerate, or
  similar magic.
  The material components are lime, water, and earth.
  Stone Skin (Transmutation)
  Caster/Level: Wizard/4
  Range: Touch
  Duration: Special
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell grants the recipient complete immunity to blows,
  cuts, stabs, and slashes. No weapon, trap, tool, etc., short of an
  artifact or relic, can inﬂict damage against the subject while the
  spell remains in effect. The caster may choose to be the recipient.
  The recipient suffers only half damage from normal ﬁre and other
  non-magical effects; however, magical effects cause normal dam-
  age. The number of damage-causing attacks that can be with-
  stood is equal to 1d4 + 1 per two caster levels, so that a ninth
  level caster blocks up to 1d4 + 4 attacks. Each attack subtracts 1
  from the current total whether or not the attack was successful
  or whether or not the recipient takes damage. A claw/claw/bite
  attack always subtracts 3 points each round, but has no chance
  of damaging the recipient. An attack from magic missiles inﬂicts
  normal damage and each missile subtracts 1 point. An oil ﬂask
  inﬂicts 1⁄2 damage and subtracts 1 point. When the total reaches
  zero, the spell effect ends. Stone skin effects cannot stack with
  each other. A new casting replaces the previous.
  The material components of the spell are granite and diamond
  dust sprinkled on the recipient’s skin.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Strength (Transmutation)
  Caster/Level: Wizard/2
  Range: Touch
  Duration: 1 hour/level
  Effective Area: 1 person
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell increases a man-sized or smaller humanoid’s
  strength score for the spell’s duration, up to its racial maximum.
  The maximum number of additional strength points that may
  be granted is based on the recipient’s class group. Multi-classed
  characters use the most favorable class group.
  If the subject is in the warrior group and reaches a strength
  score of 18, multiply the remaining points by 10% and apply it as
  extraordinary strength. The spell cannot confer a strength score
  of 19 or more and does not stack with other magic that improves
  the strength score. If the GM desires, a non-descript person with
  no known strength score (such as an average human, dwarf, gob-
  lin, elf or orc) simply gains a strength score of 16.
  The material component is a few hairs or a pinch of dung from
  a strong animal.
  Class
  Strength Gain
  Priest
  1d6 points
  Rogue
  1d6 points
  Warrior
  1d8 points
  Wizard
  1d4 points
  Succored Retreat (Transmutation, Enchantment)
  Caster/Level (Sphere): Priest/7 (Summoning), Wizard/9
  Range: Touch
  Duration: Special
  Effective Area: 1 object
  Components: V, S and M
  Casting Time: Priest—1 day, Wizard—1 to 4 days
  Saving Throw: None
  This spell enchants a specially prepared object worth no less
  than 500 gp (such as a small idol, necklace, rod, large gemstone,
  etc.) and binds it to a speciﬁc location, usually somewhere safe
  within the caster’s stronghold, but any location well known to
  the caster may be chosen during the casting. The object radi-
  ates strong magic if such is detected for. When a creature that
  the caster has willingly given it to shatters or otherwise destroys
  the object and speaks a command word given him by the caster,
  he, and all the gear that he is wearing or carrying (up to his
  strength—max weight score), is instantly teleported (without er-
  ror) to the speciﬁed location. He can bring no other creature with
  him, aside from his familiar (if applicable).
  The reverse, succored summons, teleports (without error) the
  caster and his familiar (if desired) to the location of the creature
  that the object was given to when that creature breaks the object
  and speaks the command word. The caster instantly gains gen-
  eral knowledge of the situation at the creature’s location but can-
  not refuse to answer a succored summons and will be instantly
  teleported to the location.
  Effects that block or hinder a plane shift spell also affects the
  use of this spell or its reverse. A person can perform no actions
  during the round he arrives from a teleport.
  The material components for either the spell or its reverse are
  the object to be enchanted (which must be replaced at each cast-
  ing) and another similar object costing 10× more. This more ex-
  pensive component must be crafted by a master craftsman, with
  gemstones and precious metals totaling at least 5,000 gp, and is
  not destroyed. The caster may have more than one set of ma-
  terial components, as each particular set can only be enchanted
  once per month.
  The priests’ version of the spell functions as the wizards’ spell
  of the same name, except that in addition to gaining instant
  knowledge of the situation, the priest may choose whether or not
  to answer a succored summons. The decision to go or not must be
  made immediately and is ﬁnal.
  The priests’ minimum material component costs are only 200
  gp and 2,000 gp respectively, but if the GM allows, material com-
  ponents of at least 500 gp and 5,000 gp values will allow the crea-
  ture (or caster) to teleport across planes.
  Suggestion (Enchantment)
  Caster/Level: Wizard/3
  Range: 30 yards
  Duration: 1 hour + 1 hour/level
  Effective Area: 1 creature
  Components: V and M
  Casting Time: 3
  Saving Throw: Negate
  This spell allows the caster to inﬂuence the actions of a crea-
  ture within range that is able to hear his words and understand
  the language he speaks. The undead are unaffected by this spell.
  While casting the spell, the caster suggests a course of activity
  to the creature. The suggestion can be spoken in any language
  that the caster knows, and may simply be a short phrase or may
  be as long as two sentences. If the suggestion is completely and
  obviously unreasonable or suicidal, the spell fails. Otherwise the
  creature is granted a save vs. spell, modiﬁed by wisdom—mental
  defense modiﬁer to avoid the effect. Dishonesty, in the form of
  trickery, blufﬁng and lying may make unreasonable or harmful
  suggestions sound less so.
  The suggested course of activity usually begins immediately
  and continues for the entire duration, but if a suggested activity
  can be completed in a shorter time, the spell ends when the crea-
  ture ﬁnishes. The caster can optionally specify a triggering clause
  (Refer to Magic Mouth) at the time of the casting, but if the condi-
  tions are not met before the spell duration expires, the suggestion
  is not carried out. If the victim(s) fail their saving throws, they do
  not hear and are unaware of the triggering clause.
  If the suggested activity is exceptionally reasonable and/or
  seems to be in the creature’s best interests, the GM may allow
  a penalty of up to −4 to the creature’s saving throw.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  all creatures within the effective area. The swarm is stationary
  once conjured.
  If a victim ignores the animals or attempts to leave the effec-
  tive area, he suffers 1d4 hit points of damage + 1 hit point per
  three caster levels each round while still within the effective area,
  but if he stops doing anything except defending against the ani-
  mals, damage is reduced to 1 hit point each round. If the victim
  attempts to cast a spell, roll initiative for the animals, and if the
  animals win initiative against the victim, damage is dealt to the
  victim as normal and the victim’s spell is ruined.
  The GM may choose an animal from the following table, allow
  the caster to choose it, or he may roll a d100 to determine the type
  of animals called.
  The swarm does not suffer damage from weapons, however
  ﬁre and other damage-causing effects with an effective area do
  inﬂict normal damage and disperses the swarm after inﬂicting 2
  hit points of damage per caster level upon it.
  Protection from evil prevents the swarm from causing damage
  to a protected creature, while certain spells with an effective area,
  for example stinking cloud or gust of wind (particularly when
  used against ﬂying creatures), may disperse a swarm instantly.
  The caster must concentrate to maintain the spell effect, and if
  he’s disturbed, suffers damage, moves or takes any other actions,
  the swarm disperses after two rounds.
  The material component is a square of red cloth.
  Swarm Type
  1d100
  01–40
  Rats
  Bats
  41–70
  71–80
  Spiders
  Centipedes & Beetles
  81–90
  91–00
  Flying insects
  Sunray (Evocation, Transmutation)
  Caster/Level (Sphere): Priest/7 (Sun)
  Range: 10 yards/level
  Duration: 1d4 + 1 rounds
  Effective Area: 5-foot radius (+ special)
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Special
  This spell allows the caster to invoke an area of pure natural
  sunlight each round that he performs no other action (aside from
  normal movement) anywhere within the spell’s range for the du-
  ration of the spell.
  Creatures within the effective area must save vs. spell or be
  blinded for 1d3 rounds. If a creature within the effective area is
  using infravision, it is blinded for 2d4 rounds on a failed save.
  Creatures who are harmed by natural sunlight, or to whom sun-
  light is unnatural, are permanently blinded on a failed save and
  blinded for 2d6 rounds if the save is successful. All creatures
  within the effective area and within 20 feet of its edge lose the
  ability to use infravision (if applicable) for 1d4 + 1 rounds.
  In addition, the light functions as natural sunlight for the pur-
  poses of special weaknesses, and if they fail their save, certain
  undead creatures may be completely destroyed by the spell’s ef-
  fects. If not immediately destroyed, the undead suffer 8d6 points
  of damage for each round they remain within the effective area,
  but a successful save reduces the damage by half. Those within
  20 feet of the edge of the effective area suffer 3d6 points of dam-
  age, but a successful save avoids the effect completely.
  The effect is strong enough to damage fungus and fungus-
  based creatures as if they were undead (either 8d6 or 3d6), but
  fungi are not allowed a saving throw.
  The material components are the seed of an aster and a sun-
  stone (a variety of feldspar).
  The material components are the tongue of a snake and either
  a bit of honeycomb or a drop of sweet oil.
  Summon Insects (Conjuration)
  Caster/Level (Sphere): Priest/3 (Animal)
  Range: 30 yards
  Duration: 1 round/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell summons a swarm of normal insects to attack any of
  the caster’s opponents as directed, for the spell’s duration. 70%
  of the time, the caster calls ﬂying insects (bees, stinging ﬂies, hor-
  nets, or wasps) while 30% of the time, crawling insects (ants or
  beetles) are called. The swarm assembles while the spell is being
  cast in a spot dictated by the caster within range. In the following
  round, the caster can direct it against any single opponent.
  The victim suffers a −2 penalty to attack rolls and a +2 penalty
  to AC. If he ignores the insects, he suffers 4 hit points of damage
  each round, but if he stops doing anything except running away
  and/or swatting at the insects, damage is reduced to 2 hit points
  each round. If the victim attempts to cast a spell, roll initiative
  for the insects, and if the insects win initiative against the victim,
  4 hit points of damage is dealt to the victim (as normal) and the
  victim’s spell is ruined.
  The spell ends and the insects disband if the victim enters an
  area of thick smoke or hot ﬂames while the insects are swarming
  on him. Crawling insects move 10 feet per round while ﬂying
  insects move 60 feet per round. Running away or leaping into
  water that is deep enough to cover the victim, allows the caster
  to chose a new victim. The insects require 1 round to reform be-
  fore pursuing a new victim, and they must be able to reach the
  new victim before the spell duration expires. The caster must
  concentrate to maintain the spell effect, and the spell ends if he’s
  disturbed, suffers damage, moves or takes any other actions.
  If the spell is cast underground, the caster may attempt to sum-
  mon 1d4 giant ants (or other giant variety of insect mentioned
  above), but the chance of success is only 30%, unless the giant
  insects are close by. The spell does not function underwater, or
  summon any vermin other than those speciﬁcally mentioned.
  The material components are the caster’s holy or unholy sym-
  bol, a ﬂower petal, and a bit of mud or soft, wet clay.
  Summon Shadow (Conjuration, Necromancy)
  Caster/Level: Wizard/5
  Range: 10 yards
  Duration: 1 round + 1 round/level
  Effective Area: 10-foot cube
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell summons one shadow for every three caster lev-
  els. The creatures appear anywhere the caster chooses within the
  spell’s range. They obey the caster’s commands and attack his
  opponents as directed. They remain until the duration expires,
  or until they are slain or turned.
  The material component is a small piece of smoky quartz.
  Summon Swarm (Conjuration)
  Caster/Level: Wizard/2
  Range: 60 yards
  Duration: Special
  Effective Area: 10-foot cube
  Components: V, S and M
  Casting Time: 2
  Saving Throw: None
  This spell calls upon certain small animals (vermin) in the
  vicinity to form a swarm, which then viciously attacks any and
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Symbol (Conjuration)
  Caster/Level (Sphere): Priest/7 (Guardian), Wizard/8
  Range: Touch
  Duration: Special
  Effective Area: 60-foot radius
  Components: V, S and M
  Casting Time: Special
  Saving Throw: Special
  This spell allows the caster to inscribe any one of a number
  of different magical warding runes. A symbol does not function
  unless a potential victim can see it, and it must be triggered to
  cause an effect. Covering or hiding a symbol renders it ineffective
  (However, See Triggers below). The caster and a number of other
  creatures become immune to the effects of the symbol during its
  casting and are unable to trigger its effects upon others.
  The spell can be cast in one of two ways, chosen at the time of
  casting:
  Quickly Scribbled: Only lesser runes can be quickly scrib-
  bled. A quickly scribbled symbol has a casting time of 3. It can be
  scribed in the air or upon any surface. The symbol activates im-
  mediately giving off a faint glow, and its duration is one turn per
  caster level. The caster can grant any creatures that he’s aware of
  within the effective area at the time of the casting immunity to the
  effects of the symbol being scribed, and the immunized creatures
  are likewise unable to trigger the symbol against others.
  The material components for a quickly scribbled symbol are
  mercury and phosphorus.
  Carefully Inscribed: Any rune (whether lesser or greater) can
  be carefully inscribed onto a surface. A carefully inscribed sym-
  bol has a base casting time of 1 turn. The symbol remains inactive
  until triggered. Once triggered, the symbol glows faintly, and its
  duration is then one turn per caster level or until completely dis-
  charged (such as when a symbol of insanity affects 120 hit points
  worth of creatures, etc.).
  During the casting of a carefully inscribed symbol, the caster
  may determine a password or short phrase. Anyone who speaks
  it just before entering the effective area gains immunity to the
  symbol and avoids triggering it. The creature remains immune
  so long as they remain in the effective area, but if they leave
  the area and return, they must speak the password again. Ad-
  ditionally, as with a quickly scribbled symbol, the caster is able
  to immunize creatures during the casting, but doing so for more
  than two increases the casting time. Every additional creature
  beyond two and up to ten increases the casting time by one turn
  each, therefore immunizing 10 creatures adds 8 turns or 1 hour
  and 20 minutes to the casting time. For each additional creature
  beyond ten and up to 25 add one hour, so that immunizing 25
  creatures would add 16 hours and 20 minutes. If the GM allows
  immunization of more than 25 creatures, casting time increases
  dramatically to as much as 6 additional hours per creature above
  25.
  The material components for a carefully inscribed symbol in-
  clude mercury, phosphorous, and powdered opal and diamond
  dust worth a combined total of 10,000 gp.
  Permanent symbol: A carefully inscribed symbol that has been
  engraved into a non-portable surface (such as the ﬂoor, ceiling,
  wall, or a large, heavy immovable door) can be made perma-
  nent using the permanency spell. When a permanent symbol is
  triggered and the normal duration of 1 turn per caster level ex-
  pires, it merely becomes inactive unless triggered again. There is
  no limit to the number of times it can be triggered. If a symbol
  affects a number of creatures based on their hit points (such as
  the symbol of insanity) then the effect resets every round, so that
  a permanent symbol of insanity affects up to 120 hit points worth
  of creatures each round until the duration expires, and the symbol
  can also be triggered indeﬁnitely.
  Triggers: Triggering mechanism(s) are determined at casting
  time and cannot be changed. A creature must be within the ef-
  fective area to trigger a symbol. The default triggers include any
  attempt to study the symbol or determine it’s meaning, touch the
  symbol, enter a doorway warded by the symbol, or pass over, un-
  der or near the symbol. The caster can select one or more of these
  default triggers, or he can set any conditional trigger, as basic or
  as complicated as he wishes. The conditional trigger may com-
  bine a speciﬁc creature’s name and/or titles with one or more de-
  fault triggers, or it may reference a speciﬁc alignment. It can also
  reference other observable actions and qualities within the effec-
  tive area and combine them however desired, such as “when a
  lawful good elf sits in the chair”. The chair must be in the ef-
  fective area when he sits in it. It speciﬁcally cannot reference
  level/HD, hit points or class, or be triggered by just being seen
  (since it must always be in plain sight).
  If a symbol is triggered by touch, it activates if a creature tries
  to cover it, affecting everyone in the effective area immediately
  before becoming inactive.
  A symbol must be considered a trap, not a weapon. For exam-
  ple, if a symbol is placed upon a sword and set to activate when
  the sword is touched, the symbol attempts to protect the sword
  from unauthorized handling but does nothing when the sword is
  unintentionally touched or when it strikes a creature in combat.
  Once triggered, a symbol affects all creatures in the effective
  area, except for the caster and those that are immunized. A symbol
  remains active until its duration expires, a dispel magic is success-
  fully targeted at the symbol, or the surface upon which the symbol
  is drawn is destroyed. Attempting to destroy the surface that a
  symbol has been scribed upon will immediately activate the sym-
  bol, and it stays active until the surface is destroyed (at least one
  or two rounds). If the symbol is quickly scribbled in the air, a mag-
  ically created gust of wind or similar magical effect is considered
  attempting to destroy the symbol. Mundane winds do not affect
  the symbol.
  A successful dispel magic can also remove the effects of a symbol
  from its victims so long as the duration is greater than instanta-
  neous and the description does not specify a different cure.
  The priests’ version of the spell functions as the wizards’ spell
  of the same name (including material components).
  The following symbols are the best known and most widely
  used, but the GM may introduce other lesser and greater runes
  as desired.
  Lesser Runes
  Symbol of Fear: This rune duplicates the effects of the fear spell
  to all creatures in the effective area that fail a save vs. spell, mod-
  iﬁed by wisdom—mental defense modiﬁer. If quickly scribbled,
  apply a -4 penalty to the victims’ saves. If carefully inscribed, the
  penalty increases to −8.
  Symbol of Hopelessness: This rune inﬂicts a deep depression
  lasting for 3d4 turns upon all creatures in the effective area that
  do not successfully save vs. spell, modiﬁed by wisdom—mental
  defense modiﬁer. If the symbol is carefully inscribed, apply a −4
  penalty. Hopeless creatures will automatically submit to simple
  commands as if affected by a suggestion spell (surrender and re-
  treat are two rather common suggestions). If no one makes any
  suggestions, they have a 25% chance to do nothing but stand
  where they are. If a creature does not become stationary, there’s
  a 25% chance it will ﬂee. In any case, hopeless creatures are com-
  pletely demoralized, but will defend themselves normally if at-
  tacked.
  Symbol of Pain: This rune causes intense pains, lasting for
  2d10 turns, to all creatures in the effective area. No saving throw
  is allowed. This effect reduces the creatures’ dexterity scores (if
  applicable) by 2 points and imposes a −4 penalty to their attack
  rolls.
  Symbol of Persuasion: This rune duplicates the effects of
  charm monster to all creatures within the effective area that fail a
  save vs. spell, modiﬁed by wisdom—mental defense modiﬁer. If
  carefully inscribed, apply a −4 penalty. Elves and half-elves have
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  save vs. spell, modiﬁed by wisdom—mental defense modiﬁer, or
  immediately rush to attack the caster in melee combat and will
  not use missile attacks or spells for the spell’s duration. They
  move as quickly and as recklessly as possible, breaking off com-
  bat with current enemies (suffering the retreat attack) and taking
  the shortest route to the caster. If they have a clear path, they’ll
  charge (accruing both bonuses and penalties). The presence of
  a strong leader (as determined by charisma score, HD/level, and
  other factors) may provide the victims with a saving throw bonus
  of up to +4, as the GM allows. The effect immediately ends if the
  victim(s) are separated from the caster by an impassable bound-
  ary (such as a wall of ﬁre, a deep chasm, other opponent(s), etc.).
  The caster may attempt to cast this spell in conjunction with
  ventriloquism. In this case, creatures that fail their save vs. spell
  and became angered will then have to roll a successful intelli-
  gence check (modiﬁed as applicable for a strong leader and other
  factors the GM may allow). If the intelligence check is failed, the
  creature rushes to attack the source of the sound, rather than the
  caster.
  The material component is a live slug, which is thrown at the
  creatures to be taunted.
  Telekinesis (Transmutation)
  Caster/Level: Wizard/5
  Range: 10 yards/level
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: 5
  Saving Throw: Negate
  This spell allows the caster to move objects or creatures men-
  tally, simply by concentrating on them. The spell can provide a
  gentle, sustained force, exert a single short, violent thrust, or if
  the GM allows, perform a variety of wrestling maneuvers. The
  speciﬁc effect is chosen at casting time. The effects can be coun-
  tered by using an enlarge spell to make the body weight go over
  the maximum spell limit. The various big hand spells can also
  counter this spell.
  Sustained Force: A sustained force moves an object weighing
  no more than 25 pounds per caster level (maximum 375 pounds
  at 15th level) up to 20 feet per round. A creature can negate the
  effect on an object it possesses with a successful save vs. spell,
  with a modiﬁer between −2 and +4 depending on the conditions
  (such as how the object is held or worn, surprise, etc.), or with
  magic resistance.
  This effect lasts up to 2 rounds + 1 round per caster level. The
  object can be moved vertically, horizontally, or in both directions,
  but cannot be moved beyond the spell’s range. If the object is
  forced beyond the range, or the caster ceases concentration for
  any reason, the object falls or stops.
  An object can be telekinetically manipulated as if with one
  hand. For example, a lever or rope can be pulled, a key can be
  turned, an object rotated, and so on, if the force required is within
  the weight limitation. The caster might even be able to untie sim-
  ple knots, though delicate activities such as these require intelli-
  gence checks.
  Violent Thrust: A violent thrust expends the spell’s energy
  in a single round. The caster can hurl up to a total weight of
  25 pounds per caster level (maximum 375 pounds at 15th level).
  The caster can hurl one object or creature per caster level directly
  away from his person. Up to a maximum of 15 objects and/or
  creatures, within range and each within 10 feet of the next, are
  hurled at high speed up to 10 feet per caster level.
  Creatures who fall within the weight capacity of the spell can
  be hurled, but they are allowed a save vs. spell (and magic re-
  sistance) to negate the effect, as are those whose held possessions
  are targeted by the spell. If a creature is telekinetically hurled
  against a solid surface, it takes damage as if it had fallen (1d6
  their normal chances to resist the effect. Charmed creatures be-
  come friendly to the caster, and their alignment changes to that
  of the caster, for 1d20 turns. This brief, involuntary change in
  alignment isn’t enough to cause alignment-restricted classes to
  permanently lose their abilities, but any actions committed while
  under the inﬂuence may require atonement.
  Greater Runes
  Symbol of Death: This rune irrevocably kills one or more crea-
  tures within the effective area whose total hit points equal 80 or
  less, as if struck by a death spell. No saving throw is allowed and
  only a wish spell can bring them back to life. Creatures with lower
  hit points are killed ﬁrst. The symbol remains active for the dura-
  tion or ends when the total death factor is reached.
  Symbol of Discord: This rune causes all creatures within the
  effective area to immediately start to argue loudly and violently
  with each other for 5d4 rounds. No saving throw is allowed.
  Conversation and spell casting are impossible.
  Creatures with different alignments will attack each other 50%
  of the time. The GM should randomly determine during which
  round of discord the ﬁght breaks out. If a ﬁght breaks out, it
  will last for 2d4 rounds after it starts, even if starting on the last
  round of the discord effect. If the symbol remains active when the
  discord effect ends, those same creatures won’t be affected again
  until they leave the effective area and return to it.
  Symbol of Insanity: This rune inﬂicts a number of creatures
  within the effective area whose total hit points equal 120 or less
  with permanent insanity. The insanity also manifests immedi-
  ately. No saving throw or wisdom checks are allowed. Creatures
  with lower hit points go insane ﬁrst. Dispel magic will not remove
  the insanity. It lasts until heal, restoration, or wish is cast.
  Symbol of Sleep: This rune causes all creatures of 8 + 1 HD
  or less, and of 8th level or less, within the effective area to fall
  into a catatonic slumber. No saving throw is allowed, and they
  cannot be awakened by any means for 1d12 + 4 turns. Elves and
  half-elves have their normal chances to resist the effect.
  Symbol of Spell Loss: This rune only affects spell casters. All
  spell casters within the effective area immediately forget 1d4 pre-
  viously memorized spells that have not as of yet been cast. No
  saving throw is allowed.
  The GM must determine randomly
  which spells are forgotten. If a spell caster does not have enough
  spells memorized to suffer the symbol’s full effect upon him, he
  simply forgets all spells that he has left in memory.
  Symbol of Stunning: This rune severely stuns a number of
  creatures within the effective area whose total hit points equal
  160 or less for 3d4 rounds. No saving throw is allowed. Creatures
  with lower hit points are stunned ﬁrst. In addition to the nor-
  mal effects suffered from being stunned, affected creatures drop
  whatever they are holding, and their movement value is reduced
  to 3, or 1⁄3 of their normal movement value (whichever is less), for
  the duration of the effect.
  T
  Taunt (Enchantment)
  Caster/Level: Wizard/1
  Range: 60 yards
  Duration: 1 round
  Effective Area: 30-foot radius
  Components: V, S and M
  Casting Time: 1
  Saving Throw: Negate
  This spell allows the caster to magically insult, irritate, anger
  and issue a personal challenge to any creature(s) with an intelli-
  gence of at least 2. If the effective area contains more than one
  type of creature, the caster must decide which type to taunt.
  The caster does not need to speak the creatures’ language.
  His meaning is clearly understood by all of his chosen listen-
  ers within the effective area, and they must make a successful
  194
  Devon Chulick (Order # )
  
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  points per 10 feet of distance hurled).
  The caster may hurl creatures or objects at other creatures or
  objects. The caster must succeed on attack rolls (one per creature
  or object thrown) to hit his targets, using his THACO, modiﬁed
  by intelligence. Every point of intelligence above 14 adds 1, and
  every point below 5 subtracts 1. Telekinetically hurled weapons
  cause normal damage (with no strength modiﬁers; note that ar-
  rows or bolts deal damage as daggers when used in this man-
  ner). Other objects cause damage ranging from 1 point per 25
  pounds (for less dangerous objects) to 1d6 points of damage per
  25 pounds (for hard, dense objects).
  Wrestling Maneuver (Optional): If the GM allows this ef-
  fect in his campaign, the caster can use telekinesis to perform a
  wrestling maneuver upon an opponent, once per round. Resolve
  these attempts as normal, without any armor penalties, and holds
  cannot be broken by melee attack. Use the caster’s intelligence
  rather than strength modiﬁer to calculate damage (every point of
  intelligence above 14 adds 1). No save is allowed against these
  attempts, but magic resistance applies normally. This effect can
  last 1 round per caster level but ends if the caster ceases concen-
  tration. The GM may require the caster to re-roll any results that
  he does not agree with or provide his own customized tables.
  Telekinetic Sphere (Evocation, Transmutation)
  Caster/Level: Wizard/8
  Range: 20 yards
  Duration: 2 rounds/level
  Effective Area: 1 foot/level diameter sphere
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Negate
  This spell functions as an advanced resilient sphere, and every-
  thing within the globe weighs only 1⁄16 normal.
  The caster can use the globe to telekinetically move anything
  within it that normally weighs up to 5,000 pounds (reduced to
  less than 370 pounds), as either a sustained force effect or violent
  thrust effect, with a distance of 10 yards per caster level. Refer to
  the telekinesis spell for details regarding the sustained force and
  violent thrust effects.
  The globe may be used to move objects and creatures heavier
  than 5,000 pounds manually by applying sufﬁcient force to roll
  the globe at its reduced weight (370 pounds or more).
  The effect on the encapsulated victim is similar to that of a
  feather fall, i.e. rapid motion, falling, or crashing the sphere into
  solid objects is relatively harmless to what’s inside of it, however,
  the results could be tragic, should the spell’s duration expire or
  the globe otherwise vanish while it is high in the air or just be-
  fore it hits a solid object at high speed. The caster can dismiss the
  sphere at will.
  The material components are a matched set of hemispheres,
  one made of a hard, clear gemstone (diamond is preferred), the
  other of gum Arabic, as well as a small pair of bar magnets.
  Teleport (Universal)
  Caster/Level: Wizard/5
  Range: Touch
  Duration: Instantaneous
  Effective Area: Special
  Components: V
  Casting Time: 2
  Saving Throw: None
  This spell allows the caster to instantly transport a maximum
  of 250 pounds + 150 pounds per caster level above 10th (a 14th
  level caster could teleport a total of 850 pounds). This includes the
  combined weight of his person, his gear, plus any other creatures
  and their gear that the caster is touching. He can travel to any
  location that has something solid to stand upon, within his cur-
  rent plane of existence, but the caster may not arrive there safely.
  The caster can do nothing else during the round he arrives from
  a teleport. The GM may determine that certain types of strong
  physical or magical energies block teleportation into or out of an
  area or increase the chance of arriving dangerously.
  Effects that block or hinder a plane shift spell also affects the use
  of this spell.
  The normal chances of arriving at the location safely depend
  on how familiar the caster is with the location. “Very familiar” is
  a place where the caster has been very often and feels at home.
  “Studied carefully” is a place the caster knows well, either be-
  cause he can currently see it, has been there often, or has used
  other means (such as scrying) to study the place for at least one
  hour. “Seen casually” is a place that the caster has seen more than
  once but with which he is not very familiar. “Viewed once” is a
  place that the caster has seen only once, possibly using magic.
  “Never seen” is a place that the caster may have only seen listed
  on a map, or been told its exact details by someone who is very
  familiar with the location.
  If “on target”, the caster arrives safely but has no control over
  the direction he faces upon arrival. Arriving “high” indicates the
  caster arrives 10 feet above the ground for every 1% he rolls above
  the highest “on target” probability (up to 320 feet). A “low” result
  indicates the opposite of “high” (as low as 160 feet). Any result
  of “high” or “low” which teleports the caster into mid-air results
  in a normal fall, while a result that teleports the caster into a solid
  object almost always instantly destroys him and all that teleported
  with him, though the GM may determine exceptions. For exam-
  ple, teleporting high and hitting a small tree branch may not kill
  everyone (at least maybe not instantly) or destroy all of the gear,
  but there will most likely be substantial damage.
  Familiarity
  Low
  On Target
  High
  Very familiar
  01
  02–98
  99–00
  97–00
  03–96
  01–02
  Studied carefully
  Seen casually
  01–04
  05–92
  93–00
  85–00
  09–84
  01–08
  Viewed once
  Never seen
  01–16
  17–68
  69–00
  Teleport Without Error (Universal)
  Caster/Level: Wizard/7
  Range: Touch
  Duration: Instantaneous
  Effective Area: Special
  Components: V
  Casting Time: 1
  Saving Throw: None
  This spell functions as an advanced form of teleport. The caster
  is able to teleport the same combined amount of weight, including
  his person, gear, any other creatures and their gear, as allowed
  by that spell, to anywhere within his current plane of existence
  without a chance of “high” or “low” results, even if he has never
  seen the location.
  The caster is also able to teleport between the planes of existence
  using the same chances for error found with the teleport spell, ex-
  cept that familiarity categories are reduced by one, such that the
  highest chance of success is “studied carefully” and the caster
  cannot travel to a location on another plane that he has “never
  seen”.
  Effects that block or hinder a plane shift spell also affects the use
  of this spell.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  any way (including teleport, plane shift, etc.), the time stop ends
  immediately.
  Normal and magical ﬁre, cold, gas, and similar effects that ex-
  isted when the spell was cast still exist (albeit frozen in time) and
  can cause damage to the caster and other creatures brought into
  hyper-time.
  The caster cannot enter an area protected by an anti-magic ﬁeld
  while under the effect of time stop.
  To prevent abuse of the spell, the GM must carefully time the
  caster’s actions, either by calculating the game time of each of the
  caster’s actions, or if the caster acts in ways that do not have def-
  inite times associated with them, the GM may use an egg-timer
  or other device to time the spell.
  Tongues (Transmutation)
  Caster/Level (Sphere): Priest/4 (All), Wizard/3
  Range: 0
  Duration: Priest—1 turn, Wizard—1 round/level
  Effective Area: 60-foot radius
  Components: Priest—V and S, Wizard—V and M
  Casting Time: Priest—7, Wizard—3
  Saving Throw: None
  This spell allows the caster to speak and understand one addi-
  tional language per three caster levels. The caster need not name
  a speciﬁc language but can simply target one or more creatures,
  within the effective area, that he wishes to communicate with.
  All such creatures within the effective area understand the
  caster, but the creature(s) are not necessarily friendly or coop-
  erative. The GM may wish to roll an encounter reaction check,
  modiﬁed by the caster’s charisma—reaction modiﬁer. The caster
  cannot use this spell to speak with animals or mindless creatures.
  The reverse, confuse tongues, disrupts all conversation within
  the effective area, or can be used to cancel the effects of a tongues
  spell.
  The material component for both the spell and its reverse is a
  small model of a ziggurat made of clay, which the caster shatters
  while casting the spell.
  The priests’ version of this spell functions as the wizard spell
  of the same name, except there is no material component.
  Transmute Metal to Wood (Transmutation)
  Caster/Level (Sphere): Priest/7 (Elemental (Earth))
  Range: 80 yards
  Duration: Permanent
  Effective Area: 1 metal object
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: Special
  This spell allows the caster to transform a metal object of up to
  10 pounds per caster level within range into one made of wood.
  Metal objects with magical properties gain a 90% resistant to the
  effect, and objects carried, held or worn by a creature receive a
  saving throw equal to the creature’s save vs. spell. Artifacts and
  relics cannot be affected by this spell. Only a limited wish, wish or
  similar effect will restore the object to its original form.
  Weapons converted from metal to wood suffer a −2 penalty
  on attack and damage rolls, and they splinter and break on any
  natural attack roll of 1 or 2. Armor converted from metal to wood
  suffers a +2 AC penalty and an additional armor class penalty
  every time it is struck with a natural attack roll of 19 or 20.
  The material component is the caster’s holy or unholy symbol.
  Temporal Stasis (Transmutation)
  Caster/Level: Wizard/9
  Range: 10 yards
  Duration: Permanent
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: 9
  Saving Throw: None
  This spell allows the caster to place a creature into a state of
  suspended animation. The caster must succeed on a melee touch
  attack against an unwilling creature. For the creature, time ceases
  to ﬂow and its condition becomes ﬁxed (he cannot heal, rest, re-
  gain spells, etc.). The creature does not grow older, and is not
  aware of its surroundings. Its body functions virtually cease, and
  no force or effect can harm it.
  The effects are permanent until a successful dispel magic or the
  spell’s reverse is cast.
  The material components are powdered diamond, emerald,
  ruby, and sapphire dust, where each crushed stone must be worth
  at least 100 gp (minimum 400 gp total).
  The reverse, temporal reinstatement, requires only a verbal com-
  ponent, and the caster utters but a single word to cast it.
  Time Stop (Transmutation)
  Caster/Level: Wizard/9
  Range: 0
  Duration: Special
  Effective Area: 15-foot radius
  Components: V
  Casting Time: 9
  Saving Throw: None
  This spell removes the caster from the normal space-time con-
  tinuum by allowing him (and objects that he is touching, wear-
  ing, carrying, etc.)
  to enter an inter-dimensional time bubble
  the size of the effective area, so that time ceases to ﬂow for all
  creatures everywhere, except the caster and those creatures of
  demigod status and higher. The caster remains in hyper-time
  for what seems like 1d3 minutes, but actually takes no normal
  time. The caster immediately resolves 1d3 rounds worth of ac-
  tions before reverting to normal space-time. Unless the caster
  brings enemies into the time-bubble (see below), this is consid-
  ered a non-combat situation as far as spell casting is concerned,
  so most casters use the additional time to improve their defenses,
  summon allies, or ﬂee from combat, but as will be seen, it can also
  be used to “instantly” move objects around, save one or more al-
  lies from harm, set up an ambush, or challenge one or more op-
  ponents within the time bubble.
  The caster cannot move or harm objects that are being held,
  carried, or worn by a creature stuck in normal space-time, but
  he can affect any object that is not in another creature’s posses-
  sion. Objects held by those in hyper-time return to reality when
  released. Objects lose all of their momentum when crossing from
  hyper-time to normal time, so if thrown or left in mid-air, an ob-
  ject just hangs there until the spell effect ends and then falls. This
  makes missile weapons ineffective inside the time bubble.
  Creatures outside of the time bubble cannot be attacked or tar-
  geted by a spell. Spells with an effective area must be targeted
  inside the time bubble and do not damage those outside of it. If
  the caster targets one or more creatures inside the time bubble
  with any spell or melee attack, or otherwise physically interacts
  with them, the creature or creatures (and the gear they carry or
  wear) enter hyper-time with the caster. The caster makes his ﬁrst
  attack as if automatically winning initiative, but otherwise the at-
  tack is resolved normally (the opponents’ AC and saves remain
  unchanged), and the caster’s opponent(s) are able to react imme-
  diately, before initiative is rolled normally or the time stop spell
  ends (as applicable). Only the caster is able to interact with ob-
  jects or creatures stuck in normal space-time. If a creature that
  the caster has interacted with leaves the time bubble, it returns
  to normal space-time, but if the caster leaves the time bubble in
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  Transmute Rock to Mud (Transmutation)
  Caster/Level (Sphere): Priest/5 (Elemental (Earth, Water)),
  Wizard/5
  Range: Priest—160 yards, Wizard—10 yards/level
  Duration: Special
  Effective Area: Up to two 10-foot cubes/level
  Components: V, S and M
  Casting Time: Priest—8, Wizard—5
  Saving Throw: None
  This spell allows the caster to transform natural, uncut rock
  of any sort, in the effective area and within range, into an equal
  volume of mud. Magical or enchanted stone is not affected by
  the spell. Rocks or stones in the possession of a creature gain a
  saving throw equal to the creature’s save vs. spell. The depth of
  the mud cannot exceed 10 feet.
  Tiny-sized or smaller creatures, those specially adapted for
  movement on top of the mud, and those able to levitate, ﬂy, or
  otherwise get free from the mud, can avoid ill effect.
  Small-
  sized or larger creatures (up to 10’ tall) sink 1⁄3 of their height
  each round, until they are chest-deep, hip-deep, and ﬁnally com-
  pletely submerged by the end of the third round. While partially
  submerged, a creature moves at a speed of 1, and suffers a −2
  penalty on its attack rolls and a +2 penalty to its AC. A completely
  submerged creature can no longer move or attack effectively and
  may suffocate unless rescued (Refer to Holding A Character’s
  Breath). Large, heavy creatures, over 10’ tall, sink all the way to
  the bottom and can wade through the effective area as if partially
  submerged.
  Brush thrown atop the mud can support creatures able to climb
  on top of it, however, the GM must adjudicate the exact results.
  If transmute rock to mud is cast upon the ceiling of a cavern or
  tunnel, the mud falls to the ﬂoor and spreads out in a pool at a
  depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6
  points of bludgeoning damage to anyone caught directly beneath
  the effective area, or half damage to those who successfully save
  vs. spell, modiﬁed by their dexterity—surprise modiﬁer.
  Castles and large stone buildings are generally immune to
  the effect of the spell, since transmute rock to mud can’t affect
  worked stone and doesn’t reach deep enough to undermine such
  buildings’ foundations. However, small buildings or structures
  often rest upon foundations shallow enough to be damaged or
  even partially toppled by this spell’s effect.
  The mud remains until a successful dispel magic or transmute
  mud to rock restores its substance–but not necessarily its form.
  Evaporation turns the mud into normal dirt over a period of
  days. The exact time depends on exposure to the sun, wind, and
  normal drainage, with a rate of 1d6 days per 10 cubic feet being
  average.
  The material components are clay and water.
  The reverse, transmute mud to rock, transforms normal mud or
  quicksand into soft stone (sandstone or similar mineral) perma-
  nently, until a successful dispel magic or transmute rock to mud is
  cast. Creatures in the mud are allowed a saving throw, modiﬁed
  by dexterity—surprise modiﬁer, to escape before the area hard-
  ens into stone. Dry sand is unaffected.
  The material components for the reverse are sand, lime, and
  water.
  The priests’ versions of this spell and its reverse function as
  the wizards’ spell of the same name (including material compo-
  nents).
  Transmute Water to Dust (Transmutation)
  Caster/Level (Sphere): Priest/6 (Elemental (Water, Earth)),
  Wizard/6
  Range: 60 yards
  Duration: Permanent
  Effective Area: Priest—1 cubic yard/level, Wizard—10-foot
  cube/level
  Components: V, S and M
  Casting Time: Priest—8, Wizard—5
  Saving Throw: None (Special)
  This spell allows the caster to transform an amount of water-
  based liquid, up to the effective area and within range, into ﬁne
  dust. Only the watery component of the liquid is affected, how-
  ever if cast on muddy water, the effective area is doubled, and
  if wet mud is used, the effective area is quadrupled. If sufﬁcient
  water still exists after the spell’s casting, it soaks the dust, creat-
  ing a silt-laden mud. The dust is magical and can be dispelled
  in the ﬁrst round of its creation, after which it becomes normal,
  mundane dust. If this spell is cast on a single, unattended potion,
  the potion is permanently ruined. A potion in a creature’s pos-
  session is allowed a saving throw equal to the creature’s save vs.
  spell.
  This spell does not affect most creatures, although it can be cast
  on a single creature from the Elemental Plane of Water, inﬂicting
  1d6 points of damage per caster level. The creature is allowed to
  roll a saving throw vs. spell to reduce the damage by half.
  The material components are diamond dust worth at least 500
  gp and a bit of seashell.
  The reverse, transmute dust to water, acts as an extremely pow-
  erful create water spell, creating clean water in the effective area.
  The water is magical and can be dispelled in the ﬁrst round of its
  creation, after which it becomes normal, mundane water.
  The material components for the reverse are diamond dust
  worth at least 500 gp and a bit of seashell, and a pinch of dust.
  The priests’ version of this spell and its reverse functions as
  the wizards’ spell of the same name (including material compo-
  nents), except that it slays a creature from the Elemental Plane of
  Water, unless a successful save vs. spell is rolled. A successful
  save inﬂicts 1d6 points of damage per caster level.
  Transport Via Plants (Transmutation)
  Caster/Level (Sphere): Priest/6 (Plant)
  Range: Touch
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: 4
  Saving Throw: None
  This spell allows the caster to enter any normal plant (man-
  sized or larger) and exit a second plant of the same kind in a
  single round, regardless of the distance separating the two. The
  caster cannot use this spell to travel through plant-based crea-
  tures. The entry plant must be alive. The destination plant need
  not be familiar to the caster, but it also must be alive. If a par-
  ticular destination plant is desired, but that plant is not living,
  the spell fails and the caster must leave the entry plant within 24
  hours or he is ejected. If the caster is uncertain of the location of
  a particular destination plant, he merely needs to designate di-
  rection and distance and he will be moved as close as possible to
  the desired location, usually within 1 mile, but there’s a 20% − 1%
  per caster level chance of being transported to a plant 1d100 miles
  away from his desired destination.
  The caster can bring along objects as long as their combined
  weight doesn’t exceed his strength—max weight score. He may
  also bring one additional willing man-sized or smaller creature
  (carrying gear or objects up to its strength—max weight score) or
  its equivalent per three caster levels. Use the following equiva-
  lents to determine the maximum number of larger creatures that
  the caster can bring along: A large creature counts as two man-
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  sized creatures, and a huge creature counts as two large creatures,
  etc. All creatures to be transported must be in contact with one
  another, and at least one of those creatures must be in contact
  with the caster. Unwilling creatures gain a save vs. spell to avoid
  the being taken along.
  The destruction of an occupied plant slays the caster and any
  creatures that he has brought along, and ejects the bodies and all
  carried objects.
  Trap the Soul (Conjuration)
  Caster/Level: Wizard/8
  Range: 10 yards
  Duration: Permanent
  Effective Area: 1 speciﬁc creature
  Components: V, S and M
  Casting Time: Special
  Saving Throw: Special
  This spell allows the caster to imprison a creature’s life force
  (whether it be a soul or spirit) and its material body (as applica-
  ble) within a specially prepared gem. In some ways, this spell
  acts as an advanced form of the magic jar spell.
  The caster chooses a gem speciﬁcally for the creature that he
  intends to trap. It must be a ﬂawless gem, cut by a master gem-
  cutter, worth at least 1,000 gp per HD or level of the creature. The
  gem is then prepared by casting enchant an item followed by a
  maze spell, which permanently forms a prison within it.
  If successful, the gem traps the creature indeﬁnitely or until
  broken, releasing the life force and allowing the material body to
  reform. While trapped, the creature is aware of its surroundings
  outside the gem, but does not age, nor does it feel the need to eat,
  breathe or sleep. The creature can go free once the gem is bro-
  ken, unless it is from another plane (including creatures from the
  Prime Material trapped on other planes). In this case, the creature
  that broke the gem can require the trapped creature to perform a
  service immediately upon being freed. However, as with magic
  jar, long-term entrapment may cause long-term or permanent in-
  sanity, and the GM must adjudicate the results.
  There are two triggering methods, one of which is chosen when
  the spell is memorized.
  Spell Completion (Verbal): The caster can trigger the effect by
  speaking the spell’s ﬁnal verbal component while the subject is
  in range, as if he were casting a regular spell with a casting time
  of 1. The target is allowed a saving throw and magic resistance
  check to avoid the effect. If the creature’s true name is spoken
  as well, magic resistance is ignored and the creature suffers a −2
  penalty on its saving throw. If the save or magic resistance check
  is successful, the gem shatters.
  Spell Completion (Written): The second method is far more
  insidious, for it tricks the subject into accepting an object in-
  scribed with the ﬁnal verbal spell component. The caster must
  inscribe both the creature’s true name and the ﬁnal verbal com-
  ponent upon the object while preparing the gem. A sympathy
  spell can also be placed on the object at any time. As soon as
  the subject picks up or accepts the object (even if done under the
  inﬂuence of charm or other enchantments), its life force is au-
  tomatically transferred to the gem without the beneﬁt of magic
  resistance or a save.
  The material component for this spell is the prepared gem. If
  the gem isn’t valuable enough to contain the creature, the spell
  fails and the gem shatters during the casting. While creatures
  have no concept of level or Hit Dice as such, the value of the gem
  needed to trap an individual can be researched. This value can
  change over time if the creature gains more Hit Dice (or levels).
  Tree (Transmutation)
  Caster/Level (Sphere): Priest/3 (Plant)
  Range: 0
  Duration: 6 turns + 1 turn/level
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell allows the caster, along with all of the gear he is
  wearing and carrying, to take the form of either a small living
  tree or shrub, or a large, dead tree trunk. The caster is aware of
  his surroundings and retains his current AC, saves and hit points
  while in tree form, however, in other mundane ways, he cannot
  be distinguished from a genuine tree. If properly detected for, the
  caster radiates his alignment and a faint aura of magic (transmu-
  tation), while in tree form.
  The caster can end the spell before the duration expires by re-
  verting to his normal form at the beginning of a round. The caster
  is then able to roll initiative and act normally during the rest of
  that round.
  The material component is the caster’s holy or unholy symbol
  and a twig from a tree.
  Trip (Enchantment)
  Caster/Level: Priest/2 (Plant)
  Range: Touch
  Duration: 1 turn/level
  Effective Area: 1 object up to 10 ft. long
  Components: V and S
  Casting Time: 5
  Saving Throw: Negate
  This spell allows the caster to enchant an otherwise mundane
  length of vine, stick, pole, rope, or similar long slender object to
  rise slightly off the ground and attempt to trip all creatures that
  cross over it, including the caster, until the duration expires. The
  enchanted object can be discovered as if it were a magical trap
  (via rogue’s ability, detect traps, detect snares and pits, etc.), but is
  otherwise 80% undetectable. The other 20% of the time, a careful
  observer will see the object move as he or someone crosses over
  it. A successful save vs. spell avoids the effect, otherwise the
  creature trips, falls and has a 50% chance to drop whatever it is
  carrying. The GM may decide that dropped items must make a
  saving throw to avoid being damaged or ruined. Getting back
  on their feet (and picking up any dropped items) consumes a full
  round. If a creature is aware of the object before it crosses over, it
  gains a +4 bonus to its saving throw and only has a 25% to drop
  what it is carrying.
  For every 3 feet of material the spell is cast upon, 2 small-sized
  or 1 man-sized creature can be tripped each round, and when it is
  cast upon a 10-foot long object, up to 6 small-sized, 3 man-sized,
  or 1 large-sized creature can be tripped each round. Huge-sized
  and larger creatures are immune to the effects, but they can still
  trigger the trap.
  Creatures that are running when tripped suffer 1d4 + 1 hit
  points of damage and are stunned for the same number of
  rounds, if they fall on hard ground, but suffer only 1 hit point
  of damage and are stunned for only one round if the ground is
  soft. The spell does not function underwater.
  True Seeing (Greater Divination)
  Caster/Level (Sphere): Priest/5 (All), Wizard/6
  Range: Touch
  Duration: 1 round/level
  Effective Area: 1 creature
  Components: V, S and M
  Casting Time: Priest—8, Wizard—1 round
  Saving Throw: None
  This spell allows the caster to confer upon the subject the abil-
  ity to see all things as they actually are. The caster may choose
  to be the subject. The subject sees through normal and magical
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  darkness (seeing those hiding in shadows), notices secret and
  magically hidden doors, sees the exact locations of creatures or
  objects under blur or displacement effects, sees invisible crea-
  tures or objects normally, sees through illusions, and sees the true
  form of polymorphed, changed, or transmuted things (the true
  form appears as a translucent outline superimposed over the im-
  age). Furthermore, once per round, the subject can adjust its vi-
  sion to see into the Ethereal (including out-of-phase), Astral or
  other adjacent planes. The GM may allow this spell to see into an
  inter-dimensional space, like a rope trick, but not into a non-planar
  space, like a portable hole. The range of true seeing conferred is 60
  feet.
  True seeing, however, does not penetrate solid objects. It in no
  way confers X-ray vision or its equivalent. It does not negate con-
  cealment, including that caused by fog and the like. True seeing
  does not help the viewer see through mundane disguises, spot
  creatures who are simply hiding behind something, or notice se-
  cret and concealed doors hidden by mundane means. In addi-
  tion, the spell effects cannot be further enhanced with known
  magic, so one cannot use true seeing through a crystal ball or in
  conjunction with clairaudience or clairvoyance.
  The material component is an eye ointment made from pow-
  dered mushroom, saffron, and fat, costing at least 300 gp per dose
  and then aged for 1d6 months.
  The priests’ version of this spell functions as the wizards’ spell
  of the same name (including its material component) with the fol-
  lowing exceptions: It is reversible, the caster’s vision range is 120
  feet, and the caster is able to see a creature’s aura and determine
  its alignment.
  The reverse, false seeing, provides the caster with a limited abil-
  ity to falsify what the subject sees for the spell’s duration. An
  unwilling victim must be struck with a successful touch attack,
  however, trickery is often used to gain unknowing and there-
  fore willing victims. The caster mentally inﬂuences the subject
  to think it sees something different than what its eyes actually re-
  port. The caster cannot make the subject see something that is not
  there, nor make the subject completely oblivious to something,
  but he can replace the appearance of one thing with another. For
  instance, he could make a human look like a dwarf (or one hu-
  man look like another speciﬁc human), a closed door look like
  it is open, a vat of acid look like rose water, a parrot look like a
  bookend, stale rations look like fresh fruit, a light pat on the back
  look like a dagger thrust, etc.
  The caster cannot alter the apparent size of a creature or ob-
  ject by more than 50%. Thus, he cannot make a castle look like
  a hovel, but he could make it look like a different castle or a
  rough hillock, whether smaller, larger or of approximately the
  same size.
  Because the caster is overriding the victim’s senses, he can fool
  a victim who is using true seeing or some other method of gath-
  ering information, assuming he knows that the victim is actively
  using such an effect and concentrates for the spell’s duration.
  The material component for the reverse is an eye ointment
  made from oil, poppy dust, and pink orchid essence, costing at
  least 300 gp per dose and then aged for 1d6 months.
  Turn Wood (Transmutation)
  Caster/Level (Sphere): Priest/6 (Plant)
  Range: 0
  Duration: 1 round/level
  Effective Area: 20 feet/level × 120 feet wide
  Components: V and S
  Casting Time: 9
  Saving Throw: None
  This spell allows the caster to project waves of force in the di-
  rection that he faces, which cause all wooden objects in the path
  of the effective area to be forced away from him to the limit of
  the effective area. Loose objects are repelled at the rate of 40 feet
  per round. Wooden objects larger than 3 inches in diameter that
  are ﬁxed ﬁrmly are not affected, but loose objects are. Objects 3
  inches in diameter or smaller (such as spears) that are ﬁxed in
  place splinter and break, and the pieces move with the wave of
  energy.
  Objects such as wooden shields, spears, wooden weapon shafts
  and hafts, and arrows and bolts are pushed back, dragging those
  carrying them along. A creature being dragged by an item it is
  carrying can let go. Even magic items with wooden sections are
  repelled, although an anti-magic ﬁeld blocks the effects.
  The waves of force continue to sweep down the set path for
  the spell’s duration. After the spell is cast, the path is set, and the
  caster can do other things or go elsewhere without affecting the
  spell’s power. A successful dispel magic will end the effect.
  U
  Uncontrollable Hideous Laughter (Enchantment)
  Caster/Level: Wizard/2
  Range: 60 yards
  Duration: 1 round/level
  Effective Area: 30-foot cube
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Negate
  This spell allows the caster to afﬂict one creature per 3 caster
  levels, in range and within the effective area, with uncontrol-
  lable laughter. Unless a saving throw versus spell is successful,
  each creature starts to believe that everything it sees and hears
  is uproariously hilarious. The saving throw is modiﬁed by in-
  telligence. Creatures with an intelligence score of 4 or less are
  unaffected, those with intelligence of 5–7 save with a −6 penalty,
  those with intelligence of 8–12 save with a −4 penalty, those with
  intelligence of 13–14 save with a −2 penalty, and those with in-
  telligence of 15 or more save normally. If the creature fails its
  save, it immediately stops whatever it is doing and begins to
  chuckle. Finally, the creature collapses into gales of manic laugh-
  ter by the end of the 1st round. The laughing continues during the
  2nd round. The creature must then spend the 3rd round regaining
  its feet. For each remaining round of the spell’s duration (if any),
  the creature can act normally, but suffers a 2 points penalty to its
  strength score. The GM applies a −2 penalty to attack and dam-
  age rolls if a creature’s strength is unknown.
  The material components are a feather and miniature tarts. The
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  Otherwise, objects made invisible will remain invisible for the en-
  tire duration, even if removed from the effective area. True seeing,
  or similar can see through the illusion, but detect invisibility will
  only reveal objects already discovered.
  The material component is a square of ﬁne black silk worth at
  least 100 gp.
  Vampiric Touch (Necromancy)
  Caster/Level: Wizard/3
  Range: 0
  Duration: One touch
  Effective Area: The caster
  Components: V and S
  Casting Time: 3
  Saving Throw: None
  This spell allows the caster to channel negative energy inﬂict-
  ing 1d6 hit points of damage per two caster levels with a success-
  ful touch attack (up to a maximum of 6d6). As soon as a success-
  ful touch attack is scored or one turn passes, the spell effect ends.
  The damage can be healed by any normal mundane or magical
  method. The caster gains hit points equal to the damage he in-
  ﬂicts (up to the amount required to kill the victim). Hit points
  above the caster’s normal maximum are temporary. Temporary
  hit points not already lost disappear after 1 hour.
  The undead cannot be negatively affected by this spell.
  Vanish (Transmutation)
  Caster/Level: Wizard/7
  Range: Touch
  Duration: Special
  Effective Area: 1 object
  Components: V
  Casting Time: 2
  Saving Throw: None
  This spell allows the caster to cause an object to “go away”.
  The spell only affects one inanimate object, which the caster must
  be touching for the entire casting time. It cannot affect artifacts,
  relics, creatures, constructs, accursed items or magical forces. The
  object must be both no more than 50 pounds per caster level and
  no larger than 3 cubic feet per caster level. If the caster targets
  an object that surpasses either one of these limitations, the spell
  fails.
  This spell can have one of two effects, chosen at the time of
  casting. There is a 1% chance that the object disintegrates when
  the spell is cast upon it regardless of which effect is chosen, no
  save granted.
  Teleport Object: The caster causes the object to reappear at
  a desired location, as if it had been teleported (Refer to Teleport,
  including chances for arriving high or low).
  Hide Object: The caster hides the object deep in the Ethereal
  Plane. The spot where the object was located will permanently
  radiate a faint aura of magic until a successful dispel magic cast
  upon that spot returns the object. There’s a 1% chance that a crea-
  ture from the Ethereal Plane can use the object’s link to travel to
  the Prime Material. A check is made when the object is sent away,
  once per day while it abides there, and once more when it is re-
  turned. No less than 3 checks will be made.
  Veil (Illusion)
  Caster/Level: Wizard/6
  Range: 10 yards/level
  Duration: 1 turn/level
  Effective Area: 20-foot cube/level
  Components: V and S
  Casting Time: 6
  Saving Throw: None
  This spell acts as a more powerful version of hallucinatory ter-
  rain, allowing the caster to instantly change the appearance of
  a location and/or any creatures, within range and the effective
  area, whether the setting is indoors or outdoors. The illusion has
  caster throws the tarts at the creature(s) and waves the feather in
  one hand.
  Unseen Servant (Conjuration)
  Caster/Level: Wizard/1
  Range: 0
  Duration: 1 hour + 1 turn/level
  Effective Area: 30-foot radius
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to create an invisible, mindless,
  shapeless force that performs simple tasks at his command. It
  can step and fetch things, open unstuck doors, and hold chairs,
  as well as clean and mend. It can open only normal doors, draw-
  ers, lids, etc. The servant can perform only one activity at a time,
  but it will repeat the same activity over and over again if told
  to do so. It can lift 20 pounds or push/pull 40 pounds. It can
  trigger traps and such, but it can exert only 20 pounds of force,
  which is not enough to activate certain pressure plates and other
  devices. It can’t perform any task that requires training to learn.
  Its movement value is 3, but it cannot run.
  The servant cannot attack in any way; it is never allowed an
  attack roll. It cannot be killed but dissipates if a successful dispel
  magic is cast upon it, or if it takes 6 points of damage in a single
  round from attacks with effective areas. It gets no saves against
  these attacks. In addition, if the caster attempts to send it beyond
  the spell’s effective area (measured from the caster’s current po-
  sition), the servant will cease to exist.
  The material components are small amounts of string and
  wood.
  V
  Vacancy (Transmutation, Illusion)
  Caster/Level: Wizard/4
  Range: 10 yards/level
  Duration: 1 hour/level
  Effective Area: 10-foot radius/level
  Components: V, S and M
  Casting Time: 4
  Saving Throw: None
  This potent spell allows the caster to combine invisibility and
  illusion effects to make any location (up to the size of the effective
  area) appear to be completely vacant, unused and abandoned for
  a long period of time. The illusion has visual, auditory, olfactory,
  and thermal components, but it is most effective when used in-
  doors or underground. The GM must adjudicate the results in
  outdoor wilderness settings.
  Those who pass through the effective area will see dirt and
  dust, feel cobwebs, smell mold, and otherwise believe it to be
  a typical, empty location. They see their own tracks in the dust,
  and think they are ripping away cobwebs, etc. It cannot disguise,
  conceal, or add creatures, however, it will appear as if they too
  have just discovered the vacant area. Only fresh tracks appear in
  the dust (as appropriate), with no other trace of the creature(s)
  being there for longer than a few minutes.
  The spell cannot alter the appearance of structures (or add
  them where none are present). All furnishings and objects within
  the effective area are made invisible. If a creature makes forceful
  contact with an invisible object (such as running into a statue or
  something, ﬁnding smaller objects on a tabletop, etc.), it naturally
  becomes suspicious and is granted a saving throw to disbelieve
  the entire effect. A successful save allows the viewer to see the
  location as it truly is and provide a +4 bonus to their allies’ saves
  (Refer to Illusions). If a creature fails the save, it will conclude
  that the object(s) it has found are simply invisible. A successful
  dispel magic cast over the entire location will end the spell effect,
  but when cast upon an individual object only reveals that object.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  visual, auditory, olfactory, tactile and thermal components, and
  retains that appearance for the spell’s duration. The caster can
  make the location and/or its occupants appear to be any combi-
  nation of things he desires. Creatures resume their normal ap-
  pearances if slain.
  Unlike most other illusions, this one is so convincing that only
  true seeing or similar effects will reveal the hallucinatory terrain
  portion of the effect. This portion of the illusion cannot be dis-
  believed. Creatures who do not desire to have their appearance
  altered may make a save vs. spell or by magic resistance (as appli-
  cable). Those who interact with an affected creature may gain a
  save to disbelieve that part of the illusion, modiﬁed by wisdom—
  mental defense modiﬁer, but magic resistance will not help.
  Ventriloquism (Illusion)
  Caster/Level: Wizard/1
  Range: 10 yards/level, 90 yards maximum
  Duration: 4 rounds + 1 round/level
  Effective Area: 1 creature or object
  Components: V and M
  Casting Time: 1
  Saving Throw: Negate
  This spell allows the caster to make his voice (or any sound
  that he can normally make vocally) seem to issue from some-
  place else within range. The caster can speak in any language
  he knows. Anyone who hears the sound and rolls a successful
  save, modiﬁed by wisdom—mental defense modiﬁer and a −2
  penalty, recognizes it as illusory (but still hears it). Ventriloquism
  can be combined with other illusory effects. Doing so reduces
  the penalties or provides bonuses to the save as determined by
  the GM.
  The material component is a parchment rolled up into a small
  cone.
  Vision (Greater Divination)
  Caster/Level: Wizard/7
  Range: 0
  Duration: Special
  Effective Area: The caster
  Components: V, S and M
  Casting Time: 7
  Saving Throw: None
  This spell is similar to contact other plane. The caster requests su-
  pernatural guidance from a power of his choice, and is allowed
  to ask a question that is answered with a vision. The chances
  that the power provides a useful vision is determined by a 2d6
  roll (with appropriate modiﬁers for using a valuable material
  component—see below).
  The material component is an item that the caster values or is
  valued by the power being contacted. The caster sacriﬁces the
  item to the power during the casting of the spell. Items valued at
  5,000 gp or more grant a +1 bonus to the 2d6 results roll. Those
  valued at 25,000 gp or more grant a +2 to the roll, while those
  valued at 50,000 gp or more grant the maximum bonus of +3.
  Result
  2d6
  2–6
  The power is annoyed and refuses to answer the
  question. The power demands a service from the
  caster in the form of a geas that even a wish cannot
  remove.
  The power is indifferent and answers with a minor
  7–9
  vision. The vision is not necessarily directly related
  to the question, but will provide at least one clue.
  10–12
  The power is pleased and grants a fully detailed
  vision speciﬁcally answering the question, but the
  caster will need to interpret the vision properly.
  W
  Wall of Fire (Evocation)
  Caster/Level (Sphere): Priest/5 (Elemental (Fire)), Wizard/4
  Range: Priest—80 yards, Wizard—60 yards
  Duration: Special
  Effective Area: Special
  Components: V, S and M
  Casting Time: Priest—8, Wizard—4
  Saving Throw: None
  This spell allows the caster to create an immobile, blazing cur-
  tain of shimmering reddish-blue ﬁre. The effective area can be
  formed into either an opaque sheet of ﬂames up to one 20 foot
  square per caster level or a ring of ﬁre with a radius up to 10
  feet + 5 feet per two caster levels. In either form, the wall is ver-
  tical with respect to the caster’s angle and 20 feet high. The wall
  lasts for as long as the caster concentrates or one round per caster
  level thereafter.
  One side of the wall, selected by the caster, sends forth waves
  of heat, dealing 2d4 points of damage to creatures within 10 feet
  and 1d4 points of damage to those past 10 feet but within 20 feet.
  The wall inﬂicts this damage when it appears and on his initiative
  each round to all creatures in the area. In addition, the wall deals
  2d6 points of damage + 1 point of damage per caster level (max-
  imum + 20) to any creature passing through it. The wall deals
  double damage to the undead.
  If the caster evokes the wall so that it appears where basically
  stationary creatures are, each creature takes damage as if passing
  through the wall, however, creating a wall to intentionally catch
  and cause damage to a moving creature grants a saving throw to
  allow it to escape the effective area before the wall forms. The
  moving creature may take subsequent damage normally if it re-
  mains inside the effective area when the caster gains his next ini-
  tiative.
  If any 5-foot section of the wall takes 20 points or more of dam-
  age from cold attacks in a single round, that section goes out.
  Wall of ﬁre can be made permanent with a permanency spell. A per-
  manent wall of ﬁre that is extinguished by cold damage becomes
  inactive for a turn, and then reforms at normal strength.
  The priests’ version of this spell functions as the wizards’ spell
  of the same name except that the ﬂames are yellowish-green in
  color, and creatures passing through the wall suffer 4d4 points of
  damage + 1 per caster level.
  The material component for both priests’ and wizards’ ver-
  sions is phosphorus.
  Wall of Fog (Evocation)
  Caster/Level: Wizard/1
  Range: 30 yards
  Duration: 2d4 rounds + 1 round/level
  Effective Area: 20-foot cube + 10-foot cube/level
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to create billowy clouds of misty
  vapors within the spell’s range that form a wall up to the effective
  area in size. The fog obscures all normal vision and infravision
  beyond 2 feet. The wall must be a cube or rectangular-shaped,
  and at least 10 feet across at its smallest point. The duration is
  halved by a moderate wind and a strong wind immediately ends
  the spell effects.
  The material component is a pinch of split, dried peas.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  tures suffer only 1 point of damage per inch when going through.
  Magical ﬁre (including ﬁery breath weapons and spell effects of
  3rd level or better) melts an ice plane in one round, but doing so
  creates a steamy fog 10 times larger than the spell’s effective area,
  which acts as if it were a wall of fog spell for one turn. Lesser spell
  effects and normal ﬁres do not affect the wall.
  Hemisphere: This effect creates a hemisphere with a maxi-
  mum radius of 3 feet plus 1 foot per caster level, which lasts until
  it is broken, melted, or a successful dispel magic is cast. Magical
  ﬁre (including ﬁery breath weapons and spell effects of 3rd level
  or better) melts the hemisphere in one round, but doing so creates
  a steamy fog 10 times larger than the spell’s effective area, which
  acts as if it were a wall of fog spell for one turn. Lesser spell effects
  and normal ﬁres do not affect the hemisphere.
  The hemisphere is just as thick and as hard to break through as
  the ice plane form, but it does not deal damage to those who go
  through a breach. It can be used to trap immobile creatures, but
  creating a wall to intentionally catch a moving creature grants a
  saving throw, modiﬁed by dexterity—surprise modiﬁer, to allow
  it to escape before the wall forms.
  Hail Storm: The ﬁnal effect does not create a barrier; rather it
  functions as an ice storm’s hail effect for one round, in an effective
  area of 10-foot square per caster level. The fallen ice remains on
  the ground for the spell’s duration, a successful dispel magic is cast
  or until it is melted with magical ﬁre. Melting the effects of the
  hail storm does not create an effective fog.
  The material component for all three of the effects is the same:
  a small piece of a quartz or similar rock crystal.
  Wall of Iron (Evocation)
  Caster/Level: Wizard/5
  Range: 5 yards/level
  Duration: Permanent
  Effective Area: Special
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster to cause a ﬂat, vertical iron wall to
  spring into being. The wall inserts itself into any surrounding
  non-living material (to seal off a passage, for instance) if its effec-
  tive area is sufﬁcient to do so. The wall must be continuous and
  unbroken. If any object or creature breaks the wall’s surface while
  it is being created, the spell fails. It must always be a ﬂat plane,
  though the caster can shape its edges to ﬁt the available space. It
  is possible, but difﬁcult, to trap a mobile opponent with a wall of
  iron, provided the wall forms to block the only way out. Creating
  a wall to intentionally capture a creature grants a saving throw,
  modiﬁed by dexterity—surprise modiﬁer, to allow it to escape.
  A wall of iron is 1⁄4 inch thick and 15 square feet per caster level.
  The caster is allowed to double the wall’s effective area by halv-
  ing its thickness. Each 5-foot square of the wall has 30 hit points
  per inch of thickness. A section of wall whose hit points drop to
  0 is breached.
  If the caster desires, the wall can be created vertically resting
  on a ﬂat surface but not attached to the surface, so that it can be
  tipped over to fall on and crush creatures beneath it. The wall
  is 50% likely to tip in either direction if left alone. Creatures can
  attempt to push the wall in one direction rather than letting it
  Wall of Force (Evocation)
  Caster/Level: Wizard/5
  Range: 30 yards
  Duration: 1 turn + 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster to create an invisible, immobile wall
  anywhere within range. The caster can either form the wall into a
  ﬂat wall made of one 10 foot × 10 foot square per level, a sphere
  with a radius up to 1 foot per caster level, or into a hemisphere
  with a radius of 1.5 feet per caster level. The wall must be con-
  tinuous and unbroken. If any object or creature breaks the wall’s
  surface while it is being created, the spell fails. The wall blocks
  ethereal creatures as well as material ones, but dimension door, tele-
  port, and similar effects can bypass the barrier, and ethereal crea-
  tures can usually get around a ﬂat wall or hemispherical form by
  ﬂoating under it or around it through the material ﬂoors, walls
  or ceilings. Creating a wall to intentionally capture a creature
  grants a saving throw, modiﬁed by dexterity—surprise modiﬁer,
  to allow it to escape before the wall forms.
  Breath weapons and spells cannot pass through the wall in ei-
  ther direction, but gaze attacks can operate through a wall of force.
  The wall is immune to damage of any kind and is unaffected by
  most spells, including dispel magic. However, disintegrate imme-
  diately destroys it, as does a rod of cancellation, a sphere of annihi-
  lation, or a successful mage’s disjunction spell, and the caster can
  end the effect before the duration expires with a command word.
  Wall of force can be made permanent with a permanency spell. If
  brought down by disintegrate, mage’s disjunction or other powerful
  effect, a permanent wall of force will return after 1 turn.
  The material component is a pinch of powdered diamond
  worth 5,000 gp.
  Wall of Ice (Evocation)
  Caster/Level: Wizard/4
  Range: 10 yards
  Duration: 1 turn/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 4
  Saving Throw: Special
  This spell allows the caster to create a barrier made of ice. The
  wall must be continuous and unbroken. If any object or creature
  breaks the wall’s surface while it is being created, the spell fails.
  This spell can create one of three effects, chosen at the time of
  casting.
  Ice Plane: This effect creates a sheet of strong, hard ice, which
  lasts for the duration, it is melted or until a successful dispel magic
  is cast. The wall is 1 inch thick per caster level. It covers up to
  a 10-foot-square area per caster level (so a 10th-level wizard can
  create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long
  and 20 feet high, or some other combination of length and height
  that does not exceed 1,000 square feet). The plane can be oriented
  in any fashion as long as it is anchored. A vertical wall need only
  be anchored on the ﬂoor, while a horizontal or slanting wall must
  be anchored on two opposite sides. It is possible, but difﬁcult, to
  trap a mobile opponent with an ice plane, provided the ice forms
  to block the only way out. Creating an ice plane to intentionally
  capture a creature grants a saving throw, modiﬁed by dexterity—
  surprise reaction modiﬁer, to allow it to escape before the wall
  forms.
  Each 10-foot square of wall has 3 hit points per inch of thick-
  ness. Creatures can hit the wall automatically. A section of wall
  whose hit points drop to 0 is breached, but an area of frigid air re-
  mains. If a creature passes through the breach in the ice, it suffers
  2 points of damage per inch of thickness of the wall. Fire-based
  creatures suffer 3 points of damage per inch, and cold-based crea-
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  fall randomly. If a combined strength of at least 30 or a com-
  bined mass of 400 pounds pushes against it, each pound over 400
  and/or point of strength over 30 increases the chance of falling
  toward the weaker side by 1%. Creatures with room to ﬂee the
  falling wall may do so by making successful save vs. death, mod-
  iﬁed by dexterity—surprise modiﬁer. Any large-sized or smaller
  creature that fails is instantly crushed to death. The wall cannot
  crush huge-sized and larger creatures.
  The wall is permanent until a successful dispel magic is cast but
  is otherwise normal, non-magical iron. Like any iron wall, this
  wall is subject to rust, perforation, and other natural phenomena.
  The material component is a small piece of sheet iron.
  Wall of Stone (Evocation)
  Caster/Level: Wizard/5
  Range: 5 yards/level
  Duration: Permanent
  Effective Area: Special
  Components: V, S and M
  Casting Time: 5
  Saving Throw: None
  This spell allows the caster to create a wall of granite that
  merges into adjoining rock surfaces. A wall of stone is 1⁄4 inch thick
  and up to 20 square feet per caster level. The caster is allowed
  to double the wall’s effective area by halving its thickness. The
  wall must be continuous and unbroken. If any object or creature
  breaks the wall’s surface while it is being created, the spell fails.
  Unlike a wall of iron, the caster is allowed to create a wall of stone
  in almost any shape desired. The wall need not be vertical, nor
  rest upon any ﬁrm foundation; however, it must merge with and
  be solidly supported by existing stone. It can be used to bridge
  a chasm, for instance, or as a ramp. For this use, if the span is
  more than 20 feet, the wall must be arched and buttressed. This
  requirement reduces the spell’s effective area by half. The wall
  can be crudely shaped to allow crenellations, battlements, and so
  forth by likewise reducing the effective area.
  The wall is permanent until a successful dispel magic is cast
  but is otherwise normal, non-magical stone. Like any other wall
  made of stone, this one can be destroyed by a disintegrate spell
  or by normal means such as breaking and chipping. Each 5-foot
  square of the wall has 15 hit points per inch of thickness. A sec-
  tion of wall whose hit points drop to 0 is breached.
  It is possible, but difﬁcult, to trap a mobile opponent within or
  under a wall of stone, provided the wall is shaped so it can hold
  the creature. Creating a wall to intentionally capture a creature
  grants a saving throw, modiﬁed by dexterity—surprise modiﬁer,
  to allow it to escape.
  The material component is a small block of granite.
  Wall of Thorns (Conjuration)
  Caster/Level (Sphere): Priest/6 (Plant, Creation)
  Range: 80 yards
  Duration: 1 turn/level
  Effective Area: Special
  Components: V and S
  Casting Time: 9
  Saving Throw: None
  This spell allows the caster to create a barrier of very tough,
  pliable, tangled brush bearing needle-sharp thorns as long as a
  human’s ﬁnger (about 3 inches). Only the nearest edge of the
  wall must be within range. The caster can form the wall into any
  basic shape he desires, up to one 10-foot cube per caster level or
  two 10-foot by 10-foot by 5-foot blocks per caster level. The effect
  lasts for the duration, until a successful dispel magic is cast or until
  the caster dismisses it.
  Creatures with the ability to pass through overgrown areas un-
  hindered can pass through a wall of thorns at normal speed with-
  out taking damage. Otherwise, a creature forced into or attempt-
  ing to move through a wall of thorns takes slashing damage per
  round of movement equal to 8 plus the creature’s AC (up to a
  maximum of 18 damage per round). A negative AC reduces the
  damage taken, until an AC of −8 reduces the damage to 0. Dex-
  terity modiﬁers to AC do not count for this calculation.
  Creating a wall to intentionally capture a creature grants a sav-
  ing throw, modiﬁed by dexterity—surprise modiﬁer, to allow it to
  escape unharmed. A failed save indicates the creature is caught
  in the effective area and takes damage as if it had been forced
  into the wall. In order to escape, it must attempt to force its way
  through the wall, or it can wait until the spell ends. A creature can
  force its way slowly through the wall by making a strength check.
  It can perform no other actions while moving through the thorns.
  For every point below the score required to succeed the strength
  check, a creature moves 1 foot (up to a maximum distance equal
  to its normal land speed). Of course, moving through or attempt-
  ing to move through the thorns incurs damage as above. Dam-
  age is checked for each 10 foot of thickness or fraction thereof
  a creature attempts to move through. A creature trapped in the
  thorns can choose to remain motionless in order to avoid taking
  damage. A 5-foot thick wall inﬂicts the same damage as a 10-
  foot wall; however, breaking through the 5-foot wall takes half as
  much time.
  A wall of thorns can be breached from the outside by slow work
  with edged weapons. Each person chopping away at the wall
  creates a 10-foot deep by 3-foot wide safe passage for every 4
  turns of effort. A 5-foot thick wall only requires 2 turns. Magical
  ﬁre (including ﬁery breath weapons and spell effects of 3rd level
  or better) burns a wall of thorns, but doing so causes it to act as
  if it were a wall of ﬁre spell for two turns (the cool side always
  faces the caster of the wall of thorns spell). Lesser spell effects
  and normal ﬁres do not affect the wall.
  Despite its appearance, a wall of thorns is not actually a living
  plant, and thus is unaffected by spells that affect plants.
  Warp Wood (Transmutation)
  Caster/Level (Sphere): Priest/2 (Plant)
  Range: 10 yards/level
  Duration: Permanent
  Effective Area: Special
  Components: V and S
  Casting Time: 5
  Saving Throw: Special
  This spell allows the caster to cause wooden items within range
  to bend and warp, permanently destroying their straightness,
  form, and strength. A warped door springs open or becomes
  stuck, requiring a Strength check to open, at the caster’s op-
  tion. A boat or ship can be made to spring a leak. Warped mis-
  sile weapons are useless. A warped melee weapon causes a −4
  penalty on attack rolls.
  The caster may warp a 15-inch shaft of wood up to 1-inch di-
  ameter or its equivalent per caster level. At 3rd level, the caster is
  able to warp 2 or 3 hand-axe handles or a dozen crossbow bolts,
  and at 5th level, he can warp the shaft of a typical spear. The caster
  can combine multiple consecutive castings to warp an object that
  is too large for him to warp with a single spell. Until the object is
  completely warped, it suffers no ill effects.
  Enchanted items made of wood (such as magically held doors,
  temporary magical weapons, etc.)
  can be affected only if the
  caster is higher level than the caster who enchanted it. Permanent
  magical items made of wood are treated as if a caster of at least
  12th level enchanted them. The spell has a 20% cumulative chance
  of success per caster level higher than the level of the caster who
  enchanted the wood. Artifacts and relics cannot be affected by
  this spell.
  The reverse, straighten wood, warps the same quantity of wood
  back to normal, straightening wood that has been warped either
  by this spell or other means.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  hurricane.
  The GM must determine the spell’s effective area and its dura-
  tion. The GM may consult the control weather spell for more spe-
  ciﬁc weather details; however, the effects are always at or beyond
  the extreme ends of the scales. The changes to the weather condi-
  tions start to become noticeable within 1d4 turns, and reach their
  full strength in 1d12 + 5 turns. Depending on the severe weather
  conditions desired, the effective area might be between 1 and 100
  square miles and the duration (after the effect has reached full
  strength) may be just 1 turn or up to a few days. The caster deter-
  mines which type of extreme weather is desired, but otherwise
  has no control over the weather that arrives and cannot change
  his mind once it has been called. If a successful dispel magic is
  cast at the location the weather summoning spell was cast, before
  the severe weather reaches its full strength, the weather slowly
  reverts back to normal, however once it reaches its full strength
  it can no longer be dispelled.
  Several casters working in concert (either through the use of a
  combine spell or by casting similar complimentary spells, such as
  control weather, control winds, etc.) can invoke the most extreme
  and/or unlikely weather conditions, such as frost and snow dur-
  ing the summer or a heat wave in the winter.
  Web (Evocation)
  Caster/Level: Wizard/2
  Range: 5 yards/level
  Duration: 2 turns/level
  Effective Area: 8,000 cubic feet
  Components: V, S and M
  Casting Time: 2
  Saving Throw: Negate or Half
  This spell allows the caster to create many-layers of strong,
  sticky strands, similar to spider webs but far larger and tougher.
  The web covers a maximum area of eight 10 × 10 × 10 foot cubes
  and must be at least 10 feet thick. The webs must be anchored
  to two or more solid and diametrically opposed points, such as
  ﬂoor and ceiling or opposite walls, or else the web collapses and
  disappears.
  Creatures caught within a web become entangled among the
  gluey ﬁbers. Any creature in the effective area when the spell is
  cast must make a save vs. spell, modiﬁed by dexterity—surprise
  modiﬁer and a −2 penalty.
  If the save fails, the creature is entangled.
  Creatures with
  strength score of 12 or less are trapped and unable move or per-
  form any actions until freed by another creature or the spell’s du-
  ration expires. Creatures with strength between 13 and 17 can
  break through 1 foot of web per round, and those with strength
  above 17 break through 2 feet per round. Huge creatures or those
  with great mass can move through 10 feet of webs per round,
  while creatures larger than huge ignore the webs completely.
  If the save succeeds and the creature is adjacent to at least 5 feet
  of clear space, it avoids the effect entirely, but if insufﬁcient clear
  space is available, the web affects the creature at half strength.
  Creatures with strength score of 7 or less are trapped and unable
  move or perform other actions until freed by another creature or
  the spell’s duration expires. Creatures with strength between 7
  and 12 can break through 1 foot of half-strength web per round,
  and all other movement values while entangled (listed above) are
  doubled.
  Entangled creatures (whether at full or half strength) lose
  any dexterity bonuses to their AC until they leave the effective
  area, however, missiles weapons are less effective against those
  trapped in the web. If at least 5 feet of web lie between the at-
  tacker and the entangled opponent, it provides 25% cover. 10
  feet provides 50% cover, 15 feet provides 75% cover and 20 feet
  of web or more provides 90% cover.
  In addition, using a melee weapon or other tool to attack a crea-
  ture entangled in a web, or to hack at the webs to free an ally, may
  Water Breathing (Transmutation)
  Caster/Level (Sphere): Priest/3 (Elemental (Water, Air)),
  Wizard/3
  Range: Touch
  Duration: Priest—1 hour/level, Wizard—1 hour/level + 1d4
  hours
  Effective Area: 1 creature
  Components: Priest—V and S, Wizard—V, S and M
  Casting Time: Priest—6, Wizard—3
  Saving Throw: None
  This spell allows the caster to empower one or more creatures
  touched (which may or may not include the caster) to breathe wa-
  ter for the spell’s duration. Divide the duration evenly among all
  the creatures touched. The spell does not make creatures unable
  to breathe air.
  The reverse, air breathing, enables water-breathing creatures to
  also breathe air.
  The material component for the spell and its reverse is a short
  reed or piece of straw.
  The priests’ version of this spell, and its reverse, functions as
  the wizards’ spell of the same name, except there is no material
  component.
  Water Walk (Transmutation)
  Caster/Level (Sphere): Priest/3 (Elemental (Water))
  Range: Touch
  Duration: 1 turn + 1 turn/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 6
  Saving Throw: None
  This spell allows the caster to empower one creature touched
  plus one additional creature per caster level above 5th (which may
  or may not include the caster) to tread on any liquid as if it were
  ﬁrm ground for the spell’s duration. Mud, oil, snow, quicksand,
  running water, ice, and even lava can be traversed easily, since
  the subjects’ feet hover an inch or two above the surface on a
  thin, invisible ﬁeld of force under the wearer. Creatures cross-
  ing molten lava still take damage from the heat because they are
  near it. The subject(s) can walk, run, charge, or otherwise move
  across the surface as if it were normal ground. The subject(s) of
  the spell leaves depressions the size of his feet and 11⁄2 inch deep
  per 100 pounds of weight in snow, quicksand or other semi-solid
  surfaces, caused by the ﬁeld of force. If the spell is cast under-
  water (or while the subject(s) are partially or wholly submerged
  in whatever liquid they are in), subjects that desire to go to the
  surface rise at a rate of 120 feet per round, while those who are
  dead, unconscious, more than lightly encumbered, or unwilling
  to go to the surface rise at a rate of only 60 feet per round, un-
  til they can stand on the surface. The spell’s subject(s) must also
  treat liquids as solid objects for the purpose of falling.
  The material components are a piece of cork and the caster’s
  holy or unholy symbol.
  Weather Summoning (Conjuration)
  Caster/Level (Sphere): Priest/6 (Weather)
  Range: 0
  Duration: Special
  Effective Area: Special
  Components: V and S
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the caster to invoke severe weather condi-
  tions.
  The caster can alter the wind speed, precipitation, and
  temperature to any extreme for the region and season. This in-
  cludes tornadoes, thunderstorms, ice storms, or hot weather in
  the spring, torrential rains, heat waves, or hailstorms in the sum-
  mer, hot or cold weather, fog, or ice in the autumn, and extreme
  cold, blizzards, or a fast thaw in the winter. If cast in coastal re-
  gions during late winter or early spring the caster may invoke a
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  FOR GOLD & GLORY
  cause the attacker (or rescuer) to become entangled. If less than
  5 feet of web lie between the attacker/rescuer and the entangled
  creature, the attacker/rescuer makes a save vs. spell, modiﬁed
  by dexterity—surprise modiﬁer. If the save fails, he is entangled
  at half strength. If more than 5 feet of web exists, a failed save
  indicates he is fully entangled, and if more than 10’ feet exists, he
  suffers the additional -2 penalty to the save.
  The strands of a web spell are ﬂammable. A magical ﬂaming
  sword can slash them away as easily as a hand brushes away
  cobwebs. Any ﬁre can set the webs alight and burn away a 10-
  foot cube per round. All creatures within ﬂaming parts of the
  web take 2d4 points of ﬁre damage from the ﬂames.
  This spell can be made permanent with a permanency spell. A
  permanent web is stationary, and if damaged or destroyed it re-
  forms in the same location. Permanent webs close in behind those
  who hack through them in one round and return in 1 turn if de-
  stroyed by ﬁre. Pieces of the web dissolve in just a few seconds if
  they are removed from the spell’s effective area.
  The material component is a bit of spider web.
  Weird (Illusion)
  Caster/Level: Wizard/9
  Range: 30 yards
  Duration: Concentration
  Effective Area: 20-foot radius
  Components: V and S
  Casting Time: 9
  Saving Throw: Special
  This spell is similar to phantasmal killer, except the caster can
  select any number of potential victims, within the effective area,
  that he is able to communicate with. While casting this spell, the
  caster threatens his intended victims with impending doom in
  whatever language(s) they can understand.
  The selected creatures must roll a saving throw vs. spell, mod-
  iﬁed by wisdom—mental defense modiﬁer.
  Those who fail the save are suddenly involved in a seem-
  ingly real battle with phantasmal images culled from their dark-
  est subconscious. The GM must adjudicate the phantasmal mon-
  sters, but in general, each phantasmal monster shares the caster’s
  Level/HD, and possibly other stats. Escape of any sort (including
  teleport, plane shift, etc.) is impossible. In reality, the victims are
  paralyzed, and the combat is only occurring within their minds.
  Combat begins immediately, but each round of this mental com-
  bat takes only 1⁄10 of an actual round. If the mental combat reaches
  1 turn (1 round of actual time), initiative is rolled for all others
  who are not affected by the spell. Those creatures under the ef-
  fects of the spell can be attacked and suffer damage, but they can-
  not be brought out of the mental combat until the spell ends or
  they have successfully defeated the phantasmal monster. If the
  victim dies in mental combat, he dies in reality, but if he defeats
  the phantasmal monster, the spell ends. The victim revives un-
  harmed, and he has not used any actual equipment or spells. He
  also gains experience for defeating the phantasm.
  An affected creature sees only the phantasmal monster attack-
  ing it but not those attacking others. The caster must concentrate
  to maintain the phantasms. The spell ends if the caster loses con-
  centration.
  Those victims who successfully save are paralyzed with fear
  for a full round and lose 1d4 points of strength, but do not face
  a phantasmal monster.
  If a creature does not have a known
  strength the GM may instead assign −1d4 in combat penalties.
  The victim’s strength returns after 1 turn. If a creature that saved
  successfully is attacked and sustains damage while paralyzed
  with fear, the paralysis effect ends and they can react immedi-
  ately, albeit with a lowered strength score.
  Whispering Wind (Transmutation, Illusion)
  Caster/Level: Wizard/2
  Range: 1 mile/level
  Duration: Special
  Effective Area: 2-foot radius
  Components: V and S
  Casting Time: 2
  Saving Throw: None
  This spell allows the caster to send a message or a sound on the
  wind to a designated spot. The whispering wind travels to a spe-
  ciﬁc location within range that is familiar to the caster, provided
  that it can ﬁnd a way to the location. A whispering wind is as gen-
  tle and unnoticed as a zephyr until it reaches the location. It then
  delivers its whisper-quiet message or other sound. Note that the
  message is delivered regardless of whether anyone is present to
  hear it. The wind then dissipates.
  The caster can prepare the spell to bear a message of no more
  than twenty-ﬁve words, cause the spell to deliver other sounds
  for 1 round, or merely have the whispering wind seem to be a
  faint stirring of the air. He can likewise cause the whispering wind
  to move as slowly as 1 mile per hour or as quickly as 1 mile per
  turn.
  When the spell reaches its objective, it swirls and remains
  in place until the message is delivered. As with magic mouth,
  whispering wind cannot speak verbal components, use command
  words, or activate magical effects.
  Wind Walk (Transmutation)
  Caster/Level (Sphere): Priest/7 (Elemental (Air))
  Range: Touch
  Duration: 1 hour/level
  Effective Area: The caster + 1 person per 8 levels
  Components: V, S and M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the caster to alter the substance of his body
  and everything worn or carried to a cloudlike vapor (as a potion
  of gaseous form) and move through the air, possibly at great speed.
  The caster can take a maximum of up to three other creatures with
  him. A magic wind allows them to move at a rate as slow as 6
  with maneuver class of 1, up to 20 with a maneuver class of 2, up
  to 40 with a maneuver class of 3, up to 60 with maneuver class
  of 4, and as fast as 60 mph (or 1 mile per round) if ﬂying at or
  above altitudes of 600 feet with only maneuverability necessary
  for long distance traveling.
  Wind walkers are not invisible but rather appear misty and
  translucent. If fully clothed in white, they are 80% likely to be
  mistaken for clouds, fog, vapors, etc. A wind walker can regain
  its physical form as desired and later resume the cloud form.
  Each change to or from vaporous form requires 1 full round,
  which counts toward the duration of the spell (as does any time
  spent in physical form). The caster can dismiss the effect com-
  pletely and for everyone at once, or he can dismiss it for individ-
  ual wind walkers and not others.
  During the last round of the spell’s duration, a wind walker in
  cloud form automatically descends as much as 600 feet in order
  to land. This rapid descent serves as a warning that the spell is
  about to end.
  While in vapor form, creatures are immune to attacks from nor-
  mal weapons. No spell casting is possible while in vapor form.
  Winds may allow a wind walker to move faster than 60 mph if
  blowing from behind, and move at a slower speed or have dif-
  ﬁculty navigating if blowing against them. Wind speeds of tor-
  nado strength and higher will completely impede travel in that
  direction.
  The material components are ﬁre and holy or unholy water.
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  requires the casting of 10 wish spells to increase an ability score
  from 16 to 17, and 10 more to increase a score from 17 to 18.
  The recipient’s strength score must progress through the excep-
  tional strength categories, even for non-warriors. In regards to
  exceptional strength ratings, it requires 10 wish spells to increase
  strength from 18 to 18/01-50, 10 more to increase to 18/01-50 to
  18/51-75, 10 more to increase to 18/76-90, etc. These bonuses can
  exceed racial maximums, are permanent and cannot be affected
  by dispel magic, though if the GM agrees, a mage’s disjunction may
  temporarily negate the effect (1d4 rounds).
  Increase Life Expectancy: A wish can be used to reduce a crea-
  ture’s age by up to 20 years if its venerable age is 150 years or
  less, up to 40 years if its venerable age is between 151 and 250
  years, up to 60 years if its venerable age is between 251 and 350
  years, etc. An unwilling creature is granted magic resistance and
  a save vs. magic to avoid the effect. The caster may choose the
  exact number of years, but a creature cannot be reverted to a form
  prior to its birth or hatching. The caster may be the subject of this
  effect, but he cannot choose the exact number of years for him-
  self, rather a variable number of years is used, such as 1d10 + 10,
  2d10 + 20, 3d10 + 30, etc. The magical aging caused by casting
  the wish spell then offsets the ﬁnal result.
  Loosen Racial Restrictions: A wish cannot completely remove
  a racial class level restriction, however each wish can add 1 level
  to a character’s racial maximum level for a single class.
  Magic or Money: A wish can allow the caster to immediately
  create any number of magical items with a total value of up to
  5,000 experience points, any amount of mundane items totaling
  up to 25,000 gp in value, or a proportionate combination of the
  two. No experience can be awarded for gaining this “treasure”.
  A wish may never be used to directly gain experience points or
  class levels. If a mundane item valued at more than 25,000 gp, is
  wished for, it arrives in an unﬁnished state (a castle’s foundation,
  the keel of a boat, etc.). Either additional wishes or mundane labor
  can ﬁnish the work.
  Magical Item Creation: A wish can be substituted for a perma-
  nency spell during magical item creation. Doing so provides a
  100% success rate, and the caster does not lose a point of consti-
  tution. Additionally, during magic item creation, the caster can
  use a wish to duplicate any material component (up to 25,000 gp
  in value), spell effect or desired power required, that the caster
  otherwise doesn’t have access to. Each item or effect requires a
  separate wish.
  Maximize Ability Score: A wish can increase a single ability
  score to one higher than the racial maximum for an entire day.
  Remove Injuries and Afﬂictions: A single wish can aid one
  creature per caster level, and all subjects can be cured of the same
  kind of afﬂiction. For example, the caster could heal all the dam-
  age that he and his companions have taken, or remove all poison
  effects from everyone in the party, but not do both with the same
  wish.
  Revive the Dead: A wish can bring a dead creature back to
  life by duplicating a resurrection spell. A wish can revive a dead
  creature whose body has been completely destroyed, but the task
  takes two wishes, one to recreate the body and another to in-
  fuse the body with life again. A wish cannot prevent a character
  brought back to life from losing a point of constitution, nor can
  it reset a character’s original constitution as regards to the total
  number of times he may be brought back to life.
  Transport Travelers: A wish can lift one creature per caster
  level from anywhere on any plane and place those creatures any-
  where else on any plane, without chance of error, regardless of
  local conditions. An unwilling target is granted a save vs. spell
  to avoid the effect, and magic resistance (if any) applies.
  Undo Misfortune: A wish can undo a single recent event. The
  wish forces a re-roll of any roll made within the last round. Real-
  ity reshapes itself to accommodate the new result. For example,
  a wish could undo an opponent’s successful save or attack roll,
  Wind Wall (Transmutation)
  Caster/Level: Wizard/3
  Range: 10 yards/level
  Duration: 1 round/level
  Effective Area: 10 feet × 5 feet/level, 2 feet wide
  Components: V, S and M
  Casting Time: 3
  Saving Throw: Special
  This spell allows the caster to create an invisible vertical curtain
  of wind, 2 feet thick and of considerable strength. It is a roaring
  blast of upward wind sufﬁcient to blow away any bird smaller
  than an eagle, or tear papers and similar materials from unsus-
  pecting hands. A save vs. spell, modiﬁed by dexterity—surprise
  modiﬁer, allows a creature to maintain its grasp on an object.
  Small-sized and smaller ﬂying creatures cannot pass through the
  barrier. Loose materials and clothing ﬂy upward when caught
  in a wind wall. Arrows, bolts and sling stones are deﬂected up-
  ward and miss, while any other hurled weapon passing through
  the wall suffers a −4 penalty to the ﬁrst shot and −2 penalty to
  further shots. A giant-thrown boulder, a siege engine projectile,
  and other massive ranged weapons are not affected. Gases, most
  gaseous breath weapons, and creatures in gaseous form cannot
  pass through the wall, but it poses no barrier to incorporeal crea-
  tures.
  While the wall must be vertical, the caster can shape it in any
  continuous path along the ground that he likes. It is possible
  to create cylindrical or square wind walls to enclose speciﬁc lo-
  cations.
  The material components are a tiny fan and a feather from an
  exotic creature.
  Wish (Conjuration, Evocation)
  Caster/Level: Wizard/9
  Range: Unlimited
  Duration: Special
  Effective Area: Special
  Components: Special
  Casting Time: Special
  Saving Throw: Special
  This spell allows the caster to alter reality to better suit him. It
  is the mightiest spell a wizard can cast, and like limited wish, can
  require GM and player adjudication. It can have any of several
  effects chosen at casting time.
  Change Race: A wish can be used to change a character’s race.
  Unwilling subjects are granted magic resistance and a save vs.
  spell to avoid the effect. The results are handled as if a reincar-
  nation had been cast upon the living creature, but the caster is
  allowed to select the race.
  Duplicate Spell Effects: The simplest form of the wish spell al-
  lows the caster to create nearly any type of known magical effect,
  of equal or lesser level. A wish can duplicate any wizard spell of
  9th level or lower, provided the spell is from a school of magic
  allowed to the caster, and any wizard spell of 7th level or lower,
  even from a prohibited school, or duplicate any priest spell of 6th
  level or lower, provided the spell is from a school of magic al-
  lowed to the caster, and any priest spell of 5th level or lower, even
  from a prohibited school. Using this spell to duplicate another
  spell must follow all rules for the spell being duplicated. Sub-
  jects are allowed the same saving throws and magic resistance as
  normal. The caster is subject to the same risks and rewards as
  if they had cast the actual spell, with the following exceptions.
  Any variable that can beneﬁt the caster (such as range, duration,
  damage, etc.) will be as if the most favorable result was rolled,
  and if used to duplicate a spell with a material component that
  costs less than 10,000 gp, the caster does not need to provide the
  component. All verbal and somatic components must be used,
  and the casting time is equal to that of the duplicated spell.
  Increase Ability Score: A wish can grant a creature a +1 bonus
  to an ability score as long as the score is not raised above 16. It
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  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  a friend’s failed save, and so on. The re-roll, however, may be
  as bad as or worse than the original roll. An unwilling target is
  granted a save vs. spell to avoid the effect, and magic resistance
  (if any) applies. A wish can undo the harmful effects of many
  other spells, such as geas, quest or insanity. The speciﬁcs are given
  in the description of each spell.
  And ﬁnally, the caster can produce any other effect whose
  power level is in line with the above effects, a single creature may
  be granted a +9 bonus to hit on its next attack or suffer up to a −9
  penalty on its next saving throw, etc. The caster is allowed to
  be creative when using this form of the wish, and with the GM’s
  consent, the spell could be used as an aid in spell research for
  new spells of 8th level or lower. The casting time for this form
  can vary greatly. For this more free-form application, the exact
  terminology of the wish is taken literally.
  The caster may try to use a wish to produce even greater effects,
  but doing so is dangerous, reducing the caster’s strength score by
  3 points and requiring 2d4 days of rest to recover. In addition,
  the wish spell may pervert the caster’s intent into a literal but un-
  desirable fulﬁllment or only a partial fulﬁllment. Divine beings
  and deities can punish mortals for abusing the wish spell and it’s
  likely to attract the attention of other powerful planar creatures.
  Casting this spell ages a caster ﬁve years if his venerable age
  is 150 years or less, ten years if his venerable age is between 151
  and 250 years, ﬁfteen years if his venerable age is between 251
  and 350 years, etc.
  Withdraw (Transmutation)
  Caster/Level (Sphere): Priest/2 (Protection)
  Range: 0
  Duration: 1 round
  Effective Area: The caster
  Components: V and S
  Casting Time: 5
  Saving Throw: None
  This spell causes the caster to personally perceive time differ-
  ently. Time seems to slow down for the caster. The caster per-
  ceives the duration to be two rounds plus one round per caster
  level during the spell’s actual duration of one round (or one
  minute). While in this state, the caster can perform only basic
  mental actions, such as thinking and reading. He is also able to
  cast any divination spell and any curing or healing spells (the
  latter two on himself only). The caster cannot perform any ac-
  tions other than those listed above. He cannot move, use magical
  items, cast any other type of spell, concentrate on any other type
  of magical effect, perform any other special ability (even if only
  a mental ability) or become invisible, and if attacked, the caster
  loses dexterity and shield bonuses to his AC. The caster may end
  the spell early by breaking any restriction (such as moving, start-
  ing to cast a proscribed spell, casting a cure spell on an ally, etc.),
  and if the caster is successfully attacked, his concentration is bro-
  ken and the spell ends.
  To adjudicate this spell, ask the caster what he plans to do dur-
  ing his mental rounds. All of the caster’s mental rounds occur
  in the next actual round. Determine whether any of the caster’s
  stated actions will break the spell early. Roll initiative for every-
  one else as normal. The GM must roughly calculate when during
  the round, the caster performs a restricted action, or when an en-
  emy may be given an opportunity to strike the caster before the
  round ends. Divide the number of the caster’s perceived rounds
  by 10. This gives an approximate number of mental rounds that
  occur during each initiative roll. Allow the caster to immediately
  start performing actions during his mental rounds up to the time
  he breaks the spell, his allies get initiative, or until an opponent
  receives initiative against him. Pause long enough to allow the
  caster’s allies and opponents to perform their actions on their ini-
  tiatives, and if his opponents miss him, allow the caster to com-
  plete the remainder of his mental rounds.
  The GM may also, in certain circumstances (especially when
  no combat is occurring), provide the player with one minute of
  real time for each round of his character’s perceived time to think
  about something. The player cannot discuss the matter with any
  other players during this time, but the GM may answer some
  questions if he feels the character would already know the an-
  swer (but the player has simply forgotten).
  Wizard Eye (Transmutation)
  Caster/Level: Wizard/4
  Range: 0
  Duration: 1 round/level
  Effective Area: Special
  Components: V, S and M
  Casting Time: 1 turn
  Saving Throw: None
  This spell creates an invisible magical sensor that sends the
  caster visual information. The caster can create the wizard eye at
  any point he can see, but it can then travel outside his line of
  sight without hindrance. The eye travels at 30 feet per round if
  viewing an area ahead as a human would (primarily looking at
  the ﬂoor) or 10 feet per round if examining the ceiling and walls
  as well as the ﬂoor ahead. It can see with infravision for 10 feet
  and with normal vision for 60 feet in well-lit areas. The caster
  is subject to gaze attacks through the eye. The eye cannot blink
  or take damage, but can otherwise be blinded, by either magical
  or mundane means, as if it were one of the caster’s eyes. Other
  spells or magical items cannot enhance the spell’s effects.
  The eye can travel in any direction or distance as long as the
  spell lasts. The eye has a solid form that can be detected by detect
  invisible, or similar magic. Solid barriers block its passage, but it
  can pass through a hole or space as small as 1 inch in diameter.
  The eye can’t enter another plane of existence, even through a
  gate or similar magical portal.
  The caster must concentrate to use a wizard eye. If he stops
  concentrating, the eye becomes inert until he starts concentrating
  again, provided the spell’s duration hasn’t ended. A successful
  dispel magic, cast either on the caster or on the eye, ends the spell.
  The material component is a bit of bat fur.
  Wizard Lock (Universal)
  Caster/Level: Wizard/2
  Range: Touch
  Duration: Permanent
  Effective Area: 30 square feet/level
  Components: V and S
  Casting Time: 1
  Saving Throw: None
  When cast upon a door, chest, or portal, this spell magically
  locks it.
  The caster can freely bypass his own wizard lock without affect-
  ing it; otherwise, only breaking the item or a successful dispel
  magic will end the spell. A knock spell or a wizard of 4 or more
  levels higher than the spell’s caster level can open a door or object
  secured with this spell by suppressing the effect for 1 turn.
  Wizard Mark (Universal)
  Caster/Level: Wizard/1
  Range: Touch
  Duration: Permanent
  Effective Area: Up to 1 square foot
  Components: V, S and M
  Casting Time: 1
  Saving Throw: None
  This spell allows the caster to inscribe a personal rune or mark
  and up to six additional characters of a smaller size. The writing
  can be visible or invisible. A wizard mark spell allows the caster
  to etch the runes upon any material without harming it. If an in-
  visible mark is made, a detect magic spell causes it to glow and be
  visible, though not necessarily understandable. Detect invisibility,
  207
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX A. MAGIC OVERVIEW AND SPELLS
  true seeing, a gem of seeing, or a robe of eyes likewise allows the user
  to see an invisible wizard mark.
  While the caster’s personal mark is written in any mundane
  alphabet he knows and may be readily identiﬁable, the smaller
  runes are magical in nature. Only a read magic spell reveals the
  meaning of the smaller runes (if any are included), and the caster
  is able to include more information in each rune as he progresses
  in levels. Between 1st and 5th level, each rune represents but a
  single letter, between 6th and 10th, each rune represents a one syl-
  lable word or single syllable in a multi-syllabic word, between
  11th and 15th, each rune may now represent any entire word, and
  after attaining 16th level, the characters may represent up to 2
  words each. Wizard mark cannot be affected by dispel magic but
  can be removed by the caster or by an erase spell.
  A wizard mark can be cast on an object during the ritual prior
  to casting instant summons on the same object. If a wizard mark is
  placed on a living being, normal wear gradually causes the effect
  to fade in about a month.
  The material components for the spell are between 50 and 100
  gp worth of diamond dust, and one or more pigments, which
  determine the color of the mark, whether it is visible or invisible.
  A visible wizard mark can be drawn with the caster’s ﬁnger, but if
  the mark is to be invisible, the caster must inscribe it with a stylus
  of some sort.
  Word of Recall (Transmutation)
  Caster/Level (Sphere): Priest 6 (Summoning)
  Range: 0
  Duration: Special
  Effective Area: The caster
  Components: V
  Casting Time: 1
  Saving Throw: None
  Word of recall teleports the caster instantly back to his sanctu-
  ary when the word is uttered. He must designate the sanctu-
  ary when he memorizes the spell, and it must be a very familiar
  place. The actual point of arrival is a designated area no larger
  than 10 feet by 10 feet. The caster can be safely transported any
  distance within a plane but travel between planes carries a 10%
  cumulative risk per plane crossed that the priest is forever lost
  deep in the Astral Plane. He can transport, in addition to himself,
  up to 25 pounds per caster level. A 16th level caster could bring
  along 400 extra pounds. Exceeding this limit causes the spell to
  fail. The extra weight can be any combination of equipment or
  creatures. All creatures to be transported must be in contact with
  one another, and at least one of those creatures must be in contact
  with the caster.
  An unwilling creature can’t be teleported by word of recall. Like-
  wise, a creature’s magic resistance or a successful save vs. spell
  prevents items in its possession from being teleported.
  Unat-
  tended, non-magical objects receive no saving throw.
  Effects that block or hinder a plane shift spell also affects the use
  of this spell.
  Wraith Form (Transmutation, Illusion)
  Caster/Level: Wizard/3
  Range: 0
  Duration: 2 rounds/level
  Effective Area: The caster
  Components: S and M
  Casting Time: 1
  Saving Throw: None
  This spell causes the caster and his equipment to become par-
  tially ethereal. The caster cannot attack other creatures except
  those that exist on the Ethereal Plane, and those that exist on
  the Ethereal Plane can attack the caster normally. The caster is
  still visible to creatures on the Prime Material Plane, however,
  he becomes immune to mundane attacks from the Prime Mate-
  rial Plane and can only be affected by magical effects, magical
  weapons or by creatures on the Prime Material that have 4 HD or
  more.
  Most undead are fooled into believing the caster is an actual
  wraith or possibly a specter, but higher level, intelligent undead
  (such as liches, vampires, and genuine specters) are granted a
  save vs. spell with a −4 penalty to recognize that the caster is
  alive.
  The caster can pass through a narrow opening, such as a small
  hole or crack, but is unable to ﬂy without additional magic. The
  caster can return to his normal form by uttering a command
  word. A successful dispel magic will also end the spell.
  The material components are a bit of gauze and a wisp of
  smoke.
  Wyvern Watch (Evocation)
  Caster/Level (Sphere): Priest/2 (Guardian)
  Range: 30 yards
  Duration: Up to 8 hours
  Effective Area: 10-foot radius
  Components: V, S and M
  Casting Time: 5
  Saving Throw: Negate
  This spell allows the caster to create an insubstantial, wyvern-
  shaped haze to guard the effective area against incursion. Crea-
  tures approaching within 30 feet of the wyvern in bright light
  have a 90% chance to see it, in twilight, only a 30% chance, and
  there’s no chance at all to see it in darkness. It cannot be detected
  by infravision. Any creature approaching within 10 feet of the
  effective area is attacked by the wyvern and must save vs. spell
  or become paralyzed. The paralyzation persists for one round
  per caster level, until a successful dispel magic or remove paralysis
  is cast, or until the caster frees the victim. A successful saving
  throw indicates the wyvern missed, but it will continue to attack
  each round until the spell’s duration ends or until its ﬁrst suc-
  cessful attack, which ends the spell effect immediately.
  The material component is the caster’s holy or unholy symbol.
  208
  Devon Chulick (Order # )
  
  APPENDIX B
  TREASURE LISTS AND DESCRIPTIONS
  To use the treasure type table cross-reference the correspond-
  ing letter on a monster’s treasure listing in the bestiary with each
  type of treasure on the table (copper, silver and gold pieces, etc.).
  Roll percentile to determine if a particular treasure may be avail-
  able. If no percentile is listed then that treasure is automatically
  included. Lair treasures represent that which intelligent creatures
  collect or hoard. Individual treasures represent what a particular
  creature may be carrying or for animal intelligence creatures it
  represents items scattered about in their lair.
  Table B.1: Treasure Type
  Lair Treasure
  Electrum/
  Gold
  Copper
  Silver
  Platinum*
  Magic
  Commodities
  Gems
  A
  25% 1d3 ×
  1,000
  30% 1d10 ×
  200
  40% 1d6 ×
  1,000
  35% 3d6 × 100
  60% 10d4
  50% 2d6
  30% Any 3
  50% 1d6
  B
  ×
  1,000
  25% 1d3 ×
  1,000
  25% 1d10 ×
  200
  25% 1d10 ×
  100
  10% Armor or
  20% 1d4
  30% 1d8
  Weapon
  C
  20% 1d10 ×
  1,000
  30% 1d6 ×
  1,000
  –
  10% 1d6 × 100
  25% 1d6
  20% 1d3
  10% Any 2
  10% 1d6
  D
  ×
  1,000
  15% 1d10 ×
  1,000
  50% 1d3 ×
  1,000
  15% 1d6 ×
  15% Any 2
  25% 1d6
  30% 1d10
  100
  and 1 potion
  E
  5% 1d6 ×
  1,000
  25% 1d10 ×
  1,000
  25% 1d4 ×
  1,000
  25% 3d6 × 100
  15% 1d12
  10% 1d6
  25% Any 3
  and 1 scroll
  –
  10% 3d6
  F
  ×
  1,000
  40% 1d6 ×
  1,000
  15% 1d4 ×
  1,000
  30% Any 5/no
  10% 1d8
  20% 2d10
  weapons
  G
  –
  –
  50% 2d10 ×
  1,000
  50% 1d10 ×
  1,000
  30% 3d6
  25% 1d6
  35% Any 5
  25% 3d6
  H
  ×
  1,000
  40% 2d10 ×
  1,000
  55% 2d10 ×
  1,000
  40% 1d8 ×
  1,000
  15% Any 6
  50% 2d10
  50% 3d10
  I
  –
  –
  –
  30% 1d6 × 100
  55% 2d6
  50% 2d4
  15% Any 1
  Individual and Animal Lair Treasure
  Electrum/
  Gold
  Copper
  Silver
  Platinum*
  Magic
  Art
  Gems
  J
  3d8 coins
  –
  –
  –
  –
  –
  –
  K
  –
  3d6 coins
  –
  –
  –
  –
  –
  L
  –
  –
  –
  2d6 coins
  –
  –
  –
  M
  –
  –
  2d8 coins
  –
  –
  –
  –
  N
  –
  –
  –
  1d6 coins
  –
  –
  –
  O
  10d4 coins
  5d6 coins
  –
  –
  –
  –
  –
  P
  –
  10d6 coins
  –
  1d20 coins
  –
  –
  –
  Q
  –
  –
  –
  –
  1d4
  –
  –
  R
  –
  –
  2d10 coins
  10d6 coins
  2d4
  1d3
  –
  S
  –
  –
  –
  –
  –
  –
  1d8 potions
  T
  –
  –
  –
  –
  –
  –
  1d4 scrolls
  U
  –
  –
  –
  –
  90% 2d8
  80% 1d6
  70% Any 1
  V
  –
  –
  –
  –
  –
  –
  Any 2
  W
  –
  –
  5d6 coins
  1d8 coins
  60% 2d6
  50% 1d8
  60% Any 2
  X
  –
  –
  –
  –
  –
  –
  Any 2 potions
  Y
  –
  –
  2d6 × 100
  –
  –
  –
  –
  Z
  1d3 × 100
  1d4 × 100
  1d6 × 100
  1d4 × 100
  55% 1d6
  50% 2d6
  50% Any 3
  *The GM may choose to roll for one or both types of coins, and roll separately for each.
  COINS
  Small amounts of coins are carried in pouches and purses by most
  intelligent creatures, while large amounts of coins are typically
  stored in containers (jars, bags, chests, etc.) but may be scattered
  about if found in an animal lair. Fifty coins, regardless of metal,
  weigh a single pound.
  209
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  GEMSTONES
  Merchants may allow ornamental and semi-precious gemstones
  to circulate alongside normal coinage, so that common gem-
  stones between 2 sp and 50 gp value may be found mixed with
  a creature’s coins or mounted onto an otherwise worthless piece
  of copper jewelry to avoid losing it. More valuable gemstones
  are usually kept separately from the rest of a creature’s monetary
  treasure. An average of 100 gemstones weigh a pound (regard-
  less of value).
  A gemstone’s rarity and hence its base value is determined
  by rolling 1d100 and consulting Table B.2: Random Gemstones.
  Uncut gemstones are automatically worth 10% less than their
  base value according to their class. Once cut however, there is
  a 10% chance that each given gemstone is of greater or lesser size
  and/or quality than its base value would indicate. If it is deter-
  mined that a gemstone is of greater or lesser size and/or quality,
  roll 1d6 and consult Table B.3: Gemstone Value Variations.
  Ornamental Gemstones:
  Agate (Banded, Eye, Moss, or Tiger
  Eye), Azurite, Hematite, Lapis Lazuli, Malachite, Obsidian,
  Quartz (Blue), Pearl (Freshwater), Rhodochrosite and Turquoise.
  Semi-Precious
  Gemstones:
  Bloodstone,
  Carnelian,
  Chal-
  cedony, Chrysoprase, Citrine, Iolite, Jasper, Moonstone, Onyx,
  Peridot, Quartz (Clear Rock Crystal, Rose, Smoky or Star Rose),
  Sard, Sardonyx and Zircon.
  Fancy Gemstones:
  Amber, Amethyst, Chrysoberyl, Coral, Gar-
  net (Red or Brown-Green), Jade, Jet, Pearl (White, Golden, Pink,
  or Silver), Spinel (Red, Red-Brown or Deep Green) and Tourma-
  line.
  Precious Gemstones:
  Alexandrite, Aquamarine, Garnet (Vio-
  let), Pearl (Black), Spinel (Deep Blue) and Topaz (Golden Yellow).
  Gems:
  Corundum (Fiery Yellow or Rich Purple), Emerald, Opal
  (White, Black, or Fire), Sapphire (Blue), Star Ruby and Star Sap-
  Table B.2: Random Gemstones
  1d100
  Base Value
  Class
  01–25
  10 gp
  Ornamental
  Semi-precious
  50 gp
  26–50
  51–70
  100 gp
  Fancy
  Precious
  500 gp
  71–90
  91–99
  1,000 gp
  Gems
  Jewels
  5,000 gp
  00
  Table B.3: Gem Value Variation
  Result
  1d6
  1
  Increase to next higher base value. *
  2
  Double base value.
  3
  1d6 × 10% above base value.
  4
  1d4 × 10% below base value.
  5
  Half base value.
  6
  Decrease to next lower base value. **
  *Apply the result and roll again. If the new result is any
  number except 1, apply the result and stop rolling. Above
  5,000 gp, the base value of the gemstone doubles for each
  consecutive 1. No gemstone can be increased more than ﬁve
  places from its base value, so that no single gemstone can be
  worth more than 160,000 gp.
  **Apply the result and roll again. If the new result is any
  number except 6, apply the result and stop rolling. Below 10
  gp, values decrease to 5 gp, 2 gp, 1 gp, 5 sp, and 2 sp. No
  single gemstone can be worth less than 2 sp and no gemstone
  can be decreased more than ﬁve places from its base value.
  phire (Blue or Black).
  Jewels:
  Diamond (Blue White, Canary, Pink, Brown, or Blue),
  Emerald (Clear Bright Green) and Jacinth.
  This should cover most types of gemstones found in the game,
  but the GM is free to add more gemstones (either real or fantasy-
  based) to this list, as desired.
  OBJECTS OF ART
  An object of art is any manufactured item that has intrinsic value.
  Whenever coins or gems are indicated, the GM may substitute, in
  whole or in part, an equivalent value of these items. When art is
  indicated on the Treasure Table, roll randomly on Table B.4: Ob-
  jects of Art to determine the base value of the item found. Simple
  examples are provided, but GMs are encouraged to detail each
  item in advance. These items can take the form of a sable cloak,
  silk jacket or black velvet cape, a piece of jewelry or snuff box en-
  crusted with gold and gemstones, a painting or tapestry of a long
  dead hero or historical scene, rare and hard to ﬁnd items, or even
  a useful cache of Greek ﬁre, etc.
  OTHER TREASURE
  In addition to common items from the equipment tables, the fol-
  lowing tables also may prove useful when creating an interesting
  treasure horde.
  Furs and Fancy Clothes:
  The standard equipment tables list a
  fur cloak, one made of common, local game, such as rabbit, rac-
  coon or squirrel, for 50 gp. The standard equipment table also
  lists silk jackets for 80 gp and embroidered robes for 20 gp. The
  following table provides a more complete list.
  Table B.4: Objects of Art
  Average
  Base Value
  Examples
  1d100
  Value
  01–10*
  Common item,
  rare commodity
  1d10 × 10 gp
  55 gp
  Fur, rare
  11–25*
  commodity
  3d6 ×
  105 gp
  10 gp
  26–40
  Tapestry or
  painting
  1d6 × 100 gp
  250 gp
  Carved ivory or
  41–50
  wrought silver
  1d10 ×
  550 gp
  100 gp
  51–60
  Wrought electrum
  2d6 × 100 gp
  700 gp
  3d6
  Wrought gold
  61–70
  ×
  1050 gp
  100 gp
  71–80
  Jade or coral
  4d6 × 100 gp
  1400 gp
  5d6
  Wrought platinum
  81–85
  ×
  1750 gp
  100 gp
  86–90
  Silver with gems
  1d4 × 1,000 gp
  2500 gp
  Electrum with
  91–95
  gems
  1d6 ×
  3500 gp
  1,000 gp
  96–99
  Gold with gems
  2d4 × 1,000 gp
  5000 gp
  00
  Platinum with
  gems
  2d6 ×
  7000 gp
  1,000 gp
  * When very inexpensive “objects of art” are indicated, the
  GM can refer to the standard equipment lists and ﬁnd items
  of appropriate value. If the creature is intelligent, the GM
  should look for items that it has a use for, such as acid vials,
  oil ﬂasks, and better weapon or armor than is normal for its
  type, but which the characters may also be able to use or
  resell. Once the base value for an object of art is determined,
  each piece can be checked for inferior or superior
  workmanship and/or design by rolling a 10-sided die. In the
  case of common mundane equipment the GM can increase
  the number of items found, substitute a more or less valuable
  item or packaging, etc.
  210
  Devon Chulick (Order # )
  
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  Table B.5: Objects of Art Value Variation
  1d10
  Modiﬁer
  1*
  −50%
  2
  −25%
  3
  −10%
  4–7
  0%
  8
  +25%
  9
  +50%
  10**
  +100%
  *Apply the result and roll again. If the new result is any
  number except 1, apply the result and stop rolling. Below 10
  gp, values decrease to 8 gp, 6 gp, 3 gp, 1 gp, 8 sp, and 6 sp.
  No single item can be worth less than 6 sp and no item can be
  decreased more than six places from its base value.
  **Apply the result and roll again. If the new result is any
  number except 10, apply the result and stop rolling. Above
  10,000 gp, the base value of the item becomes 20,000 gp and
  then doubles for each consecutive 10. No item can be
  increased more than six places from its base value, so that no
  single item can be worth more than 640,000 gp.
  Commodities:
  The standard equipment tables also list treasure
  items such as pounds of spices (exotic (15 gp), rare (2 gp) and
  common (1 gp)), and vials of cheap perfume (5 gp per oz.). Cloth
  is listed on the standard equipment lists in 10 sq. yard measure-
  ments (common—such as cotton or wool (7 gp), ﬁne—such as
  silk (50 gp) and rich—such as velvet (100 gp)). The following ta-
  ble provides a few additional items.
  Table B.6: Furs and Fancy Clothes
  Cape or
  Trim*
  Pelt
  Type
  Jacket
  Cloak,
  Robe or
  Coat
  Beaver
  2 gp
  20 gp
  200 gp
  400 gp
  50 gp**
  25 gp
  5 gp
  1 gp
  Common fur
  Embroidered
  –
  4 gp
  20 gp**
  40 gp
  7,200 gp
  3,600 gp
  120 gp
  4 gp
  Ermine
  Fox
  3 gp
  30 gp
  300 gp
  600 gp
  800 gp
  400 gp
  40 gp
  4 gp
  Marten
  Mink
  3 gp
  90 gp
  2700 gp
  5,400 gp
  200 gp
  100 gp
  10 gp
  1 gp
  Muskrat
  Sable
  5 gp
  150 gp
  4,500 gp
  9,000 gp
  250 gp
  125 gp
  25 gp
  5 gp
  Seal
  Silk
  –
  8 gp
  80 gp**
  160 gp
  500 gp
  250 gp
  25 gp
  –
  Velvet
  *Collars, cuffs, and edges of typical garments
  **As found on standard equipment tables
  Table B.7: Commodities
  Value
  Item
  Mundane Book or
  Scroll*
  Between 3 gp and 300 gp (1d100 ×
  3)
  Up to 20 gp per square yard
  Brocade or Tapestry**
  Incense (rare)
  Between 5 gp and 30 gp per stick,
  cube, etc.
  Ivory (unworked)
  Between 3 gp and 6 gp per pound
  Perfume (rare)
  Up to 6 gp per dram (or 48 gp per
  oz.)
  *Refer to Sage Knowledge for subject matter; larger books are
  generally more valuable, but value can also be affected by
  quality of workmanship and/or materials, the age of the
  material, the author’s name, and how well the subject matter
  is covered.
  **Also includes ﬁne carpets and rugs.
  Table B.8: Jewelry and Trinkets
  1d100
  Object of Art
  01–02
  Anklet
  Arm band
  03–06
  07–09
  Belt
  Box (small)
  10–12
  13–16
  Bracelet
  Brooch
  17–19
  20–21
  Buckle
  Chain
  22–25
  26
  Chalice
  Choker
  27
  28–30
  Clasp
  Coffer
  31–32
  33
  Collar
  34–35
  Comb
  36
  Coronet
  37
  Crown
  38–39
  Decanter
  40
  Diadem
  41–45
  Earring
  Fob
  46–47
  48–52
  Goblet
  Headband (ﬁllet)
  53–54
  55–57
  Idol
  Locket
  58–59
  60–62
  Medal
  Medallion
  63–68
  69–75
  Necklace
  Orb
  76
  77–79
  Pendant
  Pin
  80–84
  85–93
  Ring
  94
  Scepter
  95–96
  Seal
  Statuette
  97–99
  00
  Tiara
  Jewelry and Trinkets:
  The standard equipment tables list trin-
  kets like the glass bottle (10 gp), hourglass (25 gp), magnifying
  glass (100 gp), spyglass (1,000 gp) as well as inexpensive jewelry,
  such as bronze pins (6 gp), brooches (10 gp) and signet rings (5
  gp). Whenever a wider selection of jewelry or other such items is
  required, such as when stocking a creature’s treasure room or the
  local jewelry merchant’s shop, roll 1d100 and consult the follow-
  ing table:
  MAGICAL ITEMS
  MAGICAL ITEM TABLES
  The GM may place certain magical items, particularly the more
  powerful ones, into his world even before play begins, thereby
  forming the basis of rumors, legends or bard’s tales, however
  they can roll randomly to determine magical items when neces-
  sary. Do not wait until after the encounter has ended to deter-
  mine magic items. In many cases, the creature will gain the bene-
  ﬁt of owning the item (whether it be a ring, scroll, potion, armor,
  weapon, etc.). If a class group is listed in parenthesis then only
  classes within that group can use the item. The XP value deter-
  mines how many experience points are awarded to the character
  that crafts it. Accursed items never have an XP value. Some mag-
  ical item tables have sub-tables; roll the requisite die to determine
  the sub-table to roll on.
  211
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Table B.9: Magical Items
  1d100
  Category (Sub-Table)
  01–20
  Potions & Oils (1d6)
  Scrolls (1d6)
  21–35
  36–40
  Rings (1d6)
  41
  Rods
  42
  Staves
  Wands
  43–45
  46
  Books & Tomes
  Jewels & Jewelry (1d6)
  47–48
  49–50
  Cloaks & Robes
  Boots & Gloves
  51–52
  53
  Girdles & Helms
  54–55
  Bags & Bottles
  56
  Dusts & Stones
  57
  Household Items & Tools
  58
  Musical Instruments
  59–60
  Odd Curios (1d6)
  61–75
  Armor & Shields
  Weapons (1d6)
  76–00
  POTIONS & OILS
  Potions and oils are found in corked vials or ﬂasks, made of ce-
  ramic, metal, crystal or even glass, which holds at least enough
  ﬂuid for a single dose or application when full. Drinking a potion
  or applying oil during combat, applies a −1 penalty to the char-
  acter’s initiative roll, and is the only action he can perform during
  that round. The effects begin 1d4 + 1 initiative counts later, or at
  the start of the next round, whichever is sooner. Unless other-
  wise mentioned, effects caused by potions and oils function as if
  a spell cast by a 12th level caster. If the effect requires a spell of
  higher than 6th level to duplicate, the effect is treated as if cast by
  a caster of the minimum level to cast the spell.
  Identifying Potions:
  While some mages prefer to wizard mark
  their potion vials and oil ﬂasks, most bear no identifying marks,
  so a character must sample a potion, and is usually allowed to
  do so without wasting a dose or beneﬁting from its effect. The
  most note-worthy exception is poison; characters sampling a poi-
  son (whether contact or ingested) always suffer negative effects.
  Sampling a potion should give a basic description to its taste,
  smell, and appearance. Oils will universally taste oily, however
  the same potion brewed by different spell casters can be totally
  different in color, taste, and smell. More importantly, a sample
  tasting or rubbing a drop of oil on the skin will provide a clue as
  to the potion’s enchantment.
  Potion Duration:
  Unless otherwise stated, the effects of a po-
  tion last 4 + 1d4 turns (50–80 minutes) but most are also subject
  to a successful dispel magic cast against a caster level of 12 (refer
  to dispel magic). As a general rule, the effects of an accursed po-
  tion or oil are not subject to dispel magic but are subject to a remove
  curse.
  Table B.10: Potion Incompatibility
  Result
  1d100
  01
  Magical Explosion, no saving throws allowed. If two
  or more potions were consumed, the consumer
  suffers 6d10 points of damage and everything
  within a 5-foot radius takes 1d10 points of damage.
  If the potions or oils were mixed or applied
  externally, everything in a 10-foot radius suffers 4d6
  points of damage.
  02–03
  Lethal Poison. If consumed, the consumer dies with
  no saving throw allowed. If mixed externally, it
  creates a 10-foot diameter cloud of poison gas
  lasting 4 + 1d4 turns. All creatures within or
  entering the cloud must save vs. poison or die.
  04–08
  Nauseating Poison. One potion or oil becomes
  totally inert, while the other works at only half
  strength and duration. In addition, consuming the
  mixed potion or applying the mixed oil causes the
  creature to lose one point each of strength and
  dexterity for the potion’s reduced duration. No
  saving throw is allowed.
  The potions or oils are completely incompatible.
  09–15
  Both become totally inert.
  16–25
  The potions or oils are somewhat incompatible. One
  of them becomes inert, while the other functions
  normally.
  26–35
  The potions or oils are somewhat compatible. Both
  function at half strength and duration.
  36–90
  The potions or oils are perfectly compatible. Both
  function normally. If their effects are contradictory,
  both effects are cancelled.
  91–99
  The potions or oils are complementary. One of them
  functions at 150% of strength and duration, while
  the other continues to function normally. If effects
  are contradictory, only one effect is cancelled, while
  the other continues at half strength and duration.
  00
  Empowered Potion or Oil. Only one magical effect
  functions, but it becomes permanent (as if a
  permanency spell had been cast successfully upon
  the effect). The GM may determine this result has
  harmful and/or unforeseen side effects.
  212
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Researching Potions:
  Once a mage has established his labora-
  tory (refer to Brewing Potions), he is usually able to discern a
  potion’s correct formula by analyzing a sample of it. The main
  ingredient, however, will almost always be rare, hard-to-ﬁnd and
  expensive.
  Researching a new type of potion is similar to re-
  searching a new spell.
  Combining Potions:
  Due to their magical and often volatile na-
  ture, potions have unpredictable results when mixed. They can
  be mixed either intentionally or accidentally in a bowl, on the
  ground, in a creature’s body, etc. If two or more potions or oils
  are mixed or if a potion or oil with a duration other than instanta-
  neous has been in effect for less than one turn and another potion
  is consumed or another oil applied, the GM must roll 1d100 and
  check Table B.10: Potion Incompatibility for the result. Since no
  two potions are exactly the same, even when brewed by the same
  caster, potion incompatibility must be checked every time.
  There are a few exceptions, however, when rolling a 1d100 is
  not necessary. Sweet water automatically turns any potion or poi-
  son with which it is mixed (even internally) to normal water. Poi-
  sons and potions of delusion can be mixed with anything, always
  resulting in a 36–90 result on the table, and mixing a potion of
  treasure ﬁnding with anything else creates a lethal poison (always
  resulting in a 02–03 on the table). Unless the result is 01, it’s im-
  possible to tell what the effects of a potion or oil mixed outside of
  a body will be without magical aid or until it has been consumed
  or applied. Results of 04–08 may require casting detect poison
  spell to discover. For results 09–00, the GM may allow identify or
  other divination spells to provide some clue as to the mixture’s
  new enchantment (if any).
  POTION DESCRIPTIONS
  Animal Control:
  This potion allows the one who consumes it to
  know and alter the emotional state of a group of speciﬁc animals.
  Unless some other means of communication is in effect, the con-
  sumer can only understand and inﬂuence the animals’ emotions,
  not their actions. The potion allows the consumer to trigger ba-
  sic instinctual emotional responses such as rage, fear, or loyalty.
  The consumer can control the emotions of any one type of ani-
  mal matching the potion’s allowed species, and all animals to be
  controlled must be of that type (controlling dogs with a potion of
  mammal control or sharks with a potion of ﬁsh control, for exam-
  ple). The number of animals affected is based on their size: 5d4
  small-sized or smaller animals, 3d4 man-sized animals, or 1d4
  large-sized or larger animals weighing more than 500 lbs. A 1d20
  roll determines the speciﬁc type of animal.
  The potion affects miniature, giant and dire varieties of ani-
  mals (whether naturally occurring or enchanted), but does not
  affect mixed or hybrid animal combinations, like the owlbear, or
  creatures such as the centaur, lammasu, shedu, manticore, nor
  any giant-kind, humans, demi-humans, or humanoids, etc. Only
  unusually intelligent animals (with a score of 5 or better) gain a
  saving throw to avoid the effects. If the GM doubts whether a
  creature can be affected, he should assume it is not affected.
  1d20
  Animal Species
  1–4
  Mammals & marsupials
  5–8
  Avian
  9–12
  Reptiles & amphibians
  13–15
  Fish
  16–17
  Mammals, marsupials, & avian
  18–19
  Reptiles, amphibians, & ﬁsh
  20
  Mammals, marsupials, avian, reptiles, amphibians,
  & ﬁsh
  Table B.11: Potions (1d6)
  Sub-Table A (1–2)
  1d20
  Item
  XP
  1
  Animal Control
  250
  2
  Clairaudience
  250
  3
  Clairvoyance
  300
  4
  Climbing
  300
  5–6
  Delusion*
  Accursed
  7
  Diminution
  300
  8
  Dragon Control
  700
  9
  Elixir of Health
  350
  10–11
  Elixir of Madness*
  Accursed
  12
  Elixir of Youth
  500
  13
  ESP
  500
  14–15
  Extra-healing
  400
  16
  Fire Breath
  400
  17
  Fire Resistance
  250
  18
  Flying
  500
  19
  Gaseous Form
  300
  20
  GM’s Choice
  –
  *The GM shouldn’t reveal the exact nature of the potion.
  Sub-Table B (3–4)
  1d20
  Item
  XP
  1
  Giant Control
  600
  2
  Giant Strength (Warrior)
  550
  3
  Growth
  250
  4–5
  Healing
  200
  6
  Heroism (Warrior)
  300
  7
  Human Control
  500
  8
  Invisibility
  250
  9
  Invulnerability (Warrior)
  350
  10
  Levitation
  250
  11
  Longevity
  500
  12
  Oils of Acid Resistance
  500
  13
  Oil of Disenchantment
  750
  14
  Oil of Elemental Invulnerability
  500
  15
  Oil of Etherealness
  600
  16
  Oil of Fiery Burning
  500
  17
  Oil of Fumbling*
  Accursed
  18
  Oil of Impact
  750
  19
  Oil of Slipperiness
  400
  20
  GM’s Choice
  –
  *The GM shouldn’t reveal the exact nature of the potion.
  Sub-Table C (5–6)
  1d20
  Item
  XP
  1
  Oil of Timelessness
  500
  2
  Philter of Glibness
  500
  3
  Philter of Love
  200
  4
  Philter of Persuasiveness
  400
  5
  Philter of Stammering and Stuttering*
  Accursed
  6
  Plant Control
  250
  7–8
  Poisoned*
  Accursed
  9
  Polymorph Self
  200
  10
  Rainbow Hues
  200
  11
  Speed
  200
  12–13
  Super-heroism (Warrior)
  450
  14
  Sweet Water
  200
  15
  Treasure Finding
  600
  16
  Undead Control
  700
  17
  Ventriloquism
  200
  18
  Vitality
  300
  19
  Water Breathing
  400
  20
  GM’s Choice
  –
  *The GM shouldn’t reveal the exact nature of the potion.
  Clairaudience:
  This potion affects the one who consumers it as
  if he were under the effects of the clairaudience spell with a dura-
  213
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  tion of two turns. In addition, the potion allows the consumer to
  hear into unknown areas within 30 yards.
  Clairvoyance:
  This potion affects the one who consumers it as if
  he were under the effects of the clairvoyance spell with a duration
  of two turns. In addition, the potion allows the consumer to see
  into unknown areas within 30 yards.
  Climbing:
  This potion imbues the one who consumes it with
  the ability to climb up or down vertical surfaces as if he were
  a high-level thief for a duration of 1 turn plus 5d4 rounds (or
  15-30 minutes) (refer to Thieving Skills—Climb Walls, Climbing
  and Climb Speed for further details). Roll 1d100 once each round
  of climbing when the consumer is halfway through his climb-
  ing movement. The base chance for the consumer to fall is only
  1%, however every 100 pounds carried or worn by the consumer
  adds 1% and wearing most armor increases the chance of falling
  according to the following table.
  Armor type
  Falling Mod.
  Magical armor (any)
  1%
  1%
  Studded leather/brigandine
  Scale mail
  4%
  7%
  Chain mail
  Banded/splint mail
  8%
  10%
  Field plate/plate mail/bronze plate
  Full plate
  12%
  Delusion:
  This accursed potion fools the one who consumes it
  into believing it’s a different kind of potion. No saving throw is
  allowed to avoid the effects. The consumer believes he has been
  healed or has become invisible, is able to ﬂy, etc. until serious
  injury or death occurs or the potion’s duration expires. If sev-
  eral individuals sample the same potion of delusion, there is a 90%
  chance that they all believe the same false results.
  Diminution:
  This potion causes the one who consumes it and
  all his equipment to shrink. Unlike most potions, this potion can
  be divided into multiple doses. The duration is always 6 turns
  plus 1d4 + 1 turns (80-110 minutes) no matter how much is con-
  sumed. The effect on the consumer’s height and weight is based
  proportionately on how much of a full vial they consume. Merely
  sampling the potion subtracts 1% from the contents of a vial and
  shrinks the consumer to 99% of his total height, while drinking
  half of a full vial results in a 50% reduction in height.
  Refer to the reverse form of the enlarge spell, reduce, for de-
  tails regarding being shrunk, such as weight, speed, strength and
  other reductions, as well as the results of reduction of more than
  90% in size, such as when a full vial is consumed.
  Dragon Control:
  This potion allows the one who consumes it
  one immediate attempt to charm a dragon of a speciﬁc type
  within 60 yards (refer to charm monster). The dragon is granted
  a saving throw vs. spell with a −2 penalty to avoid the effect. If
  the dragon fails its save, the potion’s effect lasts for 5d4 rounds.
  The type of dragon can be determined by rolling 1d20.
  1d20
  Dragon
  1–2
  White
  Black
  3–4
  5–7
  Green
  Blue
  8–9
  10
  Red
  Brass
  11–12
  13–14
  Copper
  15
  Bronze
  16
  Silver
  17
  Gold
  18–19
  All chromatic
  20
  All metallic
  Elixir
  of
  Health:
  This
  miraculous
  elixir
  will
  cure
  non-
  phantasmal blindness or deafness, ordinary disease (but not such
  as lycanthropy), feeblemindedness or insanity, infection, parasite
  infestation, non-lethal poisoning (or lethal poisoning if adminis-
  tered before the onset time), and rot. This elixir does not heal
  wounds or restore hit points lost through any of these afﬂictions,
  however it is so potent otherwise, that consuming a full vial cures
  all the listed afﬂictions at once, while consuming only half of a
  vial will still cure one or two afﬂictions (GM’s choice).
  Elixir of Madness:
  Merely a sample of this accursed elixir is
  enough to cause the sampler to go permanently insane without
  beneﬁt of a saving throw. Only heal, restoration, or wish spells
  or similar effects can remove this insanity. Once sampled, any
  elixir remaining in the vial loses its magical properties and simply
  becomes a foul tasting liquid.
  Elixir of Youth:
  Sampling this elixir reveals its purpose but re-
  duces its effectiveness. If sampled ﬁrst, the remainder of the elixir
  reduces the consumer’s age by 1d3 years if his venerable age is
  150 years or less, 2d3 years if his venerable age is between 151 and
  250 years, 3d3 years if his venerable age is between 251 and 350
  years, etc. If the entire contents of a full vial is consumed with-
  out being sampled ﬁrst, the elixir reduces the consumer’s age by
  1d4 + 1 years if his venerable age is 150 years or less, 2d4 + 2 years
  if his venerable age is between 151 and 250 years, 3d4 + 3 years
  if his venerable age is between 251 and 350 years, etc. This elixir
  cannot reduce a creature to a form prior to its birth or hatching.
  ESP:
  This potion affects the one who consumes it as if he were
  under the effects of the ESP spell lasting 5d8 rounds.
  Extra-Healing:
  This potion restores 3d8 + 3 hit points of dam-
  age to the one who consumes a full vial. A full vial may be di-
  vided into three equal doses; each restoring 1d8 hit points to the
  consumer (refer to cure light wounds spell).
  Fire Breath:
  A full vial of this potion may be consumed all at
  once or divided into four equal doses. Consuming one or more
  doses allows the one who consumes it to spew a cone of ﬂame
  once within one hour of being consumed. If one dose is con-
  sumed, the cone of ﬁre is 10-feet wide and up to 20-yards long
  and inﬂicts 1d10 + 2 points of damage. Consuming half of a full
  214
  Devon Chulick (Order # )
  
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  vial doubles the width, length, and damage of the cone to 20-feet
  wide × 40-yards long, 2d10 + 4 points of damage, consuming 3
  doses or 3⁄4 of a full vial the cone is 20-feet wide, 60-yards long
  and inﬂicts 4d10 points of damage, and ﬁnally, consuming a full
  vial produces a cone of ﬁre 20-feet wide, up to 80-yards long that
  inﬂicts 5d10 points of damage. In all cases, victims are allowed a
  save vs. breath weapon to reduce the damage by half.
  If the consumer doesn’t spew out the ﬂame before an hour has
  passed, the potion’s magic fails. When the magic fails, there’s
  a 10% chance that the ﬂame erupts inside the consumer, inﬂict-
  ing double the normal amount of damage depending upon the
  amount he had consumed (2d10 + 2 for one dose, 4d10 + 8 for
  two doses, 8d10 for three doses, and 10d10 for four doses). The
  consumer is allowed no saving throw in this event.
  Fire Resistance:
  A full vial of this potion may be divided into
  two doses or taken as a whole. One who consumes even a sin-
  gle dose of this potion is granted magical invulnerability against
  any normal, non-magical ﬁre. When an entire vial is consumed,
  this effect lasts 1 turn. In addition, the potion confers a +4 bonus
  to saves vs. extremely hot ﬁres and magical ﬁres such as ﬁreball,
  wall of ﬁre, magma, breath weapons, etc., and damage from mag-
  ical or extremely hot ﬁres is reduced by −2 per die for the du-
  ration. If half of a full vial is consumed, the duration is reduced
  to 5 rounds, and the consumer only gains half the beneﬁts (+2 to
  saving throws and a −1 damage per die).
  Flying:
  This potion bestows upon the one who consumes it the
  ability to ﬂy as if he were affected by a ﬂy spell.
  Gaseous Form:
  This potion causes the one who consumes it
  and all equipment he carries or wears (up to his strength—max.
  weight score) to become a cloud of billowing gas.
  While in
  gaseous form, the consumer can enter any space that’s not air-
  tight. He has a base movement of 3, but a gust of wind spell or
  strong wind currents will carry the consumer away in the direc-
  tion it’s blowing at its air speed. The consumer becomes translu-
  cent, insubstantial, and cannot be harmed except by magical ﬁre
  or lightning, which deals normal damage, or a whirlwind, which
  inﬂicts double damage. The consumer remains in gaseous form
  for the potion’s duration.
  Giant Control:
  This potion allows the one who consumes it one
  immediate attempt to charm one or two giants of a speciﬁc type
  within 60 yards (refer to charm monster). If one giant is targeted,
  it is granted a saving throw vs. spell with a −4 penalty to avoid
  the effect. If two giants are targeted, they are both granted saving
  throws vs. spell with +2 bonuses. If the giant(s) fail their saves,
  the potion’s effect lasts for 5d6 rounds. The type of giant is deter-
  mined by rolling 1d20.
  1d20
  Giant
  1–5
  Hill
  Stone
  6–9
  10–13
  Frost
  Fire
  14–17
  18–19
  Cloud
  Storm
  20
  Giant Strength:
  This potion only releases its magic when con-
  sumed by one belonging to the warrior class, whereupon grant-
  ing him some of the abilities of a speciﬁc giant for the potion’s du-
  ration. The warrior does not gain any increase to his strength—
  melee attack modiﬁer or force door scores, but he does gain
  increased strength—damage modiﬁer, non-encumbered, max
  weight, and bend bars/lift portcullis scores equal those of the
  appropriate giant (refer to Strength). Most signiﬁcantly, the war-
  rior gains the ability to hurl rocks similar to the ability of giants.
  A warrior gains this ability even if no other beneﬁts are gained;
  such as if a hypothetical ﬁghter with strength of 19 consumes a
  potion of hill giant strength. Determine the type of giant by rolling
  1d20.
  Rock
  Giant (Str)
  1d20
  Dmg.
  Max.
  Rock
  Weight
  Range
  1–6
  Hill (19)
  1d6
  140 lbs.
  80 yds.
  160 yds.
  198 lbs.
  1d12
  Stone (20)
  7–10
  11–14
  Frost (21)
  1d8
  156 lbs.
  100 yds.
  120 yds.
  170 lbs.
  1d8
  Fire (22)
  15–17
  18–19
  Cloud (23)
  1d10
  184 lbs.
  140 yds.
  160 yds.
  212 lbs.
  1d12
  Storm (24)
  20
  Growth:
  This potion causes the one who consumes it and all of
  the equipment he is wearing or carrying to grow larger and heav-
  ier. A full vial of this potion can be divided into four doses. Each
  dose consumed increases the consumer’s height by his original
  height. Drinking one dose increases the consumer’s height by
  100%, consuming 2 doses causes a 200% increase, 3 doses causes
  a 300% increase and consuming a full vial provides a 400% in-
  crease in height. A 3’ tall gnome becomes 6’, 9’, 12’, or 15’ tall
  respectively, while a 6’ tall human becomes 12’, 18’, 24’, or 30’
  tall. Refer to the Enlarge spell for details on all other effects of
  gaining height.
  Healing:
  This potion restores 2d4 + 2 hit points to any injured
  person who consumes the entire vial (refer to cure light wounds
  spell).
  Heroism:
  Whilst useful to those mages wishing to cast an in-
  tense transformation spell, otherwise this potion will only release
  its full magic when consumed by one of the warrior class who is
  under 10th level. When consumed, his abilities are increased to
  heroic proportions. The warrior’s THACO and saving throws in-
  crease as if he had gained a number of bonus levels. Additionally,
  the warrior gains temporary hit points, according to the table be-
  low. Damage is ﬁrst subtracted from this pool of temporary hit
  points, but they cannot be cured or healed. The current level of
  the consumer determines the amount of bonus levels and tempo-
  rary hit points gained.
  Warrior’s Level
  Bonus Levels
  Hit Points
  0
  4
  4d10
  1st–3rd
  3
  3d10 + 1
  4th–6th
  2
  2d10 + 2
  7th–9th
  1
  1d10 + 3
  Human Control:
  This potion allows the one who consumes it
  one immediate attempt to charm up to 32 levels or HD of hu-
  mans, humanoids, or demi-humans of a speciﬁc type within 60
  yards (refer to the charm spell). Ignore any bonuses to a creature’s
  HD when calculating total HD. Elves and half-elves retain their
  normal resistance to the charm effect, and each target is allowed a
  saving throw vs. spell to avoid the effect. The potion’s charm ef-
  fect lasts 5d6 rounds. Determine the type of human, demi-human
  or humanoid by rolling 1d20.
  Type
  1d20
  1–2
  Dwarves
  Elves and half-elves
  3–4
  7–8
  Halﬂings
  Orcs and half-orcs
  9–10
  11–16
  Humans
  Humanoids up to 7’ tall
  17–19
  20
  Elves, half-elves and humans
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  appropriate elemental forces even while that creature is visiting
  that speciﬁc Elemental Plane, allowing the protected creature to
  act unhindered and travel unharmed by the normally lethal en-
  vironmental conditions there.
  1d4
  Element
  1
  Air
  2
  Earth
  3
  Fire
  4
  Water
  Oil of Etherealness:
  Applying this oil to a creature’s skin or
  rubbing it onto an object renders the creature or object ethe-
  real. Ethereal creatures exist on the ethereal plane and can move
  around as if ﬂying, passing through any solid matter, or even
  travel to any plane that shares a border with the Ethereal Plane.
  They are usually invisible to those that are not also ethereal, and
  neither can affect the other, in most cases. A full ﬂask of the oil
  can be applied to a man-sized creature and the equipment that he
  wears and carries, and the effect will last for 4 + 1d4 turns or un-
  til a weak acidic solution (such as the juice of a lemon) is applied
  to dissolve the oil. It can be divided into smaller applications to
  coat 2 small-sized or four tiny-sized creatures and all their gear,
  or it can be used in its entirety to coat a large creature and its gear
  for only 2 + 1d2 turns. Any similar and reasonable combination
  is allowed.
  Oil of Fiery Burning:
  Meant to explode when hurled as an in-
  direct missile, a ﬂask of this oil ignites when it is opened, inﬂict-
  ing 1d4 points of damage to the one who opened it. The opener
  is then granted one dexterity check to attempt to re-stopper the
  ﬂask before it explodes. An explosion (whether accidental or in-
  tentional) inﬂicts 5d6 points of damage to as many as 6 large-
  sized creatures within a 10-foot radius. Each is granted a saving
  throw to attempt to reduce the damage by half.
  Oil of Fumbling:
  This accursed oil is similar in function to a
  potion of delusion. It fools the one who applies it on his skin into
  thinking that he’s coated with one of the following beneﬁcial oils:
  acid resistance, elemental invulnerability or slipperiness. When
  the oiled creature is in combat or other stressful situations, the oil
  reveals its true purpose resulting in a 50% chance each round for
  the creature to drop any items he’s holding. A bath involving a
  strong solvent, either distillate of the terebinth tree (turpentine)
  or wood alcohol, can be used to remove the oil and end the curse
  before the duration expires.
  Oil of Impact:
  A full ﬂask of this oil contains 1d3 + 2 applica-
  tions and each application provides enchantment bonuses to a
  blunt melee or hurled weapon (mace, hammer, club, staff, etc.)
  and blunt missile ammunition (sling stone or bullet, etc.). The
  oil is effective when rubbed on either mundane or magical blunt
  weapons. Mundane blunt weapons become magical in all ways
  while the effect lasts. Each application enchants a single small or
  medium-sized blunt melee weapon providing a +3 enchantment
  bonus to attack and +6 damage bonus. When used in melee the
  enchantment lasts 1d4 + 8 rounds. An application could also be
  used to enchant 1d2 + 3 pieces of tiny-sized or small-sized blunt
  ammunition or two small-sized hurled blunt weapons with +3
  enchantment bonuses both to attack and damage. The enchant-
  ment lasts for the duration of the potion or until the ﬁrst time the
  weapon is hurled or ﬁred in combat. Any similar and reasonable
  combination is allowed.
  Oil of Slipperiness:
  A full ﬂask of this oil can be applied to a
  man-sized creature and all of his carried or worn gear, or a full
  ﬂask can be divided into a number of applications in the same
  manner as the oil of etherealness.
  An object, which has been
  rubbed with this oil, or a creature to which this oil is applied can-
  not be held, grappled, or otherwise grabbed, grasped or hugged,
  Invisibility:
  A full vial of this potion is divided into 8 equal
  doses. Each dose bestows invisibility upon the one who con-
  sumes it for 1d4 + 2 turns or until an attack is made (refer to the
  invisibility spell).
  Invulnerability:
  This potion will only release its magic when
  consumed by one of the warrior class. A warrior then becomes
  invulnerable to non-magical attacks, attacks from weapons that
  don’t have an enchantment bonus, and melee attacks from crea-
  tures with fewer than 4 HD. Additionally, the potion improves
  the warrior’s AC by 2 and provides a +2 bonus to his saving
  throws. The effects last 5d4 rounds.
  Levitation:
  This potion allows the one who consumes it to lev-
  itate, as long as his weight, combined with the weight of what-
  ever gear he is wearing or carrying (which could include another
  creature), is equal to or less than 600 pounds (refer to the levitate
  spell).
  Longevity:
  This highly sought after potion reduces the age of
  the one who consumes it by 1d12 years if his venerable age is 150
  years or less, 2d12 years if his venerable age is between 151 and
  250 years, 3d12 years if his venerable age is between 251 and 350
  years, etc. However, there is a 1% cumulative chance each time
  this potion is consumed that it instead increases the consumer’s
  age by a like amount, and reverses the effects of all longevity po-
  tions previously consumed. Therefore, the GM must keep strict
  records of its consumption by any of the player characters and
  the resulting age bonus. This potion cannot reduce a creature to
  a form prior to its birth or hatching.
  Oil of Acid Resistance:
  When applied to a creature’s skin or
  rubbed upon its possessions, this oil confers complete invulnera-
  bility to acids. The oil’s effect has a base duration of 24 hours or
  1,440 rounds; however, each time the protected creature and/or
  items are exposed to acid, the base duration is reduced by a num-
  ber of rounds equal to the number of hit points of damage that
  would have been suffered. A full ﬂask contains sufﬁcient oil to
  protect one man-sized creature and his equipment. It can be di-
  vided into smaller applications to protect 2 small-sized or four
  tiny-sized creatures and all their gear, or it can be used in its en-
  tirety to protect a large creature and its gear for only 12 hours.
  Any similar and reasonable combination is allowed.
  Oil of Disenchantment:
  When applied to a creature’s skin this
  oil immediately removes all effects from the enchantment school
  of magic. This unusual oil does not radiate magic after it has
  been applied. When rubbed upon a magical item, this oil also
  masks the item’s magical aura (making it appear to be mundane
  if a detect magic spell is cast) but also speciﬁcally nulliﬁes any of
  the item’s enchantment bonuses and any other effects from the
  enchantment school of magic, for 1d10 + 20 turns. A full ﬂask of
  this oil must be applied to the creature or object to be effective,
  regardless of the creature or object’s size.
  Oil of Elemental Invulnerability:
  The one who applies this oil
  to his skin and to the possessions he wears or carries is granted
  complete invulnerability to damage or other effects from a spe-
  ciﬁc type of elemental force while he is on the Prime Material
  (wind storms, ﬁres, earthquakes, ﬂoods, etc.). Furthermore, at-
  tacks by elemental creatures from the corresponding plane suffer
  a penalty of −1 per die of damage. A full ﬂask contains enough
  oil to coat one man-sized creature and his equipment for eight
  days or sixteen small-sized creatures for one day each. Any sim-
  ilar and reasonable combination is allowed. There are several
  known varieties of this oil. To determine the variety randomly,
  roll 1d4. The GM may expand this table, if desired, by including
  the quasi and para-elemental planes.
  Fully 10% of the oils of this kind are of a more powerful va-
  riety, such that an application protects the creature against the
  216
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  and it becomes immune to the grasping effects from snakes and
  creatures with tentacles. Webs, whether magical or mundane, do
  not hinder the creature, while ropes, manacles, chains and shack-
  les simply slip off of the creature, whether magical or mundane.
  If poured out onto any surface, there is a 95% chance that a crea-
  ture standing on it will slip and fall. The effect of this oil lasts for
  eight hours but can be ended sooner by dissolving the oil with a
  weak alcohol solution (such as wine).
  Oil of Timelessness:
  When rubbed onto any object made of for-
  merly living substance (including dead bodies, but also ivory,
  bone, leather, leaves, paper, wood, etc.), this oil protects that ob-
  ject against the ravages of time. For every year that passes, the
  object is affected as if it had been but a day. Additionally, the
  coated object receives a +1 bonus to all saves. The oil does not
  wear off, wash off or dry up, so that the effects are permanent,
  subject only to a successful dispel magic. One full ﬂask contains
  enough oil to coat 8 man-sized objects, 32 tiny-sized objects, 16
  small-sized objects, 2 large-sized objects, or 1 huge-sized object.
  Any similar and reasonable combination is allowed.
  Philter of Glibness:
  This potion grants the one who consumes
  it the ability to speak smoothly and tell lies believably (if desired).
  Even magical detection such as the detect lie spell give mislead-
  ing results. Minor exaggerations are considered truthful, while
  totally dishonest statements seem only minor exaggerations.
  Philter of Love:
  This potion causes the one who consumes it to
  become charmed by the ﬁrst creature he sees (refer to the charm
  spell). If the ﬁrst creature seen is the opposite sex and similar
  species, the consumer falls madly and passionately in love. The
  charm effect lasts 1d4 + 4 turns, but the love effect is permanent
  barring a successful dispel magic. Elves and half-elves retain their
  normal resistance to the charm effect, and the consumer is al-
  lowed a saving throw vs. spell to avoid the effect.
  Philter of Persuasiveness:
  This potion grants the one who con-
  sumes it a +5 bonus to charisma—reaction modiﬁer. In addition,
  once per turn the consumer can make a suggestion to creatures
  within 30 yards (refer to the suggestion spell). Elves and half-elves
  retain their normal resistance to the charm effect, and each target
  is allowed a saving throw vs. spell to avoid the effect.
  Philter of Stammering and Stuttering:
  This accursed potion
  fools the one who consumes it into believing he has consumed
  either a philter of glibness or philter of persuasiveness. However,
  whenever the consumer attempts to speak meaningfully (includ-
  ing parley with a creature, cast a spell, read a scroll, activate an
  item, etc.), all of the words are unintelligible and nonsensical. The
  consumer suffers a −5 penalty to his charisma—reaction modiﬁer
  while speaking like this.
  Plant Control:
  This potion allows the one who consumes it to
  immediately charm any normal plants, fungi, molds, and plant-
  like monsters within a 20-foot by 20-foot square up to 90 yards
  away (refer to the charm plant spell). Plants with intelligence of 5
  or higher gain a save vs. spell to avoid the effect. The potion’s
  effect lasts 5d4 rounds.
  Poisoned:
  The GM is given free reigns when choosing the spe-
  ciﬁc effects and origins of a poisoned potion. He may select any
  type and strength of poison (refer to Poison) or create his own
  variety, however, the most common is an ingestion poison of
  strength type “J”. As a general rule, poisoned potion gives off
  no distinguishing odor and can be of any color. The typical poi-
  soned potion takes effect even if merely sampled, however, they
  can be found in three strengths; weak (+4 to +1 bonus on the sav-
  ing throw), average, and deadly (−1 to −4 penalty on the saving
  throw). Some are so potent that a neutralize poison spell will not
  fully neutralize it and can only provide up to a +4 bonus to the
  save. It seems there is at least a small amount of magical element
  in the making of these poisonous liquids. Some may be potions
  that failed during the brewing or that spoiled after years of dis-
  use, while others may come from secret formulas known only to
  master alchemists or assassins. Poisoned potions are typically left
  as traps in a treasure hoard, but some, especially those of the con-
  tact (or gaseous) variety, may also be hurled as an indirect missile
  if the GM allows.
  Polymorph Self:
  This potion bestows upon the one who con-
  sumes it the ability to assume a different form as if he were af-
  fected by a polymorph self spell (refer to the polymorph self spell).
  Rainbow Hues:
  This potion bestows upon the one who con-
  sumes it the ability to change the color of his body to any hue
  or combination of colors at will for the duration. The consumer
  must simply think about the color change, and the change hap-
  pens so quickly that up to 10 changes can be made in just a single
  round. This potion always has the consistency of syrup, and loses
  its magical properties if not stored in a metal vial, or is otherwise
  exposed to light before being consumed. Consuming a full vial
  produces an effect with duration of 7 hours, or a it can be divided
  into as many as seven doses with duration of one hour each. Any
  similar and reasonable combination is allowed.
  Speed:
  This potion confers extra movement and attacks per
  round upon the one who consumes it as if he were affected by
  a haste spell for 5d4 rounds (refer to the haste spell). Consum-
  ing this potion permanently increases the consumer’s age by one
  year if his venerable age is 150 years or less, 2 years if his venera-
  ble age is between 151 and 250 years, 3 years if his venerable age
  is between 251 and 350 years.
  Super-Heroism:
  This potion functions like an extra strength po-
  tion of heroism which will only releases its true magic when con-
  sumed by one of the warrior class who is under 13th level. As
  with the potion of heroism, the current level of the consumer de-
  termines the amount of bonus levels and temporary hit points
  gained.
  Warrior’s Level
  Bonus Levels
  Hit Points
  0
  6
  5d10
  1st–3rd
  5
  4d10 + 1
  4th–6th
  4
  3d10 + 2
  7th–9th
  3
  2d10 + 3
  10th–12th
  2
  1d10 + 4
  Sweet Water:
  This potion is harmless when sampled and tastes
  good, but it is not normally to be consumed. Its true purpose is
  to turn any liquid with which it is mixed into clean, drinkable
  water. A full vial is usually divided into 10 doses. Each dose
  puriﬁes up to 10,000 cubic feet of polluted, salty or alkaline con-
  taminated water or up to 100 cubic feet of acid. A single dose
  also has the power to automatically neutralize most poisons (in
  this case a poisoned creature may need to consume a dose) and
  when mixed with any other potion ruins the potion without the
  beneﬁt of a save (even when both have been consumed). The pu-
  riﬁed water radiates magic for 5d4 rounds and remains clean and
  uncontaminated for at least that long.
  Treasure Finding:
  This potion grants the one who consumes it
  the ability to detect the location of precious metals and/or gem-
  stones. The treasure cache must be within 240 yards and must
  contain metal equaling at least 10,000 coins (200 lbs. or more of
  precious metal) and/or 100 gems. Any reasonable combination is
  allowed, but mundane and magical items not containing precious
  metals or gems are ignored. The consumer knows the direction
  but not the exact location of the treasure. Only magical wards
  and lead-lined walls block the potion’s effects, which otherwise
  217
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  last 5d4 rounds.
  Undead Control:
  This potion grants the one who consumes it
  with the ability to control a speciﬁc type of undead for 5d4 rounds
  (refer to the charm spell). A maximum of 16 HD worth of undead
  can be controlled. Ignore any bonuses to a creature’s HD when
  calculating total HD. The undead (other than mindless zombies
  and skeletons) are granted a saving throw vs. spell with a −2
  penalty to avoid the effect. Roll a 1d10 to determine the type of
  undead that the potion is effective against. The GM may modify
  or add to this list as dictated by the needs of his world.
  1d10
  Type
  1
  Ghasts
  2
  Ghosts
  3
  Ghouls
  4
  Shadows
  5
  Skeletons
  6
  Specters
  7
  Wights
  8
  Wraiths
  9
  Vampires
  10
  Zombies
  Ventriloquism:
  This potion allows the one who consumes it to
  throw his voice as if he were affected by a ventriloquism spell. The
  consumer can throw his voice up to six times within the effect’s
  duration.
  Vitality:
  Consuming an entire vial of this potion removes the
  debilitating effects of exhaustion (mental or physical), hunger,
  and thirst from the one who consumes it. Any current damage
  or effects from up to 7 days of recent deprivation are nulliﬁed
  immediately. If the previous deprivation had lasted less than 7
  days, the consumer won’t need to sleep, eat, or drink for the re-
  mainder of the 7-day duration. In addition, he becomes immune
  to poison and disease, and recovers from any type of damage at a
  rate of 1 hit point every 4 hours for the remainder of the duration.
  Water Breathing:
  This potion grants the one who consumes it
  the ability to breathe water as if he were affected by a water breath-
  ing spell. There’s a 75% chance that a full vial contains two doses,
  and a 25% chance that it contains four. Each dose lasts for one
  hour (6 turns).
  SCROLLS
  Scrolls are scribed on heavy sheets of ﬁne vellum, high-quality
  papyrus or paper. The sheets are reinforced at the top and bot-
  tom with strips of leather slightly longer than the sheet is wide.
  Scrolls greater than three feet long are usually ﬁtted with rein-
  forcing rods at each end rather than simple strips of leather. To
  protect it from wrinkling or tearing, a scroll is rolled up from both
  ends to form a double cylinder. This also helps the user unroll the
  scroll quickly.
  Scrolls are stored in ivory, jade, leather, metal, or wooden cases.
  Commonly available scroll cases are plain and unadorned, but
  spell casters decorate and inscribe them with magic script and
  other unusual writing. Often, these inscriptions hide magic traps,
  such as symbols, glyphs of warding, explosive runes, etc. More
  practically, the writing may serve to identify the owner and/or
  the title of the scroll stored inside and must be read with the aid of
  a read magic spell and possibly a comprehend languages spell (refer
  to the wizard mark spell). In some cases, the writings must be
  read in order to open the scroll case. The GM may treat this as
  a specialized wizard lock spell on the scroll case, which is only
  released by a command word hidden within the wizard mark or
  other symbols.
  After a scroll has been opened, any character able to read it
  (see below) can scan it to learn its general contents. Scanning the
  general contents of a scroll does not activate its magic, unless it
  is cursed or has a magic trap (as above) placed upon it. The GM
  may determine that a scroll must be scanned immediately after
  being opened or the scroll will fade and the magic lost. The GM
  may determine the percentage chance to fade by assigning a base
  5% and adding 5% per year or part thereof after the ﬁrst that the
  scroll case has laid unopened. In this case, a scroll that has not
  been opened and scanned in over 20 years has a 100% chance to
  fade if not scanned immediately. Instead the GM may assume
  that most scrolls have not been left idle in their scroll cases much
  longer than 6 years on average. In this case, the GM rolls 1d6
  and multiplies the result by 5% to determine a random chance to
  fade for each scroll found. Scanning the scroll to determine the
  general nature of its content serves to renew the scroll’s writings
  until it lies dormant once more.
  Technically, scrolls can hold any manner of information, but
  the most important scrolls for the adventurer’s purposes are
  found in four main varieties: map, spell (wizard or priest), pro-
  tection and cursed scrolls.
  XP:
  The experience value for scrolls containing spells is equal
  to the total spell levels contained on the scroll times 100.
  Table B.12: Scrolls (1d6)
  Sub-Table A (1–2)
  1d20
  Type of Scroll
  XP
  1
  Map
  –
  2
  Protection—Acid
  2,500
  3
  Protection—Cold
  2,000
  4
  Protection—Dragon Breath
  2,000
  5
  Protection—Electricity
  1,500
  6–7
  Protection—Elementals
  1,500
  8
  Protection—Fire
  2,000
  9
  Protection—Gas
  2,000
  10–11
  Protection—Lycanthropes
  1,000
  12
  Protection—Magic
  1,500
  13
  Protection—Petriﬁcation
  2,000
  14
  Protection—Plants
  1,000
  15
  Protection—Poison
  1,000
  16
  Protection—Possession
  2,000
  17
  Protection—Undead
  1,500
  18
  Protection—Water
  1,500
  19
  Cursed
  Accursed
  20
  GM’s Choice
  –
  Sub-Table B (3–6)
  Spell Level*
  1d20
  Number
  1–3
  1 spell
  1d4
  4–5
  1 spell
  1d6
  6
  1 spell
  1d8 + 1 (1d6 + 1)
  7
  2 spells
  1d4
  8
  2 spells
  1d8 + 1 (1d6 + 1)
  9
  3 spells
  1d4
  10
  3 spells
  1d8 + 1 (1d6 + 1)
  11
  4 spells
  1d6
  12
  4 spells
  1d8 (1d6)
  13
  5 spells
  1d6
  14
  5 spells
  1d8 (1d6)
  15
  6 spells
  1d6
  16
  6 spells
  1d6 + 2 (1d4 + 2)
  17
  7 spells
  1d8
  18
  7 spells
  1d8 + 1 (1d6 + 1)
  19
  7 spells
  1d6 + 3 (1d4 + 3)
  20
  GM’s Choice
  –
  *Roll for each spell; the formulae in parenthesis are the level
  ranges for priest spells
  218
  Devon Chulick (Order # )
  
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  MAP SCROLLS
  Map scrolls are not in and of themselves magical items and can
  be read by anyone. Therefore, any character may scan a map
  to determine its general contents. However, some maps (espe-
  cially those containing important information and/or that might
  reveal the location of a large treasure hoard) may be written, at
  least partly, in ancient/obscure language(s) and/or magic script.
  These maps require magical or other extraordinary methods, as
  determined by the GM, to reveal their full contents.
  Certainly small simple maps, of one page or less, are not un-
  common, but a map scroll is not limited to a single page. The
  scroll can be as many feet long as needed to include terrain maps,
  area maps, inset maps, illustrations; as well as notes, warnings,
  journal entries, etc. A single “map” to a distant land could easily
  consist of two or more scrolls.
  Sometimes, the GM may wish to include a map scroll as part
  of a treasure as a way to convey speciﬁc information relating to
  his world’s storyline, but a map scroll can sometimes be found
  as a random item. Finding a map scroll can mean a great ad-
  venturing opportunity for the characters. The GM is therefore
  encouraged to include random treasure maps that do not overly
  interfere with his world’s storyline or provide more information
  than he wishes the characters to know, yet provide just enough
  information to spur on a challenging side adventure for when the
  characters have the time. A treasure map should imply a great
  hoard just waiting to be found by the right group of adventurers,
  but never reveal an amount and only provide the most vague ref-
  erences to the dangers involved. There is no guarantee that the
  adventurers will be up to the challenge, or that the map is accu-
  rate or genuine.
  The following tables can be used to randomly create a treasure
  map, whenever a map scroll is found for which the GM has no
  speciﬁc plans.
  Table B.13: Map Table
  Result
  1d100
  01–05
  False map*. One of the following has occurred: the
  treasure has already been looted (possibly ages ago),
  the map actually leads to a hazard or trap, it is a
  wild fantasy based solely on local legends, etc.
  06–70
  Monetary hoard
  71–90
  Magic hoard
  Combined hoard
  91–00
  *When a false map is determined, simply continue as if it was
  a valuable treasure map, but there is no need to determine
  the exact amount of the non-existent hoard.
  Table B.14: Map Distance Table
  1d100
  Distance
  Treasure Modiﬁer
  01–20
  1d4 − 1 (0–3) miles
  −4
  1d4 + 6 (7–10) miles
  21–60
  −0
  61–90
  1d4 × 10 (10–40) miles
  +1
  10d10
  91–00
  ×
  +2
  4 (40–400) miles
  Table B.15: Map Location Table
  Location
  Treasure Modiﬁer
  1d100
  01–10
  Buried and unguarded
  −4
  Under water
  11–20
  −2
  21–70
  Creature’s lair
  −0
  +0
  Burial crypt
  71–80
  81–90
  Ruins
  +1
  +2
  Community
  91–00
  Type of Hoard:
  The following table determines the type of trea-
  sure hoard. Do NOT reveal the type of treasure hoard to the
  player characters. The speciﬁc amount of treasure will be deter-
  mined later.
  Distance:
  The location revealed by the map can be only a few
  hundred feet away or up to several hundred miles away. The GM
  must remember to take terrain features into account, and may
  choose the direction to best ﬁt the shape of his world, or roll 1d8
  to determine the direction randomly (1—North, 2—Northeast,
  3—East, 4—Southeast, 5—South, 6—Southwest, 7—West, 8—
  Northwest). The following table determines the distance to the
  treasure hoard and provides a treasure modiﬁer. The treasure
  modiﬁer is added to the 1d20 roll when determining the amount
  of treasure in a hoard. It is cumulative with the treasure modiﬁer
  from the Map Location Table (next section).
  Location:
  A treasure hoard may be hidden anywhere. The fol-
  lowing table lists some common, mundane places where trea-
  sure is often hidden and gives a treasure modiﬁer (See Distance
  above). Unless there is already a lair, body of water, crypt, ham-
  let, ruin or other appropriate feature conveniently located in ap-
  Table B.16: Monetary Hoard Table
  Code
  Result
  1d20
  1–2
  20,000–80,000 (2d4 × 10,000) copper pieces
  & 20,000–50,000 ((1d4 + 1) × 10,000) silver
  pieces
  A
  5,000–30,000 (5d6
  3–5
  × 1000) electrum pieces
  B
  6–10
  3,000–18,000 (3d6 × 1000) gold pieces
  C
  500–2,000 (5d4
  11–12
  × 100) platinum pieces
  D
  13–15
  10–100 (d10 × 10) gemstones
  E
  5–50 (5d10) objects of art
  16–17
  F
  18
  Roll twice, discard rolls above 17
  G
  Roll three times, discard rolls above 17
  19
  H
  20
  Roll four times, discard rolls above 17
  I
  Table B.17: Magic Hoard Table
  Code
  1d20
  Result
  1–5
  Any magic item, plus 4 potions
  A
  B
  Any 2 magic items
  6–8
  9–12
  1 sword, 1 armor or shield, & 1
  miscellaneous weapon
  C
  Any 3 items, except sword or potions
  13–14
  D
  15–18
  Any 6 potions and any 6 scrolls (possibly
  including a map)
  E
  Any 4 items, 1 of which is a ring & 1 of
  19
  which is a rod
  F
  20
  Any 5 items, 1 of which is a rod & 1 is
  miscellaneous item
  G
  Table B.18: Combined Hoard Table
  Result Code(s)
  1d20
  1–4
  Monetary hoard A & magic hoard A
  Monetary hoard C & magic hoard A
  5–8
  9–11
  Monetary hoard B, C & magic hoard A, E
  Monetary hoard A, B, C & magic hoard C, D
  12–13
  14–15
  Monetary hoard C, D & magic hoard B, E
  Monetary hoard B, C, D, F & magic hoard A, C
  16
  17
  Monetary hoard A, B, C, D, E, F & a map to magic
  hoard A
  18
  Monetary hoard A, B, C, D, E, F & a map to magic
  hoard F
  19
  Magic hoard G & a map to monetary hoard A, B
  20
  Magic hoard G & a map to monetary hoard D,
  E + magic hoard E
  219
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Table B.19: Treasure Container Table
  Container
  1d20
  1–2
  Bag
  Sack
  3–4
  5–6
  Small Coffer
  Chest
  7–8
  9–10
  Huge Chest
  Pottery Jar
  11–12
  13–14
  Metal Urn
  Stone Container
  15–16
  17–18
  Iron Trunk
  Loose
  19–20
  Table B.20: Treasure Traps
  Trap
  1d20
  1–4
  Contact poison on container and/or treasure (GM
  determines exact type (refer to Poisons))
  5–7
  Poisoned needles in lock or handles (GM determines
  exact type (refer to Poisons))
  8–10
  Spring darts ﬁre from front of container, top of
  container or from inside bottom of container.
  11–12
  Blade scything across inside
  13
  Venomous insects or reptiles living inside container
  14
  Poison gas released by opening container
  15–16
  Trapdoor opens 1d6 feet in front of container
  17
  Stone block drops in front of the container
  18
  Spears ﬁre from walls when container opened
  19
  Explosive runes
  20
  Symbol
  Table B.21: Treasure Hiding
  Result
  1d20
  1–3
  Invisibility
  Illusion (to change or hide its appearance)
  4–5
  6
  Secret space under container
  Secret compartment inside container
  7–8
  9
  Inside an ordinary item in plain view
  10
  Disguised to appear as something else
  11
  Under a heap of trash/dung
  Under a loose stone in the ﬂoor
  12–13
  14–15
  Behind a loose stone in the wall
  In a secret room nearby
  16–20
  proximately the correct place, this location should then also be
  noted on the main map of the GM’s world.
  Treasure Guardians:
  Unless buried, treasure hoards are nearly
  always well protected by appropriate creatures (whether mag-
  ical, mundane or undead).
  The GM must choose appropriate
  guardian creatures based upon the hoard’s value (next section),
  and chances for encountering wandering monsters occur nor-
  mally while following the map. Some or all of these hazards may
  be indicated on the treasure map, but if they are, they are almost
  always given in a vague or cryptic manner.
  The GM now has more than enough information to provide a
  treasure map to the characters.
  Value of the Treasure Hoard:
  Roll 1d20, add or subtract the
  combined treasure modiﬁer from the Map Distance and Location
  Tables (if any), and consult the appropriate hoard table (Mone-
  tary, Magic or Combined from the Map Table) to determine how
  much treasure and in what form. It is suggested that these hoards
  consist mainly of bulk coins, heavy objects that are difﬁcult to
  transport, or even well known items with questionable origins
  which prove difﬁcult to sell.
  Treasure Containers:
  Treasure hoards may be left loose but
  more often are stored in one or more containers of various sizes
  and shapes. This table can help the GM determine how the trea-
  sure hoard is stored. He may roll or select as many containers as
  necessary to account for the entire hoard satisfactorily.
  Traps on the container:
  A treasure hoard usually carries a mun-
  dane or magical trap. This is entirely the purview of the GM as to
  what kind of trap and how the trap works. The GM determines
  one or more traps per container, as appropriate. The following
  table provides some ideas on how to trap common containers.
  Hiding the hoard:
  Whether trapped or not, the whole hoard
  may be hidden by mundane or magical means.
  The GM de-
  termines an appropriate method to hide the hoard, if any. The
  following table provides some ideas on how to hide a treasure
  hoard.
  SPELL SCROLLS
  A spell scroll is a spell (or collection of spells) that has been stored
  in written form. Due to the unpredictable nature of magical writ-
  ing, a spell scroll can contain no more than 7 spells. The writing
  vanishes from the scroll when the spell is activated, so that a spell
  can be used only once from a scroll. Reading a spell scroll is ba-
  sically like casting the spell, including casting time. The caster
  must maintain concentration while reading the scroll aloud (as if
  he were casting the spell), or the spell fails and disappears from
  the scroll. A scroll will allow a caster to cast a spell, which he
  is not normally able to cast, whether due to level, intelligence,
  wisdom, sphere or school restrictions, etc.
  Spell scrolls contain wizard spells 70% of the time and priest
  spells 30% of the time. Only a wizard can scan and read wizard
  scrolls and only a priest can scan and read priest scrolls, with the
  exception of high level thieves and bards who can scan and read
  any spell scroll. Paladins and rangers can never scan or read spell
  scrolls.
  Caster Levels:
  The caster level of a spell found on a scroll is
  equivalent to the caster’s level when the scroll was scribed, so
  can never be below 7th level. Generally speaking, the caster level
  of a random scroll is assumed to be the minimum level required
  to cast the spell plus one, but never below 7th. It can then be
  assumed that a 1st through 3rd level spell is scribed at 7th level,
  while the 4th level spell is scribed at 8th level, a 5th level spell at
  10th, a 6th level spell at 12th (Priest) or 13th (Wizard), 7th at 15th, 8th
  at 17th and 9th level spell at 19th caster level. This can be used as
  a basic guideline, but the GM is free to create spell scrolls scribed
  by spell casters of higher level (but not lower). For example, a
  scroll containing both a 1st and a 5th level spell may be scribed
  at 7th and 10th caster levels respectively, or both spells may be
  scribed at 10th level or even higher. This choice however, directly
  affects the chance for magical spell failure (see below).
  Magical Spell Failure:
  When a high level rogue attempts to
  read a spell scroll, refer to their class listing for details. Other-
  wise, when a spell caster attempts to read a spell scroll scribed at
  a caster level higher than his caster level, there’s a chance for the
  spell activation to fail. The percentage chance for failure to oc-
  cur is equal to 5% times the difference between the scroll’s caster
  level and the caster level of the spell caster. For example, a 3rd
  level mage ﬁnds a spell scroll containing a 1st level spell. Assum-
  ing standard casting level for the scroll is 7th, the mage has a 20%
  chance of spell failure ((7 − 3) × 5%). If the 3rd level mage at-
  tempts to read a spell scroll scribed at 13th level (for any spell of
  up to and including 6th level), his failure chance would be 50%
  ((13 − 3) × 5%). A failed activation erases the spell from the
  220
  Devon Chulick (Order # )
  
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  Table B.22: Spell Failure
  Caster Level Difference
  Harmful Effect
  1–3
  5%
  15%
  4–6
  7–9
  25%
  35%
  10–12
  13–15
  50%
  70%
  16+
  scroll, and the GM must consult Table B.22: Spell Failure to de-
  termine if the attempt is harmful (attack spells target the caster
  and his allies, beneﬁcial spells target enemies, etc,). In the ﬁrst
  example above, there is a 15% chance of a harmful effect to oc-
  cur (7 − 3) = a caster level difference of 4, while in the second
  example, there is a 35% chance (13 − 3) = 10.
  Using Spell Scrolls:
  If the spell caster or rogue is successful in
  activating the spell from the scroll, all effects of the spell proceed
  normally at the scroll’s caster level.
  Permanent Spell Scrolls:
  These potent magical items are ex-
  tremely rare and are only placed by the GM under special cir-
  cumstances. Permanent scrolls can be read more than once, as
  the writing returns after a set period of time, such as once a day,
  week, month or even once a year. Caster level and all other de-
  tails are left to the GM.
  PROTECTION SCROLLS
  Protection scrolls can be scanned and read by any character class.
  They can only be read once, and their writing disappears as the
  scroll is being read aloud. Protection scrolls have a reading time
  that is analogous to a spell’s casting time. If the one who reads
  the scroll is disturbed during this time, the protection is lost and
  the writing disappears. The size of the scroll is a function of its
  reading time. For a reading time up to 3, the scroll is one foot
  long, between 4 and 6, two feet long, between 7 and 9, three feet
  long, and for a reading time of one round the scroll is four feet
  long.
  Some protection scrolls protect just the reader, while others cre-
  ate an effective area of protection. An effective area is nearly al-
  ways centered on the reader and moves with him. Effects from
  reading multiple protection scrolls are cumulative for as long as
  the durations and effective areas overlap. Protection scrolls can
  never be used offensively, so if the reader willingly forces an af-
  fected creature into a situation from which there is no retreat or
  escape (wall, trap, other dangerous area, etc.), the protection ef-
  fect immediately ends.
  PROTECTION SCROLL DESCRIPTIONS
  Protection from Acid
  Reading Time: 6
  Effective Area: Self
  Duration: 1d4 + 8 turns
  The reader is protected from all forms of acid damage up
  to a maximum of 20d8 points of damage or for the duration
  whichever comes ﬁrst.
  Protection from Cold
  Reading Time: 3
  Effective Area: 30-foot diameter sphere
  Duration: 1d4 + 4 turns
  This scroll generates a ﬁeld of protection from cold for the du-
  ration. All within the effective area are protected against any and
  all mundane cold. The effect grants a +6 bonus to saves vs. mag-
  ical cold and reduces damage to only one-quarter if the save fails
  and one-eighth if the save is successful.
  Protection from Dragon Breath
  Reading Time: 7
  Effective Area: Self
  Duration: 2d4 + 4 rounds
  The reader is protected from the breath weapon of any dragon
  for the duration.
  Protection from Electricity
  Reading Time: 5
  Effective Area: 20-foot diameter sphere
  Duration: 3d4 rounds
  This scroll generates a ﬁeld of protection from electricity that
  renders everyone within the effective area immune to any dam-
  age or other effects of electricity for the duration.
  Protection from Elementals
  Reading Time: 6
  Effective Area: 10-foot diameter circle
  Duration: 5d8 rounds
  This scroll generates a ﬁeld of protection that prevents phys-
  ical contact between those within the effective area and speciﬁc
  elemental creatures. Those elemental creatures mentioned in the
  scroll are pushed harmlessly to the edge of the effective area. The
  speciﬁed elemental creatures cannot enter the effective area or at-
  tack those inside the effective area with melee attacks (and vice
  versa) for the duration or until the maximum HD (refer to the ta-
  ble below) is exceeded. Those inside the invisible barrier can act
  and attack with thrown or missile weapons normally, but they
  must leave the protective barrier to perform melee attacks.
  There are several known varieties of this scroll. To determine
  the variety randomly, roll 1d100. The GM may expand this table,
  if desired, by including the quasi and para-elemental planes, as
  well as additional combinations.
  Elemental Type
  1d100
  01–15
  Air elementals, aerial servants, djinn, invisible
  stalkers, wind walkers, etc. (up to 24 HD)
  16–30
  Earth elementals, xorn, etc. (up to 24 HD)
  31–45
  Fire elementals, efreeti, salamanders, etc. (up to 24
  HD)
  46–60
  Water elementals, tritons, water weirds, etc. (up to
  24 HD)
  61–00
  Elementals and any other creatures from the
  elemental planes (up to 16 HD)
  221
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Protection from Fire
  Reading Time: 8
  Effective Area: 30-foot diameter sphere
  Duration: 1d4 + 4 turns
  This scroll generates a ﬁeld of protection centered on the reader
  that renders all creatures within the effective area immune to any
  and all ﬁre damage for the duration.
  Protection from Gas
  Reading Time: 3
  Effective Area: 10-foot diameter circle
  Duration: 1d4 + 4 rounds
  This scroll generates a ﬁeld of protection that renders everyone
  within the effective area immune to all gases and/or toxic vapors,
  mundane or magical, for the duration.
  Protection from Lycanthropes
  Reading Time: 4
  Effective Area: 10-foot diameter circle
  Duration: 5d6 rounds
  This scroll generates a ﬁeld of protection that prevents physical
  contact between those within the effective area and speciﬁc lycan-
  thropes. Those lycanthropes mentioned in the scroll are pushed
  harmlessly to the edge of the effective area. The speciﬁed lycan-
  thropes cannot enter the effective area or attack those inside the
  effective area with melee attacks (and vice versa) for the dura-
  tion or until 49 HD is exceeded. If the creature has a hit point
  adjustment of +3 or more, round up to the next HD when cal-
  culating the total. Those inside the invisible barrier can act and
  attack with thrown or missile weapons normally, but they must
  leave the protective barrier to perform melee attacks.
  There are several known varieties of this scroll. To determine
  the variety randomly, roll 1d100. The GM may expand this table,
  if desired, by including lycanthropes or other shape-changers, as
  well as additional combinations.
  1d100
  Type
  01–05
  Werebears
  Wereboars
  06–10
  11–20
  Wererats
  Weretigers
  21–25
  26–40
  Werewolves
  All lycanthropes
  41–98
  99–00
  All shape-changers*
  *The powerful protection from “all shape-changers” protects
  against any creatures (except demigods and deities) that can
  change their shape to or from a human form (such as
  dopplegangers, some dragons, druids, jackalweres, mages
  using the shape change spell, etc., but not including those
  using polymorph effects).
  Protection from Magic
  Reading Time: 8
  Effective Area: 5-foot radius globe
  Duration: 5d6 rounds
  This scroll generates a ﬁeld of protection blocking all magi-
  cal effects from entering, exiting or operating within the effec-
  tive area for the duration. Creatures, including those summoned
  or otherwise magical in nature, and physical objects, such as
  magical weapons, ammunition, armor, and other magical items,
  are unaffected. However, magical effects (other than enchant-
  ment modiﬁers) from these items cannot pass through or operate
  within the barrier. A dispel magic is ineffective against the effects
  of this scroll.
  Protection from Petriﬁcation
  Reading Time: 5
  Effective Area: 10-foot radius circle
  Duration: 5d4 rounds
  This scroll generates a ﬁeld that protects all creatures within
  the effective area from any attack causing petriﬁcation, magical
  or otherwise, for the duration.
  Protection from Plants
  Reading Time: 1
  Effective Area: 10-foot diameter sphere
  Duration: 1d4 + 4 turns
  This scroll generates a ﬁeld of protection that prevents physical
  contact between those within the effective area and all forms of
  living vegetable matter including fungi, slimes, and molds. Mo-
  bile or unsecured plant-based creatures are pushed harmlessly
  to the edge of the effective area. Inanimate plants (grass, trees,
  shrubs, etc.) can also be uprooted and pushed away, provided
  that the reader has the physical mass or strength score to do so
  ordinarily. If the reader of the scroll does not have the physical
  mass or strength to move a plant (for example a large shrub or
  tree), the barrier will either go around the plant or collapse. No
  plant-based creature can enter the effective area or attack those
  inside the effective area with melee attacks (and vice versa) for
  the duration. Those inside the invisible barrier can act and attack
  with thrown or missile weapons normally, but they must leave
  the protective barrier to perform melee attacks.
  Protection from Poison
  Reading Time: 3
  Effective Area: Self
  Duration: 1d10 + 2 rounds
  Reading this scroll immediately neutralizes all poisons cur-
  rently afﬂicting the reader and renders him immune to any and
  all poisons (contact, gas, etc.) for the duration.
  Protection from Possession
  Reading Time: 1 round
  Effective Area: 10-foot radius circle
  Duration: 10d6 rounds
  This scroll generates a ﬁeld of protection against all forms of
  possession, magic or otherwise, such as magic jar, effects that di-
  rectly dominate another creature’s mind or other types of posses-
  sion attacks. The invisible barrier protects all creatures (including
  dead creatures) within the effective area for the duration.
  Some 10% of these scrolls create an effect with a duration of
  10d6 turns but which does not move with the reader.
  Protection from Undead
  Reading Time: 4
  Effective Area: 5-foot radius circle
  Duration: 10d8 rounds
  This scroll generates a ﬁeld of protection that prevents physical
  contact between those within the effective area and all forms of
  the undead. The undead are pushed harmlessly to the edge of
  the effective area. They cannot enter the effective area or attack
  those inside the effective area with melee attacks (and vice versa)
  for the duration or until 35 HD is exceeded. If the creature has
  a hit point adjustment of +3 or more, round up to the next HD
  when calculating the total. Those inside the invisible barrier can
  act and attack with thrown or missile weapons normally, but they
  must leave the protective barrier to perform melee attacks.
  The GM may determine that there are many varieties of this
  scroll, each affecting a speciﬁc type or combination of types of
  undead rather than all types of undead. The GM may refer to the
  potion of undead control to determine a speciﬁc type of undead or
  to create various combinations.
  222
  Devon Chulick (Order # )
  
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  Protection from Water
  Reading Time: 6
  Effective Area: 10-foot diameter sphere
  Duration: 1d4 + 4 turns
  This scroll generates a ﬁeld of protection that prevents those
  inside the effective area from coming into contact with any solid,
  liquid, or gaseous form of water. Any and all forms of water pass
  harmlessly over, under or around the sphere. Those protected
  cannot be burned by steam, sink into a body of water, slip on an
  icy ﬂoor, etc. Immobile solid pieces and sheets of ice are ignored,
  but do not make contact with those protected.
  CURSED SCROLLS
  A cursed scroll can appear as a scroll of another type, until it has
  been both opened and scanned (choose type and roll 1d10 for
  length in feet). While a cursed scroll always radiates an aura of
  magic when detect magic is cast, it will almost never radiate evil
  or other special aura. The GM is free to determine the nature
  and origin of any cursed scrolls in his game. Cursed scrolls may
  be created as an intentional trap or accidentally created during a
  failed attempt to scribe the other type of scroll (refer to Scribing
  Scrolls).
  Regardless of what they appear to be, cursed scrolls activate
  the moment they are scanned. Their effects are entirely within
  the GM’s realm and can have any effect he determines. Curses
  usually range from minor annoyances to slightly debilitating ef-
  fects, and truly deadly curses are generally rare. Most curses are
  permanent until negated by a remove curse spell. However, the
  GM may determine that more powerful and/or permanent ef-
  fects, such as petriﬁcation, may require other methods of reversal
  (in this case, transmute stone to ﬂesh).
  Rating curses based on their relative strengths is highly sub-
  jective. For example, a mage, forced to take a vow of poverty,
  would give away his extremely valuable spell book and would
  not consider that to be a weak curse. The GM has the ﬁnal deci-
  sion regarding the effects of curses. Some sample curses include:
  Weak Curses
  • Reader attacked by a randomly summoned 1st–3rd level
  monster
  • Reader affected by a random wizard or priest spell of up to
  3rd level with a caster level of at least 7
  • Reader randomly teleports 2d6 miles away
  • Reader suffers 2d6 points of damage, no save
  • Reader suffers from bad luck (−1 attack rolls, saving throws,
  ability checks, etc.)
  • Reader’s strength is halved
  • Reader swears a vow of poverty and donates all his posses-
  sions to charity
  Moderate Curses
  • Reader attacked by a randomly summoned 4th–6th level
  monster
  • Reader affected by a random wizard spell of between 4th and
  6th level (or priest spell of 4th or 5th level) with a caster level
  of at least 13 (or 10 for a priest spell)
  • Reader randomly teleports 2d6 × 10 miles away
  • Reader suffers 4d6 points of damage, no save
  • Reader suffers from terrible luck (−2 attack rolls, saving
  throws, ability checks, etc.)
  • Reader’s facial hair grows one inch per minute
  • Reader shrinks to half his size
  • Reader’s appetite becomes insatiable
  • Reader is stricken with amnesia
  • Reader polymorphs into a harmless animal
  Strong Curses
  • Reader attacked by a randomly summoned 7th–10th level
  monster
  • Reader affected by a random wizard spell between 7th and
  9th level (or priest spell between 6th and 7th level) with a
  caster level of at least 19 (or 15 for a priest spell)
  • Reader randomly teleports 2d6 × 100 miles away
  • Reader suffers 8d6 points of damage, no save
  • Reader suffers from horrendous luck (−4 attack rolls, saving
  throws, ability checks, etc.)
  • Reader falls into a comatose state and cannot be awakened
  by normal means
  • Reader can only speak in rhymes and cannot cast spells with
  verbal components
  • Reader changes to the diametrically opposed alignment
  • Reader must save vs. petriﬁcation or be turned to stone
  • Reader polymorphs into a liquid and drains away
  • Reader polymorphs into a creature equal to his character
  level and attacks the nearest creature
  MAGICAL RINGS
  Magical rings bestow speciﬁc powers upon those who wear
  them.
  A ring’s power may be activated by speaking a com-
  mand word or simply by concentrating on the desired power,
  or its power may be continuously active. However, some mag-
  ical rings have exceptional activation methods, detailed in their
  descriptions. Sometimes a power activates immediately, while
  other times, the powers require time to activate.
  No two magical rings look alike. The vast majority of magical
  rings are forged from precious metals such as gold, silver, and
  platinum, but magical rings can exist crafted from glass, ivory,
  bone, etc.
  Most magical rings can beneﬁt any creature; so long as the crea-
  ture can wear the ring properly and is able to perform whatever
  action is needed to activate its powers. Magical rings are only
  effective for humans, demi-humans and humanoids when worn
  on the ﬁngers of the hands, or in the case of creatures that are not
  human-shaped, when worn on their primary manipulating dig-
  its. A magical ring automatically resizes to ﬁt the wearer’s digit.
  A creature can wear only two magical rings at the same time, and
  only one can be worn on each hand or other appendage. If these
  restrictions are exceeded, all magical rings worn by the creature
  are rendered ineffective.
  Magical rings are indistinguishable from their mundane coun-
  terparts without means of divination magic and experimentation,
  appearing as appropriately expensive and well-crafted jewelry.
  Most magical rings radiate an aura of magic commensurate with
  their powers when detect magic is cast, but no known ring radiates
  an aura of good or evil. Determination of a ring’s powers can also
  be difﬁcult without magical assistance, such as an identify spell.
  Otherwise, the magical ring must be worn properly and various
  experiments tried in order to ﬁnd what it does.
  Some magical rings, especially the most powerful, are crafted
  with charges. Rings that are always crafted with charges or that
  have powers the GM may wish to limit are noted in their de-
  scriptions. Otherwise, a magical ring has a standard 5% chance
  to have been crafted with 2d20 charges. The GM may increase
  or decrease this chance as desired on a case-by-case basis, and
  the number of charges remaining may be considerably less if the
  ring has been regularly employed by its previous wielder(s).
  Unless otherwise mentioned, the power of a magical ring func-
  tions as if it were a spell cast by a 12th level caster. If the power
  requires a spell of 7th level or higher to duplicate, the power is
  treated as if cast by a caster of the minimum level to cast the spell.
  223
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Table B.23: Rings (1d6)
  Sub-Table A (1–4)
  XP
  1d20
  Item
  1
  Animal Friendship
  1,000
  2
  Blinking
  1,000
  3
  Chameleon Power
  1,000
  4
  Clumsiness
  Accursed
  5
  Contrariness
  Accursed
  6–7
  Delusion
  Accursed
  8
  Djinni Summoning
  3,000
  9
  Elemental Command
  5,000
  10
  Feather Falling
  1,000
  11
  Fire Resistance
  1,000
  12
  Free Action
  1,000
  13
  Human Inﬂuence
  2,000
  14
  Invisibility
  1,500
  15–16
  Jumping
  1,000
  17
  Mammal Control
  1,000
  18
  Mind Shielding
  500
  19
  Protection
  1,000/AC bonus
  20
  GM’s Choice
  –
  Sub-Table B (5–6)
  XP
  1d20
  Item
  1–2
  Protection
  1,000/AC bonus
  3
  Ram, Ring of the
  750
  4
  Regeneration
  5,000
  5
  Shocking Grasp
  1,000
  6
  Shooting Stars
  3,000
  7
  Spell Storing
  2,500
  8
  Spell Turning
  2,000
  9
  Sustenance
  500
  10
  Swimming
  1,000
  11
  Telekinesis
  2,000
  12
  Truth
  1,000
  13
  Warmth
  1,000
  14
  Water Walking
  1,000
  15
  Weakness
  Accursed
  16
  Wishes, Multiple
  5,000
  17
  Wishes, Three
  3,000
  18
  Wizardry (Wizard)
  4,000
  19
  X-Ray Vision
  4,000
  20
  GM’s Choice
  –
  MAGICAL RING DESCRIPTIONS
  Ring of Animal Friendship:
  Whenever the wearer of this ring
  comes within 10 yards of any mundane animal of neutral align-
  ment with an intelligence score of 1, the animal must make a sav-
  ing throw vs. spell. If the save is successful, the animal quickly
  moves away from the wearer. If the save fails, the animal be-
  comes friendly towards the wearer and wishes to accompany him
  everywhere. This ring’s power functions as if cast by a 6th level
  caster (refer to the animal friendship spell). Most characters can use
  this ring to befriend up to 12 HD of animals at a time. However,
  druids who wear it can befriend 24 HD and rangers can befriend
  up to 18 HD.
  The ring of animal friendship typically holds 27 charges when it
  is crafted. In a hostile situation, the wearer can expend a charge
  to cause any or all of his befriended animals to aggressively de-
  fend the wearer and/or attack his enemies. This ring cannot be
  recharged. When all the charges have been expended, the ring
  retains the power to befriend animals but not to command them
  to attack/defend.
  Ring of Blinking:
  The wearer of this ring is affected as if a 6th
  level caster cast a blink spell upon him whenever he, or anyone
  within 10 feet of him, speaks the command word aloud. The
  power of the ring lasts for six rounds and then cannot be ac-
  tivated again for six turns. The command word is usually en-
  graved on the ring.
  Ring of Chameleon Power:
  The wearer of this ring has the
  power to blend into his surroundings or to disguise himself as
  another type of creature with merely a thought.
  When using the power of the ring to blend into his surround-
  ings, the wearer can become nearly 90% invisible. As long as
  the wearer remains motionless, any creature looking in his direc-
  tion or even consciously attempting to view him without magical
  aid has only a 10% chance of seeing him. As soon as the wearer
  moves, especially if the surroundings are complex, with multi-
  ple blocks of color or odd shapes, etc., the effect is ruined until
  he is able to stand motionless once more and reactivate the ring’s
  power. In some situations, such as when the surroundings are a
  long featureless wall, the GM may determine that it is still difﬁ-
  cult to see the wearer, even while he is moving, providing only
  between 20–50% ((1d4 + 1) × 100%) chance to see the wearer until
  the scenery changes signiﬁcantly.
  When the ring wearer chooses to disguise himself as a creature
  not of his own race, it must be one that he can see within 60 yards
  or less. The power of the ring only affects the visual sense and
  detection can be made through taste, smell, etc. Creatures with
  an intelligence score of 3 or less have no chance to see through the
  wearer’s disguise until he approaches within 10 yards of them, at
  which point the creatures instinctively see through his disguise.
  Creatures with an intelligence score of 4 or greater have a 5% cu-
  mulative chance per turn to see through the disguise. Creatures
  with an intelligence score of 16 or greater add their intelligence
  score to the cumulative percentile roll. For example, an intelli-
  gence score of 16 provides a 21% on the ﬁrst turn and 26% on the
  second turn, etc.
  Ring of Clumsiness:
  This accursed ring radiates a normal mag-
  ical aura and imitates a well-known magical ring of the beneﬁcent
  sort, randomly generated. The wearer gains the power of the ring
  that is being imitated until coming into a stressful or life threat-
  ening situation (GM’s discretion). At such a time, the ring’s ben-
  eﬁcial power suddenly fails, and the wearer’s dexterity is halved
  (round down, so that 9 becomes only 4, for example). Stealth,
  climbing, and any other ability requiring precision or manual
  dexterity is halved (round down). Spells requiring material or
  somatic components fail unless the wearer rolls a successful sav-
  ing throw vs. spell. The beneﬁcial powers may or may not return
  after the excitement or danger has passed, as the GM determines.
  A ring of clumsiness can only be removed from the wearer’s
  ﬁnger by a successful dispel magic spell cast against a 12th-level
  caster. Doing so disenchants the ring entirely, rendering it com-
  pletely powerless.
  1d100
  Imitative
  01–10
  Free action
  Feather falling
  11–20
  21–35
  Invisibility
  Jumping
  36–50
  51–60
  Swimming
  Warmth
  61–80
  81–00
  Water walking
  Ring of Contrariness:
  The wearer of this accursed ring is un-
  able to agree with any idea or statement given to him, except
  when he is obviously being lied to, his well-being would be
  threatened by disagreeing or if disagreeing would allow the ring
  to be removed from his ﬁnger. Removing the ring requires a re-
  move curse spell to be cast. If someone attempts to cast remove
  curse, the wearer will resist with all of his ability and is likely to
  become hostile. There are 6 known varieties of this ring. Each has
  224
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  a secondary power determined randomly, which the wearer will
  also use as needed to attempt to escape or attack anyone attempt-
  ing to “steal” his ring.
  1d100
  Secondary Power
  01-20
  Flying
  Invisibility
  21-40
  41-60
  Levitation
  Shocking Grasp (1/round)
  61-70
  71-80
  Spell Turning*
  Strength score of 18/00
  81-00
  *To be removed successful successfully, this version of the
  ring requires that the cumulative remove curse cast upon the
  wearer equal or exceed 100%.
  Ring of Delusion:
  The wearer of this accursed ring is deluded
  into thinking that he is wearing a magical ring of the kind that he
  has always desired. The wearer believes that he has gained the
  powers of his favored ring, even if others tell him differently. If
  the wearer has any abilities, whether magical or mundane, that
  can duplicate or in any way emulate the ring’s false powers; he
  will unknowingly use them whenever he thinks he is activating
  the ring’s powers. The ring can be removed at any time, how-
  ever the wearer is against doing so unless the GM allows him to
  disbelieve the delusion.
  Ring of Djinni Summoning:
  This magical ring is one of the
  most powerful rings known. When the wearer of the ring rubs it,
  a djinni from the elemental plane of air appears at his location the
  following round. The djinni obeys and serves the wearer, faith-
  fully and without malice. If the wearer is killed, the djinni returns
  home immediately, until summoned by a new wearer. If the ring
  is destroyed, its power is permanently lost and the djinni is freed.
  If the djinni is killed, the ring becomes powerless. The GM may
  determine that every ring of djinni summoning is crafted with a ﬁ-
  nite number of charges (no more than 2d20), whereupon the use
  of the last charge, the djinni is freed. Even if the djinni knows
  how many charges remain, he is unlikely to reveal that informa-
  tion to the wearer. The ring cannot be recharged.
  Ring of Elemental Command:
  There are four known varieties
  of this magical ring, each linked to a single Elemental Plane (air,
  earth, water, or ﬁre). The GM may expand this table, if desired,
  by including the quasi and para-elemental planes. The powers of
  these rings automatically go into a dormant state whenever a new
  wearer places the ring upon his ﬁnger. When dormant, each ring
  imitates a lesser beneﬁcent magical ring until certain conditions
  are met to unlock its full powers (as determined by the GM).
  1d4—Element
  Powers while in Dormant State
  1—Air
  Ring of Invisibility
  2—Earth
  Ring of Feather Falling
  3—Fire
  Ring of Fire Resistance
  4—Water
  Ring of Water Walking
  When its full powers are unlocked, a ring of elemental com-
  mand becomes extremely powerful. The wearer of the ring suf-
  fers penalties vs. certain forms of attacks, but gains additional
  spell-like powers depending on the type of ring, as shown below.
  The powers of the rings function as if they were spells cast by
  a 12th level caster (or the minimum level required to cast a simi-
  lar effect). Once activated, the power to speak elemental tongue
  stays in effect at all times. All other powers of the ring may be in
  effect only one at a time, and each has an activation time (used the
  same as a spell’s casting time) of 5. This magical ring is extremely
  powerful but has a large variety of powers. If the GM wishes to
  assign a number of charges to this ring, he may roll 2d20 × 4.
  Ring of Elemental Command: Penalties and Spell-like Powers by Type of Ring
  Penalties
  Element
  Spell-like Powers
  Air
  −2 when saving vs. ﬁre
  Control winds (1/week), Fly (at will), Gust of wind (1/round), Invisibility (at will),
  Wall of force (1/day)
  Earth
  −2 when saving vs. petriﬁcation
  Feather fall (at will), Move earth (1/week), Passwall (2/day), Stone tell (1/day),
  Stone to ﬂesh (2/week), Wall of stone (1/day)
  Fire
  −2 when saving vs. water or cold
  Burning hands (1/turn), Fire resistance (at will), Flame strike (2/week), Pyrotechnics
  (2/day), Wall of ﬁre (1/day)
  Water
  −2 when saving vs. electricity
  Airy water (at will), Create water (1/day), Lower water (2/week), Part water
  (2/week), Purify water (at will), Wall of ice (1/day), Water breathing (at will, 5 foot
  radius), Water walking (at will)
  Ring of Elemental Command: Powers Shared by the Rings
  Power
  Description
  Speak Elemental Tongue
  The wearer of the ring can communicate with any elemental or elemental creature of the
  appropriate type. These creatures recognize that he is wearing the ring, and show a
  healthy respect for him if their alignments are within one step. If two or more steps
  separate their alignments and the wearer appears strong, the creatures will fear him, but
  if the wearer appears weak, the creatures will hate him and attempt to destroy him.
  Protection from Elementals
  The wearer can create a 5-foot radius barrier preventing elementals of the appropriate
  type from attacking him (refer to the scroll of protection from elementals).
  Protection from Elemental Creatures
  Creatures other than elementals from the appropriate plane suffer a −1 penalty to attack
  the wearer, a −1 hit point penalty per damage dice, and a −4 penalty to their saving
  throws from spells or abilities used by the wearer. The wearer gains a +2 bonus to his
  saving throws against attacks from such creatures, he attacks such creatures with a +4
  bonus, and his physical attacks inﬂict +6 extra damage. Any weapon the wearer uses can
  strike elementals or elemental creatures regardless of weapon immunities.
  Power over Elementals
  The wearer can make a single attempt to charm one speciﬁc elemental of the appropriate
  type (refer to the charm spell). If the elemental fails a saving throw vs. spell with a -2
  penalty, it is charmed for as long as the ring is worn, or until it is killed or returned to its
  own plane. Whether the charm succeeds or fails, the elemental is thereafter immune to
  any other protective power from that ring.
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Ring of Feather Falling:
  If falling 5 feet or more, the wearer of
  this magical ring is automatically saved by its power of feather
  fall.
  Ring of Fire Resistance:
  The wearer of this magical ring is com-
  pletely immune to the effects of normal mundane ﬁres, such
  as torches, ﬂaming oil, bonﬁres, etc.
  Magical ﬂames, breath
  weapons, molten lava or similarly very hot ﬁre and ﬂames that
  ordinarily deal no more than 24 hit points of damage will instead
  inﬂict either normal damage or 10 points of damage, whichever
  is less.
  The wearer gains a +4 bonus to his saving throws and the dam-
  age which he sustains is reduced by 2 hit points per die against
  magical ﬂames, breath weapons and similar exceptionally hot ﬁre
  and ﬂames that ordinarily inﬂict 25 or more hit points of damage.
  Ring of Free Action:
  This magical ring allows its wearer to act
  and move as he normally would even when under attack by a
  magical effect, such as web, slow, hold, etc., or a physical ability
  such as grappling, that attempts to restrict his movement. These
  effects automatically fail against the wearer of the ring. In addi-
  tion, the wearer can swim at his surface speed while underwater,
  and he is not penalized for attacking with slashing or bludgeon-
  ing weapons in underwater melee combat. The ring does not
  confer the power to breathe underwater, however.
  Ring of Human Inﬂuence:
  The wearer of this magical ring
  gains a charisma score of 18 whenever interacting with humans,
  demi-humans and humanoids. Racial modiﬁers may still apply.
  If the wielder’s charisma is already higher than or equal to 18,
  nothing is gained or lost. Additionally, the wearer can use the
  power of the ring to make a suggestion to a single target (refer to
  the suggestion spell) or to charm up to 21 HD or levels of humans,
  demi-humans and/or humanoids (refer to the charm spell), once
  per day each. Targets of either of the ring’s enchantment pow-
  ers gain a save to avoid the effect. Activating either of the ring’s
  enchantment powers has an activation time (used the same as a
  spell’s casting time) of 3. The GM may determine that each ring
  is crafted with a ﬁnite number of charges, whereupon the use of
  the last charge, the ring loses its powers of charm and suggestion.
  Ring of Invisibility:
  This magical ring has the power to make
  its wearer visible or invisible, instantly and at will (refer to the
  invisibility spell). Any action that would end an invisibility spell
  (such as attacking) likewise ends the power of the ring until it can
  be reactivated in the following round. Ten percent of the known
  rings of invisibility also confer inaudibility, making the wearer ab-
  solutely silent. The wearer may end the power of inaudibility at
  will, and the power can be reactivated in the following round.
  Ring of Jumping:
  This magical ring gives its wearer the power
  to leap as if affected by a jump spell. This power can only be
  activated up to four times per day, for 12 rounds each time it is
  activated.
  Ring of Mammal Control:
  The wearer of this magical ring is
  able to control up to 30 HD worth of mundane mammals with
  intelligence scores of 4 or less. The control is absolute and if the
  wearer concentrates, he can even command the creatures to per-
  form suicidal actions. The power of this ring is ineffective against
  humans, demi-humans, humanoids or any hybrid creatures. If
  the GM doubts whether a creature can be affected, he should as-
  sume it is not affected. The GM may determine that each ring is
  crafted with a ﬁnite number of charges, whereupon the use of the
  last charge, the ring loses all of its power.
  Ring of Mind Shielding: The wearer of this magical ring, most
  often made of ﬁnely wrought heavy gold, is completely immune
  to ESP, detect lie, and know alignment.
  Ring of Protection:
  The wearer of this magical ring gains a
  bonus to his AC and to his saving throws against all attack forms.
  The power of the ring is cumulative with all other protective
  items, excepting another ring of protection and magical armor. If
  two rings of protection are worn at the same time, only the ring
  with the highest AC bonus functions, and if worn with magi-
  cal armor, the wearer only gains the bonus to his saving throws.
  When found randomly, the GM may roll 1d100 to determine the
  ring’s strength.
  1d100
  Protection
  01–70
  +1
  +2
  71–82
  83
  +2, 5’ radius*
  +3
  84–90
  91
  +3, 5’ radius*
  92–97
  +4 AC, +2 saves
  98–00
  +6 AC, +1 saves
  *Any creature in the effective area gains the saving throw
  bonus, but only the wearer gains the AC bonus. If the
  effective areas of two or more rings overlap, only the ring
  with the best bonus to saving throws functions.
  Ring of the Ram:
  This magical ring is ornately crafted from a
  hard metal, such as cupronickel or an iron alloy.
  It is almost
  always sculpted into the head of a ram, goat or similar horned
  animal well known for its head butting behavior. Casting detect
  magic upon the ring reveals an aura of evocation magic. This ring
  is crafted with as many as 60 charges. The GM rolls 6d10 to de-
  termine the number of charges a ring has when it is found.
  The wearer of this ring can use its power to emit a powerful
  ﬁeld of force in the shape of the ring’s device to strike a target.
  The target may be any creature or object within 30 yards of the
  wearer. The force inﬂicts 1d6 points of blunt damage to a crea-
  ture per charge expended, up to a maximum of 3 charges and
  3d6 damage, and the creature is knocked down unless it rolls a
  successful saving throw vs. spell. The saving throw may be mod-
  iﬁed by the following conditions:
  The saving throw modiﬁers are cumulative. However, the GM
  is free to ignore any modiﬁers that are overridden by other cir-
  cumstances. For example, a halﬂing who is holding on to a large
  object with intent to stand ﬁrm, may not get a −1 penalty, but
  may rather gain a +2 bonus. If the halﬂing fails his saving throw
  and gets knocked over, the GM may determine that he has taken
  the large object down with him or that a small piece where he
  was holding has broken off. Common sense should prevail when
  applying modiﬁers in each case.
  Most mundane items that are struck by the force must save vs.
  crushing blow. Magical items are immune to the ring’s power un-
  less three charges are expended, in which case they too must save
  vs. crushing blow. Assign similar modiﬁers from the table above
  to the item’s saving throw. The item will likely suffer damage
  whether the save is successful or not. The GM must adjudicate
  the effects of a failed saving throw. The item may be knocked
  over, broken, shattered, pushed a short distance, even all of the
  above. The exact amount of damage and other effects depends
  upon the number of charges expended, the material that the item
  has been crafted from, the item’s size, the surface that the item
  rests upon, etc. Items held or worn cannot be affected. Attempt-
  ing to do so simply affects the one holding or carrying it. Against
  structures, portcullises and other fortiﬁcations, the power of the
  ring is identical to a battering ram. Expending two charges dou-
  bles the amount of structural damage inﬂicted, while expending
  three charges triples it.
  Finally, the ring’s power can be used in a slightly more con-
  trolled manner to force doors (including those magically held or
  locked) as if a creature with a strength score of 18/00 were mak-
  ing the attempt (refer to Strength). Expending two charges acts as
  226
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  a creature with a 19 strength score, and expending three charges
  acts as if a creature with a strength score of 20 were making the
  attempt.
  To recharge a ring of the ram, a wizard must cast enchant an
  item, followed by multiple (as many as 60) big clenched ﬁst spells.
  Target
  Modiﬁer
  Small
  −1
  Large
  +2
  Strength < 11
  −1
  Strength 18–20
  +3
  Strength 21+
  +6
  4+ legs
  +4
  1,000+ lbs.
  +2
  2 charges used
  −1
  3 charges used
  −2
  Ring of Regeneration:
  This magical ring is crafted in two pow-
  erful but very distinct varieties.
  1d100
  Type of Ring
  01–10
  Ring of Vampiric Regeneration
  11–00
  Ring of Troll-like Regeneration
  Troll-like: The wearer of this ring regenerates 1 hit point of
  damage per turn. If a creature loses a limb, organ or other body
  part while wearing the ring, the power of the ring replaces the
  loss, so long as the ring is not removed from its ﬁnger. If the
  missing parts are available and applied to the stump within one
  turn, they will regenerate in one round; otherwise, they require
  2d4 turns to grow back. If the missing parts are not available, the
  creature must also survive a constitution-system shock check.
  This ring also has the power to restore a dead creature to life,
  so long as the creature was wearing the ring when it died and the
  ring is not removed from the dead creature’s ﬁnger. The power
  of the ring cannot prevent the loss of a point of constitution that
  occurs when a creature dies. When the power of the ring regen-
  erates the creature to 1 hit point, the creature revives so long as it
  survives a constitution—resurrection chance, otherwise it is per-
  manently dead. Furthermore, if the creature died from poison
  and the poison is still in its system when it revives, it must imme-
  diately make a saving throw or suffer its effects again.
  Only destruction of tissue by ﬁre, acid or similar effects will
  prevent the ring’s regenerative powers. Otherwise, so long as the
  ﬁnger (or ﬁnger-like digit) that wears the ring remains, the entire
  body can regenerate. In the unusual circumstance where a still-
  living creature loses the ﬁnger that wears the ring and it cannot
  be found and reattached to the body within one turn, it is possible
  (assuming it survives its constitution—resurrection chance) that
  the ﬁnger will form into a clone of the creature (refer to the clone
  spell). Simply ﬁnding the ﬁnger and removing the ring any time
  before the new body is completed and “revived” will irreversibly
  stop the process.
  Vampiric: This rarely seen ring attempts to restore its wearer’s
  lost hit points, but only during melee combat.
  The power of
  the ring transfers one-half (rounded down) of the number of hit
  points of damage inﬂicted by the wearer’s melee attacks back to
  the wearer. For example: the wearer of the ring has previously
  suffered 9 points of damage. He then strikes an opponent with a
  melee weapon and inﬂicts 12 points of damage. The wearer heals
  6 hit points from the power of the ring, leaving only 3 damage re-
  maining. If the wearer had only been previously wounded for 6
  or less, he would be completely healed. Excess hit points are dis-
  carded. The ring gains no power to heal from non-lethal attacks
  or self-inﬂicted wounds and has no other regenerative powers.
  The GM may rule that the ring simply has no effect when used
  against the undead (or other creatures based on negative energy).
  Alternately, the GM may rule that the power of this ring functions
  differently against these creatures. When striking the undead or
  other negative energy creature with a melee weapon, negative
  energy is transferred. This negative energy causes damage to the
  wearer equal to the amount he would normally have been healed
  (i.e. if 12 points of damage are inﬂicted on an undead creature,
  the wearer also suffers 6 points of damage).
  Ring of Shocking Grasp:
  This magical ring only radiates a faint
  and unidentiﬁable aura of magic when subjected to detect magic,
  but in reality, it carries a strong aura of alteration. On a successful
  touch or touch attack with the hand that wears the ring, a small,
  electrically charged bump appears in the palm of the wearer’s
  hand and inﬂicts 1d8 + 6 (7–14) points of damage to the target.
  After the third use of the ring’s power (regardless of the amount
  of time between each use) it must recharge and cannot be used
  until one turn passes.
  Ring of Shooting Stars:
  This magical ring will not function un-
  less the wearer is standing in normal, non-magical darkness or in
  deep shadows. The ring exhibits a different set of powers when
  it is used at night under the open sky and when it is used in-
  doors or underground. Range, duration, and effective area for all
  powers are as if a 12th level caster cast the equivalent spell unless
  stated otherwise. The activation time (equal to casting time) for
  all powers is 5.
  At night, under the open sky: The ring has the following pow-
  ers when its wearer is standing in darkness, outside and at night:
  Dancing lights: Once per hour.
  Light: 120-yard range, twice per night.
  Lightning balls: Once per night, the ring has the power to pro-
  duce up to 4 balls of lightning, each 3 feet in diameter. The balls
  can be produced all at once, at various times during a single
  round or one at a time throughout the course of the night, as the
  wearer desires. The balls resemble the lamplight or swamp gas
  effects of a dancing lights spell. The wearer of the ring can cause
  the ball(s) to move anywhere within 120 yards at a movement
  value of 4, without maintaining concentration, but the ball light-
  ning only lasts 4 rounds and dissipates if the range is exceeded.
  If a ball approaches within 5 feet of a creature(s), the ball dis-
  charges its energy. The amount of damage inﬂicted by each ball is
  determined by the number of balls produced that particular night
  (as shown on the table below), so the number of balls to be pro-
  duced must be determined at the time it is decided to activate the
  ring’s power and cannot be changed until the following night. A
  successful saving throw vs. spell reduces the damage by half.
  # of Balls
  Damage Per Ball
  1
  4d12
  2
  5d4/each
  3
  2d6/each
  4
  2d4/each
  Shooting stars: Up to three times per week, the power of the
  ring can produce a glowing missile with a ﬁery trail and a range
  of up to 70 yards. The shooting stars can be released simultane-
  ously or individually throughout the week. The wearer of the
  ring selects a target before activating this power. The shooting
  stars travel in a straight line. If a creature other than the intended
  target is caught in the path after the activation time has been ac-
  counted for, it must save vs. spell with a −3 penalty if the creature
  is within 20 yards of the wearer or a −1 penalty if the creature
  is within 21–40 yards. A failed saving throw means the second
  creature is struck instead. Whoever is struck suffers 12 points of
  damage from the impact, and everyone within a 10-foot diameter
  sphere (including the one struck) takes 24 points of ﬁre damage
  as the shooting star bursts into a miniature ﬁreball.
  227
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  move the ring.
  Ring of Sustenance:
  This magical ring must reset its powers
  each time it is removed from its wearer’s hand. If the ring is re-
  moved from its wearer’s hand for any reason, at any time, it is no
  longer set to a wearer and must be reset again. Resetting its pow-
  ers requires seven full, uninterrupted days of wearing the ring.
  Once set, the power of the ring allows the wearer to survive with-
  out food and water. Furthermore, the wearer can awaken from a
  two-hour nap and be as refreshed as if he slept eight hours. If
  conditions of inadequate food, water or sleep continue for seven
  consecutive days, the power of the ring becomes depleted, re-
  quiring seven days to recharge.
  Ring of Swimming:
  The power of this magical ring doubles its
  wearer’s ability to swim (both underwater and on top of the wa-
  ter), hold their breath underwater, dive into water and see un-
  derwater.
  Refer to Swimming, Holding A Character’s Breath,
  and Vision Underwater and either double all movement values,
  endurance times, distances, etc. or reduce their value by half
  depending on what most beneﬁts the wearer. For instance, the
  wearer of this ring can dive into water from a height of up to
  100 feet (ordinarily 50 feet) that is only 11⁄2-foot (normally 3-feet)
  deep per every 10 feet of the height of the dive. The power of this
  ring also allows the wearer to effortlessly stay aﬂoat under all but
  typhoon-like conditions.
  Ring of Telekinesis:
  The power of this magical ring grants its
  wearer the ability to move objects with his mind (refer to the
  telekinesis spell). The activation time (same as casting time) is
  1. The GM may determine that each ring is crafted with a ﬁ-
  nite number of charges, whereupon the use of the last charge, the
  ring becomes mundane. The GM rolls 1d100 and consults the fol-
  lowing table to determine the maximum amount of weight that a
  particular ring has the power to move:
  1d100
  Max. Weight
  01-25
  25 lbs.
  50 lbs.
  26-50
  51-89
  100 lbs.
  200 lbs.
  90-99
  00
  400 lbs.
  Ring of Truth:
  The wearer of this magical ring is unable to
  speak a lie, and at best must speak the literal truth when he
  wishes to lie. In exchange, he is granted the power to detect lies
  that he can hear. The liar’s voice will carry a falsetto pitch that
  only the wearer can notice. If the liar is under the effects of magic
  that masks his lies, the wearer of the ring is unable to hear the
  liar’s voice.
  Ring of Warmth:
  This magical ring maintains its wearer’s nor-
  mal body temperature allowing him to exist comfortably in natu-
  rally cold environments down to −30◦F, even when nude. In ad-
  dition, the wearer gains a bonus of +2 to saving throws vs. cold
  effects and cold damage is reduced by 1 point of damage per die.
  The wearer heals from damage caused by cold attacks at a rate of
  one hit point per turn.
  Ring of Water Walking:
  The power of this ring affects its
  wearer as if he were the subject of a water walk spell, except that
  the ring affects up to 1,200 pounds (including the wearer). In or-
  der to submerge himself, the wearer must remove the ring.
  Ring of Weakness:
  This accursed ring imitates a ring of invis-
  ibility. However, whenever it is worn, it causes the wearer to
  lose 1 point each from constitution and strength per turn. Fur-
  thermore, when the wearer activates the invisibility power, the
  ability drains are doubled. The effects usually go unnoticed until
  the wearer attempts an ability score check, enters into combat or
  Those in the effective area, except for the one struck, gain a
  save vs. spell to reduce the burst damage by half. The one struck
  always suffers the full 34 points of damage.
  Indoors at night or underground: The ring has the following
  powers when its wearer is standing in darkness, indoors or un-
  derground:
  Faerie ﬁre: Twice per day.
  Spark shower: Once per day, the power of the ring can create
  a cone of sizzling, purple sparks that spray out from the ring up
  to a distance of 20 feet and a width of 10 feet. Creatures within
  the effective area suffer 2d8 points of electrical damage, but if
  the creature wears metal armor or carries metal weaponry, the
  damage is increased to 4d4 points. No saving throw is allowed in
  either case.
  Ring of Spell Storing:
  This magical ring has the power to store
  and release a pre-selected set of 1d4 + 1 (2–5) spells. The speciﬁc
  set of spells each ring can store and release is determined when
  the ring is crafted. Once the ring is crafted, the number and type
  of spells cannot be changed. The ring imparts the names of the
  spells to its wearer through mental images. The ring can only
  release each spell once and that power then must be restored to
  the ring by any spell caster who is able to cast that spell. The
  caster who last charged the ring determines the ring’s caster level.
  Releasing any spell from the ring has an activation time (equal to
  casting time) of 5.
  These rings may hold either wizard spells (70% of the time)
  or priest spells (30% of the time). For a ring with the power to
  store wizard spells, the GM will roll 1d8 per spell to determine
  the spell level, but if an 8 is rolled, roll again using 1d6. For a ring
  to store priest spells, the GM will roll 1d6 per spell to determine
  the spell level, but if a 6 is rolled, roll again using 1d4. The GM
  may then roll randomly or choose the speciﬁc spells from those
  levels that can be stored within the ring. If unknown, the caster
  level for each spell remaining within the ring can be determined
  by adding the lowest level required to cast the particular spell to
  1d4 − 1 (0–3). For example, the caster level of a 2nd level spell is
  found randomly by rolling 1d4 − 1 and adding 3, resulting in a
  range of 3–6.
  Ring of Spell Turning:
  The power of this magical ring func-
  tions as a spell of spell turning, including any applicable resonat-
  ing ﬁelds and other details, but with the following differences:
  There is not a spell level limit; instead the GM rolls 1d10 each
  time an applicable spell is turned and multiplies the result by 10.
  This determines the percentage of the spell that is rebound to its
  caster. The caster suffers proportionate damage or other effects
  from their own spell for the proportionate duration (rounded
  to nearest whole numbers), and the remainder affects the ring
  wearer. Permanent spells remain permanent. When a spell that
  affects a certain number of HD/levels is aimed at the wearer of
  the ring, the spell must be able to affect as many HD or levels as
  the wearer and spell caster have combined, or the spell fails. If a
  10 is rolled the entire spell is reﬂected on the caster.
  If the spell being turned grants a saving throw, the wearer
  gains a bonus equal to the result of the initial 1d10 roll, and the
  spell caster gains a bonus equal to the initial 1d10 roll subtracted
  from 10.
  If between 20% and 80% of a spell is turned, the caster and
  the wearer of the ring both gain a saving throw even if the spell
  doesn’t normally grant one. Both the caster and wearer of the
  ring gain bonuses granted as before, but no bonuses are granted
  from class, race, spell, magical items, or other abilities. To save
  against a spell that normally doesn’t grant a save, a modiﬁed 20
  or greater must be rolled. The spell effect is negated for either
  creature that makes a successful save.
  If the wearer wants to receive a beneﬁcial effect from a spell
  that the power of the ring would otherwise turn, they must re-
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  other strenuous activity, or his movement value is penalized due
  to becoming more encumbered (refer to Encumbrance).
  When the ring has reduced the wearer’s strength and constitu-
  tion scores to 3, the penalties stop accumulating, but the wearer
  can no longer perform his class related abilities and the invisibil-
  ity power ceases to function.
  The ring can only be removed from the wearer’s hand with a
  remove curse followed by a successful dispel magic spell, which has
  a 95% chance to disenchant the ring. If the ring is successfully
  removed, only rest can restore the ability damage caused by the
  ring at a rate of one point for each score per day of rest. There’s
  a 5% chance that the dispel magic does not work properly and in-
  stead reverses the ring’s properties, turning it into a ring of berserk
  strength! (See below)
  Ring of Berserk Strength:
  This accursed ring results from a
  failed attempt to remove a ring of weakness. It has the power to
  increase the wearer’s strength and constitution by one point per
  turn until 18 is reached (warriors roll for extraordinary strength
  the turn after 18 is reached). However, once both ability scores
  reach 18 (or 18/percentile strength in the case of a warrior), the
  wearer is compelled to immediately attack any opponent that he
  encounters using a melee attack. He refuses to employ spells,
  abilities, ranged weapons, or hurled weapons unless they are
  used for or directly related to melee combat. Casting remove curse
  (again) will allow the wearer to remove the ring. Any bonuses
  to strength and constitution points are lost as soon as the ring is
  removed.
  Ring of Wishes, Multiple:
  This magical ring is crafted with the
  power to grant 8 wishes (refer to the wish spell), though this num-
  ber will usually be less depending upon its use by its previous
  owner. The GM rolls 2d4 to determine how many wishes remain
  when it is found. Each wish can be released only once at the
  caster level of the one who cast the spell into the ring when it
  was crafted. The ring cannot be recharged, and its power is lost
  when the last wish is cast.
  Ring of Wishes, Three:
  This magical ring is crafted to grant ex-
  actly 3 wishes (refer to the wish spell), but may have only one or
  two wishes when it is found. Each wish can be released only once
  at the caster level of the one who cast the spell into the ring when
  it was crafted. The ring cannot be recharged, and its power is lost
  when the last wish is cast. There is a 25% chance that the ring only
  grants limited wish spells.
  Rings of Wizardry:
  This magical ring functions only when
  worn on the hand of a wizard, including any specialist mage.
  The power of this ring then doubles the number of spells in one
  or more levels that a wizard may prepare and memorize each
  day. The GM may roll 1d100 to determine the power granted by
  a particular ring:
  1d100
  Spell Level(s)
  01–50
  1st
  51–75
  2nd
  76–82
  3rd
  83–88
  1st and 2nd
  89–92
  4th
  93–95
  5th
  96–99
  1st through 3rd
  00
  4th and 5th
  Ring of X-Ray Vision:
  On command, this magical ring grants
  its wearer the ability to see into and/or through solid matter. A
  thin sheet of lead, gold or platinum completely blocks the power
  of the ring, but otherwise its x-ray vision can penetrate up to
  20 feet of naturally living or formerly living substances (leather,
  wood, cotton or woolen cloth, etc.), 10 foot of minerals (stone,
  rock, earth, crystal, etc.), or 10 inches of any other metals. See-
  ing through thick material is not an immediate process. It may
  require several rounds to penetrate very thick material (as shown
  of the table below). X-ray vision provides an effective viewing
  area 20 feet deep by 10 feet wide by 10 feet high per round in any
  direction the wearer chooses. Within this effective viewing area,
  the wearer of the ring can see as if he were looking at something
  in normal light even if there is no illumination. As the power
  of the ring begins to penetrate a thick, solid object, anything un-
  usual that is hidden inside may become visible to the wearer. This
  power provides a 90% chance for the ring wearer to discover trap
  mechanisms, secret and concealed doors, compartments, etc. that
  enter his effective viewing area. Provided the object is not too
  thick, any clear space that may be on the other side will slowly
  come into view, until a 10-foot × 10-foot path up to 20-foot long
  can be seen beyond.
  Using the power of this ring can be physically exhausting. If its
  wearer uses the ring’s power for more than 1 turn but less than
  or equal to 2 turns (11–20 rounds) within a single hour (6 turns),
  he will lose 1 point of constitution. If he uses it for more than
  2 turns but less than or equal to 3 turns (21–30 rounds) within
  a single hour, he loses 2 more points (for a total loss of 3), if he
  uses the power more than 3 turns but less than or equal to 4 turns
  (31–40 rounds) in a single hour, he loses 3 more points (for a total
  loss of 6), etc. At more than 4 turns, 10 points would be lost, and
  more than 5 turns, 15 points would be lost and in the unlikely
  event that an entire hour were spent using the ring’s power to
  scan objects, the wearer would lose up to 21 points of constitu-
  tion. The results of this exhaustion may not be readily apparent
  until the wearer attempts a constitution based ability check, en-
  ters combat or performs some other strenuous activity. However,
  if this ring drains the wearer’s constitution score to 2, the ring
  immediately ceases to function and the wearer collapses from ex-
  haustion. The exhausted wearer is incapable of performing any
  action (even walking) until his constitution is restored to at least
  three points. Constitution points lost by use of the ring’s power
  are only recovered by resting, at a rate of 2 points per day.
  Substance
  Thickness per
  Round
  Maximum
  Thickness
  Lead, gold, platinum
  —
  —
  Other metals
  1 inch
  10 inches
  Minerals
  1 feet
  10 feet
  Natural (plant based)
  2.5 feet
  20 feet
  Natural (animal based)
  4 feet
  20 feet
  MAGICAL RODS
  A magical rod is a scepter or mace-like object, generally between
  two and three feet long, a half-inch thick, made of metal, wood,
  ivory, or bone. Their design may be plain, decorated, or tipped.
  They weigh between 4 and 6 pounds. Many are stored in spe-
  cial boxes or cases, but some are solid enough to be carried in
  a quiver, while others are sturdy enough to be used as melee
  weapons. Sometimes their appearance is indicated in the rod’s
  description, but every rod looks different than any other. Even
  two rods of the same type may look nothing alike, making de-
  termination of its powers difﬁcult without divination magic or
  experimentation.
  Magical rods are almost always crafted with a ﬁnite number of
  charges. Each use of a rod expends one or more of these charges.
  A rod typically has 1d10 + 40 charges (unless otherwise noted),
  but this number may be considerably less if the rod has been reg-
  ularly employed by its previous wielder(s). The discoverer of the
  rod does not know how many charges it has left when ﬁrst found
  unless divination magic or research is employed. A magical rod
  can be recharged as long as it has charges remaining; however,
  229
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Table B.24: Rods
  XP
  1d20
  Item
  1–2
  Absorption (Priest/Wizard)
  7,500
  7,000
  Alertness
  3–4
  5
  Beguiling (Priest/Wizard/Rogue)
  5,000
  6–7
  Cancellation
  10,000
  8
  Flailing
  2,000
  9
  Lordly Might (Warrior)
  6,000
  10
  Passage
  5,000
  11
  Resurrection (Priest)
  10,000
  12
  Rulership
  8,000
  13–14
  Security
  3,000
  15–16
  Smiting (Priest/Warrior)
  4,000
  17
  Splendor
  2,500
  18–19
  Terror
  3,000
  20
  GM’s Choice
  –
  once the last of a rod’s charges are expended, the rod is per-
  manently drained of all magic and can no longer hold charges.
  In most cases, a completely drained rod crumbles into dust, but
  there are notable exceptions.
  Unless stated otherwise in their description, the powers of
  most magical rods function as if they were a spell cast by a 12th
  level caster. If the power requires a spell of higher than 6th level
  to duplicate, the power is treated as if cast by a caster of the min-
  imum level required to cast the spell.
  While most rods must be “presented ﬁrmly” to activate their
  powers, some magical rods require special actions, and some
  powers can be constantly active as long as the wielder carries the
  rod on his person. To present the rod ﬁrmly means the wielder
  must grasp it with at least one hand (or equivalent appendage)
  and hold it in front of his person.
  Finally, the GM may decide that the powers of most magical
  rods are not activated by mental commands but require spoken
  command words. Usually a different command word must be
  given to activate each power. The magical rod will be completely
  useless without knowledge of the command word(s). While it
  is possible, but rather unlikely, that the owner of the rod may
  leave the word written where others can ﬁnd it, more often div-
  ination magic or speciﬁc research is required to uncover the re-
  quired command word(s).
  MAGICAL ROD DESCRIPTIONS
  Rod of Absorption:
  This magical rod functions in a unique
  fashion. When crafted a rod of absorption has 0 charges, but its
  magical pathways are left open to receive charges in the form of
  absorbed spell energies, from either priest or wizard spells, that
  directly target the rod or its wielder. While presenting the rod
  ﬁrmly, the wielder of the rod knows the level of spells that di-
  rectly target his person, and the rod automatically absorbs the
  spell energy. Spells that target the wielder indirectly (such as
  spells with an effective area) cannot be absorbed. An absorbed
  spell has no effect on the wielder, and the rod stores the spell’s
  level as an equivalent number of charges.
  This rod is most useful when wielded by a wizard, includ-
  ing specialist mages, or a priest.
  If the GM approves, bards,
  higher-level paladins and rangers, and other spell casters who
  must memorize spells may also use this rod. When the wielder
  presents the rod ﬁrmly and expends stored energy in the form of
  charges, the power of the rod duplicates a spell that the wielder
  has memorized, but the wielder does not lose his memory of the
  spell. A number of charges equal to the level of the desired spell
  must be expended. The activation time (equal to the casting time)
  of the rod’s power is always only 1.
  Due to its unusual nature, the wielder of this rod must not only
  keep track of the rod’s current total number of charges, but also
  the total number of spell levels absorbed over the life of the rod.
  Also unlike most other rods, the rod imparts knowledge of these
  totals to its wielder through mental images. When the rod has
  absorbed 50 spell levels, it permanently loses the power to absorb
  spell levels, but the wielder can continue to use the powers of any
  remaining charges. When the 50th charge is expended, the rod
  crumbles into dust.
  Rod of Alertness:
  This magical rod is crafted in the form of an
  eight-ﬂanged footman’s mace. In fact, the rod can be used as a +1
  footman’s mace without expending a charge, but it contains much
  greater powers.
  Surprise/Initiative bonuses: Just by carrying this rod any-
  where on his person, the wielder continuously gains a +1 bonus
  to surprise rolls and a −1 bonus to initiative rolls without expen-
  diture of charges.
  Divination: If the wielder presents the rod ﬁrmly, he is able
  to call upon the following spell-like powers of divination at will
  without expending charges from the rod: detect good or evil (but
  can detect good or evil within any creature), detect illusion, detect
  invisibility, detect lie, or detect magic. When a priests’ version is
  available, the rod’s powers duplicate the priests’ versions of these
  spells.
  The power to detect illusion allows the wielder to recognize an
  illusory effect within a line of sight path 10 feet wide × 120 feet
  long for what it truly is. The wielder may touch others with the
  staff, and they too will automatically disbelieve an illusion they
  can see.
  Animate objects: When ﬁrmly planted into the ground and a
  single charge expended, the rod animates up to 16 cubic feet of
  material or 32 tiny, 16 small, 8 medium, 4 large, 2 huge, or 1 gar-
  gantuan object(s), as if the animate object spell had been cast. The
  chosen object(s) must be placed 6 feet away from the rod in a cir-
  cle (as much as possible), and the power may then be activated
  as needed.
  Enemy detection: When ﬁrmly planted into the ground and a
  single charge expended, the rod acts as a combination magical
  sensory device and alarm system. It will maintain vigilance with-
  out additional expenditure of charges until the rod is removed
  from the ground or until the ﬁrst time the alarm is triggered.
  When any hostile creature or creatures (those that wish to harm
  the wielder) approach within 120 feet of the rod, the rod projects
  the effect of a light spell from each of its 8 ﬂanges out to a 60-foot
  range.
  In addition, the rod instantly creates the effect of a prayer spell
  upon allies of the wielder in a 20-foot radius, and then sends each
  of these creatures a mental message alerting them that a hostile
  force is approaching.
  Both defensive powers can be active at the same time for an
  expenditure of 2 charges.
  All powers of the rod function as spells cast by a 16th level spell
  caster. As long as at least one charge remains, a priest of 16th
  level or higher can recharge the rod’s powers. If the last charge is
  expended, the rod continues to function as a +1 footman’s mace.
  Rod of Beguiling:
  Either a priest, wizard (including specialist
  mages) or rogue can activate the power of this magical rod. By
  expending a single charge and presenting the rod ﬁrmly, the rod
  affects all creatures with an intelligence score of at least 1 within
  a 20-yard radius. The rod’s power of beguiling functions as the
  charm spell but only lasts one turn. Elves and half-elves retain
  their normal resistance to the charm effect, but victims are not
  allowed a saving throw. The rod can be recharged normally.
  Rod of Cancellation:
  This magical rod is highly unusual. Its
  power can potentially destroy any magical item that it comes in
  contact with (including an accursed item, artifact or relic), but
  the power can only be used once. The rod’s power is also effec-
  230
  Devon Chulick (Order # )
  
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  tive against a wall of force, resilient sphere and prismatic wall effects.
  A successful touch attack, modiﬁed on a case-by-case basis, must
  be rolled to touch items that are worn, carried or held by a crea-
  ture. For example, touching magical cloaks, armor, shields, and
  weaponry that a creature openly wears or carries would likely be
  an unmodiﬁed attempt, but attempting to touch a potion vial in
  someone’s hand (or a ring on someone’s ﬁnger) would be con-
  sidered a called shot at best, and attempting to touch a magic
  item carried where it can’t be seen (inside of a pouch or back-
  pack, etc.) should be next to impossible. The GM will have to
  adjudicate any applicable penalties in all cases. An unattended
  magical item can automatically be touched with the rod (unless
  it is intelligent and/or has some form of movement).
  Consult the table below to determine the special item saving
  throw required. This save roll is never modiﬁed, and must be
  equal to or higher than the number shown on 1d20. When target-
  ing magical ammunition stored together or gathered to one place
  (such as magical arrows, bolts, stones, etc.), each grouping of 10–
  12 such items is granted just one save. If the magical item fails
  its saving throw, it is forever drained of all magical properties,
  and the rod of cancellation becomes brittle and powerless. Drained
  items, including the rod, cannot be restored by any means short
  of divine intervention.
  Item
  Saving Throw
  Potion
  20
  Scroll
  19
  Ring
  17
  Wand
  15
  Rod
  14
  Staff
  13
  Miscellaneous magical item
  12
  Armor/shield
  11
  Miscellaneous weapon
  10
  Sword
  9
  Armor/shield, +5 bonus
  8
  Sword, holy avenger
  7
  Artifact or relic
  3
  Rod of Flailing:
  This magical rod is almost always simple and
  unadorned in appearance but radiates a faint aura of transmu-
  tation magic if a detect magic is cast. The rod can be recharged
  normally.
  Dire ﬂail: When presented ﬁrmly and activated, the rod be-
  comes a +3 magical dire ﬂail, either a footman or horseman vari-
  ety, providing the best choice depending on the wielder’s circum-
  stances when activated (whether on foot, mounted, in close quar-
  ters, etc.). The dire ﬂail is a double weapon having two heads.
  If wielded with both hands, each head can be used to attack, ei-
  ther striking a single opponent twice or striking two opponents
  who are standing side by side. Penalties are determined as if the
  wielder was ﬁghting with two weapons. If one hand is used to
  wield the ﬂail, only one head can be used to attack and penalties
  for using two weapons do not apply. This power does not expend
  any charges and can be used at will to return it to the form of a
  simple rod, or change from footman to horseman varieties.
  Protection: If the wielder holds the rod and expends a charge,
  the rod grants him a −4 bonus to his AC and a +4 bonus to his
  saving throws for one turn.
  The power cannot stack with it-
  self. The rod does not need to be presented ﬁrmly to activate
  this power, but it needs to be held the entire turn for the protec-
  tion power to continue to function. The wielder can activate this
  power even if the rod has not been changed into its dire ﬂail form.
  Rod of Lordly Might:
  This magical rod is always crafted en-
  tirely of metal, longer and thicker than most other rods. In its
  original form, it functions as a +2 footman’s mace with a ﬂanged
  ball at one end, but it also has six buttons along the length of
  its haft. It weighs 10 pounds. Because of its size, it can only
  be wielded properly by a character with 16 or greater strength
  (weaker characters suffer a −1 penalty to attack rolls for each
  point of strength below 16). While any creature may use the rod
  in this form, only those of the warrior classes can unlock any of
  its other powers.
  Weapon Options: When presented ﬁrmly in the hands of a
  warrior, the rod can transform into different magical weapons
  by pressing one of the ﬁrst three buttons. It reverts to its original
  form when the button is pushed again, or if a non-warrior holds
  the rod. This power expends no charges.
  Button #1: +1 ﬂame tongue sword. A blade springs from the ball,
  and the ball becomes the sword’s hilt. The weapon lengthens to
  an overall length of 4 feet.
  Button #2: +4 battle-axe. A wide blade springs forth at the ball,
  and the whole lengthens to 4 feet.
  Button #3: +3 spear, pike or lance. The spear blade springs forth,
  and the handle can be lengthened up to 12 feet (wielder’s choice),
  for an overall length of from 6 feet to 15 feet. When fully ex-
  tended, the weapon can also function as a +3 lance.
  Tool Options: By pressing one of the last three buttons, a war-
  rior can also transform the rod into a special tool. This function
  expends no charges.
  Buttons #4 & #5: These buttons control two different functions
  that activate the same power.
  Function 1, climbing pole: A spike that can anchor in granite is
  extruded from the ball, while the other end sprouts three sharp
  hooks. The rod lengthens to anywhere between 5 and 50 feet in
  a single round, stopping when button 4 is pushed again. Hori-
  zontal bars three inches long fold out from the sides, 1 foot apart,
  in staggered progression. The rod is ﬁrmly held by the spike and
  hooks and can bear up to 4,000 pounds. The wielder can retract
  the pole by pushing button 5.
  Function 2, battering ram: The ladder function can be used to
  force open doors as if it had the equivalent strength score of 24 or
  were as strong as a storm giant (refer to Strength). The wielder
  plants the rod’s base 30 feet or less from the portal to be forced
  and in line with it, then pushes button 4. Pressing button 5 re-
  tracts the pole.
  Button #6: compass: The rod indicates magnetic north and
  gives the wielder knowledge of his approximate depth beneath
  the surface or height above it.
  Spell-like Powers: By expending a single charge while the rod
  is in its original form, a warrior may activate one of the rod’s
  spell-like powers. The hold monster and cloak of fear powers
  of the rod function at a caster level equal to the minimum level
  needed to cast the spell or at the warrior’s level (whichever is
  higher). A successful save vs. spell negates the effects of hold
  monster and cloak of fear powers, but the vampiric drain power
  grants no saving throw.
  Cloak of fear: This power functions as the reverse of the cloak of
  bravery spell but with a maximum radius of 6 feet. The rod must
  be presented ﬁrmly above the wielder’s head for all to see when
  this power is activated.
  Hold monster: This power functions as the hold monster spell, but
  requires a successful touch attack.
  Vampiric drain: This power drains 2d4 points of damage from
  the next creature struck in melee combat (in addition to the nor-
  mal damage from a +2 mace. The drained hit points are trans-
  ferred to the wielder of the rod in the form of healing.
  The
  wielder’s hit points cannot exceed their normal maximum.
  This rod cannot be recharged. After the last charge has been ex-
  pended, the rod’s spell-like powers cannot be activated, and the
  rod loses the power to transform into different weapons. How-
  ever, it still functions as a +2 mace, and a warrior can still activate
  the rod’s tool options with buttons 4, 5 and 6.
  231
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Rod of Passage:
  This powerful magical rod radiates strong
  auras of transmutation and evocation if detect magic is cast, but it
  displays no power until the wielder presents the rod ﬁrmly and
  expends one charge to activate it.
  When active, the rod gains the following spell-like powers, one
  at a time, once each per activation: dimension door, pass wall, phase
  door, plane shift (astral), and teleport without error (refer to each
  spell). The rod remains active for a full day or until all ﬁve pow-
  ers have been used. If a second charge is expended, a new 24-
  hour period begins and all spell-like powers are restored, but any
  remaining powers from the prior activation are lost.
  If plane shift (astral) is used, the wielder and up to four willing
  creatures can travel to the Astral plane and then return to their
  plane of origin. The rod cannot be reactivated, nor can its other
  powers be used, until the wielder returns to his original plane.
  The rod’s powers function as if cast by a 20th level spell caster,
  and the rod can only be recharged by a wizard of 20th level or
  higher.
  Rod of Resurrection:
  In the hands of a priest, this magical rod
  has the power to bring the dead back to life as if a resurrection
  spell had been cast. The rod can be used only once per day.
  The total number of charges that must be expended is deter-
  mined by adding the values from race and class tables. When
  resurrecting a multi-classed character, refer to the class with the
  highest value. For example, resurrecting an elven ﬁghter/mage
  expends 7 charges. This rod cannot be recharged. When the rod’s
  last charge is expended, it crumbles into dust.
  Race
  Value
  Elf
  +4
  +3
  Dwarf/Gnome
  Halﬂing/Half-elf
  +2
  +1
  Human
  Value
  Class (if any)
  Priest
  Cleric
  +1
  +2
  Druid
  Warrior
  Fighter/Ranger
  +2
  +1
  Paladin
  Wizard
  Mage (Any)
  +3
  Rogue
  +3
  Thief
  Bard
  +2
  Rod of Rulership:
  This magical rod is often crafted in the form
  of a royal scepter or other symbol of authority.
  By expend-
  ing a single charge, its wielder gains the power to command
  (1d4 + 1) × 100 hit dice worth of creatures within 120 yards for
  one turn. Creatures with an intelligence score of 15 or higher or
  at least 12 levels/12 HD are allowed a saving throw vs. spell to
  avoid the effect. Affected creatures regard the wielder with com-
  plete loyalty and accept commands as if he were their sovereign
  lord. However, commands that are obviously suicidal or against
  the creature’s nature end the effect. This power has an activa-
  tion time (equivalent to a casting time) of 5. This rod cannot be
  recharged. When the rod’s last charge is expended, it crumbles
  into dust.
  Rod of Security:
  When presented ﬁrmly and a single charge ex-
  pended, this magical rod instantly creates a pocket dimension
  in Non-dimensional Space existing outside of the Temporal Di-
  mension. The wielder of the rod and up to an additional 199
  other creatures are transported to a demi-plane at its center. Each
  must be linked by touch to the wielder. Unwilling creatures are
  granted a saving throw.
  The demi-plane is a simulated paradise. Creatures and objects
  do not age (unless from a magically produced aging effect), and
  the rate of natural healing is doubled. There will be no native an-
  imals, but a pool of fresh, pure water and abundant edible plants,
  such as beans, nuts, berries, peanuts, fruits, vegetables, etc. pro-
  vide sustenance for most creatures. The GM may determine that
  new “meaty” tasting plants may be devised if a true carnivore
  enters the pocket dimension. The climate is comfortable for each
  individual creature, so that shelter or even clothing is not neces-
  sary.
  The GM may determine that the nature of this region of Non-
  dimensional Space and its accompanying demi-plane does not
  allow for the creation of inter-dimensional spaces, such as a rope
  trick, but does allow creation and access to pocket dimensions in
  Non-dimensional Space, such as a mage’s mansion or bag of holding.
  The wielder and his guests may stay within this timeless
  pocket dimension for a period of normal time of up to 200 days
  divided by the total number of creatures (including the wielder).
  Round the result down with a minimum duration of 1 day. The
  wielder may stay for up to 200 days alone, or he may bring one
  other creature with him for a maximum of 100 days, 2 additional
  creatures reduce the time to 66 days, etc. When 100 or more crea-
  tures are brought along (up to the maximum of 199), the entire
  group may only stay for up to 1 day.
  The wielder of the rod can close the pocket dimension at any
  time or he (and his guests) may stay for the entire duration when
  it closes on its own. When the pocket dimension closes, creatures
  are returned as nearly as possible to their original locations. If
  solid matter now occupies their original locations, the creatures
  are harmlessly shunted into the nearest open space. The com-
  bined efforts of a priest of at least 16th level and a wizard of at
  least 18th level are required to recharge the rod.
  Rod of Smiting:
  In the hands of a priest or warrior, this magical
  rod functions as a +3 magical bludgeoning weapon that inﬂicts a
  base 1d8 points of damage. A rod of this type is usually crafted to
  appear as a baton, club, cudgel, footman’s mace, war hammer or
  similar, but it has been enchanted to ignore any unskilled penal-
  ties. When those of other classes attempt to wield the rod, the
  enchantment bonus does not apply. A wielder who is not a priest
  or warrior will ﬁnd the weapon to be off-balance, unwieldy and
  clumsy in their hands. They incur a −6 penalty to hit even if
  skilled with similar weapons and only inﬂict 1d4 damage with a
  successful hit. This power of the rod does not expend charges.
  In addition, the rod has powers that activate only when
  wielded by a priest or warrior under speciﬁc combat situations.
  Golem slayer: When successfully striking a golem, the rod au-
  tomatically expends one charge.
  If the modiﬁed attack score
  equals 20 or more, the golem is instantly destroyed. Otherwise,
  damage is doubled to a base of 2d8 points, and the weapon’s en-
  chantment bonus to the damage increases to +6.
  Planar pounder: If a modiﬁed attack score of 20 or more is
  rolled to strike a creature from the Outer Planes, the rod expends
  one charge automatically. This inﬂicts triple the normal damage
  for a base of 3d8 points and the enchantment bonus to damage
  increases to +9.
  The rod cannot be recharged. When its last charge is expended,
  the rod loses its powers against golems and outer planar beings,
  but remains a +3 weapon, inﬂicting a base 1d8 damage when
  wielded by one of the priest or wizard classes.
  Rod of Splendor:
  This rod often appears as a ﬁnely crafted,
  jeweled scepter. Simply holding or carrying this magical rod be-
  stows upon its wielder a charisma score of 18. If the wielder’s
  charisma is already equal to or higher than 18, nothing is gained
  or lost. Racial modiﬁers may still apply. The wielder’s clothing
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  and armor are also magically clean, repaired of minor damage,
  and made to look new at all times. This power of the rod expends
  no charges.
  Noble garb: If presented ﬁrmly and a single charge expended,
  the power of the rod clothes the wielder in garments and ac-
  coutrements of the ﬁnest fabrics (furs, silk, velvet, rare leathers,
  etc. worth 6,000 gp), including ﬁnely crafted jewelry (rings, neck-
  laces, clasps, a coronet or tiara, etc. worth 1d4 × 1,000 gp). This
  power will not stack with itself (a second charge expended is sim-
  ply wasted), but it will add (1d4 + 6) × 1000 gp value to any no-
  ble or royal garb that the wielder is already wearing. The noble
  garb created by the power of the rod can only remain in exis-
  tence for a maximum of 12 hours. However, if the wielder of the
  rod attempts to sell or give away any part of it, use it as a spell
  component, or otherwise use any of it for any purpose other than
  his personal clothing, all of it immediately disappears. The same
  applies if any of it is stolen from him.
  Palatial tent: If waved toward a suitably large open area and
  one charge expended, the power of the rod creates a large pavil-
  ion tent made of the ﬁnest silk, covering no less than 1,500 square
  feet and no more than 3,000 square feet. The tent contains qual-
  ity furnishings and a feast of the ﬁnest foods. This palatial tent
  can hold, feed and entertain a maximum of 100 persons for a sin-
  gle day. The tent and all objects associated with it disappear the
  following day unless a second charge is expended to maintain it.
  The rod cannot be recharged.
  When the ﬁnal charge is ex-
  pended, this rod crumbles into glittery metallic ﬂakes.
  Rod of Terror:
  Like a rod of smiting, this magical rod is often
  crafted to appear as a baton, club, cudgel, footman’s mace, war
  hammer or similar, but it has been enchanted to ignore any un-
  skilled penalties. It is commonly crafted of all black materials
  (like black stained wood, iron, onyx, obsidian, etc.), but this is
  not a requirement. The rod functions as a +2 magical bludgeon-
  ing weapon that inﬂicts a base 1d6 + 1 points of damage. This
  power expends no charges.
  Cloak of terror: If the rod is presented ﬁrmly and one charge
  expended, the power of the rod warps and twists the wielder’s
  clothing and appearance with quasi-real shadow illusion and fear
  effects. The wielder of the rod appears to transform into a night-
  marishly terrifying monster. Those within 30 feet that can see the
  wielder must roll a successful save vs. rods or freeze in absolute
  terror. Those who succeed must immediately check morale with
  a −1 penalty. PCs do not roll morale checks and are unaffected
  by this morale penalty. Each time this ability is used there’s a 20%
  chance the wielder permanently loses 1 point of charisma.
  The rod cannot be recharged.
  When the ﬁnal charge is ex-
  pended, the rod crumbles into a ﬁne black powder.
  MAGICAL STAVES
  Magical staves are typically between 4 and 7 feet long, 2 to 3
  inches thick and weigh between 3 to 5 pounds.
  Most staves
  are crafted of wood, either carved or left gnarled. A rare few
  are crafted of bone or metal, while the extremely exotic may be
  crafted of glass or crystal. They often have a gem or some de-
  vice at their tip and can be shod in metal at one or both ends.
  Staves are often engraved with symbols, ﬁgures and/or runes.
  The typical magical staff is crafted in the form of a quarterstaff,
  and may be used as a melee weapon, though unskilled penalties
  apply normally. Sometimes a general appearance is indicated in
  the staff’s description, but every staff looks different than any
  other even when they are of the same type. Therefore, determi-
  nation of a staff’s powers is difﬁcult without divination magic or
  experimentation.
  Magical staves are almost always crafted with a ﬁnite num-
  ber of charges, and each use of a staff expends one or more of
  Table B.25: Staves
  1d20
  Item
  XP
  1
  Command (Priest/Wizard)
  5,000
  2–3
  Curing (Priest)
  6,000
  4
  Magi (Wizard)
  15,000
  5
  Power (Wizard)
  12,000
  6
  Serpent (Priest)
  7,000
  7–8
  Slinging (Priest)
  2,000
  9–10
  Staff-Mace
  1,500
  11–12
  Staff-Spear
  See description
  13–14
  Striking (Priest/Wizard)
  6,000
  15
  Swarming Insects (Priest/Wizard)
  100/charge
  16
  Thunder & Lightning
  (Wizard/Druid)
  8,000
  17–18
  Withering (Priest/Wizard)
  8,000
  19
  Woodlands (Druid)
  8,000
  20
  GM’s Choice
  –
  these charges. A staff typically has 1d6 + 19 charges (unless oth-
  erwise noted), but this number may be considerably less if the
  staff has been regularly employed by its previous wielder(s). The
  discoverer of the staff does not know how many charges it has
  left when ﬁrst found unless divination magic or research is em-
  ployed. Most magical staves can be recharged as long as they
  have charge remaining. However, once the last of a staff’s charges
  are expended, the staff is permanently drained of all magic and
  can no longer hold charges. A discharged staff usually remains
  in the form of a quarterstaff (though there are exceptions), and if
  the GM allows may retain powers that do not require charges to
  activate.
  Unless stated otherwise in their description, the powers of
  most magical staves function as if they were a spell cast by an
  8th level caster. If the power requires a spell of higher than 4th
  level to duplicate, the power is treated as if cast by a caster of the
  minimum level required to cast the spell.
  While some magical staves require special actions to activate
  their powers, most staves, must be “presented ﬁrmly” to activate
  their powers. To present the staff ﬁrmly means the wielder must
  grasp it with at least one hand (or equivalent appendage) and
  hold it in front of his person. Unless otherwise stated, a staff’s
  spell-like powers have an activation time (equivalent to casting
  time) of 3.
  Finally, the GM may decide that the powers of magical staves
  are not activated by mental commands but require spoken com-
  mand words or phrases. In addition, the GM may require that the
  wielder of the staff alter command words or phrases slightly each
  time to ﬁt a given situation. Usually a different command must
  be given to activate each power. The magical staff will be use-
  less, other than as a (possibly magical) melee weapon, without
  knowledge of the commands. While it is possible, but rather un-
  likely, that the owner of the staff may leave the commands writ-
  ten where others can ﬁnd them, more often divination magic or
  speciﬁc research is required to uncover the required command
  words and/or phrases.
  MAGICAL STAFF DESCRIPTIONS
  Staff of Command:
  This magical staff has spell-like powers to
  control other living beings.
  The staff is most powerful when
  wielded by one of the priest class; however, it provides lesser
  powers to those of the wizard classes who are not prohibited from
  casting spells from the school of enchantment.
  Animal control: A priest can activate this power of the staff
  to duplicate the power of the most potent variety of the potion
  of animal control, controlling the emotional responses of mam-
  mal (including marsupial), avian, reptile, amphibian, and ﬁsh,
  alike. The wielder presents the staff ﬁrmly and expends one or
  233
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  one turn to form a whirlwind, and one turn to collapse one. The
  whirlwind is completely ineffective while forming or collapsing.
  The whirlwind continues as long as the wielder of the staff con-
  centrates on it and moves as the wielder desires. The base of the
  whirlwind must touch water or a solid surface or else it begins
  to collapse. The wielder may control the whirlwind from a dis-
  tance of up to 80 yards, or the wielder and up to 6 man-sized
  creatures (or an equivalent amount, such as 3 large-sized crea-
  tures, 12 small-sized creatures, etc.) can ride in the whirlwind
  without suffering damage from its effects. Those on top of the
  whirlwind have an effective ﬂying movement value of 18 (speed
  class of 2 (average)) and a maneuver class of 1 (perfect). Refer to
  aerial combat.
  Land-based creatures with less than 2 HD struck by the whirl-
  wind must save vs. staves or be killed instantly. A successful
  save results in the creature being knocked off its feet and suf-
  fering 2d6 points of damage. Flying creatures and land-based
  creatures with 2 HD or more who are struck and make their save
  suffer no effects, while those who fail their save also suffer 2d6
  points of damage and are knocked down or blown back.
  Recharges by absorption: The staff can only recharge by ab-
  sorbing spell energies from wizard spells that directly target the
  staff or its wielder. While presenting the staff ﬁrmly, the wielder
  may command the staff to absorb the spell energy. The wielder
  may perform no other action during that round. Spells that target
  the wielder indirectly (such as spells with an effective area) can-
  not be absorbed. An absorbed spell has no effect on the wielder,
  and the staff stores the spell’s level as an equivalent number of
  charges. The staff does not impart knowledge of its current num-
  ber of charges or the number of spell levels it absorbs. If its num-
  ber of charges ever exceeds 25, the staff instantly self-destructs
  creating a retributive strike.
  Retributive strike: The staff has the power to explode into a
  ball of destructive magical energy. This can happen as a result
  of overcharging the staff (either intentionally or accidentally), or
  the wielder can unleash the staff’s stored energy by intentionally
  breaking it against a hard surface. All creatures within a 10-foot
  radius sphere suffer magical-based damage equal to the staff’s
  current number of charges multiplied by eight. Those between
  10 and 20 feet away suffer six times the staff’s current number of
  charges, and those within 20 to 30 feet suffer four times the staff’s
  current number of charges. A successful saving throw vs. spell
  reduces the damage by half.
  When a retributive strike occurs, the wielder suffers damage
  equal to sixteen times the staff’s current number of charges, and
  is not granted a save to reduce the damage. If this damage is
  enough to kill the wielder, there is a 50% chance that he instead
  plane shifts to another plane of existence; else the explosive en-
  ergy totally destroys him and all his equipment.
  If the last charge is expended, the GM may determine that the
  wielder may still gain the +2 bonus to his saving throws vs. spell,
  and/or the staff may retain its spell-like powers that do not re-
  quire the expenditure of charges.
  Staff of Power:
  The powers of this magical staff can only be
  wielded by one of the wizard class. Specialist mages cannot acti-
  vate spell-like powers that duplicate spells from schools that they
  are not allowed to cast. The wielder gains a −2 bonus to AC and
  a +2 bonus to saving throws automatically without expending a
  charge. It functions as a +2 magical quarterstaff without expend-
  ing a charge, but if one charge is expended the staff causes double
  damage (base of 2d6). A second charge is not cumulative. This
  staff also allows its wielder to activate spell-like powers when
  presented ﬁrmly. Refer to each spell.
  The following spell-like powers expend one charge per activa-
  tion: cone of cold, continual light, ﬁreball, levitation, lightning bolt,
  magic missile and ray of enfeeblement.
  The following spell-like powers expend two charges per acti-
  more charges to activate the power. Animals with intelligence 5
  or greater are entitled to a saving throw vs. staves to avoid the
  effect. The duration of the control effect is one turn per charge
  expended.
  Human inﬂuence: A priest or wizard can wield this power of
  the staff to duplicate the powers of a ring of human inﬂuence. The
  wielder who carries this staff in hand is granted a charisma score
  of 18 (unless his charisma is already equal to or higher than 18,a
  nd racial modiﬁers may still apply). This power is automatic and
  requires no expenditure of charges. The wielder can present the
  staff ﬁrmly and expend one charge to activate either the sugges-
  tion power or the charm power. Successful saving throws vs.
  staves will avoid the enchantment effects.
  Mammal control: A wizard can activate this power of the staff
  to duplicate the powers of a ring of mammal control. The wielder
  of the staff presents the staff ﬁrmly and expends one or more
  charges to activate the power. The wielder of the staff controls
  the mammals’ actions for one turn per charge expended. No sav-
  ing throw is allowed.
  Plant control: A priest can activate this power of the staff to
  duplicate the power of a potion of plant control by presenting the
  staff ﬁrmly and expending one charge. Plants with intelligence of
  5 or higher gain a save vs. staves to avoid the effect. The duration
  of the control effect is one turn per charge expended.
  The staff can be recharged. If the last charge is expended, it can
  no longer be recharged, but the GM may determine that the staff
  continues to hold the power to grant a charisma score of 18 to one
  of the priest or wizard classes who holds it.
  Staff of Curing:
  The powers of this magical staff can only be
  wielded by one of the priest class. By presenting the staff ﬁrmly
  and expending one charge, the wielder is able to activate any one
  of the following spell-like powers: cure disease, cure blindness or
  deafness, cure critical wounds, or cure insanity (as a heal spell, but
  negates insanity effects only). Only one creature can beneﬁt from
  each spell-like power per day and no spell-like power can be ac-
  tivated more than twice a day.
  Staff of the Magi:
  The powers of this magical staff can only be
  wielded by one of the wizard class. Specialist mages cannot acti-
  vate spell-like powers that duplicate spells from schools that they
  are not allowed to cast. The wielder of the staff gains a +2 bonus
  to save vs. spell automatically without expending a charge. This
  staff also allows its wielder to activate spell-like powers when
  presented ﬁrmly. Refer to each spell.
  Activating the following spell-like powers expends no charges:
  detect magic, enlarge, hold portal, light, and protection from evil or
  good.
  The following spell-like powers expend one charge per activa-
  tion: dispel magic, ﬁreball, ice storm, invisibility, knock, lightning bolt,
  pass wall, pyrotechnics, wall of ﬁre and web.
  The following spell-like powers expend two charges per acti-
  vation: conjure elementals, plane shift, telekinesis and whirlwind.
  Conjure elementals: The power to conjure elementals can be ac-
  tivated 4 times per day to allow the wielder to conjure one ele-
  mental of each type per day. Each conjuration expends 2 charges.
  Half of all known staves of the magi conjure 8 HD elementals;
  forty percent conjure 12 HD elementals, while ten percent con-
  jure 16 HD elementals.
  Plane shift: The power of plane shift must be activated each
  time a new plane is entered. For instance, traveling to the Ethe-
  real Plane, then to the Elemental Plane of Earth and returning
  directly to the plane of origin requires activating the plane shift
  power 3 times, expending a total of 6 charges.
  Whirlwind: The power of the whirlwind creates a swirling,
  cone-shaped spiral of air measuring up to 10 feet across at the
  base, 40 feet across at the top, and 70 feet in height. It requires
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  vation: shield (5-foot radius), globe of invulnerability, and hold mon-
  ster.
  The staff’s power of hold monster covers a cone-shaped effective
  area, 40-foot long and 20-foot wide.
  If desired, the GM may determine alternate powers for each
  staff of power randomly.
  Retributive strike: This staff shares the staff of the magi’s power
  of retributive strike. The power is identical in all ways, except
  that since the staff of power does not have the power of spell ab-
  sorption, there is no risk of triggering it accidentally.
  This staff can be recharged normally, but if the last charge is
  expended, the GM may determine that it remains a +2 quarterstaff
  (but without the power to cause double damage), and the wielder
  may still gain bonuses to his AC and saving throws.
  Staff of the Serpent:
  These magical staves are crafted in two va-
  rieties. Sixty percent of known staves of the serpent are “staves
  of the python”, and the remaining forty percent are “staves of the
  adder.” As these staves are crafted without charges, their pow-
  ers of transformation are essentially permanent. However, a staff
  of the serpent (of either variety) is completely destroyed if killed
  while in snake form. It returns to its staff form but is twisted
  and/or broken and otherwise no longer magical or useful in com-
  bat.
  Python staff: The staff of the python functions as a +2 magical
  quarterstaff. Any priest can cast the staff to the ground and acti-
  vate the staff’s powers of transmutation. Over the course of one
  round, the staff transforms into a 25-foot long python (refer to
  Snake, Giant Constrictor, MV 9, AC 3, 49 hit points). When the
  python strikes an opponent, it constricts, inﬂicting 2d4 + 2 points
  of damage immediately and each round thereafter, until either
  the snake is killed, the victim dies, or the wielder commands the
  snake to release the victim. The wielder can command the snake
  to return to staff form at will.
  Adder staff: The staff of the adder functions as a +1 magical quar-
  terstaff. A non-good aligned priest is able to activate the staff’s
  power of transmutation. Upon command, the head of the staff
  transforms into that of an adder (refer to Snake, Poisonous, AC
  5, 20 hit points). The staff remains animated for up to one turn.
  While in snake form, it retains its +1 enchantment bonuses to hit
  and damage and is still wielded as if it were a quarterstaff. When
  the staff strikes an opponent in adder form, it inﬂicts a base 2d2
  damage and injects poison into the wound. Victims must save
  vs. poison or be instantly slain. The poison inﬂicts 20 points of
  damage to the victim even if the saving throw is successful (refer
  to Poison Strength—E).
  Staff of Slinging:
  This staff functions as a +1 magical quarter-
  staff automatically without expending charges, but only a druid
  can activate the staff’s sling power. This staff allows a druid to
  attach its bottom end to a roughly spherical object, no more than
  nine inches in diameter and weighing ﬁve pounds or less. The
  staff adheres to the object, so that the druid can then swing the
  staff in an overhead arc and launch the object as an indirect mis-
  sile. The short range of the missile is 60 yards, medium range
  is 120 yards, and long range is 180 yards. This power does not
  expend charges. If one charge is expended, a druid can activate
  the power of the staff to hurl larger stones as if a stone giant had
  hurled them (300 yard range, 3d10 points of damage). The staff’s
  enchantment bonuses (+1 to attack and damage) apply to both
  melee and indirect missile attacks.
  A druid of 12th level or higher can recharge the staff. If the
  last charge is expended, the staff can no longer hurl stones of any
  size, but the GM may determine that it retains its +1 enchantment
  bonus.
  Staff-Mace:
  This magical staff is typically crafted from iron-
  wood and reinforced by iron bands.
  In its original form, the
  staff-mace functions as a +3 quarterstaff but emits a faint aura of
  transmutation when detect magic is cast upon it. When presented
  ﬁrmly and activated, the staff-mace can alter its form. The wielder
  can choose to modify the staff into either a +1 iron footman’s mace
  or a +2 iron horseman’s mace. It can be returned to its original
  form at any time the wielder desires. This staff is crafted with-
  out charges, so that its powers of transformation are essentially
  permanent.
  Staff-Spear:
  This magical staff is similar in appearance to the
  staff-mace, and likewise emits an aura of transmutation. The staff
  is crafted in several varieties with differing levels of power. The
  GM rolls a 1d20 to determine the power of each individual staff-
  spear. In its original form, it functions as an enchanted quarter-
  staff. When presented ﬁrmly and activated, a blade extends from
  the upper end, transforming the weapon into a spear. A second
  activation extends the shaft to a length of 12 feet, and a third ac-
  tivation returns it to the original form. All forms of the weapon
  have the same enchantment bonus. This staff is created without
  charges, so that its powers of transformation are essentially per-
  manent.
  1d20
  Bonus
  XP
  1–6
  +1
  1,000
  7–10
  +2
  1,500
  11–13
  +3
  2,000
  14–16
  +4
  2,500
  17–19
  +5
  3,000
  20
  +3*
  3,500
  *When a 20 is rolled, the spear form inﬂicts a base 2d4 points
  of damage.
  Staff of Striking:
  This magical staff is most often crafted of oak
  and functions as a +3 magical quarterstaff automatically without
  expending charges. The power of this staff to cause additional
  damage can only be activated by one of the wizard or priest
  classes.
  If one charge is expended during a successful attack,
  the enchantment bonus to damage is doubled to +6. Expending
  two charges triples the damage bonus to +9 and expending three
  charges increases the damage bonus to +12. No more than three
  charges may be expended during a single successful attack.
  The staff can be recharged, but if the staff’s ﬁnal charge is ex-
  pended, the GM may determine that it retains its normal +3 en-
  chantment bonus.
  Staff of Swarming Insects:
  This magical staff is typically
  shorter and thicker than others and not designed for melee com-
  bat. Also unlike other staves, it is crafted with up to 50 charges.
  An intricate carving of a ﬂying, biting (or stinging) insect appears
  on the staff to represent each charge that the staff holds.
  When presented ﬁrmly and activated by expending one charge
  by a priest or a wizard who is not prohibited from casting spells
  from the school of conjuration, the staff creates a swarm of insects
  up to 60 yards away plus 10 yards per level of its wielder. The
  swarm attacks a single target for one round. The swarm can only
  cause damage to man-sized or smaller creatures with a natural
  AC of 6 or worse, but armor worn is not a factor. The swarm can
  also be blocked normally by magical or mundane means, such
  as ﬁres and force ﬁelds. There are 60 winged biting and stinging
  insects in the swarm plus 10 per wielder’s level. For every 10 in-
  sects in the swarm, 1 point of damage is inﬂicted on a susceptible
  target. A victim that suffers damage from the swarm can take no
  action during that round, as he tries to swat and bat away the
  insects.
  Each time a swarm is created, one of the insect carvings van-
  ish. This staff cannot be recharged, and when the last carving
  vanishes, the staff turns to dust.
  Staff of Thunder & Lightning:
  This magical staff is most of-
  ten crafted of the ﬁnest hardwood available (such as ash, oak,
  ironwood, etc.). It is usually thicker than most other staves and
  235
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  charges, once per day, by presenting the staff ﬁrmly. Roll 1d4
  and consult the table below to determine enchantment bonus and
  bonus powers.
  In addition, all staves of the woodlands are crafted with the
  following spell-like powers, which a druid may activate by pre-
  senting the staff ﬁrmly and expending one charge: animal friend-
  ship and speak with animals (as if cast simultaneously), animate
  tree and wall of thorns.
  Animate tree: This power causes a large tree within 40 yards
  of the druid wielding the staff to uproot and obey the druid’s
  commands. When one charge is expended, the tree spends one
  round to uproot itself, the next six rounds obeying the druid’s
  commands and the ﬁnal round rooting itself into the ground.
  However, each additional charge expended adds eight rounds
  to the power’s effective duration. Otherwise, the animated tree
  functions as if it were a staff enchanted by the change staff spell.
  The staff can be recharged, but if the staff’s ﬁnal charge is ex-
  pended, the GM may determine that it retains its normal enchant-
  ment bonus (+1 through +4) and spell-like powers that can only
  be activated once per day (if any).
  1d4
  Bonus
  Bonus Powers
  1
  +1
  Pass without trace, bark skin and tree
  2
  +2
  Pass without trace and bark skin
  3
  +3
  Pass without trace
  4
  +4
  —
  MAGICAL WANDS
  A typical magical wand is between 6 inches and 18 inches long
  and slender, no more than 1⁄2 inch thick, often weighing no more
  than 1 ounce. Most are crafted of wood, but some are ivory or
  bone. A rare few are metal, glass, or even ceramic, but these are
  quite exotic. Occasionally, a wand has a crystal, gem, metal or
  stone device at its tip, and most are decorated with carvings or
  runes. They are fragile, break easily and are totally unsuited for
  use as weapons. Wands are commonly kept in cases when not
  in use. It is not unusual, however, for wands to be carried in
  a quiver when they need to be accessed quickly. Sometimes a
  general appearance is indicated in the wand’s description, but
  every wand looks different than any other even when they are of
  bound with iron and silver. The staff functions as a +2 magical
  quarterstaff automatically without expending charges and radi-
  ates an aura of transmutation magic if detect magic is cast upon
  it.
  Either a druid or a wizard who is not prohibited from casting
  spells from the school of evocation can expend charges to acti-
  vate the staff’s spell-like powers. Activation time (equivalent to
  casting time) for these spell-like powers is equal to the number
  of charges expended to activate the power. Each power lasts but
  one round.
  Thunder: By expending one charge, the staff’s enchantment
  bonus increases to +3 and the staff generates a booming thun-
  der upon attacking. Whether the attack is successful or not, the
  targeted opponent must save vs. staves or be stunned for the
  remainder of the current round and attack last in the following
  round.
  Lightning: By expending one charge, the staff ﬁres a spark of
  electricity upon attacking. The electricity inﬂicts an additional
  2d6 hit points of damage to a successful attack. If the melee attack
  with the staff misses but the target is wearing metal armor and
  the wielder’s attack would score a successful touch attack, the
  spark strikes the target and inﬂicts 2d6 electrical damage.
  Lightning stroke: By expending two charges, the staff ﬁres a
  lightning bolt. The bolt can be straight or forked, and when de-
  termining damage, all 1s are counted as 2s (for a range of 16–48
  points of damage). A successful saving throw vs. staves reduces
  the damage by half.
  Thunderclap: By expending two charges, the staff blasts a cone
  of deafening noise, 40 feet long and 20 feet wide.
  Creatures
  within the cone of noise must save vs. staves or be stunned for
  1d2 rounds and deafened for 1d3 + 1 rounds. Those who save are
  not stunned but are still deafened for 1d4 rounds.
  Thunder and lightning: By expending four charges, the staff si-
  multaneously blasts a thunderclap and ﬁres a lightning stroke.
  When determining damage from the lightning, all 1s and 2s are
  counted as 3s (for a range of 24–48 points of damage). A single
  successful save vs. staves reduces the damage by half and avoids
  being stunned but cannot avoid being deafened (as above).
  The staff can be recharged, but if the staff’s ﬁnal charge is ex-
  pended, the GM may determine that it retains its normal +2 en-
  chantment bonus.
  Staff of Withering:
  This staff functions as a +1 magical quarter-
  staff automatically without expending a charge, but its powers of
  withering can only be activated by a non-good aligned priest or
  wizard who is not prohibited from casting spells from the school
  of necromancy. If one charge is expended during a successful at-
  tack, the staff inﬂicts an additional 1d4 hit points of negative en-
  ergy damage. If two charges are expended during a successful at-
  tack, the target suffers negative energy damage and immediately
  ages 10 years if his venerable age is 150 years or less, 20 years
  if his venerable age is between 151 and 250 years, 30 years if his
  venerable age is between 251 and 350 years, etc. If three charges
  are expended during a successful attack, the target suffers nega-
  tive energy damage, ages, and must save vs. spell successfully or
  one of his limbs (determined randomly) atrophies, rendering it
  permanently useless. The powers of this staff cannot negatively
  affect the undead or extra-planar creatures.
  The staff can be recharged, but if the staff’s ﬁnal charge is ex-
  pended, the GM may determine that it retains its normal +1 en-
  chantment bonus.
  Staff of the Woodlands:
  This magical staff is always crafted
  from a wood favored by the druids, such as oak, ash, or yew,
  carved with intricate designs, then bound and shod with bronze.
  It functions as a magical quarterstaff but is crafted in several va-
  rieties, each with a different enchantment bonus. Staves with an
  enchantment bonus of less than +4 have one or more bonus spell-
  like powers that can be activated by a druid without expending
  236
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Table B.26: Wands
  1d20
  Item
  XP
  1
  Conjuration (Wizard)
  7,000
  2
  Earth and Stone
  1,000
  3
  Enemy Detection
  2,000
  4
  Fear (Priest/Wizard)
  3,000
  5
  Fire (Wizard)
  4,500
  6
  Flame Extinguishing
  1,500
  7
  Frost (Wizard)
  6,000
  8
  Illumination
  2,000
  9
  Illusion (Wizard)
  3,000
  10
  Lightning (Wizard)
  4,000
  11
  Magic Detection
  2,500
  12
  Magic Missiles
  4,000
  13
  Metal and Mineral Detection
  1,500
  14
  Negation
  3,500
  15
  Paralyzation (Wizard)
  3,500
  16
  Polymorphing (Wizard)
  3,500
  17
  Secret Door and Trap Location
  5,000
  18
  Size Alteration
  3,000
  19
  Wonder
  6,000*
  20
  GM’s Choice
  –
  *Type 5 is worth only 1,200 XP, while the wand of mega
  wonder is worth 12,000 XP.
  the same type. Therefore, determination of its powers is difﬁcult
  without divination magic or experimentation.
  Magical wands are almost always crafted with a ﬁnite number
  of charges, and each use of a wand expends one or more of these
  charges. A wand typically has 1d20 + 80 charges (unless oth-
  erwise noted), but this number may be considerably less if the
  wand has been regularly employed by its previous wielder(s).
  The discoverer of the wand does not know how many charges
  it has left when ﬁrst found unless divination magic or research
  is employed. Most magical wands can be recharged as long as
  they have charges remaining; however, once the last of a wand’s
  charges are expended, a wand crumbles into dust.
  Unless otherwise stated, a wand’s spell-like powers have an
  activation time (equivalent to casting time) of 3 and function as
  if they were a spell cast by a 6th level caster, even if the power
  requires a spell of higher than 3rd level to duplicate.
  While exceptions exist, most wands must be waved or pointed
  to activate their power.
  Finally, the GM may decide that the powers of magical wands
  are not activated by mental commands but require spoken com-
  mand words or phrases. Usually a different command must be
  given to activate each power. A magical wand will be useless
  without knowledge of its commands. However, 30% of all known
  wands have a clue to their powers and commands inscribed with
  a wizard mark upon their surface. Divination magic or speciﬁc
  research is more often required to uncover the required command
  words and/or phrases.
  MAGICAL WAND DESCRIPTIONS
  Wand of Conjuration:
  Only a wizard who is not prohibited
  from casting spells from the conjuration school of magic can
  wield this magical wand. Simply holding this wand and concen-
  trating allows its wielder to detect any conjuration effect within
  the wielder’s line of sight. If at least one round is spent concen-
  trating, the wielder detects the effects of conjuration spells, pow-
  ers or special abilities as if a detect magic had been cast. For in-
  stance, an unseen servant, invisible stalker, creature summoned
  by monster summoning, money summoned by a wish, etc. radi-
  ates an aura of conjuration that the wielder can sense, and if an
  additional round is spent scanning its magical aura, the wielder
  can determine which speciﬁc spell, power or ability conjured or
  summoned the effect. The wielder is also able to read spells from
  the conjuration school of magic found in spell books or on scrolls
  as if a read magic spell had been cast. This power expends no
  charges to activate.
  The wand has several spell-like powers, as well. To activate
  them, the wizard waves the wand, expends the appropriate num-
  ber of charges and points the wand at the location (within range)
  where he wishes the effects to manifest. Each spell-like power
  has an activation time (equivalent to casting time) of 5, and only
  one spell-like power may be activated per round.
  Curtain of blackness: By expending two charges, a wizard may
  create a thin veil of total darkness that cannot be seen through. It
  can cover an area of up to 600 square feet but must connect from
  ceiling to ﬂoor and from wall to wall.
  Monster summoning: A wizard may activate the spell-like
  power of monster summoning. The level of monster summoning
  spell duplicated by this power of the wand depends upon the
  number of charges expended and the wizard’s abilities. The wiz-
  ard can activate any monster summoning power up to monster
  summoning VI as long as he has sufﬁcient level of experience and
  intelligence to cast the spell. The wizard wielding the wand can
  activate monster summoning I so long as he is at least 5th level,
  and he is able to activate monster summoning VI if he is at least
  16th level and has a intelligence score of at least 17. He does not
  need to have the spell memorized or even have it written in his
  spell book. A maximum of six charges may be expended when
  the power is activated. Any combination of monster summon-
  ing with cumulative power levels (I–VI) equal to the number of
  charges expended (and subject to the wizard’s power limitations)
  can be activated.
  Prismatic sphere: The wielder may activate the wand’s spell-like
  power of prismatic sphere. A wizard can activate this power to
  create his choice of a prismatic sphere, or a prismatic wall, one color
  at a time, red to violet, expending one charge per color.
  Unseen servant: By expending one charge, a wizard may acti-
  vate the wand’s spell-like power of unseen servant.
  The wand can be recharged.
  Wand of Earth and Stone:
  This magical wand is usually short
  and is almost always crafted with a rather common mineral af-
  ﬁxed to its tip. The GM may randomly determine the type of
  stone by rolling on the random gemstone table and ignoring any
  roll higher than 70 percent (refer to Gemstones). The wielder
  waves and points the wand to activate it.
  All known wands of this type have the following spell-like
  powers: dig (expending 1⁄2 charge per use), move earth (2 charges
  per use), and pass wall (1 charge per use). Refer to each spell.
  Half of all known wands of this type also have the spell-like
  powers of transmute mud to rock and its reverse. If available, this
  power and its reverse expend 1 charge per use each.
  The wand can be recharged.
  Wand of Enemy Detection:
  When held and one charge is ex-
  pended, this magical wand alerts its wielder to the presence of
  enemies within a 60-foot radius for one turn. The wand begins
  to pulse and then points in the direction of any creature or crea-
  tures that intend to do harm to the wielder. The wand detects
  any creature with hostile intent; whether it is invisible, ethereal,
  astral, out-of-phase, ﬂying, burrowing, hidden or simply in plain
  sight.
  The wand can be recharged.
  Wand of Fear:
  Only a priest or a wizard who is not prohibited
  from casting spells of the school of abjuration can activate the
  power of this magical wand. The wielder can point this wand
  and expend one charge to activate its power once per round. The
  wand then emits a pale amber cone 60 feet long and 20 feet wide,
  which ﬂashes and instantly disappears. Any creature within the
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  can activate the following spell-like powers one at a time, once
  per round:
  Cone of cold: Activating this power expends two charges and
  has an activation time (same as casting time) of 2. The cone has
  a length of 60 feet and is 20 feet wide at the end. The power
  generates temperatures down to −100◦F, inﬂicting 6d6 points of
  damage, but all 1s are counted as 2s and the victim(s) must save
  vs. wands to reduce the damage by half. This power otherwise
  duplicates the cone of cold spell.
  Ice storm: Activating this power expends one charge and has an
  activation time (same as casting time) of 3. This power duplicates
  the ice storm spell, and the wielder can choose which speciﬁc ef-
  fect is created at the time of activation.
  Wall of ice: Activating this power expends one charge and has
  an activation time (same as casting time) of 2. This power dupli-
  cates the wall of ice spell. The wielder can choose which speciﬁc
  effect is created at the time of activation.
  The wand can be recharged.
  Wand of Illumination:
  By pointing this magical wand, the
  wielder can activate the following spell-like powers one at a time,
  once per round: dancing lights or light, expending 1 charge each,
  and continual light, expending 2 charges.
  Sunburst: By expending three charges, the wielder can cause
  the wand to create a 40-foot diameter ﬂash of dazzlingly bright
  greenish-gold rays of light, up to 180 feet (and usually no less
  than 80 feet) away. Undead that are caught within the effective
  area suffer 6d6 points of damage, without beneﬁt of a save. Any
  living creatures (including the caster’s allies) with the ability to
  see that are caught within the burst or that are within 60-feet of
  the edge of the burst, in line of sight and facing the burst must
  save vs. wands or be blinded and stunned (qq.v.) for one round.
  The caster cannot be affected by the burst, so long as it is centered
  80 feet away.
  The wand can be recharged.
  Wand of Illusion:
  Only a wizard who is not prohibited from
  casting spells from the illusion school of magic can activate this
  magical wand’s powers. Simply holding this wand and concen-
  trating allows the wizard to detect any illusory effect within his
  line of sight. If at least one round is spent concentrating, the
  wielder detects the effects of illusion spells, powers or special
  abilities as if a detect magic had been cast. Illusory effects radi-
  ate an aura that the wielder can sense, and if an additional round
  is spent, the wielder can determine which speciﬁc spell, power or
  ability created the effect. He is able to read spells from the illu-
  sion school of magic found in spell books or on scrolls as if a read
  magic spell had been cast. This power expends no charges.
  In addition, the wand has spell-like powers to produce illu-
  sions and audible effects. These spell-like powers may be com-
  bined to form an audible illusion. When pointed and activated,
  this wand emits an invisible ray that reproduces the effects of
  audible glamer and/or phantasmal force. Each power expends one
  charge to activate and one charge to maintain per round there-
  after (maximum expenditure of 2 charges per round to maintain
  an audible illusion). The wizard must concentrate to maintain the
  effect(s). He may move while concentrating but cannot attack or
  perform any other actions.
  The wand can be recharged.
  Wand of Lightning:
  Only mages and certain specialty mages
  may fully utilize the powers of this magical wand. It is usually
  crafted of metal and has two spell-like powers that a wizard may
  activate (so long as he is not prohibited from casting spells of that
  school) one at a time, once per round.
  Lightning bolt: By pointing the wand and expending two
  charges, a lightning bolt is produced. The bolt inﬂicts 6d6 points
  of damage, but all 1s are counted as 2s. The victim(s) may re-
  effective area of the ray must save vs. wands or be subject to the
  effects of the reverse of the remove fear spell.
  The wand can be recharged.
  Wand of Fire:
  Only a wizard can wield this magical wand. Its
  wielder can activate the following spell-like powers once per
  round, but its powers are not available to all specialist mages.
  The wielder activates the wand’s powers by pointing it.
  Burning hands: Activating this power expends one charge. This
  power duplicates the burning hands spell, except that the fan of
  ﬂames created is 10 feet wide and 12 feet long and the victim(s)
  must save vs. wands to reduce the damage by half. This power
  cannot be activated by a specialist mage who is prohibited from
  casting spells from the school of transmutation.
  Fireball: Activating this power expends two charges.
  This
  power duplicates the ﬁreball spell, except that while the damage
  is calculated by rolling 6d6, all 1s are counted as 2s, and the vic-
  tim(s) must save vs. wands to reduce this damage by half. This
  power has an activation time (equivalent to casting time) of 2.
  This power cannot be activated by a specialist mage who is pro-
  hibited from casting spells from the school of evocation.
  Pyrotechnics: Activating this power expends one charge. This
  power duplicates the wizards’ version of the pyrotechnics spell.
  This power cannot be activated by a specialist mage who is pro-
  hibited from casting spells from the school of transmutation.
  Wall of ﬁre: Activating this power expends two charges. This
  power duplicates the wizards’ version of the spell, except that it
  has a maximum duration of six rounds and an activation time
  (equivalent to casting time) of only 3. This power cannot be acti-
  vated by a specialist mage who is prohibited from casting spells
  from the school of evocation.
  The wand can be recharged.
  Wand of Flame Extinguishing:
  This magical wand can in-
  stantly extinguish ﬁres within 30 yards of the wielder. The pow-
  ers of the wand have an activation time (same as casting time)
  of zero. This has the potential to be a very powerful wand, able
  to negate any ﬁre-based threat so long as the wielder is holding
  the wand at the ready, wins initiative against the threat (if ap-
  plicable), performs no other actions and is willing to expend the
  appropriate number of charges while pointing the wand at the
  ﬂames to be extinguished.
  A mundane ﬁre, up to the size of a bonﬁre, not to exceed the
  equivalent of six bundles of wood or a gallon of burning oil, can
  be extinguished. This power expends no charges.
  By expending one charge, a mundane ﬁre of any size and mag-
  ical ﬂames of smaller size, such as those produced by magical
  ﬂaming weapons, 1st and 2nd level spell effects, etc. can be extin-
  guished. If the wielder wins initiative, the wand can be used to
  negate instantaneous effects such as burning hands or ﬁre trap.
  Expending two charges can extinguish any magical ﬁre created
  by 3rd level or higher spell effects. If the wielder wins initiative,
  the wand can be used to negate instantaneous effects such as ﬁre-
  ball or ﬂame strike.
  If the ﬂames would normally reignite, such as those produced
  by a ﬂaming weapon or a creature capable of igniting, the ﬂames
  are only extinguished for six rounds.
  In addition, by expending a single charge, pointing the wand
  and making a successful attack roll (modiﬁed by the wielder’s
  dexterity-missile attack modiﬁer), the wielder can use the wand’s
  power to inﬂict 6d6 damage upon a ﬁre-based creature without
  beneﬁt of a save. Only one charge per round can be expended in
  this manner.
  The wand can be recharged.
  Wand of Frost:
  The powers of this magical wand can only be
  activated by a mage who is not prohibited from casting spells
  from the school of evocation. By pointing the wand, the wielder
  238
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  duce the damage by half if they roll a successful save vs. wands.
  The wand has an activation time (same as casting time) of 2. This
  power of the wand cannot be activated by a specialist mage who
  is prohibited from casting spells from the school of evocation.
  Shock: This wand can be used to make touch attacks against
  an opponent, and the wizard does not suffer unskilled penalties
  for doing so. If the wizard scores a successful touch attack and
  expends one charge, a jolt of electricity shocks his opponent as
  if a shocking grasp spell had been cast. This power of the wand
  cannot be activated by a specialist mage who is prohibited from
  casting spells from the school of transmutation.
  The wand may be recharged.
  Wand of Magic Detection:
  By simply holding this magical
  wand and expending one charge, it alerts its wielder to the pres-
  ence of magic within a 30-foot radius. Any and all sources of
  magic, whether magical items, spells currently in effect, creatures
  under the effects of a spell, etc. will cause the wand to pulse.
  The wand’s power lasts for 1 turn (or part thereof) per charge
  expended. In the ﬁrst round, the wand will automatically point
  toward the strongest source of magic in the effective area. In each
  successive round, the wielder may choose to discover the next
  most powerful source of magic in the effective area, or he may
  choose to concentrate on the source of magic that the wand is
  pointing at to learn its school. However, there’s a cumulative 2%
  chance each round of continuous use that the wand malfunctions.
  In this case, the wand will indicate a mundane item as being the
  next most powerful source of magic, skip the next most powerful
  source of magic, or provide a false reading when determining the
  school.
  Wand of Magic Missiles:
  When pointed and activated, this
  magical wand ﬁres magic missiles. If one charge is expended, the
  power acts as if cast by a 2nd level spell caster, ﬁring one mis-
  sile with an activation time (same as casting time) of 3. If two
  charges are expended, the power acts as if cast by a 4th level spell
  caster, ﬁring two missiles. The ﬁrst missile still has an activation
  time of 3, but the second missile has an activation time of 6. If
  wielded by a wizard who is not prohibited from casting spells
  of the evocation school, the missile(s) hit unerringly—all others
  must make a successful attack roll, modiﬁed by the wielder’s
  dexterity—missile attack modiﬁer, for each missile. The GM may
  allow wizards who are not prohibited from casting spells of the
  evocation school to activate this wand at any level up to their
  current and with an activation time of only 1, by expending one
  charge per missile ﬁred.
  The wand may be recharged.
  Wand of Metal and Mineral Detection:
  By simply holding this
  magical wand and expending one charge, it alerts its wielder to
  the presence of metal and/or minerals within a 30-foot radius.
  Any and all sources of metal or mineral will cause the wand to
  pulse. In the ﬁrst round, the wand will automatically point to-
  ward the largest mass of metal or minerals in the effective area.
  The wand’s power lasts for 2 turns per charge expended. In each
  successive round, the wielder may choose to discover the next
  largest mass of metal or minerals in the effective area, or he may
  choose to ﬁnd a speciﬁc type metal or mineral. In the latter case,
  the wand will point toward each source of the requested material
  within the effective area, successively from largest to smallest,
  and inform the wielder of the approximate amount of each.
  The wand can be recharged.
  Wand of Negation:
  By expending one charge and pointing it,
  this magical wand emits a pale grey beam, which can negate a
  single magical effect that was created by a magical item. If target-
  ing an effect created by another wand, the effect is automatically
  and instantly negated. If targeting an effect created by a magical
  item other than a wand there’s a 75% chance the effect is negated.
  This wand has an activation time (same as casting time) of zero.
  If the wielder wins initiative and performs no other action that
  round, the wand can be used to negate instantaneous effects from
  magical items.
  The wand cannot be recharged.
  Wand of Paralyzation:
  Only a wizard who is not prohibited
  from casting spells from the enchantment school of magic can
  activate this magical wand’s power. By pointing the wand and
  expending one charge, the wizard can cause the wand to emit
  a thin blue ray up to 30 yards long, once per round. The ﬁrst
  creature caught in the path of the ray must save vs. wand or be
  affected as if by a hold monster spell for 5d4 rounds.
  The wand can be recharged.
  Wand of Polymorphing:
  Only a wizard who is not prohibited
  from casting spells from the transmutation school of magic can
  activate this magical wand’s powers. This wand has two spell-
  like powers that can be activated one at a time, once per round.
  Each expends a single charge.
  Polymorph other: When pointed and this power activated, the
  wand ﬁres a thin green ray up to 30 yards long. The ﬁrst creature
  struck by the ray must make a successful saving throw vs. wands
  or be affected as if by a polymorph other spell. The wizard may
  only choose a small harmless creature as the target’s new form.
  Polymorph self: This wand can be used to make touch attacks
  against an opponent, and the wizard does not suffer unskilled
  penalties for doing so. If the wizard scores a successful touch
  attack (or simply touches a willing target, including his own per-
  son) with the wand and expends one charge, the target is sur-
  rounded by glittering green light and affected as if by a polymorph
  self spell. Unwilling creatures that are struck by a touch attack
  from the wand are granted a saving throw vs. wands to avoid
  the effect. The wielder may choose any creature within the limits
  of the polymorph self spell to be the target’s new form.
  The wand can be recharged.
  Wand of Secret Door and Trap Location:
  By simply holding
  this magical wand and expending one charge, it alerts its wielder
  to the presence of secret doors within a 15-foot radius or traps
  within a 30-foot radius.
  The wielder must state whether he
  wishes to detect secret doors or traps when he activates the wand.
  If secret door(s) or trap(s) are in the effective area, the wand be-
  gins to pulse, and within one round automatically points toward
  any and all of them (depending on which was chosen).
  The wand can be recharged.
  Wand of Size Alteration:
  By pointing this magical wand and
  expending one charge, the wielder may activate its spell-like
  powers of enlarge or its reverse, reduce. This wand can either en-
  large or reduce the size of any one creature (and any equipment
  worn or carried) by 50%, with a range of up to 10 yards. Un-
  willing creatures are granted a saving throw vs. wands to avoid
  the effect. The power of the wand does not stack with any other
  effect that enlarges or reduces the size of the creature.
  The wielder of the wand can end the effect by pointing the
  wand at the subject at any time before the duration expires with-
  out ill effects, but if the effect is negated by a successful dis-
  pel magic spell, the subject must roll a successful constitution—
  system shock check or die.
  The wand can be recharged, but only by a wizard of 12th level
  or higher.
  Wand of Wonder:
  There are at least 6 known varieties of this
  magical wand. Their source remains a mystery, but many be-
  lieve these wands to be crafted by leprechauns, as only a lep-
  rechaun is able to fully control one’s powers, picking and choos-
  ing which spell-like power will manifest. By pointing it and ex-
  pending one charge, other creatures cause the wand to produce
  239
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  a random spell-like power from the proper table. Saving throws
  are granted if allowed by the spell-like effect produced. As with
  all wands, unless otherwise stated, the powers of the wand act
  as if a spell were cast by a 6th level caster (even if the spell du-
  plicated is higher than 3rd level), and have an activation time
  (same as casting time) of 3. If the target is allowed a save, it’s
  against wands/rods/staves.
  Any summoned creatures disap-
  pear if killed, and otherwise the summoning powers of the wand
  are equivalent to a monster summoning spell of the appropriate
  strength. Non-living objects created by the wand are generally
  permanent and cannot be dispelled, however, most of the wand’s
  other magical effects are subject to a successful dispel magic. The
  wands cannot be recharged. Roll 1d6 to determine which vari-
  ety of the wand has been found; thereafter roll 1d00 to randomly
  determine the effect produced.
  Wand of Wonder Type 1
  Effect
  1d100
  01–10
  Slow with a duration of 1 turn
  Roll again; wielder is deluded into believing second effect occurs
  11–18
  19–25
  Gust of wind, all effects doubled
  26–30
  Stinking cloud, 30 foot range
  31–33
  Heavy rain, 60 foot radius of wand wielder, 1 round
  Summon normal animal. Roll 1d100:
  34–36
  01–25: Rhino—AC 7, Move 15, HD 5, THACO 15, Attack 1 horn (2d8), charge: horn (3d8) + trample (1d4) Size L, Morale
  7, XP 420
  26–50: Elephant—AC 6, Move 15, HD 11, THACO 10, Attack 2 tusks (2d8), 2 feet (2d6), trunk (2d6), one creature can only
  be targeted by 2 attacks each Size H, Morale 7, XP 2,000
  51–00: Mouse—AC 7, Move 12, Burrow 1, HD 1⁄4, THACO 20, Attack 1 bite (1), Size T, Morale 2, XP 7
  37–46
  Lightning bolt, 70 × 5 foot, as wand
  600 butterﬂies blind everyone (including wielder) for two rounds
  47–49
  50–53
  Enlarge within 60 feet
  54–58
  Darkness, 30 foot diameter hemisphere up to 30 foot range
  59–62
  Grass within a 160 square foot area grows to 10 times normal size
  63–65
  Vanish nonliving object up to 1,000 pounds, up to 30 cubic feet (object becomes ethereal)
  66–69
  Reduce wand wielder to 1/12 height
  70–79
  Fireball as wand
  80–84
  Invisibility on wand wielder
  Leaves grow from target, 60 foot range
  85–87
  88–90
  10d4 gems, 1gp base value, hit creatures in 30 foot stream causing one point of damage—roll 5d4 for each creature to
  determine hits
  91–97
  Shimmering colors, 40 × 30 foot area in front of wand - creatures in the effective area are blinded for 1d6 rounds
  98–00
  Flesh to stone (or its reverse if the target is stone), 60 foot range
  Wand of Wonder Type 2
  Effect
  1d100
  01–10
  Web, the wand is one anchor point
  11–18
  Shocking grasp against the wielder of the wand. He must roll a successful dexterity check, with a −2 penalty, or drop the
  wand.
  19–25
  Reverse gravity, 30’ radius in the target area for 1d4 + 1 rounds
  26–30
  Uncontrollable hideous laughter
  31–33
  Hundreds of small rubber balls rain down in a 30-foot radius around the wielder for 1d4 rounds. All creatures standing
  in the area must succeed on a dexterity check or fall. New checks are made if a creature begins a round standing in the
  area or enters the area.
  34–36
  Summon a larger than normal animal. Roll 1d100:
  01–25: Dove—AC 7, Move 1, Fly 36 (MC 3), HD 1⁄2, THACO 20, Attack 1 talon (1), Size T, Morale 3, XP 15
  26–50: Rabbit—AC 6, Move 18, HD 1⁄2, THACO 20, Attack 1 bite (1), Size T, Morale 3, XP 7
  51–00: Iguana—AC 4, Move 18, Swim 16, HD 3, THACO 17, Attack 1 bite (1d4), Size S, Morale 3, XP 120
  37–46
  Chain lightning
  The target and wielder are both covered in chocolate syrup
  47–49
  50–53
  Haste beneﬁts the target
  54–58
  Hold monster
  59–62
  3 cubic feet of beer suds ooze from the ground in a 90’ radius around the wielder for 1d4 + 1 rounds. There’s a 25%
  chance the suds are caused by soap instead.
  63–65
  Polymorph other as wand. The target polymorphs into a random creature (75%) or inanimate object (25%).
  66–69
  The wielder spins in place in either direction for 1d4 rounds. Thereafter, he is exceptionally dizzy for 1d4 rounds and
  must succeed on a dexterity check to act each round while dizzy.
  70–79
  Cure light wounds beneﬁts the wielder of the wand
  80–84
  Magic missile as wand
  85–87
  The target “inﬂates” with normal air for 1d4 rounds and then “deﬂates” for 1d4 rounds. This only affects a living
  creature of less than 1,000 pounds. The affected creature cannot move or speak while inﬂating and deﬂating. If the
  creature suffers any damage from a piercing weapon, they instantly deﬂate.
  88–90
  The wand becomes a large stick with a mouth on the end and attempts to bite the target for 1d4 rounds before returning
  to normal. The attack has THACO 13, 90’ range, and inﬂicts 2d6 points of peircing damage.
  91–97
  The wielder can breathe ﬁre as if he had consumed a potion of ﬁre breathing (one breath only, roll 1d4 to determine how
  much potion is duplicated)
  98–00
  Disintegrate
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Wand of Wonder Type 3 (Fool’s Wand)
  1d100
  Effect
  01–10
  Scare
  11–18
  The target suffers a rash reducing their dexterity score to 3 for 1d4 rounds
  19–25
  Darkness on the target every odd round for 1d8 + 2 rounds
  26–30
  Fumble (twice normal duration)
  31–33
  Magic mouth appears on the wand and loudly complains about how badly the wand is mistreated by his wielder
  34–36
  The wand summons an animal. Roll 1d100:
  01–25: Buzzard—AC 6, Move 3, Fly 27 (MC 3), HD 1 + 1, THACO 19, Attack 1 talon (1d2), Size S, Morale 3, XP 15
  26–50: Giraffe—AC 7, Move 24, HD 5, THACO 15, Attack 2 hooves (1d4), Size H, Morale 3, XP 175
  51–00: Large Housecat—AC 6, Move 5, HD 1⁄2, THACO 20, Attack 2 claws (1), 1 bite, if both claws hit, rake for 2 damage
  Size T, Morale 7, XP 15
  37–46
  Delayed blast ﬁreball (with a delay of 1d4 rounds)
  47–49
  The target and wielder magically swap positions, clothing, gear, and equipment
  50–53
  Confusion
  54–58
  Mirror image beneﬁts the target
  59–62
  The target is affected as if by a charm monster spell to do nothing except recite obnoxious prose in its native language for
  2d4 rounds. Attacking the target ends the effect.
  63–65
  Dust devil
  66–69
  The wielder is affected by a jump spell, forcing him to jump in a random direction each round. Roll 1d4 to determine
  direction:
  1: Forward
  2: Left
  3: Right
  4: Backwards
  If direction is backwards, the distance is 10’. Otherwise, roll 1d3 to determine the distance:
  1: 10’
  2: 20’
  3: 30’
  70–79
  Force cage
  80–84
  Strength beneﬁts the wielder
  85–87
  The target’s weapon is affected by a permanent polymorph any object spell. If the target doesn’t have a weapon, choose
  another possession. If the target has no possessions, roll for the wand again ignoring this result, otherwise roll 1d100 to
  determine the object’s ﬁnal form:
  01–25: Teddy bear
  26–50: Leg of uncooked mutton
  51–75: Wooden ladle
  76–00: Red herring
  88–90
  The wand spews a cone of clear slime 30’ wide and 6’ long. The slime is mundane but otherwise functions as the grease
  spell.
  91–97
  Fear or faerie ﬁre (50% chance for either).
  98–00
  Incendiary cloud
  Wand of Wonder Type 4 (Leprechaun’s Wand)
  1d100
  Effect
  01–10
  Chromatic orb
  11–18
  The wielder is affected as if he had consumed a philter of stammering and stuttering
  19–25
  Flaming sphere
  26–30
  Ray of enfeeblement
  31–33
  A random object appears over the target and strikes unerringly. Roll d100:
  01–25: Pillow; Inﬂicts no damage
  26–75: Card table; 1d6 damage
  76–00: Anvil; 3d10 damage and target must succeed on Con with a −4 penalty or be knocked unconscious for 2d6 turns
  34–36
  The wand causes a random object to appear. Roll d100:
  01–25: A crudely done, unattractive painting
  26–50: A bellows
  51–00: A giant-sized boot
  37–46
  The wand acts as a ring of the ram (1 round, as if 3 charges expended)
  47–49
  1d4 + 2 harmless pastries unerringly strike the target
  50–53
  Improved invisibility beneﬁts the target
  54–58
  Fascinate
  59–62
  The target’s nose grows ten times longer than normal for 1d4 + 2 rounds
  63–65
  The target is affected as if he had consumed a potion of gaseous form
  66–69
  The wielder is affected as if under the effect of the levitate spell. He cannot control the effect and ﬂoats straight up for the
  duration.
  70–79
  Black tentacles
  80–84
  Stone skin beneﬁts the wielder.
  85–87
  The wand summons a leprechaun, who tries to steal the wand and cause as much trouble with it as possible. The
  leprechaun harasses the wand’s former owner and his associates for as long as possible. The leprechaun disappears if
  it’s killed, the wand is destroyed, or all of its charges are expended.
  Continued on next page. . .
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  ...continued from previous page.
  Effect
  1d100
  88–90
  A random, small-sized object carried by the target (not larger than a dagger) sprouts wings and attacks an enemy of the
  wielder. The object animates for 1d2 + 1 rounds, has THACO 13, and inﬂicts 1d4 damage.
  91–97
  The wand sputters for 1d3 + 1 rounds and then produces a hypnotic pattern
  98–00
  Cone of cold (double damage)
  Wand of Wonder Type 5 (Magician’s Wand)
  1d100
  Effect
  01–05
  The wand summons an animal. Roll d100:
  01–50: Monkey—AC 8, Move 9, HD 1 + 1, THACO 19, Attack bite (1), Size S, Morale 7, XP 35
  51–75: Ape—AC 6, Move 12, HD 5, THACO 15, Attack 2 ﬁsts (1d4), bite (1d8), Size M, Morale 7, XP 175
  76–00: Baboon—AC 7, Move 12, HD 1 + 1, THACO 19, Attack bite (1d4), Size M, Morale 7, XP 35
  Ominous organ music follows the wielder for 1d6 rounds
  06–10
  11–15
  The target sprouts wings for 1d12 rounds. He ﬂies at three times his normal movement value with maneuver class of 2
  (refer to Aerial Combat).
  16–20
  The wielder is affected as if by a charm monster spell to do nothing except sing obnoxious songs in his native language
  for 1d4 rounds. Attacking the wielder ends the effect.
  20–25
  The target stinks of horse manure until washed
  26–30
  A comical creature, such as a giant piece of fruit, a piece of dinnerware, a wedge of cheese, a sponge, etc. appears and
  begins to perform a jester’s routine, dancing and loudly singing an obnoxious and/or ribald song for 1d8 rounds
  31–35
  5d4 harmless roses launch from the wand in a 20’ long stream
  36–40
  The target’s armor is affected by a permanent polymorph any object spell and turns into leaves
  41–45
  The target is affected by the invisibility spell
  46–50
  If the wielder attempts to speak within the next 1d4 rounds, he must yell at the top of his lungs
  51–55
  The target grows a useless tail. The tail can be safely, but painfully, removed with a sharp object.
  55–60
  An owlbear is summoned for 1d4 rounds. It attempts to harmlessly grab and hug the target.
  61–65
  Mushrooms grow out of the target’s ears. The target is deafened until the mushrooms are safely removed (requires 1
  round).
  66–70
  Two writhing tentacles spring out the target’s shoulders. The tentacles can be safely, but painfully, removed with a
  sharp object.
  71–75
  The target’s hair turns into writhing, harmless snakes. The snakes can be safely, but painfully, removed with a sharp
  object leaving the victim bald.
  76–80
  Rain falls upon the wielder in a 30’ radius for 1d10 rounds
  81–85
  Polymorph other as wand. The target is polymorphed into a dog.
  86–90
  The target’s nose grows 2 inches.
  91–95
  The wielder is targeted by a meteor swarm spell
  96–00
  The target is affected by a magic jar spell. The wand acts as the containment vessel.
  Wand of Wonder Type 6
  Effect
  1d100
  01–02
  The target loses all hair, fur, or feathers
  A pit, 10’ deep and wide enough for the target, appears under the target
  03–07
  08–09
  The target gains a +1 bonus to his THACO for 3 rounds
  The wielder is surrounded by 100 bats for 1 round, effectively blinding and deafening him (qq.v.) and preventing any
  10–11
  spell casting
  12–13
  The target grows a non-functioning pair of wings, arms, or tentacles. The appendages can be safely, but painfully,
  removed with a sharp object.
  14–15
  An iron cage, 10’ × 10’ × 10’, appears around the wielder
  16–17
  All helms, crowns, hats and other headgear within a 20’ radius around the wielder transform into mundane propeller
  beanies
  18–22
  The target’s skin, hair, feathers and/or fur turns bright pink
  23–25
  All gold within a 10’ radius of the wielder turns into lead
  26–29
  The target is covered in a thick layer of sticky honey
  30–32
  2d4 sp eject from wielder’s ears each round for 5 rounds, deafening him
  33–34
  The target is clothed in a ﬁnely crafted, embroidered silk coat worth 2,000 gp. The coat is permanent, radiates magic and
  can be dispelled.
  35–39
  Polymorph other as wand. The target polymorphs into a giant rabbit.
  40–41
  The target instantly grows an unusually large mustache and possibly a goatee
  42–43
  A swarm of horseﬂies appears in a 10’ radius around the wielder. Spell casting is impossible while inside the swarm.
  The swarm remains around the wielder for 5d4 rounds unless lured away by honey.
  44–48
  The target is affected by an irresistible dance spell (no save)
  49–52
  A stream of acid strikes a target up to 10 yards away and inﬂicts 3d8 points of damage (a successful save vs. breath
  weapon reduces the damage by half)
  53–55
  Various musical instruments appear between the wielder and the target. They magically play loud music and move to
  remain interposed between the wielder and target for 1d4 + 2 rounds. Those approaching within 1’ of them suffer 2d6
  points of damage and are pushed back 10’ (no save is granted vs. either effect).
  56–57
  A tree, up to 50’ tall, instantly grows, lifting the wielder in its tallest branches
  58–62
  100 dead and rotting ﬁsh fall in a 30’ radius around the wielder
  Continued on next page. . .
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  ...continued from previous page.
  1d100
  Effect
  63–68
  The target is affected by a double strength faerie ﬁre spell for 5 rounds. After which, the wielder is affected by an
  improved invisibility spell that cannot be affected by dispel magic for 1d4 + 1 rounds.
  69–70
  A loud cacophony of bells emits from the wand for 1d4 + 1 rounds deafening all those within 30’
  71–75
  Dispel magic as an 11th level caster in a 20’ area around the wielder
  76–77
  Polymorph self. The wielder polymorphs into a mule centaur.
  78–84
  Monster summoning IV
  85–86
  The target gains 3d4 temporary hit points that remain for 6 rounds
  87–90
  The wielder ﬂoats weightlessly 10’ in the air for 1d4 + 2 rounds then falls
  91–95
  Eight exploding spheres strike the target, inﬂicting 1 point of damage each
  96–99
  Weapons held within a 30’ radius of the wielder turn into ﬂower bouquets
  00
  The target is affected by a ﬁnger of death spell
  Wand Of Mega Wonder:
  This wand is the crowning achieve-
  ment of the oldest, wisest and most chaotically gifted of all lep-
  rechaun crafters of magical items. Leprechauns particularly prize
  this wand and will go to great lengths to recover one from any
  non-leprechaun wielder.
  1d6
  Effect
  1
  Roll on Type 1 table
  2
  Roll on Type 2 table
  3
  Roll on Type 3 table
  4
  Roll on Type 4 table
  5
  Roll on Type 5 table
  6
  Roll on Type 6 table
  MISCELLANEOUS MAGICAL ITEMS
  Miscellaneous magical items include a broad variety of items that
  are further subdivided into narrower categories. Unless other-
  wise speciﬁed on the table and in the descriptions that follow,
  anyone can use these magical items. A miscellaneous magical
  item may be powerful, or it may be weak. Some are highly sought
  after, while others carry only a deadly curse. Most will appear
  mundane and ordinary when found; their magical nature is nor-
  mally not readily apparent. Determining a magical item’s powers
  requires divination magic, hiring a sage or bard, and/or experi-
  mentation. Activating an item’s powers usually involves using
  the item as it normally would be used, and in some cases (as de-
  sired by the GM) speaking an appropriate command word(s) or
  short command phrase.
  Some magical items, especially the most powerful, are crafted
  with charges.
  Items that are always crafted with charges are
  noted in their descriptions, and this number may be consider-
  ably less if the item has been regularly employed by its previous
  wielder(s).
  MAGICAL BOOKS & TOMES
  This category includes books, librams, manuals, tomes, and an
  accursed grimoire. Magical spell books are included, but not or-
  dinary ones. To generate an ordinary spell book refer to spell
  scrolls and wizard spell books.
  Except for the blessed book
  (which appears to be a traveling spell book) and the book of in-
  ﬁnite spells (which appears to be a standard spell book or other
  book of arcane lore), all other magical books, librams, manuals
  and tomes share several common traits. They are crafted to ap-
  pear to be mundane books of knowledge (refer to Commodities,
  Mundane Books) with heavy covers, and are usually bound in
  common leather and metal such as iron, silver, or brass. Unless
  otherwise stated, no magical power or ability short of a wish spell
  can determine that they are magical. A single wish spell will re-
  veal that the book is magical and which character class or ability
  score will be most affected by reading the book. A second wish is
  required to determine the book’s precise powers.
  Table B.27: Books and Tomes
  1d20
  Item
  XP
  1–3
  Blessed Book (Wizard)
  4,500
  4
  Book of Inﬁnite Spells
  9,000
  5
  Book of Malevolent Deeds (Priest)
  8,000
  6
  Book of Righteous Service (Priest)
  8,000
  7
  Libram of Gainful Conjuration (Wizard)
  8,000
  8
  Libram of Ineffable Damnation (Wizard)
  8,000
  9
  Libram of Silver Magic (Wizard)
  8,000
  10
  Manual of Agility
  5,000
  11
  Manual of Battle Skills (Warrior/Rogue)
  5,000
  12
  Manual of Bodily Health
  8,000
  13
  Manual of Gainful Exercise
  5,000
  14
  Manual of Golems (Priest/Wizard)
  3,000
  15
  Manual of Surreptitious Burglary
  (Rogue)
  8,000
  16
  Tome of Clear Thought
  8,000
  17
  Tome of Leadership and Inﬂuence
  7,500
  18
  Tome of Understanding
  8,000
  19
  Vacuous Grimoire
  Accursed
  20
  GM’s Choice
  –
  Any creature can read (or attempt to read) a magical book,
  even if ordinarily illiterate. In addition to any negative effects
  listed in its individual description, the GM may determine that
  the book does not vanish but rather binds itself to the restricted
  reader making the attempt. The book then acts as an accursed
  item, and the reader will be unable to get rid of it; throwing it
  away or destroying it causes it to reappear in the his possession.
  In addition, if a book is restricted to speciﬁc alignments, a re-
  stricted reader may act as if affected by a geas spell to keep the
  book safely hidden and protected. The GM must adjudicate the
  results of a restricted reader attempting to read a magical book
  using these rules as guidelines.
  A character of the proper class and alignment must study the
  entire contents of the book to receive any beneﬁts. When he has
  ﬁnished reading, the book vanishes. A reader can beneﬁt from a
  speciﬁc magical book only once in his lifetime, even if he were to
  discover another of the same type.
  Blessed Book:
  These magical traveling spell books are of great
  beneﬁt to one of the wizard class, including specialist mages.
  They are well crafted, durable, and waterproof. They are between
  6 and 12 inches tall, 3 to 6 inches wide and about an inch thick.
  Crafted of supple leather, bound with iron overlaid with silver,
  and locked, these books gain a +3 bonus to any item saving throw
  it makes. The book magically creates enough pages to store up to
  a 45 spells regardless of the spell’s level.
  Book of Inﬁnite Spells:
  These magical standard-sized spell
  books contain collections of randomly generated spells.
  The
  book’s enchantment is such that any creature may cast the spells
  held in its pages. When ﬁrst found, the book cannot be opened
  to any but the title page. Any creature is able to read this book,
  243
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  even if normally unable to read. However, upon ﬁrst reading the
  title page, any non-spell caster immediately suffers 5d4 points
  of damage and is stunned for 5d4 turns. The pages can only be
  turned one at a time thereafter, and cannot be turned back. Once
  opened past the title page, the book will only open to the cur-
  rent page. Its owner is not aware of what spells lie on the pages
  ahead, and when the last page is turned, the book vanishes. After
  the initial stun effect has passed, the non-spell caster can use the
  book with no further ill effects, but not as effectively as a spell
  caster.
  Each book contains 22 + 1d8 pages. Each page may be blank,
  or it may contain one spell from either the mage or priest lists, as
  shown on the table. Each is rolled separately.
  1d100
  Page
  01-30
  Blank
  Priest spell
  31-60
  61-00
  Wizard spell
  If a page contains a priest spell, roll 1d10 to determine its level,
  but if a result between 8 and 10 is rolled, roll 1d6 instead. If a
  page contains a wizard spell, roll 1d12 to determine its level, but
  if a result between 10 and 12 is rolled, roll 1d8 instead. The GM
  must secretly determine the content of each page by selecting or
  randomly determining the spell based on class and spell level.
  The caster level of each spell within the book is the same as a
  comparable spell scroll and casting spells from a page is other-
  wise treated as if casting from a spell scroll, including the chance
  for spell failure.
  To function, the book must be open to a page containing a spell.
  A spell caster that is normally able to cast the spell scribed on the
  exposed page can cast it up to four times per day, but all others
  are only able to cast it once per day. The owner does not have to
  hold the book to cast the spell from the page. It can be kept open
  in a safe place and will transmit the contents of the page to its
  owner as needed.
  The owner can physically turn the page whenever he desires.
  In addition, there’s a chance that the page may magically turn
  each time the spell on the current page is cast, as shown on the
  table below. If the page turns to a page that is not blank, the
  owner is instantly aware of the new spell available.
  Status of Owner
  Chance
  Spell caster casting a known spell
  10%
  20%
  Spell caster casting a spell not known to them
  Non-spell caster casting priest spell
  25%
  30%
  Non-spell caster casting wizard spell
  Book of Malevolent Deeds:
  This magical book is overﬂowing
  with knowledge of unspeakable evil that can only beneﬁt an evil
  cleric. Such a cleric who studies the book for one week gains one
  point of wisdom, a level of experience, and enough additional
  experience points to place him halfway to the level beyond that.
  The book vanishes after the week of study.
  If a neutral priest reads even a single word of this book, the
  book vanishes, and the priest is 50% likely to either immediately
  become evil or lose 3d4 × 10,000 xp. A restoration spell will restore
  these lost experience points and levels (if any).
  If a good priest reads even a single word of this book, the book
  vanishes, and the priest must save vs. poison or die. Those that
  make a successful save vs. poison must then save vs. spell or
  become irrevocably insane. Those that make a successful save
  vs. spell will instead lose 250,000 xp minus 10,000 xp per point
  of wisdom. A restoration spell will restore these lost experience
  points and levels (if any).
  The book inﬂicts 5d6 points of damage to any other good
  aligned creature that simply touches it. If any other good aligned
  creature reads even a single word, the book vanishes and there
  is an 80% chance that the creature becomes the victim of a night
  hag attack that night.
  The book inﬂicts 5d4 points of damage to any other neutrally
  aligned creature that simply touches it. If any other neutrally
  aligned creature reads even a single word, the book vanishes and
  the creature must make a successful save vs. poison or become
  evil. Those that become evil will immediately seek out an evil
  priest to gain acceptance to their new alignment.
  Book of Righteous Service:
  This magical book imparts under-
  standing of glorious actions that can only beneﬁt a good cleric.
  Such a cleric who studies the book for one week gains one point
  of wisdom, a level of experience, and enough additional experi-
  ence points to place him halfway to the level beyond that. The
  book vanishes after the week of study.
  If a neutral priest reads even a single word of this book, the
  book vanishes, and the priest is 50% likely to either immediately
  become good or lose 2d4 × 10,000 xp. A restoration spell will
  restore these lost experience points and levels (if any). A bard
  is treated as if he were a neutral priest.
  If an evil priest reads even a single word of this book, the book
  vanishes, and the priest loses one level and enough additional
  experience points to place him at the lowest possible experience
  point total of the new level. A restoration spell will restore these
  lost experience points and level. In addition, the evil priest must
  submit to an atonement spell or willingly sacriﬁce 50% of any trea-
  sure they ﬁnd during their next 1d4 + 1 adventures to their patron
  deity.
  If a wizard reads even a single word of this book, the book
  vanishes. The wizard must successfully save vs. spell or lose one
  point of intelligence and 2d10 × 1,000 xp. A restoration spell will
  restore these lost experience points and levels (if any).
  If a thief simply touches the book, the book vanishes and the
  thief immediately suffers 5d6 points of damage. He must also
  save vs. spell or lose one point of dexterity. If his wisdom is
  higher than 14, there is a (1d6 − 1) × 10% chance (minimum
  of 10%) to change his alignment to good (if not already good-
  aligned) and change his class to cleric (treat this as dual classing
  even if the thief is not a human).
  Any warrior can touch and even read from the book, but nei-
  ther gains any beneﬁts nor suffers any ill effects. If the warrior
  is a paladin, he will be able to determine that the book is a good
  aligned, magical item. Since the book has no effect on warriors,
  the GM must determine whether the book would normally van-
  ish after being read by one. This decision may be inﬂuenced by
  the warrior’s alignment.
  Libram of Gainful Conjuration:
  This magical libram only ben-
  eﬁts neutrally aligned wizards, including specialist mages. When
  studied for one a week, the wizard gains one level and enough
  experience points to place him halfway to the level beyond that.
  The libram vanishes after the week of study.
  If any non-neutral wizard reads even a single word from this
  libram, it vanishes and the wizard suffers 5d4 hit points of dam-
  age. The wizard then falls unconscious for the same number of
  turns and gains no more experience points until he submits to an
  atonement spell.
  If any creature that is not a wizard reads even a single word
  from the libram, the libram vanishes and the creature must save
  vs. spell or go permanently insane. A heal spell or a remove curse
  spell followed by a month of complete rest will cure a creature
  driven insane.
  Libram of Ineffable Damnation:
  This magical libram only ben-
  eﬁts evil aligned wizards, including specialist mages. When stud-
  ied for one a week, the wizard gains one level and enough expe-
  rience points to place him halfway to the level beyond that. The
  libram vanishes after the week of study.
  244
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  If a non-evil wizard so much as opens the book, he loses one
  level of experience and enough experience points to place him
  halfway to the level just lost. A restoration spell will restore these
  lost experience points and level. If he reads even a single word
  from this libram, it vanishes and the wizard suffers 5d4 hit points
  of damage. The wizard then falls unconscious for a like number
  of turns and gains no more experience points until he submits to
  an atonement spell.
  If any creature that is not a wizard reads even a single word
  from the libram, the libram vanishes and the creature must save
  vs. spell or go permanently insane. A heal spell or a remove curse
  spell followed by a month of complete rest will cure a creature
  driven insane.
  Libram of Silver Magic:
  This magical libram only beneﬁts
  good aligned wizards, including specialist mages. When studied
  for one a week, the wizard gains one level and enough experience
  points to place him halfway to the level beyond that. The libram
  vanishes after the week of study.
  If any non-good wizard reads even a single word from this li-
  bram, it vanishes and the wizard suffers 5d4 hit points of dam-
  age. The wizard then falls unconscious for the same number of
  turns and gains no more experience points until he submits to an
  atonement spell.
  If any creature that is not a wizard reads even a single word
  from the libram, the libram vanishes and the creature must save
  vs. spell or go permanently insane. A heal spell or a remove curse
  spell followed by a month of complete rest will cure a creature
  driven insane.
  Manual of Agility:
  This magical manual radiates magic if de-
  tect magic is cast and will beneﬁt any creature that reads it. The
  manual provides temporary knowledge of inexpensive alchemi-
  cal recipes to create secret ointments, as well as speciﬁc exercises
  designed to hone one’s reﬂexes. If a creature studies the man-
  ual for three uninterrupted days, the manual vanishes, but the
  creature retains the knowledge for up to three months thereafter.
  If the one who reads the manual then spends one uninterrupted
  month diligently following the manual’s instructions, he perma-
  nently gains 1 point of dexterity and the knowledge is lost. No
  part of the manual can be copied or recorded in any way, nor can
  its secrets be spoken to others.
  Manual of Battle Skills:
  This magical manual radiates magic if
  detect magic is cast but will beneﬁt only ﬁghters and bards who
  read it. Paladins and rangers may read it but gain no beneﬁt or ill
  effect. The manual provides expert advice on combat tactics. If a
  ﬁghter or bard studies the manual for three uninterrupted days,
  the manual vanishes, but the character retains the knowledge for
  up to three months thereafter. If the one who reads the man-
  ual then spends one uninterrupted month diligently following
  the manual’s instructions, he permanently gains one level and
  enough experience points to place him halfway to the level be-
  yond that. The knowledge is then lost. No part of the manual
  can be copied or recorded in any way, nor can its secrets be spo-
  ken to others.
  Priests and thieves are not able to read the manual but suffer
  no ill effect from making the attempt. However, a wizard who
  reads even a single word from this manual is stunned for 1d6
  turns and lose 1d6 × 10,000 experience points. A restoration spell
  will restore these lost experience points and levels (if any). The
  GM must decide whether the manual vanishes when read by one
  other than a ﬁghter or bard.
  Manual of Bodily Health:
  This magical manual radiates magic
  if detect magic is cast and will beneﬁt any creature that reads it.
  The manual provides temporary knowledge of a special diet, as
  well as speciﬁc breathing exercises designed to increase one’s
  stamina. If a creature studies the manual for 24 hours within
  a period of ﬁve days, the manual vanishes, but the creature re-
  tains the knowledge for up to three months thereafter. If the one
  who reads the manual then spends one uninterrupted month dili-
  gently following the manual’s instructions, he permanently gains
  1 point of constitution and the knowledge is lost. No part of the
  manual can be copied or recorded in any way, nor can its secrets
  be spoken to others.
  Manual of Gainful Exercise:
  This magical manual radiates
  magic if detect magic is cast and will beneﬁt any creature that
  reads it. The manual provides temporary knowledge of a special
  diet, as well as speciﬁc muscle building exercises designed to in-
  crease one’s physical power. If a creature studies the manual for
  24 hours within a period of up to ﬁve days, the manual vanishes,
  but the creature retains the knowledge for up to three months
  thereafter. If the one who reads the manual then spends one unin-
  terrupted month diligently following the manual’s instructions,
  he permanently gains 1 point of strength and the knowledge is
  lost. No part of the manual can be copied or recorded in any way,
  nor can its secrets be spoken to others.
  Manual of Golems:
  These magical manuals are crafted in four
  known varieties. Each is a collection of writings that when taken
  as a whole provides the designs and formulae required to con-
  struct a speciﬁc type of golem. Due to the nature of the golem to
  be produced, most of these manuals are usable only by wizards,
  including specialty mages, but one is usable only by a priest. The
  wizard or priest is ﬁrst instructed to purchase rare and expen-
  sive materials. Construction of the golem’s physical form can
  then commence, so long as the construction time will not be in-
  terrupted and the caster keeps the manual on hand during the
  entire construction time. By rolling 1d20 and consulting the table
  below, the GM may determine which manual has been found.
  The GM may also expand this table as desired by adding new
  types of golems.
  The manual itself becomes the ﬁnal component, for once the
  golem’s physical form has been constructed, the manual bursts
  into ﬂames and is consumed to ash. Its ashes are sprinkled onto
  the golem, ﬁnalizing the process and animating the golem. If the
  caster is 10th level or higher, proper construction and successful
  animation is assured. However, there’s a 10% chance per level
  of experience below 10th that the golem will fail one turn after
  being animated, collapsing into a pile of useless rubble.
  If a priest reads even a single word from a wizard’s manual,
  he loses 1d6 × 10,000 experience points, and if a wizard reads
  even a single word from a priest’s manual, he loses one level of
  experience and enough experience points to place him halfway
  to the level just lost. In either case, a restoration spell will restore
  these lost experience points and/or levels. Other creatures that so
  much as open any of these manuals suffer 6d6 points of damage.
  1d20
  Type
  Time
  Cost
  1–5
  Clay (Priest)
  1 month
  65,000 gp
  6–17
  Flesh (Wizard)
  2 months
  50,000 gp
  18
  Iron (Wizard)
  4 months
  100,000 gp
  19–20
  Stone (Wizard)
  3 months
  80,000 gp
  Manual of Surreptitious Burglary:
  This magical manual radi-
  ates magic if detect magic is cast but will beneﬁt only rogues who
  read it. The manual is a guide to thievery and subterfuge. If a
  rogue studies the manual for three uninterrupted days, the man-
  ual vanishes, but the character retains the knowledge for up to
  three months thereafter. If the one who reads the manual then
  spends one uninterrupted month diligently following the man-
  ual’s instructions, he permanently gains one level and enough
  experience points to place him halfway to the level beyond that.
  The knowledge is then lost. No part of the manual can be copied
  or recorded in any way, nor can its secrets be spoken to others.
  245
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Fighters and wizards are not able to read the manual but suf-
  fer no ill effects from making the attempt. However, a priest,
  ranger, or paladin who reads even a single word from this man-
  ual immediately suffers 5d4 points of damage and is stunned for
  a like number of rounds. They must also make a successful sav-
  ing throw vs. spell or lose 5d4 × 10,000 experience points and un-
  less they then submit to an atonement spell within one day, they
  will permanently lose one point of wisdom. A restoration spell
  will restore these lost experience points and levels (if any). The
  GM must determine whether the manual vanishes when read by
  one other than a rogue.
  Tome of Clear Thought:
  This magical tome will beneﬁt any
  creature that reads it. The tome provides temporary knowledge
  of speciﬁc mental exercises designed to increase one’s higher
  brain functions. If a creature studies the manual for 48 hours
  within a period of up to six days, the tome vanishes, but the crea-
  ture retains the knowledge for up to one month thereafter.
  If the one who reads the manual then spends one uninter-
  rupted week diligently following the tome’s instructions, he per-
  manently gains 1 point of intelligence and the knowledge is lost.
  No part of the manual can be copied or recorded in any way, nor
  can its secrets be spoken to others.
  Tome of Leadership and Inﬂuence:
  This magical tome will
  beneﬁt any creature that reads it. The tome provides temporary
  knowledge of speciﬁc rules of poise, language and etiquette de-
  signed to increase one’s personal appeal. If a creature studies the
  manual for 48 hours within a period of up to six days, the tome
  vanishes, but the creature retains the knowledge for up to one
  month thereafter. If the one who reads the manual then spends
  one uninterrupted week diligently following the tome’s instruc-
  tions, he permanently gains 1 point of charisma and the knowl-
  edge is lost. In addition, if a bard reads the tome, he also gains
  enough experience points to achieve the minimum experience re-
  quired to gain his next level. No part of the manual can be copied
  or recorded in any way, nor can its secrets be spoken to others.
  Tome of Understanding:
  This magical tome will beneﬁt any
  creature that reads it. The tome provides temporary knowledge
  of speciﬁc meditation techniques designed to increase one’s abil-
  ity to make common sense decisions. If a creature studies the
  manual for 48 hours within a period of up to six days, the tome
  vanishes, but the creature retains the knowledge for up to one
  month thereafter. If the one who reads the manual then spends
  one uninterrupted week diligently following the tome’s instruc-
  tions, he permanently gains 1 point of wisdom and the knowl-
  edge is lost. No part of the manual can be copied or recorded in
  any way, nor can its secrets be spoken to others.
  Vacuous Grimoire:
  This accursed grimoire radiates magic if de-
  tect magic is cast, but any creature that reads even a single word
  must make two successful saving throws vs. spell. Failing the
  ﬁrst results in a permanent loss of one point of intelligence. Fail-
  ing the second results in a permanent loss of two points of wis-
  dom. The grimoire is further cursed so that when it is placed on
  a shelf with other books, it instantly shufﬂes itself to a different
  location on the shelf and changes its appearance to look like the
  book whose place it now occupies. Only by setting it alight while
  casting a remove curse spell upon it can the grimoire be destroyed.
  JEWELS & JEWELRY
  This category includes magical items in the form of ordinary raw
  gemstones and jewelry that in many cases will be crafted to in-
  clude precious metals and one or more gemstones. Unless oth-
  erwise stated in their descriptions, the gems can either be cut
  smoothly (cabochon) or be faceted. The GM should consult the
  sections on mundane jewelry and gemstones as needed to deter-
  mine the appearance of magical jewelry. He should avoid includ-
  ing pearls as they are listed separately.
  A magical amulet can be suspended on a chain and worn
  around the owner’s neck. Its owner can hang it from any type
  of mundane chain, ranging from leather to ﬁnely wrought plat-
  inum, as the chain is completely unrelated to the amulet’s pow-
  ers. An amulet can also be pinned to its owner’s shirt, cloak or
  even headwear, but will not function if worn on his boot or glove.
  No creature may wear more than two amulets at the same time,
  Table B.28: Jewelry & Jewels (1d6)
  Sub-Table A (1–3)
  1d20
  Item
  XP
  1
  Amulet of Inescapable
  Location
  Accursed
  2
  Amulet of Life
  Protection
  5,000
  3
  Amulet of the Planes
  6,000
  4
  Amulet of Warding
  4,000
  5
  Amulet vs. Undead
  200/effective level or HD
  6
  Beads of Force
  200/bead
  7
  Brooch of Shielding
  1,000
  8
  Gem of Brightness
  2,000
  9
  Gem of Insight
  3,000
  10
  Gem of Seeing
  2,000
  11
  Jewel of Attacks
  Accursed
  12
  Jewel of Flawlessness
  –
  13
  Medallion of ESP
  2,000
  14
  Medallion of Thought
  Projection
  –
  15
  Necklace of Adaption
  1,000
  Necklace of Missiles
  16–17
  100/die of damage
  18
  Necklace of Prayer
  Beads (Priest)
  500/bead
  Necklace of
  19
  Strangulation
  Accursed
  20
  GM’s Choice
  –
  Sub-Table B (4–6)
  XP
  1d20
  Item
  1
  Pearl of Power (Wizard)
  200/level
  2
  Pearl of the Sirens
  900
  3
  Pearl of Wisdom (Priest)
  500
  4
  Periapt of Foul Rotting
  Accursed
  5
  Periapt of Health
  1,000
  6
  Periapt of Proof Against Poison
  1,500
  7
  Periapt of Wound Staunching
  1,000
  8
  Phylactery of Faithfulness (Priest)
  1,000
  9
  Phylactery of Long Years (Priest)
  1,000
  10
  Phylactery of Monstrous Attention
  (Priest)
  Accursed
  11
  Scarab of Death
  Accursed
  12
  Scarab of Enragement
  1,000
  13
  Scarab of Insanity
  1,500
  14
  Scarab of Protection
  2,500
  15
  Scarab vs. Golems
  See description
  16
  Talisman of Pure Good (Priest)
  3,500
  17
  Talisman of the Sphere (Wizard)
  100
  18
  Talisman of Ultimate Evil (Priest)
  3,500
  19
  Talisman of Xagy Gyrag
  1,000
  20
  GM’s Choice
  –
  246
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  one around its neck and one on its clothing.
  A magical brooch is similar to an amulet but only functions
  when worn on the owner’s clothing.
  A magical medallion is similar to an amulet but only functions
  when worn around the owners’ neck upon a chain.
  A magical necklace is similar to an amulet worn around the
  neck, but its chain is related to its powers and cannot be replaced.
  A magical periapt is an unadorned gemstone. Other than its
  unusually large size, a periapt is indistinguishable from any other
  magical gem or ioun stone, but like an amulet must be worn upon
  a garment or hung around the owner’s neck in order to function.
  A magical phylactery is similar to an amulet, but contains a
  tiny prayer book and can be worn on the forehead, wrist, upper
  arm or thigh.
  A scarab is a speciﬁc type of amulet almost always crafted in
  the form of a dung beetle, which can be worn around the neck
  or on the clothing. Even if not originally crafted in this form, a
  scarab will transform into beetle form when activated.
  A talisman is similar to both an amulet and phylactery and can
  be worn around the neck, forehead, wrist, arm, thigh, or on the
  clothing.
  Amulet of Inescapable Location:
  This accursed amulet de-
  ludes its wearer into believing that it is an amulet of proof against
  detection and location. In reality, this amulet doubles the range and
  duration of all scrying or other divination effects attempted upon
  the wielder or amulet. The amulet can be removed normally,
  however the wearer will resist doing so unless the GM allows
  him to disbelieve the delusion.
  Amulet of Life Protection:
  Primarily, this magical amulet pro-
  tects its wearer from magic jar effects and any other attacks that
  attempt to take control or possess the wielder’s body. In addi-
  tion, if its wearer would ordinarily be slain, his life force enters
  the amulet and his body (if it still exists) enters a form of tempo-
  ral stasis and will not truly die for up to seven days. If magical
  healing is employed to increase the body’s hit points above zero
  within those seven days, the life force leaves the amulet and re-
  enters the body.
  If its wearer was to be irrevocably slain or his body com-
  pletely destroyed, the power of the amulet allows its wearer to
  be affected by a raise dead or resurrection (as applicable) normally
  within those seven days. In any case, if the amulet is destroyed
  within those seven days, the wearer’s life force is irrevocably lost
  and he cannot be raised from the dead by any method. If seven
  days pass uneventfully, the wearer dies in whatever way he ini-
  tially would have been slain (both his body and life force).
  Amulet of the Planes:
  This extremely powerful magical amulet
  enables its wearer to be transported instantly and safely to or
  from the upper layer of any Outer Plane of the wearer’s choice as
  if a plane shift spell had been cast. However, if its wearer activates
  the amulet without knowledge of its power, he’s transported to a
  randomly determined plane. Roll 1d12 and consult the following
  table.
  1d12
  Plane
  1
  Astral Plane
  2
  Ethereal Plane
  3
  Alternate Prime Material
  4
  Lawful Good Plane
  5
  Lawful Neutral Plane
  6
  Lawful Evil Plane
  7
  Neutral Good Plane
  8
  Neutral Plane
  9
  Neutral Evil Plane
  10
  Chaotic Good Plane
  11
  Chaotic Neutral Plane
  12
  Chaotic Evil Plane
  Even when the amulet’s power is known, the GM may require
  its wearer to roll a successful intelligence check, with a −4 or
  higher penalty, each time its power is activated to avoid being
  randomly transported and arrive at the desired plane.
  Amulet of Proof Against Detection and Location:
  This magi-
  cal amulet protects its wearer against any and all divination, loca-
  tion and detection effects, including, but not limited to clairaudi-
  ence, clairvoyance, ESP, and crystal balls. It also masks the wearer’s
  auras and clouds any predictions regarding his actions unless an
  artifact, relic or creature of demigod status or higher is consulted.
  Amulet Versus Undead:
  When this magical amulet is pre-
  sented strongly in the presence of the undead, it begins to glow,
  enabling its wearer to turn undead as if he were a cleric of a level
  determined by the amulet’s strength. This amulet is powerless
  until a single creature has worn it for at least seven days. Each
  time it is removed from its wearer’s neck, it becomes temporarily
  powerless until worn again for another seven days (even if worn
  by the same creature). They are crafted in ﬁve known strengths.
  The GM may roll randomly to determine a particular amulet’s
  strength by rolling 1d100 and consulting the following table.
  The amulet’s experience point value is equal to 200 times its
  effective clerical level.
  1d100
  Strength
  01–30
  5th level
  31–55
  6th level
  56–75
  7th level
  76–90
  8th level
  91–00
  9th level
  Beads of Force:
  These magical beads are usually crafted from
  solid black glass, ceramic, metal or similar material, 3⁄4 of an inch
  in diameter, and weigh 0.1 pound each. They are found singly or
  in small groups (of d4 + 4) strung onto a mundane string. They
  can be hurled up to 30 yards away, ignoring range and com-
  bat skill penalties, and burst upon impact, inﬂicting 5d4 points
  of damage to all creatures within a 10-foot radius. Large-sized
  or smaller creatures may also be trapped inside an impenetrable
  sphere of force (refer to wall of force) for 3d4 rounds. A successful
  saving throw vs. spell reduces the damage by half and moves the
  creature to the outside edge of the sphere.
  Brooch of Shielding:
  This magical brooch is crafted in either
  silver or gold but only rarely (10%) holds gemstones. When it
  is used to fasten a cloak or cape, it absorbs all magic missiles that
  target its wearer, rendering them harmless. The brooch is ini-
  tially crafted with 101 charges. The brooch expends one charge
  for every hit point of magic missile damage absorbed (whether
  from spell, magical item or spell-like ability), and crumbles to
  dust when the last charge is expended.
  Gem of Brightness:
  This magical gemstone appears to be any
  faceted crystal that has been cut into a long, somewhat uneven
  prism. The gem is initially crafted with 50 charges and cannot
  be recharged. The gem has three distinct powers, each activated
  by a separate command word or phrase, spoken while the gem is
  held in the owner’s hand and pointed towards its target.
  Lantern’s light: When this power is activated, the gem shines
  a pale beam of light in a 10-foot long, 21⁄2-foot wide cone. This
  power does not expend a charge.
  Dazzling light: When this power is activated, the gem shines
  a bright ray of light, 50 feet long with a 1-foot diameter. The
  creature targeted by the ray must roll a successful save vs. spell
  or be blinded for 1d4 rounds. This power expends one charge.
  The blindness that it causes can be cured by a cure blindness or
  deafness spell.
  247
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Jewel of Flawlessness:
  This magical jewel appears to be any
  valuable and expertly cut faceted stone worth at least 5,000
  gp.
  However, if a detect magic spell is successfully cast upon
  it, the jewel radiates an aura of enchantment. The jewel is ini-
  tially crafted with 10d10 facets that correspond to its number of
  charges. When placed among mundane gemstones, the power of
  the jewel gives each gem a 20% chance to increase in value (refer
  to Gemstones). If the jewel successfully increases the value of a
  gem, one of its facets vanishes. The power of the jewel can affect
  a particular gemstone only once, whether the attempt is success-
  ful or not. When all of its facets are gone, the jewel becomes a
  smooth, mundane rock of no value (similar to a sling stone).
  Medallion of ESP:
  This magical medallion is most commonly
  crafted from bronze, copper, or even cupronickel, set with only
  the most inexpensive ornamental gemstones (q.v., if any), and
  appears to be an inexpensive, mundane trinket. However, if a
  detect magic spell is successfully cast upon it, the jewel radiates
  an aura of divination. The chain is not magical but should also
  be made of base metal as contact with silver, gold or platinum
  disrupts the medallion’s powers. To activate the medallion, the
  wearer must face the area to be scanned, grasp the medallion
  with one hand, and concentrate for at least one full round. The
  medallion is crafted in four known varieties with different scan-
  ning ranges or abilities. The GM may roll 1d20 to determine the
  type of medallion found.
  The GM should roll 1d6 each round that the wearer uses the
  medallion’s power, including the ﬁrst. If a 1 is rolled, the medal-
  lion fails to function that round. Otherwise, the medallion allows
  its wearer to pick up surface thoughts of any creatures (except for
  the undead, the non-intelligent and the completely alien) within
  the effective area. This also allows the wearer to note the crea-
  ture’s approximate distance. In order to understand a creature’s
  surface thoughts, the wearer must understand its primary lan-
  guage. If the medallion has the power of empathy, the wearer can
  also learn the creature’s emotional state (angry, happy, sad, etc.),
  even if the creature does not have a spoken language or if the
  wearer of the medallion does not speak its language. The medal-
  lion’s powers are blocked by at least 3 feet of stone, 2 inches of
  metal, or any amount of lead, gold, or platinum.
  Range
  1d20
  1–15
  30’ long × 6’ wide cone
  30’ long
  16–18
  × 6’ wide cone, plus empathy
  19
  60’ long × 12’ wide cone
  20
  90’ long × 18’ wide cone
  Medallion of Thought Projection:
  This accursed medallion has
  all of the properties of a medallion of ESP in every way (including
  the four known varieties). However, each round this medallion
  is used, it may also transmit its wearer’s surface thoughts and/or
  emotions to all creatures within range unless the GM rolls a 1 on
  the d6 (indicating the medallion fails completely) or a 6 on the
  d6 (indicating the medallion only fails to transmit its wearer’s
  thoughts). The medallion can be removed at any time, however
  the wearer resists doing so unless the GM allows him to deter-
  mine that his thoughts are being transmitted.
  Necklace of Adaptation:
  This magical necklace is commonly
  crafted as a chain of precious metals and gemstones with a match-
  ing medallion. It has the power to render its wearer immune to
  any gas-borne effect that would affect him through breathing. Its
  wearer can also breathe underwater indeﬁnitely or exist in a vac-
  uum for up to seven days at a time.
  Necklace of Missiles:
  This magical necklace is enchanted to ap-
  pear to be made of bronze, copper, or even cupronickel, with one
  or more matching inexpensive medallions. However, when worn
  around a creature’s neck, that creature sees one or more golden
  Blinding light: When this power is activated, the gem shines
  a blinding ﬂash of light in a 30-foot long, 5-foot wide cone. All
  creatures in the effective area must roll a successful save vs. spell
  or be blinded for 1d4 rounds and thereafter suffer up to a −4
  penalty to attack rolls due to permanent damage to the creatures’
  eyes (roll 1d4 to determine the penalty). The blindness caused by
  this power can be cured by a cure blindness or deafness spell, but
  the permanent eye damage can only be cured by a heal spell. This
  power expends 5 charges.
  In addition, the gem is sensitive to darkness and continual dark-
  ness spells that target its owner. If darkness is cast upon the gem’s
  owner, the gem becomes inactive for one round unless the owner
  chooses to expend one charge. If continual darkness is cast upon
  the gem’s owner, the gem becomes inactive for one day unless
  the owner chooses to expend 5 charges.
  Gem of Insight:
  This magical gemstone appears to be any valu-
  able and expertly cut stone worth at least 5,000 gp. However, if
  a detect magic spell is successfully cast upon it, the gem radiates a
  faint aura of enchantment.
  This gem is powerless until a single creature has carried it for
  at least seven days, whereupon the gem’s owner feels its power
  begin to build. If the same creature carries the gem for three con-
  tinuous months, that creature’s intelligence and wisdom scores
  are increased by one point each. If the owner stops carrying the
  gem for any reason after the three month period the extra point
  of wisdom is lost, but the intelligence remains.
  Each gem functions for only a single creature, once every 50
  years. A creature can never beneﬁt from this type of gem more
  than once, even if he has only gained the extra point of intelli-
  gence and lost the point of wisdom gained from the ﬁrst one.
  Gem of Seeing:
  This magical gemstone appears to be any valu-
  able and expertly cut faceted stone worth at least 5,000 gp. How-
  ever, if a detect magic spell is successfully cast upon it, the gem ra-
  diates a moderately strong aura of divination. The gem’s power
  shares some similarities to the effects of a true seeing spell and has
  the same limitations. In many cases, activating the gem substi-
  tutes for the casting of the spell.
  To activate the gem, its owner (or other creature) simply gazes
  through one of its facets. When activated, the gem may reveal
  hidden, illusory, invisible, astral, ethereal, or out-of-phase objects
  or creatures that are within its viewing range. The creature gaz-
  ing through the gem can see out to a range of up to 300 feet.
  Gazing through the gem can be compared to looking through
  a spyglass. Any creature who gazes through the gem can de-
  tect large-sized or larger creatures and objects within 300 feet
  straight ahead after less than one round of viewing, those that
  are man-sized or larger within 200 feet straight ahead after 1 full
  round of viewing, those that are small-sized or larger within 100
  feet straight ahead after 2 full rounds of viewing, and those that
  are tiny-sized or larger within 50 feet straight ahead after 3 full
  rounds of viewing.
  Each time the gem is used there’s a 5% chance that the viewer
  will see something that’s not really there or a real creature or ob-
  ject will appear to be illusory.
  Jewel of Attacks:
  This accursed jewel appears to be any valu-
  able and expertly cut stone worth at least 5,000 gp. However, if
  a detect magic spell is successfully cast upon it, the jewel radiates
  an aura of enchantment. The ﬁrst creature to pick up the jewel
  becomes its owner. The jewel’s power immediately doubles the
  chances of its owner encountering wandering monsters, and if its
  owner wishes to ﬂee the encounter, the chances of being chased
  are also doubled.
  The owner cannot be rid of the jewel by any means and the
  gem will always return to the owner’s possession until a remove
  curse spell or atonement spell is cast on him.
  248
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Necklace of Missiles: Number of Missiles and Damage Dice
  1d20
  11d6
  10d6
  9d6
  8d6
  7d6
  6d6
  5d6
  4d6
  3d6
  2d6
  1–4
  -
  -
  -
  -
  -
  -
  1
  -
  2
  -
  5–8
  -
  -
  -
  -
  -
  1
  -
  2
  -
  2
  9–12
  -
  -
  -
  -
  1
  -
  2
  -
  4
  -
  13–16
  -
  -
  -
  1
  -
  2
  -
  2
  -
  4
  17–18
  -
  -
  1
  -
  2
  -
  2
  -
  2
  -
  19
  -
  1
  -
  2
  -
  2
  -
  4
  -
  -
  20
  1
  -
  2
  -
  2
  -
  2
  -
  2
  -
  spheres hanging upon a golden chain. A sphere can be thrown
  up to 70 feet away, where it explodes into a ﬁreball (refer to the
  ﬁreball spell). Only the wearer of the necklace can detach and
  throw a sphere and suffers no range or combat skill penalties to
  do so. This necklace is initially crafted with as few as 3 spheres or
  as many as 9 spheres of various strengths. The GM may roll 1d20
  and consult the table below, but if its previous owner(s) regularly
  employed the spheres, the number will be less when found.
  More powerful spheres will be larger than those less power-
  ful. If its owner is wearing, holding or even carrying the neck-
  lace and fails a saving throw against a magical ﬁre attack, the
  necklace must successfully save or all of its remaining spheres
  explode simultaneously. Magical ﬁre attacks that do not grant a
  saving throw will not generally cause the necklace to detonate
  except under special circumstances.
  Necklace of Prayer Beads:
  This magical necklace is enchanted
  to appear to be a mundane chain of colorful, but inexpensive,
  prayer beads made of ceramic and linked by a bronze, copper,
  or cupronickel chain. However when worn around the neck of a
  cleric, he sees that the beads are gemstones, linked by gold. The
  necklaces are crafted with 1d6 + 24 gemstones, 60% of which will
  be semi-precious and 40% will be fancy.
  In addition, each necklace holds 1d4 + 2 precious stones, gem-
  stones and jewels with a value of at least 1,000 gp each. These
  greater beads contain randomly determined powers. The only
  way to determine the powers of the greater beads and how to ac-
  tivate them is to cast a commune spell upon each bead. The neck-
  lace must be worn to activate any of its powers, and the power
  of a greater bead is lost if removed from the necklace. Spell-like
  powers function as if cast by a 12th level caster. The GM rolls 1d20
  once for each greater bead and consults the following table.
  If the GM desires, 75% of all known necklaces of prayer beads
  radiate an aura of good, 20% radiate neutral and 5% radiate evil.
  Unlike most other aligned magical items, the necklace inﬂicts no
  damage or loss of experience points to a character whose align-
  ment does not match that of the beads. However, the necklace
  will only function when worn by a cleric whose alignment does
  match.
  1d20
  Power
  1–5
  Atonement, once per day.
  6–10
  Bless, once per day.
  11–15
  Cure blindness or deafness, cure disease, or cure serious
  wounds once per day.
  16–17
  All spells cast by the cleric function as if he was a
  caster of 4 levels higher. Multiple beads don’t stack.
  18
  This bead grants the cleric a 90% chance to
  successfully call upon his deity to come directly (or
  send an avatar) to his aid. The deity will conﬁscate
  the necklace as the least punishment for improper or
  frivolous use of this power. This bead functions once
  then becomes powerless.
  19–20
  Wind walk once per day.
  Necklace of Strangulation:
  This accursed necklace can be
  crafted from any combination of metal and/or gemstones and
  in any style. It radiates magic if detect magic is cast, but most
  common means of magical identiﬁcation will not determine that
  it is cursed. When placed around a creature’s neck, the neck-
  lace immediately constricts around its throat, and the wearer of
  the necklace suffers 6 points of strangulation damage per round
  until he dies. Only a limited wish or wish spell can remove the
  necklace from its victims neck. Otherwise, the necklace remains
  clasped around the victim’s neck until the body completely de-
  composes. Removing the necklace from its wearer, either before
  or after death, does not destroy it.
  Pearl of Power:
  This magical pearl is only useful to a wizard,
  including any specialist mage. Once per day, the pearl allows a
  wizard to recall one, or at most 2 spells, which he has already cast
  on that same day. There are 10 known varieties, not including
  those cursed (see below). More powerful pearls allow the caster
  to recall a spell of higher level or more than one spell. The GM
  can roll 1d100 to determine which variety is found.
  It is known that 5% of these pearls are cursed and cause one or
  more spells to be forgotten. Determine an accursed pearl’s power
  as above. An accursed pearl remains in the wizard’s possession
  and causes him to forget a spell of the speciﬁed level at the mo-
  ment he tries to cast it. If the caster has more than one spell of
  that level memorized, the GM should roll which spell will be af-
  fected in advance, but cannot reveal this to the player. If the same
  spell is memorized more than once, each spell incurs an increas-
  ing chance to fail when cast until one casting ﬁnally fails. For ex-
  ample: A wizard has a pearl that causes him to forget a third level
  spell each day, and he can normally cast four 3rd level spells each
  day. The wizard has memorized ﬁreball three times and lightning
  bolt once. Each distinct spell has a 50% chance to be the one to be
  forgotten at casting time. If ﬁreball is determined as the spell to
  be forgotten, it has a 33% chance to fail on the ﬁrst casting, 67%
  chance to fail on the second and it will fail with 100% certainty
  on the third casting. The GM must predetermine which spell will
  be forgotten in this same manner each time one or more spells of
  the speciﬁed level are memorized. Throwing away or destroying
  this accursed pearl causes it to reappear in the owner’s posses-
  sion. Only a wish spell allows it to be discarded successfully. The
  pearl is not destroyed by this wish.
  1d100
  Spell Level
  01–25
  1st
  26–45
  2nd
  46–60
  3rd
  61–75
  4th
  76–85
  5th
  86–92
  6th
  93–96
  7th
  97–98
  8th
  99
  9th
  00
  2 spells of 1d6 level
  Pearl of the Sirines:
  This magical pearl is strikingly gorgeous
  and has a value of at least 1,000 gp. It will radiate a faint aura of
  enchantment magic if a detect magic is cast. The pearl will commu-
  nicate its powers to any creature that holds the pearl in its hand
  249
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  whilst underwater. After that, as long as the owner is within 10
  feet of the pearl, it grants him immunity to the poisonous touch
  of a sirine, as well as allows him to breathe water and to swim at
  double his normal movement value.
  Pearl of Wisdom:
  This magical pearl is only useful to priests,
  including druids. If a priest carries this pearl on his person un-
  interrupted for 30 consecutive days, he gains 1 point of wisdom.
  The owner must also carry the pearl with him at all times there-
  after, or the point of wisdom is immediately lost. He must carry
  the pearl for another 30 consecutive days to regain it.
  It is known that 5% of these pearls are cursed. After carrying
  the pearl for thirty days, the priest loses one point of wisdom and
  the pearl turns to dust. The lost wisdom can only be restored by
  a wish, a tome of understanding, or divine intervention.
  Periapt of Foul Rotting:
  This accursed gem looks identical to a
  periapt of health, but as soon as a creature claims ownership over
  the gem, the creature is inﬂicted with a foul, ﬂesh rotting disease.
  The owner does not have to wear the periapt for its curse to acti-
  vate. He can destroy or discard the gem, give it away or even try
  to sell it, but if another creature claims ownership of it, they too
  will unknowingly contract the disease. Each week after claiming
  the gem (even if the creature no longer owns it), those afﬂicted
  lose one point of dexterity, constitution, and charisma, perma-
  nently. If any of these scores reach zero, the victim dies. The
  disease can be cured by a remove curse, cure disease, heal, and lim-
  ited wish or wish, cast in that order. Crushing a periapt of health
  and sprinkling the dust on the victim can also cure the disease.
  Periapt of Health:
  This magical gem appears to be an ornamen-
  tal or semi-precious stone (refer to Gemstones) of less than 50 gp
  value and is engraved with a well-known design or symbol in-
  dicating healing power such as a caduceus. Wearing the periapt
  grants immunity to all diseases, except that which is spread by
  the periapt of foul rotting or curse-diseases such as lycanthropy.
  Periapt of Proof Against Poison:
  This magical gem looks iden-
  tical to a periapt of health. There are 4 known varieties of this pe-
  riapt, as determined by rolling 1d20 and consulting the table be-
  low. If a poison normally inﬂicts a penalty to the victim’s saving
  throws, the wearer ignores those penalties. If the poison grants
  a normal saving throw or one with bonuses, this gem grants its
  wearer an additional bonus (as shown on the table) and ﬁnally,
  the wearer is granted a special saving throw (as shown on the
  table) even if the poison doesn’t normally allow a save, but no
  bonuses of any kind can be applied to this save.
  1d20
  Bonus
  Save
  1–8
  +1
  19
  9–14
  +2
  17
  15–18
  +3
  15
  19–20
  +4
  13
  Periapt of Wound Closure:
  This magical gem looks identical to
  a periapt of health. When worn, it prevents wounds from bleed-
  ing, doubles the rate of natural healing, and allows wounds that
  ordinarily do not heal to be healed normally.
  If worn while being attacked by a weapon such as a sword of
  wounding, sword of sharpness or vorpal blade, this gem prevents its
  wearer from suffering additional damage each round from bleed-
  ing, as applicable. The wearer continues to heal naturally at dou-
  ble the normal rate, even if struck by a sword of wounding. The
  GM may also determine that the gem allows magical healing of
  damage from a sword of wounding.
  Phylactery of Faithfulness:
  The powers of this magical holy
  item cannot be discerned until any priest, including a druid,
  wears it, whereupon it immediately conforms to the priest’s
  alignment. When worn, this phylactery allows the priest to spend
  one round in meditation to determine if a proposed action or con-
  tact with an item (magical or otherwise) would adversely effect
  his alignment or anger his deity.
  Phylactery of Long Years:
  When worn by any priest, including
  a druid, this magical holy item slows his physical aging by one-
  quarter. This reduction also applies to magical aging. The char-
  acter now has two effective ages, one physical and one mental.
  As long as he wears the phylactery, he mentally ages as normal,
  but physically ages only 1 year for every 16 months. It is known
  that 5% of these phylacteries are cursed and increase physical ag-
  ing, including magical aging, by one-quarter, so that its wearer
  physically ages 1 year every 9 months. His mental aging remains
  at the same rate. A remove curse spell is required to remove the
  accursed phylactery.
  Phylactery of Monstrous Attention:
  When worn by a priest,
  including a druid, this accursed holy item announces his pres-
  ence to any and all creatures from the Outer Planes that have an
  alignment directly opposite of his own. This occurs whenever the
  priest is in an area where these creatures can normally be found.
  Depending on their alignment and intelligence, these creatures
  will seek to attack, trick or otherwise harass the priest as soon
  as they have the opportunity. The GM should determine which
  alignment, other than neutral, becomes hostile toward a neutral
  cleric or druid only once, when the phylactery is ﬁrst put on. If
  the priest is 10th level or higher when he puts on this phylactery,
  or he becomes 10th level while wearing it, his presence will be an-
  nounced to his deity’s most powerful enemy. This creature (most
  likely of demigod status or higher) will then become personally
  involved in assaulting or harassing the priest whenever possible.
  The GM must determine the exact nature of this being’s personal
  involvement, depending upon the creature’s intelligence, pow-
  ers, sphere of dominance, fear of reprisal from the priest’s deity,
  etc. This phylactery can only be removed by the casting of a wish
  spell, immediately followed by a holy quest designed to restore
  the priest’s faith. The character loses all of his priest abilities un-
  til he starts his quest.
  Scarab of Death:
  Despite its name, this accursed scarab is
  crafted in the form of either an amulet or brooch of any style
  and manufacture, and is usually not crafted in the shape of a
  scarab beetle. It radiates magic if detect magic is cast, but most
  common means of magical identiﬁcation will not determine that
  it is cursed. If this scarab is held or worn for more than one round
  or is placed into any container made from leather, cloth, straw or
  other soft material within 1 foot of a living creature for one turn,
  the scarab transforms into a living, burrowing scarab beetle.
  This beetle is able to tear through a soft container, get under
  a creature’s armor (as applicable), burrow into his ﬂesh, and eat
  his heart, automatically killing the creature in one full round. It
  then returns to its original form, while still deep inside its vic-
  tim’s chest. The missing heart will prevent a raise dead spell from
  reviving the victim. Quickly placing the scarab into a closed con-
  tainer made from solid wood, ceramic, bone, ivory, metal or other
  hard materials will prevent its transformation.
  Scarab of Enraging Enemies:
  This magical scarab is typically
  crafted with 1d6 + 18 charges, and each use of the scarab expends
  one charge. When worn openly where it can be seen and a com-
  mand spoken, this scarab causes all intelligent, hostile creatures
  within a 40-foot radius to save vs. spell or immediately enter a
  state of mind similar to berserk rage for 1d6 + 6 rounds. Those
  who fail this save attack the nearest creature regardless of friend
  or foe, gaining a +1 bonus to attack, +2 bonus to damage, and
  a −3 penalty to AC. While under this effect, the creature never
  checks morale and attacks only with melee weapons or natural
  weaponry (claws, teeth, etc.), mindlessly moving to attack an-
  250
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  other creature if the one it is currently attacking falls.
  Scarab of Insanity:
  This magical scarab is typically crafted with
  1d8 + 8 charges, and each use of the scarab expends one charge.
  When worn openly where it can be seen and a command spoken,
  this scarab causes all creatures (other than the one who wears it)
  within a 20-foot radius to save vs. spell with a −2 penalty or
  become temporarily insane. If a creature has magic resistance,
  the resistance is reduced by 10% as well. Those who fail this save
  behave as if they were affected by a confusion spell with no chance
  of acting normally. The insanity effect lasts 1d4 + 8 rounds.
  Scarab of Protection:
  This magical scarab radiates a faint mag-
  ical aura if detect magic is cast. If it is held for one round, the
  one holding it sees an inscription on the scarab revealing that it
  is a protective device (usually in the form of a well-known and
  easily recognizable symbol, such as a shield, tower or keep, ram-
  pant lion, etc.). The scarab grants its wearer a +1 bonus to sav-
  ing throws vs. spell. If a spell normally doesn’t allow a saving
  throw, the wearer is granted one. This requires a base score of 20
  to be successful, but the die roll is modiﬁed by any other appli-
  cable modiﬁers such as those from racial traits, magical bonuses
  from other protection devices, and possibly even bonuses from
  high dexterity, wisdom, or constitution (if allowed by the GM).
  This scarab also has the power to absorb the effects of energy
  drain attacks, cloud kill, death fog, death spell, ﬁnger of death, power
  word: kill, and similar death magic, but not phantasmal killer. This
  item can render its wearer immune to these effects up to 12 times,
  after which it crumbles into dust. An energy drain attack that
  would drain two or more levels counts as two or more uses of
  the amulet.
  It is known that 5% of these scarabs are cursed. The accursed
  scarab applies a −2 penalty to saving throws vs.
  spell when
  worn, and can only be removed by a remove curse spell. If the
  cleric casting remove curse is of 16th level or higher, there’s a
  20% chance that the scarab is transformed into a double strength
  scarab of protection, granting a +2 bonus to save vs.
  spell and
  which can be used to absorb death and energy drain attacks up
  to 24 times.
  Scarab Versus Golems:
  If the wearer stops to concentrate, this
  magical scarab allows him to detect the presence of speciﬁc
  golems within 60 feet. Each scarab also allows its wearer to by-
  pass a speciﬁc golem’s special defenses against melee or missile
  weapons.
  Roll 1d00 to determine the speciﬁc type(s) of golems affected
  by the scarab.
  1d100
  Affected Golem
  XP
  01–30
  Flesh
  400
  31–55
  Clay
  500
  56–75
  Stone
  600
  76–85
  Iron
  800
  86–95
  Flesh, Clay, Wood
  900
  96–00
  Any golem
  1,250
  Talisman of Pure Good:
  This magical talisman is only useful to
  clerics of good alignment who have reached 9th level or higher.
  They are crafted with 7 charges and can never be recharged. By
  expending one charge, the high priest can open a ﬁery void be-
  neath an evil cleric. The void will swallow the evil cleric and
  send him hurtling to the center of the earth. If the good cleric has
  performed exemplary service in the cause of his alignment, the
  evil cleric gains no save vs. this effect; otherwise the GM may
  rule that he gains a saves vs. death. Druids and other neutral
  priests who touch the talisman suffer 7d4 points of damage, and
  evil priests who touch it suffer 12d4 points of damage. Wearing
  or handling the talisman doesn’t affect non-priests.
  Talisman of the Sphere:
  This magical talisman is crafted from
  adamantine in the shape of a loop and handle. Only a wizard, in-
  cluding any specialist mage, can wear it. The talisman inﬂicts 5d6
  points of damage to all others that touch it. When worn, the talis-
  man doubles the bonus provided by his intelligence when trying
  to control a sphere of annihilation. If control is established, the wiz-
  ard need only check every other round to maintain control. If
  control fails, the sphere moves towards the wizard at maximum
  speed (16 feet/round).
  A wand of negation pointed at the talisman disrupts its powers
  for as many rounds as the wand is activated (at an expenditure
  of 1 charge per round).
  Talisman of Ultimate Evil:
  This magical talisman is only useful
  to clerics of evil alignment who have reached 9th level or higher.
  They are crafted with 6 charges and can never be recharged. By
  expending one charge, the high priest can open a ﬁery void be-
  neath a good cleric. The void will swallow the good cleric and
  send him hurtling to the center of the earth. If the evil cleric has
  performed exemplary service in the cause of his alignment, the
  good cleric gains no save vs. this effect; otherwise the GM may
  rule that he gains a saves vs. death. Druids and other neutral
  priests who touch the talisman suffer 7d4 points of damage, and
  good priests who touch it suffer 12d4 points of damage. Wearing
  or handling the talisman doesn’t affect non-priests.
  Talisman of Xagy Gyrag:
  This magical talisman is crafted to ap-
  pear as if it were a stone of controlling earth elementals (an oddly
  shaped and roughly polished stone). However, when it is ﬁrst
  worn, a charisma-based reaction check is made as if two creatures
  were meeting. Regardless of the reaction determined, a diamond
  worth 10,000 gp remains when the talisman disappears.
  If a hostile reaction is determined, the talisman acts as an ac-
  cursed stone of weight. In this case, the talisman can be removed
  at any time, inﬂicting 5d6 points of damage to its wearer before
  disappearing. If a neutral reaction is determined, the talisman
  cannot be removed for 5d6 hours or until the wearer makes a
  wish. It then disappears. If a friendly reaction is determined, the
  talisman will grant to its wearer one wish for every six points
  of charisma he has.
  It will also vibrate and become warm to
  the touch whenever the owner comes within 20 feet of any trap,
  whether mundane or magical. The wearer with a friendly reac-
  tion is unable to remove the talisman for a number of months
  equal to his charisma score. If the talisman is removed after this
  time it will disappear.
  CLOAKS & ROBES
  A cloak is a loose-ﬁtting, outer garment that hangs from the
  shoulder and is long enough to reach the wearer’s knees. It is
  usually crafted with a hood but without sleeves. Its mundane use
  is to protect its wearer from weather related effects. A tie string
  (and possibly a brooch) at the neck and another at the waist holds
  the cloak in place against high winds. Most of the time, a cloak
  is capacious enough to allow armor or heavy clothing to be worn
  under it.
  A robe is a loose-ﬁtting, outer garment that covers the entire
  body and is long enough to reach the wearer’s ankles. It is usu-
  ally crafted with a hood, long wide sleeves and numerous tie
  strings, buttons, or hooks to hold it in place against high winds.
  Additionally, a belt is often worn at the waist. Most of the time, a
  robe is capacious enough to allow armor or heavy clothing to be
  worn under it.
  Unless otherwise stated in their descriptions, magical cloaks
  and robes may be made from a variety of materials such as fur,
  leather, cloth, wool, silk, satin, etc. Determining the style of a
  cloak or robe is entirely optional. If the GM chooses to use styles,
  they can be a detailed reﬂection of a world’s cultural and regional
  ﬂavor or be as simple as male vs. female, warm weather vs. cold
  251
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Table B.29: Cloaks and Robes
  XP
  1d20
  Item
  1
  Cloak of Arachnid
  3,000
  2
  Cloak of Displacement
  3,000
  3–4
  Cloak of Elvenkind
  1,000
  5
  Cloak of Poisonousness
  Accursed
  6–8
  Cloak of Protection
  1,000/AC bonus
  9
  Cloak of the Bat
  1,500
  10
  Cloak of the Manta Ray
  2,000
  11
  Robe of the Archmagi (Wizard)
  6,000
  12
  Robe of Blending
  3,500
  13
  Robe of Eyes (Wizard)
  4,500
  14
  Robe of Powerlessness (Wizard)
  Accursed
  15
  Robe of Scintillating Colors
  (Priest/Wizard)
  2,750
  16
  Robe of Stars (Wizard)
  4,000
  17–18
  Robe of Useful Items (Wizard)
  1,500
  19
  Robe of Vermin
  Accursed
  20
  GM’s Choice
  –
  weather, hooded or not, or plain vs. fancy. In addition, approxi-
  mately 75% of magical cloaks and robes are crafted to ﬁt an aver-
  age human, elf or half-elf, while 25% are crafted to ﬁt a halﬂing,
  gnome or dwarf. The GM may adjust these percentages if his
  world heavily features shorter demi-humans or even such hu-
  manoid races as pixies or half-ogres, as most magical cloaks and
  robes do not change in size to ﬁt their wearer.
  Cloak of Arachnida:
  This magical cloak is crafted to appear to
  be made of mundane leather or cloth, nearly always black in
  color. If detect magic is cast, the cloak radiates a strong aura of
  transmutation magic. When worn, its wearer gains a +2 bonus
  when rolling saving throws vs.
  poison against any arachnid
  venom. The cloak also allows its wearer to climb as if he were
  the recipient of a spider climb spell. This power can be activated at
  will with an activation time (same as casting time) of 3 and stays
  activated until the wearer voluntarily deactivates it, it is dispelled
  with a successful dispel magic, or the cloak is removed. Its wearer
  is immune to the entanglement effects of any sort of mundane or
  magical web and can move through the web at a speed equal to
  the creature that created it or at a base speed of 6 if the webs were
  magically created. Finally, the power of the cloak can produce a
  web as if the web spell were cast, but with double the effective
  area, once per day.
  Cloak of the Bat:
  This magical cloak is most often crafted to ap-
  pear to be made of mundane leather or fur, dark brown or black
  in color. If detect magic is cast, the cloak radiates an aura of en-
  chantment and transmutation. Any time while worn, the cloak
  provides a −2 bonus to the wearer’s AC and allows its wearer
  to hang from the ceiling as if he were a bat, even when its other
  powers are active.
  The power of the cloak becomes stronger as light dims.
  In
  shadowy light, its wearer is 90% invisible when standing still or
  hanging upside down.
  The cloak’s most impressive powers operate only under the
  night sky or in a near lightless environment indoors or under-
  ground. The power of the cloak then allows its wearer to ﬂy by
  spreading the cloak like a pair of wings. The wearer ﬂies with
  a speed of 15 (speed class 2 (average)) and maneuver class of 2
  (good). The wearer can also morph into a mundane bat (though
  he will radiate magic if detect magic is cast), as if under the effects
  of a polymorph self spell. Any equipment carried melds into his
  new form.
  The power to ﬂy in human form and the power to morph into
  a bat can be active for up to one hour at a time, each separately
  or combined. However, the cloak must be recharged for an equal
  amount of time after each use. For example, if the wearer ﬂies in
  bat form for ﬁve rounds, reverts into human form for ﬁve rounds
  then lands on the ceiling, the cloak must recharge for ten rounds
  before being able to ﬂy or morph into a bat again. The wearer
  can morph to bat form while ﬂying in human form or vice versa,
  but in any case, the effect ends and the cloak must be recharged
  when the wearer lands in human form or one hour passes.
  Cloak of Displacement:
  This magical cloak is crafted to appear
  as a mundane cloak made of fur or leather, in any style or color,
  but radiates an aura of magic if detect magic is cast. When worn,
  its power distorts light, making its wearer appear to be 1 or 2
  feet away from his actual location. This causes a creature to au-
  tomatically miss with their ﬁrst physical attack upon the wearer,
  whether melee, hurled or missile weaponry is used. This effect
  can only be avoided if an attacker has witnessed a previous at-
  tacker automatically miss on his ﬁrst attack.
  The displacement effect is also lost if the wearer becomes invis-
  ible. However the cloak always grants a −2 bonus to the wearer’s
  AC and a +2 bonus to saving throws vs. any effect that directly
  targets its wearer.
  This includes gaze attacks, spells or spell-
  like powers that speciﬁcally target the wearer and grant a sav-
  ing throw (like hold person, charm person, etc.). It does not include
  indirect attacks such as breath weapons, spells or spell-like pow-
  ers that affect an effective area (such as ﬁreball) or do not grant a
  saving throw (such as magic missiles).
  Cloak of Elvenkind:
  This magical cloak is crafted to appear as
  a mundane hooded cloak made of cloth or wool, neutral grey in
  color, but radiates an aura of magic if detect magic is cast. When
  worn with the hood drawn over the head, the cloak’s chameleon
  powers are activated. This cloak allows its wearer to blend into
  and hide among its surroundings. Its power to conceal does not
  combine with any other skills or abilities the wearer may have,
  such as a ranger’s or rogue’s hide in shadows ability.
  If the
  wearer moves faster than one-half his base movement value or
  engages in combat (except possibly ﬁring a bow or crossbow),
  this ends the effect, but a new check can be made any time the
  GM feels is appropriate. The power of the cloak is greatest in nat-
  ural settings and shadows, and much less so in brightly lit rooms,
  as shown on the table.
  Approximately 90% of these cloaks are crafted to ﬁt an average
  human, elf or half-elf, while only 10% of these cloaks are crafted
  to ﬁt a halﬂing, gnome or dwarf.
  Surroundings
  Hide
  Heavy growth
  100%
  99%
  Light growth
  Open ﬁelds
  95%
  98%
  Rocky terrain
  Buildings
  90%
  50%
  Brightly lit room
  Underground w/torch
  95%
  90%
  Observer has infravision
  Light/continual light
  50%
  Cloak of the Manta Ray:
  This magical cloak is crafted to ap-
  pear to be made of mundane black leather but radiates an aura of
  magic if detect magic is cast. If worn while submerged in salt wa-
  ter, the cloak merges with its wearer and his equipment, grant-
  ing him the shape, color and appearance of a manta ray. Only
  upon close inspection will a creature gain a 10% chance to de-
  termine that the cloak and its wearer is not a real manta ray.
  The wearer can breathe water and gains a swimming speed of
  18. His AC while underwater is base 6, modiﬁed by the enchant-
  ment bonuses of any magical protections or magical armor worn.
  Wearing +2 plate mail supplies a −2 bonus to his AC, as does a
  +2 shield, +2 cloak or +2 ring of protection. The wearer gains a tail
  spine as a natural attack form, inﬂicting 1d6 points of damage per
  252
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  successful hit, and he can release his arms from the cloak without
  penalty to perform other actions.
  Cloak of Poisonousness:
  This accursed cloak is usually crafted
  to appear to be made of mundane wool, in any style or color, but
  radiates an aura of magic if detect magic is cast. The cloak can be
  touched and handled normally, but when worn, its wearer imme-
  diately dies from poison without the beneﬁt of a save. A remove
  curse spell renders the cloak mundane (it will no longer radiate
  magic) and must be used to remove the cloak from a freshly dead
  body. The cloak can otherwise be removed only after its victim
  has decayed to bones. The poison is so powerful that a neutral-
  ize poison spell must be cast to cleanse it from the body, before a
  raise dead or even a resurrection can be successfully cast. Even af-
  ter cleansing the poison, a creature killed by this cloak suffers a
  10% penalty to his constitution—resurrection chance.
  Cloak of Protection:
  This magical cloak is crafted to appear as
  a mundane cloak made of any material, in any style or color, but
  radiates an aura of enchantment if detect magic is cast. It provides
  a bonus to its wearer’s AC and all of his saving throws, as deter-
  mined by the table below. It will not provide a bonus if a shield
  is used or any armor besides mundane leather or padded armor
  is worn.
  1d100
  Bonus
  01–35
  +1
  36–65
  +2
  66–85
  +3
  86–95
  +4
  96–00
  +5
  Robe of the Archmagi:
  This magical robe appears to be a mun-
  dane robe of any material, in any style, but radiates an aura of
  magic if detect magic is cast. If detect evil/good or know alignment is
  cast, the robe also radiates an alignment. They are always black,
  white or grey in color. White robes radiate a neutral good align-
  ment, grey robes radiate a neutral alignment and black robes
  radiate a neutral evil alignment. Approximately 45% are good
  aligned, 30% are neutral, and 25% are evilly aligned, but if not
  being worn when ﬁrst discovered, they may or may not display
  their true color (roll 1d3 to determine). When worn by a wizard,
  including any specialist mage, the robe assumes its true color (if
  it is not already that color).
  When worn by a mage of appropriate alignment, the robe’s
  power bestows upon him a base AC of 5, a 5% magic resistance,
  and a +1 bonus to his saving throws. The robes are most useful to
  those wizards of appropriate alignment who are also able to cast
  any or all of the following spells: charm, charm monster, friends,
  hold monster, hold person, polymorph other, and suggestion. If a wiz-
  ard casts any of these spells while wearing the robe, the subject’s
  magic resistance is reduced by 20% and their saving throws suffer
  a −4 penalty.
  If an evil wizard wears a white robe or a good wizard wears a
  black robe, he immediately suffers 11d4 + 7 points of damage and
  loses (11d4 + 7) × 1,000 experience points. If an evil or good wiz-
  ard wears a grey robe or a neutral wizard wears a white or black
  robe, he suffers 6d4 points of damage and loses 6d4 × 1,000 ex-
  perience points, and his alignment will be uncontrollably shifted
  one step towards the alignment (good, evil or neutral) of the robe.
  This will allow the wizard to activate the robe’s powers (as appli-
  cable). The wizard will require atonement from an appropriately
  aligned priest to regain his original alignment.
  Robe of Blending:
  This magical robe is crafted to appear as a
  mundane robe made of any material in any style or color. Fur-
  thermore, it is enchanted so that it does not radiate magic when
  detect magic is cast. Its magical nature becomes apparent however,
  as soon as it is worn.
  The power of the robe allows its wearer to appear to be part of
  a rock, wall or plant, or he may appear to be a speciﬁc creature
  of his choice. The wearer must state in which form he wishes to
  appear when multiple forms are available, and he cannot appear
  to be more than double, nor less than half, his normal height.
  The power of the robe duplicates colors, shapes and odors, but
  the wearer does not gain the ability to understand a creature’s
  language or imitate sounds.
  The wearer’s allies can see him normally. Any other observer
  within 30 feet who has an intelligence score of 15 or higher gains
  a base 1% chance per point of their intelligence score to see the
  wearer.
  Those observers with an intelligence score of at least
  5 and with 10 or more HD/levels gain a base 1% chance per
  HD/level to see the wearer. The chances are cumulative so that a
  12 HD creature with an intelligence score of 16 has a 28% chance.
  Each qualiﬁed observer is allowed to make a new check each turn
  that he remains within 30 feet of the robe. If the wearer moves
  faster than one-half his base movement value or engages in any
  form of combat while attempting to blend into the background,
  the effect is ruined. However, if he moves at a slower speed or
  if the power of the robe is used to cause its wearer to appear to
  be a creature, the effect is not automatically ruined, but qualiﬁed
  observers within range are granted an immediate new check.
  Robe of Eyes:
  This magical robe is crafted to appear as a mun-
  dane robe made of any material, in any style or color, but radiates
  an aura of magic if detect magic is cast. When worn by a wizard,
  including any specialist mages, he sees small magical eyes cover-
  ing the surface of the robe.
  The wizard who wears the robe gains tracking abilities equiv-
  alent to a 12th level ranger. He is able to see in all directions at
  once and gains 120-foot infravision. He can see invisible, hidden
  or camouﬂaged creatures and items. Those that are displaced
  or out-of-phase appear in their actual positions. The wizard be-
  comes nearly impossible to surprise or ambush, but he cannot see
  creatures and objects that are astral or ethereal. Likewise, he can-
  not see through solid objects or detect illusions, nor is he granted
  any bonus when attempting to locate a secret door.
  A light spell cast directly on the robe blinds it for 1d3 rounds,
  and a continual light spell blinds it for 2d4 rounds. The wizard
  is granted a saving throw to avoid the effect as if the spell had
  targeted his own eyes. The GM should also note that while wear-
  ing the robe, the wizard is susceptible to gaze attacks from any
  and all directions. If the wizard rolls a successful saving throw
  (as applicable) against a gaze attack, the gaze of the robe is also
  averted.
  Robe of Powerlessness:
  This accursed robe is crafted to appear
  as a mundane robe made of any material, in any style or color,
  but radiates an aura of magic if detect magic is cast. Low-level
  divination spells may reveal it to be a robe of eyes or other ben-
  eﬁcial robe, but when worn by a wizard, including any special-
  ist mage, the robe’s curse immediately reduces his strength and
  intelligence scores to 3. The loss of strength causes an almost
  complete loss of weight allowance. This can severely reduce his
  movement value or even pin him to the ground until the excess
  encumbrance is removed. The loss of intelligence causes a com-
  plete loss of spell casting ability, language ability beyond his na-
  tive tongue, and other important knowledge (such as how to ac-
  tivate magical items). The robe can be removed from its victim
  normally, but it remains cursed until a remove curse is cast directly
  upon it. A remove curse spell followed by a heal spell must be cast
  upon the wizard to restore his ability scores.
  Robe of Scintillating Colors:
  This magical robe is crafted to ap-
  pear to be of slightly better than average quality in both material
  and workmanship and radiates an aura of magic if detect magic is
  cast. Only a priest, including a druid, or mage with access to the
  school of illusion, who also has an intelligence score of no less
  253
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  than 15 and a wisdom score of no less then 13, can activate the
  power of this robe.
  The robe requires one round of activation time. The wearer
  cannot perform any actions during the round in which he ac-
  tivates the robe.
  Thereafter, it becomes a shifting pattern of
  sparkling hues casting a rainbow of dazzling and hypnotic light
  in a 40-foot diameter sphere. All opponents within the effective
  area of the light must check their magic resistance (as applicable)
  and roll a successful saving throw vs. spell, modiﬁed by their
  wisdom—mental defense modiﬁer. Those who fail this save be-
  come hypnotized for 1d4 + 1 rounds (similar to the effect of a hyp-
  notic pattern spell). If the robe is still active when the effect ends,
  the victim must roll another successful magic resistance and/or
  saving throw or be immediately hypnotized again. In addition,
  the light inﬂicts a cumulative −1 penalty per round to all attacks
  made against the wearer (up to a maximum penalty of −5). This
  applies to those who make a successful save or are outside the
  effective area.
  After the robe has been fully activated, the wearer can act nor-
  mally, but if he moves more than 10 feet from his original location
  the effects may end. Though the robe is still active, all hypno-
  tized victims are released (subject to further saving throws), and
  the cumulative attack penalty is reduced to −1.
  Furthermore, if the GM determines a situation to be non-
  hostile, he may allow the hypnotic effect to last for 1d4 + 1 turns,
  rather than rounds.
  Robe of Stars:
  This magical robe is crafted to appear as a mun-
  dane robe made of any material, in any style or color, but radiates
  a strong aura of transmutation and evocation magic. Only a wiz-
  ard with access to the transmutation school of magic can fully ac-
  tivate the powers of this robe. However, any wizard who wears
  this robe, including any specialist mage, gains a +1 bonus on all
  saving throws and can see that it is covered with embroidered
  stars.
  When worn by any wizard with access to the school of trans-
  mutation, the powers of the robe allows its wearer to physically
  travel alone to the Astral Plane, along with all of the equipment
  that he wears or carries (refer to the plane shift spell). A wizard
  with access to the school of transmutation can also use the power
  of the robe to survive in the void of outer space.
  When worn by any wizard with access to either the school of
  evocation or of transmutation, six of the star shaped embroideries
  magically glitter. These stars, located near the wearer’s chest,
  can be thrown as if they were +5 enchanted darts, except that all
  range categories are halved, and they inﬂict 2d4 points of dam-
  age per successful hit (not including the enchantment bonus). If
  the wizard does not possess combat skill with darts, unskilled
  penalties apply. If 5 or fewer glittering stars are thrown, they
  are replenished at a rate of one per day. However, if the last of
  them is ever thrown, the robe permanently looses all of its powers
  (including the powers of astral travel and surviving in the void,
  above) and becomes a mundane robe of superior workmanship.
  Robe of Useful Items:
  This magical robe is crafted to appear
  as a mundane robe made of any material, in any style or color,
  but radiates an aura of magic if detect magic is cast. Any wizard
  who wears this robe can see that its surface is covered with cloth
  patches with various symbols on them, but only a wizard with
  access to the school of transmutation can interpret the meaning
  of these symbols or detach any of the patches. When a patch is
  detached, it transforms into the item that is represented by the
  symbol. Only one patch can be detached per round. Once re-
  moved, a patch cannot be replaced.
  A robe always has at least two each of the following patches:
  dagger, hooded lantern (ﬁlled and lit), large mirror, 10-foot pole,
  50 feet of hemp rope and large sack. Robes can have up to 4d4
  additional patches. The GM can select the additional items stored
  in the robe by consulting the following table, or he can roll 1d100.
  Items may be duplicated as many times as the GM deems appro-
  priate.
  Result
  1d100
  01–08
  Bag of 100 gp
  Silver coffer (
  09–15
  1⁄2 × 1⁄2 × 1 feet) worth 500 gp
  16–22
  Barred iron door (up to 10 × 10 feet, upright only);
  Automatically attaches and hinges into place
  23–30
  10 gems, 100 gp each
  31–44
  Wooden ladder, 24 feet long
  45–51
  Mule w/ one large or two small saddle bags
  52–59
  Pit (10 × 10 × 10 feet deep)
  60–68
  Potion of extra-healing
  69–75
  Rowboat, 12’ long
  76–83
  Scroll with one random wizard spell
  84–90
  Two war dogs
  Window (2
  91–96
  × 4 feet, up to 2 feet deep, any
  orientation); Automatically attaches and hinges into
  place
  97–00
  Roll twice
  Robe of Vermin:
  Despite its common name, this accursed item
  of apparel can be crafted to appear as either a mundane cloak or
  robe made of any material, in any style or color, but radiates an
  aura of enchantment if detect magic is cast. When worn, it func-
  tions as a robe of blending, a +1 cloak of protection or other magical
  cloak that can be worn by any character class.
  The curse of the robe becomes active as soon as the wearer be-
  comes involved in combat. The robe (or cloak) instantly ﬁlls with
  tiny, crawling, biting insects that immediately begin to bite the
  wearer. Although the wearer suffers no damage, he must imme-
  diately stop his current actions during the round that the curse
  activates. Any spell casting, attacks with weapons or other ac-
  tions automatically fail that round. Thereafter, the wearer auto-
  matically loses initiative each round, and each spell that he casts
  or command word he speaks (as applicable to activate a magic
  item) has a 50% chance to fail. In addition, all movement, attacks
  with weapons, and other actions requiring manual activity are at
  half normal speed or have half the normal chance of success as
  applicable.
  The effect of the curse ends when the current combat ends but
  resumes each time the wearer enters combat. After the ﬁrst time
  the curse activates, the robe cannot be removed from its wearer
  except by a remove curse spell or similar effect. The robe remains
  cursed until a remove curse is cast directly upon it.
  254
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  BOOTS & GLOVES
  Boots are crafted from leather, cloth and/or fur. Their color is
  usually brown or black, but they can be of any color, especially
  if crafted from unusual materials. Determining the style of boot
  is entirely optional. If the GM chooses to use styles, they can be
  a detailed reﬂection of a world’s cultural and regional ﬂavor or
  be as simple as male vs. female, warm weather vs. cold weather,
  hard vs. soft, calf-, knee- or thigh-high, or plain vs. fancy. Un-
  like robes and cloaks, magical boots shrink or expand to ﬁt any
  human-shaped feet from the size of a pixie to the size of a giant.
  Magical boots must be worn as a matched pair or their powers
  do not operate. Unless otherwise stated, they radiate a dim aura
  of the appropriate school of magic when detect magic is cast.
  Bracers are crafted as thick bands made of either metal or hard-
  ened leather that are ordinarily included with every set of ar-
  mor. These bands are then strapped, buckled or tied to a human-
  shaped creature’s forearm. Most known magical bracers improve
  the wearer’s combat ability, but they may be enchanted to serve
  other purposes.
  Magical bracers shrink or expand to ﬁt any
  human-shaped forearms from the size of a pixie to the size of
  a giant but must be worn as a matched pair or their powers do
  not function.
  Gauntlets are armored gloves that are ordinarily included with
  every set of armor. Magical gauntlets are crafted from the same
  materials as the mundane versions, such as hardened leather,
  plates of metal, chain, etc., but they are lighter and easier to
  wear.
  Magical gauntlets shrink or expand to ﬁt any human-
  shaped hands from the size of a pixie to the size of a giant but
  must be worn as a matched pair or their powers do not function.
  Gloves can be crafted of cloth, wool, fur and/or other material,
  in any color, and may or may not include embroidery, gemstones
  or other decoration.
  However, due to the combat-related na-
  ture of most magical gloves, they are often crafted of unadorned,
  supple leather. Magical gloves also shrink or expand to ﬁt any
  human-shaped hands, from the size of a pixie to the size of a gi-
  ant and ﬁt the wearer’s hand tightly to allow for a ﬁrm grip upon
  items or weapons. They must be worn as a matched pair or their
  powers do not function.
  Slippers are light shoes crafted of soft, comfortable materials,
  such as soft leather, fur, silk, and/or ﬁnely spun cloth. They are
  often elaborately adorned with embroidery, gemstones and other
  Table B.30: Boots and Gloves
  1d20
  Item
  XP
  1
  Boots of Dancing
  Accursed
  2
  Boots of Elvenkind
  1,000
  3
  Boots of Levitation
  2,000
  4
  Boots of Speed
  2,500
  5
  Boots of Striding and Springing
  2,500
  6
  Boots of the North
  1,500
  7
  Boots of Varied Tracks
  1,500
  8
  Boots, Winged
  2,000
  9
  Bracers of Archery (Warrior)
  1,000
  10
  Bracers of Brachiating
  1,000
  11–12
  Bracers of Defense
  *
  13
  Bracers of Defenselessness
  Accursed
  14
  Gauntlets of Dexterity
  1,000
  15
  Gauntlets of Fumbling
  Accursed
  16
  Gauntlets of Ogre Power
  (Priest/Rogue/Warrior)
  1,000
  17
  Gauntlets of Swimming and Climbing
  (Priest/Rogue/Warrior)
  1,000
  18
  Gloves of Missile Snaring
  1,500
  19
  Slippers of Spider Climbing
  1,000
  20
  GM’s Choice
  –
  *Subtract the bracer’s AC from 10 and multiply by 500 to
  determine the XP amount.
  decorations. Their mundane purposes include keeping one’s feet
  warm when walking across a cold ﬂoor at night, and dancers of-
  ten wear slippers during performances. Magical slippers shrink
  or expand to ﬁt any human-shaped feet, from the size of a pixie
  to the size of a giant but must be worn as a matched pair or their
  powers do not function.
  Boots of Dancing:
  These accursed boots are crafted in the form
  and function of one of the other beneﬁcial pairs of magical boots
  (GM’s choice). The boots will perfectly imitate the powers of the
  pre-selected pair of magical boots in normal situations. The curse
  of the boots becomes active as soon as the wearer is attacked or
  attempts to avoid combat by ﬂeeing. The wearer immediately
  begins to dance uncontrollably as if an irresistible dance spell had
  been cast on him.
  The effect of the curse ends when the current combat ends but
  resumes each time the wearer is attacked, enters or attempts to
  ﬂee combat. After the ﬁrst time the curse activates, the boots can-
  not be removed from their wearer except by a remove curse spell
  or similar effect. The boots remain cursed until a remove curse is
  cast directly upon them.
  Boots of Elvenkind:
  These magical boots are always crafted of
  the softest leather in the colors and styles favored by most av-
  erage elves in the GM’s world. Their power allows the wearer
  to move stealthily (as a rogue, q.v.) with a base 100% chance of
  success under perfect conditions. If the wearer is attempting to
  move stealthily across a particularly noisy surface, a penalty of
  up to 5% is applied. The GM should also apply any armor, dex-
  terity and racial penalties.
  Boots of Levitation:
  These magical boots are usually crafted of
  soft leather in any style. Their power allows the wearer to levitate
  as if affected by the levitate spell. He is able to ascend or de-
  scend vertically at will, with a speed of 20 feet per round and an
  unlimited duration. The boots have a limited weight allowance
  determined by rolling 1d20 × 14 and adding 280 once for each
  pair. This creates a range between 294 and 560 pounds that they
  are able to levitate. Some large-sized and larger creatures will be
  able to wear a pair of these magical boots but will be too heavy
  to activate their powers of levitation.
  Boots of the North:
  These magical boots are often crafted of fur
  and bound with strips of leather from an artic dwelling animal in
  the styles favored by humans living in artic climates of the GM’s
  world. Their power allows the wearer to travel across snow at his
  normal movement value without leaving tracks and across slip-
  pery, wet ice at half his normal movement value without falling,
  as long as he is on a reasonably level, horizontal surface. The
  boots keep the wearer warm, allowing him to remain comfort-
  able in temperatures down to −50◦F, even if only wearing a thin
  robe and a loincloth, and down to −100◦F if he is wearing cold
  weather gear.
  Boots of Speed:
  These magical boots can be crafted of any ma-
  terial and in any style. Their power grants the wearer a base
  movement value of up to 24.
  The power of the boots cannot
  be combined with haste or other similar magic. The boots are
  most useful to small-sized, human-shaped creatures and those
  that weigh very little or are only non-encumbered or lightly en-
  cumbered. Reduce the wearer’s base movement value by 1 for
  every 10 pounds of combined weight of the wearer and the gear
  that he wears or carries. For example, a 175-pound human wear-
  ing the boots and carrying 55 pounds of gear weighs 230 pounds
  and has a base movement value of 21. Heavier and more en-
  cumbered wearers suffer progressive movement penalties until
  the boots no longer provide a beneﬁt to the wearer. The wearer
  can travel at the increased movement value for up to 8 continu-
  ous hours, but for every continuous hour that the wearer moves
  faster than his normal movement value he must rest for a contin-
  255
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  uous hour. In combat, the wearer gains a +2 bonus to his AC if
  he is able to move freely at the increased movement value. This
  combat bonus is negated automatically if the wearer is resting
  from continuous use, bound or otherwise unable to move, but
  the GM makes the ﬁnal determination in all circumstances.
  Boots of Striding and Springing:
  These magical boots can be
  crafted of any material and in any style. Their power grants any
  wearer a movement value of 12 and a single stride of up to three
  feet long. In addition, these boots allow the wearer to spring for-
  ward up to 30 feet, backwards up to 9 feet backwards, and verti-
  cally 15 feet. The boots are therefore most useful to small-sized,
  human-shaped creatures, others with a normal movement value
  of less than 12 and those that are heavily encumbered. The pow-
  ers of the boots remain active for up to 12 continuous hours but
  then must recharge for 12 hours each day. The power of the boots
  cannot be combined with haste or other similar magic.
  In combat, the power of the boots grants the wearer a +1 bonus
  to his AC and allows him to make spring attacks. Using either
  power requires that he is able to move freely at an increased
  movement value. A spring attack allows the wearer to move nor-
  mally before making an attack and then spring away in any direc-
  tion after making their attack. A spring attack can be potentially
  hazardous to the wearer. There is a base 20% chance that the
  wearer stumbles upon landing and is stunned for the next round.
  Reduce the chance of stumbling 3% for each point of the wearer’s
  Dexterity score above 12. These combat bonuses are negated au-
  tomatically if the boots are recharging, or if the wearer is bound
  or otherwise unable to move. The GM makes the ﬁnal determi-
  nation in all circumstances.
  Boots of Varied Tracks:
  These magical boots can be crafted of
  any material and in any style. Their power allows the wearer to
  change the size of his footprints from small to large and to make
  them appear to be bare feet or shod. In addition, each pair of
  boots is known to possess the power to create four speciﬁc types
  of tracks. Roll a d16 (1d8 with 1d6 high or low control die) four
  times to determine the speciﬁc tracks.
  1d16
  Tracks
  1
  Basilisk
  2
  Bear
  3
  Boar
  4
  Bull
  5
  Camel
  6
  Dog
  7
  Giant, hill
  8
  Goat
  9
  Horse
  10
  Lion
  11
  Mule
  12
  Rabbit
  13
  Stag
  14
  Tiger
  15
  Wolf
  16
  Wyvern
  wear a pair of these magical boots but will be too heavy to acti-
  vate their powers of ﬂight.
  There are four known types of winged boots with differing ma-
  neuver class and aerial movement values (though all are speed
  class 2 (average)). Roll 1d4 and consult the following table.
  1d4
  Move
  Man.
  1
  15
  1 (perfect)
  2
  18
  2 (good)
  3
  21
  3 (average)
  4
  24
  4 (poor)
  Bracers of Archery:
  These magical bracers are usually crafted
  to appear as mundane, leather forearm protectors of the style
  worn with light armor. The power of the bracers enables a war-
  rior to wield any normal or composite longbow or short bow as if
  they possessed the combat skill in its use. This combat skill does
  not extend to crossbows of any sort. If the warrior already pos-
  sesses combat skill with the bow in hand, he gains a +2 bonus to
  THACO and a +1 bonus to damage when attacking with a bow.
  These bonuses stack with all other attack and damage bonuses,
  except those granted by weapon specialization.
  Bracers of Brachiation:
  These magical bracers are usually
  crafted to appear as mundane, leather forearm protectors of the
  style worn with light armor. Their power allows any human-
  shaped creature to climb trees, vines, ropes, poles, gutters, stat-
  ues and other similar easily graspable objects that can support its
  weight with a movement value of 6. He can swing from these ob-
  jects freely and travel above the ground by swinging and leaping
  through this environment. The wearer can travel through this en-
  vironment with a movement value of 3, 6, or 9 depending upon
  how plentiful and close together the objects are to each other. He
  can jump 30 feet forward, 9 feet backward, or 15 feet straight up
  while moving through this environment.
  Bracers of Defense:
  These magical bracers are usually crafted
  to appear as mundane, metal forearm protectors of the style worn
  with medium or heavy armor. Their power bestows magical pro-
  tection to an unarmored wearer as if he were wearing armor and
  carrying a shield. The protection is negated if the wearer actually
  wears armor or carries a shield of any sort or is protected by a
  shield spell or similar magic, but it stacks with all other mundane
  and magical bonuses to AC. There are several known types of
  these bracers granting the AC value equivalent to various types
  of armor. Roll 1d100 and consult the following table.
  1d100
  Armor Type Equivalent
  AC
  01–05
  Padded
  8
  06–15
  Leather and shield
  7
  16–35
  Studded leather and shield
  6
  36–50
  Scale mail and shield
  5
  51–70
  Chain mail and shield
  4
  71–85
  Banded mail and shield
  3
  86–00
  Plate mail and shield
  2
  Bracers of Defenselessness:
  These accursed bracers are crafted
  to appear and function as bracers of defense. However, whenever
  the wearer is attacked in a combat situation, the curse becomes
  active and reduces the wearer’s armor class to 10, negating any
  and all bonuses to AC, including dexterity bonuses and protec-
  tion from wearing armor or carrying a shield.
  The effect of the curse ends when the current combat ends but
  resumes each time the wearer is attacked. After the ﬁrst time the
  curse activates, the bracers cannot be removed from their wearer
  except by a remove curse spell or similar effect. The bracers remain
  cursed until a remove curse is cast directly upon them.
  Boots, Winged:
  These magical boots can be crafted of any ma-
  terial and in any style. They radiate a faint aura of enchantment
  and transmutation when detect magic is cast. When the wearer
  concentrates, the boots sprout wings at their heels allowing ﬂight
  for up to two hours per day. If the wearer exceeds this time limit
  during ﬂight, the power of the boots allow the wearer to safely
  hover to the ground as if affected by a feather fall spell. The boots
  must recharge for a continuous 12 hours to regain each hour of
  ﬂight time used. The boots have a limited weight allowance de-
  termined by rolling 1d20 × 14 and adding 280 once for each pair.
  This creates a range between 294 and 560 pounds that they are
  able to lift. Some large-sized and larger creatures will be able to
  256
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  Gauntlets of Dexterity:
  These magical gauntlets are usually
  crafted to appear as mundane, leather hand protectors of the
  style worn with light armor. Their power grants a bonus to the
  wearer’s dexterity score, increasing the score up to the wearer’s
  racial maximum. The amount of the bonus depends upon the
  wearer’s original dexterity score as shown on the table below.
  Wearer’s Dexterity
  Dexterity Bonus
  6 or less
  +4
  +2
  7–13
  14 or greater
  +1
  In addition, the power of these gauntlets allows a wearer who
  does not already possess the thieving skills to pick pockets and
  open locks (qq.v.) to do so as if he were a 4th level thief (including
  all racial modiﬁers, as well as those from armor worn and im-
  proved dexterity score). If worn by one who possesses thieving
  skills that already exceed this level, their pick pockets and open
  locks abilities gain a bonus of 10% each, as well as any bonus
  granted from the improved dexterity score.
  Gauntlets of Fumbling:
  These accursed gauntlets are crafted
  either in the form of gauntlets of dexterity or gauntlets of ogre power.
  The gauntlets function as their counterparts in normal situations,
  but the curse becomes active whenever the wearer is attacked or
  otherwise caught in a life-threatening situation. The wearer im-
  mediately loses 2 points from his dexterity score, and becomes
  extremely clumsy. He has a 50% chance to drop any object he
  holds in his hands.
  The effect of the curse ends when the current combat ends but
  resumes each time the wearer is attacked or otherwise is in dan-
  ger. After the ﬁrst time the curse activates, the gauntlets cannot
  be removed from their wearer except by a remove curse or wish
  spell. The gauntlets remain cursed until a remove curse is cast di-
  rectly upon them.
  Gauntlets of Ogre Power:
  These magical bracers are most often
  crafted to appear as mundane, metal hand protectors of the style
  worn with medium or heavy armor. Only warriors, rogues and
  priests (excluding druids) can activate their power.
  Their power imbues the wearer’s hands, arms, and shoul-
  ders with a strength score of 18/00. The wearer gains the com-
  bat bonuses of the increased strength score and a higher chance
  to bend bars/lift portcullis. He gains no beneﬁts to any other
  strength related scores such as opening doors or encumbrance
  values. The power of the gauntlets do not stack with any other
  strength related effects except those of a girdle of giant strength
  when a magical war hammer is used in combat.
  Gauntlets
  of
  Swimming
  and
  Climbing:
  These
  magical
  gauntlets are usually crafted to appear as mundane, leather hand
  protectors of the style worn with light armor.
  Only warriors,
  rogues and priests (including druids) can activate their power.
  Their power allows the wearer to swim with a movement value
  of 15 underwater and 18 on the surface. However, they do not
  provide any ability to breathe underwater.
  In addition, their
  power grants their wearer the thieving skill to climb walls with
  a base 95% chance of success.
  Those already possessing this
  thieving skill are granted a base 99% chance of success. Modify
  this chance to include all racial modiﬁers, as well as those from
  armor worn and the wearer’s dexterity score.
  Gloves of Missile Snaring:
  These magical gloves are usually
  crafted of light, supple leather without any adornment but can be
  of any material, in any color or style. They radiate a faint aura of
  enchantment and transmutation if detect magic is cast. Once worn,
  they immediately blend with the wearer’s hands rendering the
  gloves unnoticeable unless a viewer is within 5 feet. The wearer
  can avoid suffering damage by catching most hurled weapons or
  missile ammunition that target him (including such things as ar-
  rows, bolts, darts, bullets, stones, javelins, axes, hammers, spears,
  etc.). He may catch up to two such missiles (one in each hand)
  per round provided each hand is free. Thrown weapons and am-
  munition with enchantment bonuses can be caught but not siege
  missiles, rocks thrown by giants or weapons created by a spell
  effect (such as acid arrow or magic missile). If the GM has any
  doubt that the wearer would be able to catch a missile due to its
  size, weight or magical nature, he should disallow it. A hurled
  weapon (but not ammunition) can be hurled back at its owner in
  the form of an attack during the following or subsequent round.
  All combat bonuses and penalties apply normally, including off-
  hand and non-skilled penalties (as applicable). A weapon en-
  chanted to magically return to its owner can be caught (prevent-
  ing damage to the wearer of the gloves) but if hurled back, re-
  turns to its owner without harming him.
  Slippers of Spider Climbing:
  These magical slippers can be
  crafted in any material, style and color. They radiate a faint aura
  of transmutation if detect magic is cast. Their power allows the
  wearer to travel on vertical surfaces and hang upside down from
  ceilings as if he were under the effect of a spider climb spell.
  GIRDLES & HELMS
  A girdle is a type of belt. Similar to a normal belt, it is crafted pri-
  marily of leather and metal buckles but may include more exotic
  materials such as shell, stone, ivory, bone or other. A girdle may
  be plain or elaborately decorated, with engravings in the leather
  and engraved and bejeweled metal plates attached. It is likewise
  designed to carry pouches, scabbards and other objects; however,
  a girdle is usually wider and designed to be worn higher on the
  body. It cannot be used to hold up a pair of pants, but can be
  used to hold a cloak or robe closed. Magical girdles adjust to ﬁt
  around the waist of any human-shaped creature.
  A hat can be crafted in many different materials and in many
  different styles. The style is dependent upon the cultures found
  in the GM’s world.
  Unless otherwise stated in its description, a helm can be crafted
  in the form of any of the helmets listed in the standard equipment
  section. In addition to its magical powers, a magical helm has the
  same properties as its mundane counterpart.
  To wear a magical hat or magical helm and activate its powers,
  a creature must have a head. A head is considered to be any
  appendage that contains at least half of the creature’s standard
  sensory organs or at least half of the creature’s brain. Magical
  hats and helms shrink or expand to ﬁt any size head.
  Table B.31: Girdles and Helms
  1d20
  Item
  XP
  1–3
  Girdle of Dwarvenkind
  3,500
  Girdle of Feminity/Masculinity
  4
  (Priest/Rogue/Warrior)
  Accursed
  5–6
  Girdle of Giant Strength
  (Priest/Rogue/Warrior)
  2,000
  7–9
  Girdle of Many Pouches
  1,000
  10
  Hat of Disguise
  1,000
  11
  Hat of Stupidity
  Accursed
  12
  Helm of Brilliance
  2,500
  13–14
  Helm of Comprehension
  1,000
  15
  Helm of Opposite Alignment
  Accursed
  16
  Helm of Telepathy
  3,000
  17
  Helm of Teleportation
  2,500
  18-19
  Helm of Underwater Action
  1,000
  20
  GM’s Choice
  –
  257
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Girdle of Dwarvenkind:
  This magical girdle is usually crafted
  from materials and in the style favored by most average dwarves
  found in the GM’s world. For as long as the girdle is worn, its
  power makes the wearer more dwarf-like in appearance, attitude
  and abilities. The wearer’s charisma score is reduced by 1 point
  when dealing with all non-dwarves, but is increased by 1 point
  when dealing with halﬂings and gnomes, and is increased by 2
  points when dealing with dwarves. These modiﬁers cannot re-
  duce or increase the wearer’s charisma score beyond his racial
  limits. The power of the girdle also grants its wearer infravision
  60’, the ability to understand, speak and read the dwarven lan-
  guage and the stone cunning abilities of dwarves. Furthermore,
  the wearer’s constitution score is increased by 1 point (up to his
  racial maximum), and he gains a dwarf’s magic and poison re-
  sistance bonuses (qq.v.) based upon the increased constitution
  score. The power of the girdle does not allow a non-dwarf to use
  a dwarven thrower hammer, nor does he suffer any magical item
  malfunction chance (qq.v.). The wearer does not gain a dwarf’s
  combat training vs. giants, etc. nor does he gain combat bonuses
  against the dwarf’s favored enemies (qq.v.). If the girdle is re-
  moved, all ability score modiﬁers and other effects immediately
  end.
  Girdle of Femininity/Masculinity:
  This accursed girdle is
  crafted in the form of one of the various girdles of giant strength.
  Its curse only affects one who belongs to the priest, rogue or war-
  rior class. When worn, the curse immediately activates and the
  wearer’s sex is changed. 90% of the time the change is to the op-
  posite sex, but 10% of the time all of the wearer’s reproductive
  organs vanish. The girdle then completely loses all of its power.
  The effect of the curse is difﬁcult to reverse. Divine intervention is
  the only method with a 100% certainty of success. If the wearer’s
  sex was not completely neutralized by wearing the girdle, then
  ﬁnding and wearing a second girdle has a 90% chance to reverse
  the effect and a 10% chance to neuter the wearer. A wish spell has
  only a 50% chance to reverse the effect.
  Girdle of Giant Strength:
  This magical girdle is usually crafted
  in the form of a mundane broad leather waist belt. Its power only
  beneﬁts one who belongs to the priest, rogue or warrior class.
  When worn, the girdle increases the wearer’s strength score to
  that of a particular giant. The GM may roll 1d100 and consult the
  following table.
  The wearer can also throw rocks as if he had consumed a potion
  of giant strength. The power of this girdle does not stack with any
  other strength related effects, except when gauntlets of ogre power
  are worn, and the wearer is also using a magical war hammer in
  combat.
  Girdle of Many Pouches:
  This magical girdle is crafted in the
  form of a well made but otherwise mundane waist belt. It radi-
  ates a strong aura of enchantment and a moderate aura of trans-
  mutation if detect magic is cast. There are 8 pouches visible in-
  side the front of the girdle. Inside each visible pouch are 7 more
  pouches for a total of sixty-four magical pouches. Each of the 64
  pouches opens to a pocket dimension in Non-dimensional Space
  that holds up to one cubic foot of material weighing up to 10
  pounds. The wearer merely concentrates, and the girdle automat-
  ically opens to the desired item or to an empty pouch to deposit a
  new item. This girdle is of utmost utility for carrying a wizard’s
  spell components and other small items, but anyone can beneﬁt
  from its use. In all other ways, it acts as a bag of holding.
  Hat of Disguise:
  This magical hat can be crafted in any mate-
  rial, color and style. It radiates an aura of illusion if detect magic
  is cast. Its power creates an illusion that allows the wearer to in-
  stantly change his appearance. The wearer can change the ap-
  pearance of his facial features, gender, complexion, as well as
  the color of his hair and eyes. The wearer can alter his appar-
  ent height by up to +/- 25%, and his weight up to +/- 50%. The
  appearance of the wearer’s clothing and equipment can also be
  altered slightly by this hat. The GM should allow just enough
  of a change in appearance to provide a reasonable disguise. The
  apparent color, size and shape of an item can be changed, but
  not its speciﬁc function. For example, a short green cloak may
  be made to appear as a long red robe. Weapons will continue to
  resemble weapons, but a long sword may be made to look like
  a short sword or a bastard sword as the wearer chooses. A staff
  may be made to look like a club or vice versa. The hat can change
  its own appearance to that of any kind of visible headgear such
  as a comb, a different hat, a ribbon, headband, cap, helmet, etc.,
  but the entire illusion is ended if the hat is removed.
  Hat of Stupidity:
  This accursed hat can be crafted in any mate-
  rial, color and style. It radiates an aura of illusion if detect magic
  is cast. Low-level divination spells will determine that it is a hat
  of disguise or other beneﬁcial hat that the GM may have devised.
  However, as soon as the hat is worn, the wearer’s intelligence
  score is reduced to 7. If the wearer’s intelligence score is already
  7 or less, then only a −1 penalty is deducted. The hat can only
  be removed with a successful remove curse spell, which also re-
  stores the wearer’s intelligence score.
  Helm of Brilliance:
  This magical helm is crafted to appear and
  function as if it were a mundane, metal helmet, usually of the
  open-face, close-face or great helm style. It radiates an aura of
  magic if detect magic is cast, but requires the wearer to speak a
  command word to activate its powers. Once active, the helm re-
  veals its true nature and appearance—a glittering, polished silver
  and steel helmet (in the original mundane style). It is crafted with
  gem-tipped spikes, arranged to make the helmet appear crown-
  like, as well. The helms are crafted with 10 diamonds, 20 rubies,
  30 ﬁre opals and 40 opals, but this number could be less depend-
  ing on how many gems were used by any previous owner(s).
  Shining a bright light upon the helm after it has been activated
  causes the helm to sparkle with the colors of the gems, and re-
  ﬂect the light in all directions.
  Each type of gem is enchanted with a speciﬁc spell-like power
  as shown on the following table. Only one gem can be activated
  each round, and each gem can perform its power only once.
  Once a helm has been activated, it provides a continuous +2 en-
  chantment bonus to its wearer’s AC (meaning that a total 3 points
  of AC are lost if the helm is removed while also wearing armor),
  and it confers the following additional magical effects and pow-
  ers to its wearer:
  Undead Alert: If undead approach within 30 feet, the helm
  glows with a bluish light. Intelligent undead within this range
  suffer 1d6 points of damage per round.
  Girdle of Giant Strength
  Bend Bars/ Lift Portcullis
  Max. Weight
  To Hit
  Str.
  Giant Type
  1d100
  Dmg.
  Open Doors
  01–30
  Hill
  19
  +3
  +7
  16(8)
  485
  50%
  60%
  535
  17(10)
  +8
  +3
  20
  Stone
  31–50
  51–70
  Frost
  21
  +4
  +9
  17(12)
  635
  70%
  80%
  785
  18(14)
  +10
  +4
  22
  Fire
  71–85
  86–95
  Cloud
  23
  +5
  +11
  18(16)
  935
  90%
  95%
  1,235
  19(17)
  +12
  +6
  24
  Storm
  96–00
  258
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Flame Tongue: The wearer can cause any sword that he is
  wielding to become a ﬂame tongue sword. A mundane sword gains
  a minimum of a +1 enchantment bonus, but the ﬂame does not
  otherwise alter the mundane or magical properties of the sword.
  For example, a +2 long sword is not reduced to +1. This power
  requires one full round to activate.
  Protection from Fire: The wearer and any equipment carried or
  worn are affected as if he was wearing a double strength ring of
  ﬁre resistance, but this protection can not stack with any other.
  If the wearer fails a saving throw vs. a magical ﬁre attack, the
  helmet must make a successful save vs. spell (with no bonuses) or
  all of its remaining gems instantly release their spell-like powers
  during the same round with all effects centered upon the wearer.
  The gems cannot be recharged. Removing a gem from the helm
  turns the gem into worthless powder. When the last gem releases
  its power, all of the gems turn to powder and the helm loses all
  of its spell-like powers and other magical properties. If the GM
  prefers, the helm may retain its +2 enchantment bonus after the
  last gem is expended.
  Gem
  Effect
  Caster Level
  Diamond
  prismatic spray
  14th
  Ruby
  wall of ﬁre
  10th
  Fire Opal
  ﬁreball
  6th
  Opal
  light
  2nd
  Helm of Comprehending Languages and Reading Magic:
  This magical helm is most often crafted in the form and function
  of a normal metal coif. The helm’s power allows its wearer to
  understand unknown written and spoken languages 90% of the
  time and magical writings 80% of the time. A check is made for
  each written paragraph of mundane writing, each spoken sen-
  tence and each page of magical writing. If a check for reading
  fails, the writing is not understood, but the wearer may make
  a second check if the paragraph is rewritten. If a check for un-
  derstanding spoken words fails, the wearer doesn’t understand
  what was said, but he may make a second check if the sentence
  is repeated. A failure to comprehend a speciﬁc magical writing
  cannot be rechecked.
  Successfully comprehending magical writing containing a
  spell formula does not confer the ability to cast the spell, but if
  the wearer is a wizard of appropriate level and not otherwise re-
  stricted from casting the particular spell, he is able to transcribe
  it to his own book for later use.
  Helm of Opposite Alignment:
  This accursed helm is crafted
  to appear as if it were a mundane metal helmet of any type,
  but radiates magic if detect magic is cast. As soon as it is worn,
  its curse immediately activates and its wearer’s alignment is in-
  stantly reversed. A victim who was previously lawful good be-
  comes chaotic evil, and one who was chaotic neutral becomes
  lawful neutral, etc. If the wearer is originally neutral, the GM
  may roll 1d8 to decide the wearer’s new alignment, or he may
  simply choose the new alignment. The curse affects its victim so
  that he has no desire to revert to his former alignment. Only a
  wish spell can restore the wearer’s former alignment, but he will
  actively seek to avoid it. If the curse has affected a paladin but
  he is wished to his former (lawful good) alignment, he still must
  submit to an atonement spell and undertake a quest to restore his
  lost paladin abilities. The helm’s curse can only be activated once,
  after which it becomes a mundane helmet.
  Helm of Telepathy:
  This magical helm is crafted to appear as if
  it were a mundane metal helmet of any type but radiates magic
  if detect magic is cast. Its power allows the wearer to hear the sur-
  face thoughts of any creatures within a path 10 feet wide by 60
  yards long. The wearer must concentrate for one round in a spe-
  ciﬁc direction to activate the effect. The power is blocked by 3
  feet of stone, 3 inches of iron, or any solid sheet of lead or gold.
  The wearer must be able to speak the creatures’ native tongue
  to understand any surface thoughts that he hears. The GM may
  consider the common language to be the native tongue for most
  humans, but he is free to devise a broader spectrum of regional
  human languages. If the wearer shares a language with a crea-
  ture within range, he may then attempt to initiate telepathic com-
  munication with that creature. If no shared language exists, the
  wearer can only transmit and receive basic emotional responses
  (empathy). If telepathic communication is established, the helm’s
  power further allows the wearer to attempt to implant a sugges-
  tion telepathically (otherwise treated as the spell). The creature is
  granted a saving throw vs. spell, modiﬁed by a −1 penalty for
  every two points of intelligence lower than the wearer or a +1
  bonus for every point of intelligence higher than the wearer. If
  the creature’s intelligence score is equal to the wearer’s score, no
  modiﬁer applies.
  Helm of Teleportation:
  This magical helm can be crafted in
  metal, but is most often crafted in the form of a simple leather
  cap. It radiates magic if detect magic is cast. Its power allows
  the wearer to teleport once per day as the 5th level spell. If worn
  by a wizard who has memorized one or more teleport spells, the
  helm’s full power is activated. For each teleport spell that he has
  memorized, the power of the helm allows the wizard to teleport
  normally up to six times per day or to teleport an object or crea-
  ture up to three times per day (refer to the vanish spell—Teleport
  Object effect, but creatures can also be affected). Upon the third
  use of the teleport object power or the sixth use of the normal tele-
  port power, the wizard loses the memory of one teleport spell as if
  he had cast it. The GM may require one use of the teleport object
  power to substitute for two uses of the normal teleport power.
  If the wizard wearing the helm did not memorize teleport, or if
  he has used up his teleport spells for the day (either by activating
  the powers of the helm or by casting the spell(s) normally), he
  can still teleport one time that day as if he were any other wearer.
  Helm of Underwater Action:
  This magical helm can be crafted
  in metal, but is most often crafted in the form of a simple leather
  cap. It radiates magic if detect magic is cast. Its powers allow the
  wearer to breathe underwater, and grant improved underwater
  vision to the wearer. Upon the speaking of a command word
  (which can be spoken underwater), the helmet creates and main-
  tains a globe of air around the wearer’s head until commanded to
  stop. Crystal lenses can be drawn from small pockets on the sides
  of the helm to allow the wearer to see ﬁve times farther than nor-
  mal underwater regardless of water or lighting conditions. The
  wearer is not able to see through solid objects.
  BAGS & BOTTLES
  A bag is the same as a sack found on the standard equipment
  tables. They are usually crafted of cloth, leather and/or burlap.
  A beaker is a type of ﬂask that is crafted of glass, crystal, ce-
  ramic, or thinly hammered metal.
  Alchemists commonly use
  mundane beakers to contain liquid or plasma substances, as well
  as to heat liquids, combine solutions, and dissolve aqueous com-
  pounds.
  A bottle is the same as the glass bottle listed on the standard
  equipment tables and most often includes a stopper made of
  cork. A bottle can be crafted in various sizes, colors and styles
  according to the cultures and traditions of the GM’s world. Most
  bottles are fragile.
  A magical bottle will always appear to be
  empty until it is uncorked.
  A decanter is an ornate type of bottle with an elaborately
  sculpted handle and spout. Among the wealthy, mundane de-
  canters are commonly used to serve expensive beverages such as
  rare wine, sparkling water, or exotic nectar.
  259
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Table B.32: Bags and Bottles
  XP
  Item
  1d20
  1
  Alchemy Jug
  3,000
  2
  Bag of Beans
  1,000
  3
  Bag of Devouring
  Accursed
  4–7
  Bag of Holding
  5,000
  8
  Bag of Transmuting
  Accursed
  9
  Bag of Tricks
  2,500
  10
  Beaker of Plentiful Potions
  1,500
  11
  Decanter of Endless Water
  1,000
  12
  Efreeti Bottle
  9,000
  13
  Eversmoking Bottle
  500
  14
  Everfull Purse
  *
  15
  Flask of Curses
  Accursed
  16
  Handy Haversack
  3,000
  17
  Iron Flask
  –
  18
  Portable Hole
  5,000
  19
  Pouch of Accessibility
  1,500
  20
  GM’s Choice
  –
  *See item description
  A ﬂask is a type of bottle crafted of metal, ceramic or glass with
  a narrow neck and a ﬂat base. It most often includes a stopper.
  A haversack is a type of backpack and is included with the
  backpack on the standard equipment tables. They are usually
  crafted of cloth, leather, and/or burlap. Most have metal or bone
  buttons or fasteners to keep the compartments closed, and buck-
  les on the carrying straps.
  A jug is a particularly large bottle (typically a gallon or more)
  crafted of earthenware, pottery, metal or glass and sometimes
  sealed with either a lid or a cork. A jug is used to contain liq-
  uids and usually has a handle to facilitate pouring into a smaller
  vessel.
  A pouch is the same as the belt pouch listed on the standard
  equipment tables.
  They are usually crafted of cloth, leather,
  and/or burlap. Some have metal or bone latches to keep them
  closed. Magical pouches may be crafted as either large or small
  belt pouches.
  A purse is usually crafted in the form of either a tiny sack or
  small belt pouch. They are usually crafted of cloth and leather
  and may be quite elaborately decorated.
  Alchemy Jug:
  This magical jug has the power to create a variety
  of mundane liquids upon the speaking of the proper command
  word. One type of liquid can be created up to seven times each
  day. The quantity of liquid created each time is dependent on
  the type of liquid. The liquid can be poured from the jug at a
  maximum rate of two gallons per round.
  Liquid
  Amount
  Alcohol
  1 gill (4 oz.)
  1 quart
  Ammonia
  Aqua regia
  2 gills (8 oz.)
  4 gallons
  Beer
  Chlorine
  8 drams (1 oz.)
  4 drams (
  Cyanide
  1⁄2 oz.)
  Oil
  1 quart
  2 gallons
  Vinegar
  Water, fresh
  8 gallons
  16 gallons
  Water, salt
  Wine
  1 gallon
  Bag of Beans:
  This magical bag seems to belong to the same
  category of items as a wand of wonder. Only chaotically aligned
  creatures will truly prize a bag of this sort. It is most often crafted
  in the form of a large sack of heavy cloth and usually contains
  3d4 pebble-sized “beans” when found. The GM may determine
  that more or less beans are found. Both the bag and the beans
  radiate magic if detect magic is cast. In any case, only 1 or 2 of
  the beans contain beneﬁcial powers. Beneﬁcial beans can create
  one or more useful items, bestow helpful effects upon the bag’s
  owner, or contain other clearly beneﬁcial powers. The rest of the
  beans are bad beans, either summoning a random, angry, uncon-
  trolled creature or casting an effective area spell. It is highly un-
  likely that two bags will ever be found containing the same type
  of beans.
  To activate the power of a bean, it must be removed from the
  bag by hand, placed in dirt and watered. In most cases, the power
  of the bean will manifest immediately with the creature or effect
  emerging from the ground where it was planted. If a bean is re-
  moved by any other means, whether magical or mundane, or if
  one is taken out by hand and thrown, it immediately explodes in-
  ﬂicting 5d4 points of damage in a 10-foot radius around the one
  holding the bag. If multiple beans are removed incorrectly at the
  same time (such as dumping the contents onto the ground), ev-
  Bag of Beans
  1d20
  Effect
  1
  A chaotic evil treant springs from the ground and attacks creatures starting with the closest.
  2
  A rope grows up to a height of 30 feet and leads to an inter-dimensional space as if a rope trick spell had been cast. The
  space remains for four hours, after which the rope becomes a rope of climbing.
  3
  Flowers spring from the ground in a 120 yard radius. During the following round, they emit a poisonous gas that causes
  any creatures that breathe it to fall asleep for 1d12 rounds (no save is allowed, creatures that don’t sleep or breath are
  immune). 1d4 + 1 of those creatures who are put to sleep (chosen randomly by the GM) are granted a limited wish based
  on their dreams. The GM asks each affected player what their character dreamed about and grant a limited wish based on
  that.
  4
  When the bean is planted, the ground begins to rumble. During the following round, a herd of mastodons appear and
  stampede toward the bean. Their distance from the bean is determined by the environment (some locations would
  prohibit a sizable herd), but they always appear at the edge of the bean planter’s vision. The mastodons are otherwise
  normal animals and will either settle in the area, migrate elsewhere, or die off based on the environment.
  5
  A one-story tavern slowly rises from the ground, taking one round to fully assemble itself. The tavern is fully furnished
  and occupied by unseen servants who prepare a heroes’ feast on command. The tavern remains for 3d4 days before
  vanishing. If there isn’t enough room for the tavern to grow, the bean is wasted.
  6
  A burning bush grows from the ground with magic berries that act as ﬁre seeds. 1d4 acorn grenades and 2d4 holly berry
  bombs can be harvested from the bush.
  7
  A random creature emerges from the ground as if an iron ﬂask was opened. The creature is angry and attacks any living
  creatures in sight. If no creature is rolled on the ﬁrst try, roll until one does; however, this creature is an illusory as if
  created by spectral force.
  Continued on next page. . .
  260
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  ...continued from previous page.
  1d20
  Effect
  8
  A 20-foot tall tree springs from the ground. 24 apple-like fruits grow from the tree. If the fruit is destroyed in any way, a
  random item from a robe of useful items was used appears. The tree and any remaining fruit vanishes after 48 hours, but
  any fruit that was picked and/or items that were created are permanent.
  9
  1d4 + 3 eggs the same size as chicken eggs spring from the ground. Any creature who eats an entire egg must save vs.
  poison. If this save is successful, the creature gains one point to his intelligence score, otherwise it dies. If an egg is split
  among multiple creatures or the yoke is separated from the white, it functions as a normal, nourishing egg.
  10
  A massive beanstalk grows into the sky until it reaches a height of 5,000 feet. The top of the beanstalk ends in the
  Elemental Plane of Air leading to a sky giant’s castle. If planted inside a normal, above-ground structure, the beanstalk
  destroys it. If planted deep underground or in any other location where it can’t break through the ceiling, the beanstalk
  dies.
  11
  A hostile earth elemental emerges from the ground and immediately switches minds with the bean’s planter. The hostile
  earth elemental attacks with any weapons the creature carries or wears but can’t use any spells, and its intelligence
  remains the same. If either or both of the bodies are destroyed, the effect is permanent and can’t be reversed.
  12
  An oak tree springs from the ground and produces 10d10 fruit made from a variety of precious materials such as ivory,
  jade, and amber. Each “fruit” is worth 10d10gp. The tree is a mundane oak tree otherwise and doesn’t radiate magic.
  13
  A big grasping hand and a big clenched ﬁst rise from the ground as if the spells were cast. They attack random creatures that
  are hostile to the planter of the bean within 90 feet and last 12 rounds.
  14
  A young, adult red dragon emerges from the ground and begins to attack the closest creatures. Its heart is a deep, red
  ruby the size of a human head, which acts as a fully charged wand of ﬁreballs.
  15
  Nothing seems to happen. The weather changes randomly in a 1d4 mile radius every 4d12 minutes as if control weather
  had been cast. The effect is permanent until dispel magic is cast successfully at the site where the bean was planted.
  16
  A map to a guarded treasure rises from the ground in the form of a ﬁnely embroidered tapestry. The tapestry provides
  clues as to what challenges and treasure may be found.
  17
  A throne rises from the ground. It can seat one human-shaped creature. The throne has the power to transport that
  creature to any plane that they wish. This power works 1d4 times before the throne disappears.
  18
  The GM’s choice of dinosaur emerges from the ground and behaves according to its nature.
  19
  Nothing seems to happen. If the bean is dug up, it’s discovered the bean has transformed into a 50 gp gem. Further
  exploration reveals the entire area within a 5 mile radius has become a suitable site for gold mining.
  20
  A huge, gaudy marble fountain with intricately crafted statues and frilly features rises from the ground. The fountain
  contains 3d12 cp in its basin. The fountain disappears after 12 rounds.
  ery bean removed explodes at once. A successful save vs. spell
  reduces the damage by half.
  When the last bean is planted (or explodes), the bag becomes a
  mundane sack. All magical effects are cast at the 12th level, unless
  otherwise speciﬁed.
  Bag of Devouring:
  This accursed bag is usually crafted in the
  form of an extra-large sack of heavy cloth. It radiates magic if
  detect magic is cast and will initially function as if it were a bag
  of holding with a capacity of 250 lbs. or 30 cubic feet of mate-
  rial. It is actually the visible mouthparts of a non-planar, extra-
  dimensional creature. Turning the bag inside out dumps the cur-
  rent contents, closes the mouth and forces the bag to act as a mun-
  dane sack (though it still radiates magic).
  There’s a 5% cumulative chance each turn that items stored in
  the bag are eaten by the creature and expelled later into non-
  dimensional space causing them to be lost forever. In addition,
  any time living ﬂesh enters the bag (such as when someone puts
  their hand inside to retrieve an item), there’s a 60% chance that
  the creature attempts to eat him. The base chance to avoid be-
  ing eaten is 25%, plus or minus 5% for each point of the victim’s
  strength—damage modiﬁer score.
  For example, a score of +2
  would result in a 10% bonus (or 35% chance) not to get eaten.
  A victim who fails this check is sucked completely into the bag,
  killed and eaten in one round, along with any other contents of
  the bag, to be expelled later. Only a wish spell or divine interven-
  tion may restore life to the victim.
  If the GM wishes, the extra-dimensional creature can be hunted
  down and possibly even killed, but the GM must create statis-
  tics for the creature and determine the method necessary to reach
  the creature’s non-planar home dimension. If killed, the creature
  may contain a few random items (mostly mundane) from its most
  recent meal.
  Bag of Holding:
  This magical bag is crafted in the form of a
  mundane sack of heavy cloth, but radiates magic if detect magic is
  cast. The bag opens to a pocket dimension in Non-dimensional
  Space, and the inside is larger than the outside. Turning the bag
  inside out dumps its contents and forces it to act as a mundane
  sack (though it still radiates magic). The bag always weighs a
  ﬁxed amount whether its non-planar space is full or empty. There
  are several known varieties of this bag. The size and weight of the
  bag, as well as its internal weight limit and volume depends on
  the type of bag found. The GM may choose the type of bag or roll
  1d100 and consult the following table.
  Common
  1d100
  External
  Size*
  Bag’s
  Weight
  Weight
  Limit
  Internal
  Volume
  01–28
  Small or
  large
  5 lbs.
  50lbs.
  10 cu. ft.
  Small or
  29–43
  large
  15 cu. ft.
  100 lbs.
  10 lbs.
  44–57
  Large or
  extra-large
  10 lbs.
  150 lbs.
  20 cu. ft.
  Large or
  58–69
  extra-large
  25 cu. ft.
  200 lbs.
  15 lbs.
  70–79
  Extra-
  large
  15 lbs.
  250 lbs.
  30 cu. ft.
  Extra-
  80–87
  large
  70 cu. ft.
  500 lbs.
  15 lbs.
  88–93
  Extra-
  large
  35 lbs.
  1,000 lbs.
  150 cu. ft.
  Extra-
  94–97
  large
  250 cu. ft.
  1,500 lbs.
  60 lbs.
  98–00
  Extra-
  large
  80 lbs.
  2,000 lbs.
  350 cu. ft.
  *The GM may determine that an object cannot ﬁt into the bag
  if it does not ﬁt into the opening of a standard sack of the
  appropriate size.
  261
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  The bag begins to appear full externally as its internal vol-
  ume begins to ﬁll. If the bag’s weight limit or internal volume
  is exceeded or a sharp object pierces it (from inside or out), the
  bag is ruined and its contents are lost forever in non-dimensional
  space. Placing a bag of holding into a portable hole sucks the bag of
  holding, the portable hole, and all their contents through an extra-
  dimensional rift into the Astral Plane, to be lost forever.
  If a
  portable hole is placed in a bag of holding it sucks the bag of holding,
  the portable hole, all their contents, plus everything in a 10-foot ra-
  dius through an extra-dimensional rift into the Astral Plane, to be
  lost forever.
  Bag of Transmuting:
  This accursed bag is crafted in the form of
  a mundane sack of heavy cloth, but radiates magic if detect magic
  is cast. The bag initially functions as if it were a bag of holding of
  any random type, but after 1d4 + 1 days all precious metal and
  gemstones within the bag are changed into common metal and
  worthless rocks. Magical items (other than artifacts and relics)
  become permanently mundane and worthless without the beneﬁt
  of a save. Turning the bag inside out dumps its contents and
  forces it to act as a mundane sack (though it still radiates magic).
  Bag of Tricks:
  This magical bag is most often crafted in the form
  of a mundane tiny sack, but radiates magic if detect magic is cast.
  When the bag is otherwise empty, anyone reaching inside of it
  feels a small, fuzzy ball. When the ball is removed from the bag
  and thrown up to 20’ away, a randomly generated animal is cre-
  ated. Only one animal can be created at a time. The animal un-
  derstands, obeys and ﬁghts to the best of its ability for the one
  who created it. The creator can order it back into the bag at any
  time, or it will remain in existence for one turn or until slain. Up
  to 10 animals can be created per week. Turning the bag inside
  out causes the furry ball to vanish and forces the bag to act as a
  mundane sack (though it still radiates magic).
  There are three known varieties of these bags, each of which
  produces a different collection of animals. To determine the bag
  found, roll 1d10. On a 1–5 the bag is type A, on 6–8 the bag is
  type B, and on 9–10 the bag is type C.
  Beaker of Plentiful Potions:
  This magical beaker is crafted in
  the form of a mundane piece of alchemist’s laboratory equipment
  and sealed with an ordinary cork. However, it radiates magic
  if detect magic is cast and has the power to create up to 1d4 + 1
  randomly determined potions and/or oils. Any type of potion
  or oil is possible, including poisoned and other accursed potions,
  and the same type may be determined twice. The beaker creates
  1d4 + 1 doses of each type of potion generated. Record the names
  of the potions and the number of doses per potion in the order
  that they are generated, as they will be poured from the beaker
  one dose per round in that order.
  If the beaker creates only two types of potions, it can dispense
  all of the doses of both potions up to three times per week but no
  more than once per day. If three types of potions are created, it
  can dispense all of the doses up to twice per week but no more
  than once each per day. If four or ﬁve potions are created, it can
  dispense all of the doses once per week.
  The beaker gradually loses its magic after its sealed stopper is
  ﬁrst removed. Each month thereafter, it permanently loses the
  power to create one randomly determined potion.
  Decanter of Endless Water:
  This magical decanter is crafted in
  the form of an inexpensive vessel to serve water and sealed with
  an ordinary cork. It radiates an aura of magic if detect magic is
  cast. When the stopper is removed and a speciﬁc magic com-
  mand is spoken, the decanter exhibits one of the following pow-
  ers in either fresh or salt water. Another speciﬁc command word
  must be spoken to make the power stop.
  Stream: When this power is activated, the decanter pours forth
  1 gallon per round.
  Fountain: When this power is activated, the decanter projects a
  light stream 5 foot long, pouring forth 5 gallons per round.
  Bag of Tricks
  Type A (1-5)
  Attack (Damage)
  HD
  AC
  Animal
  1d8
  HP
  1
  Weasel
  6
  1⁄2
  2
  Bite (1)
  2
  Skunk
  9
  1⁄2
  2
  Musk
  3
  Badger
  4
  1 + 2
  7
  2 claws (1d2) + bite (1d3)
  4
  Wolf
  7
  2 + 2
  12
  Bite (1d4 + 1)
  5
  Lynx, giant
  6
  2 + 2
  12
  2 claws (1d3) + 2 rear claws (1d2) + bite (1d4)
  7
  Boar
  7
  3 + 3
  18
  Tusks (1d10 + 2)
  8
  Stag, giant
  7
  5
  25
  Headbutt (4d4) or 2 hooves (1d4)
  Type B (6-8)
  Attack (Damage)
  HD
  AC
  Animal
  1d8
  HP
  1
  Rat
  7
  1⁄2
  2
  Bite (1)
  2
  Owl
  7
  1⁄2
  3
  2 talons (1d3)
  3
  Dog
  7
  1 + 1
  6
  Bite (1d6)
  4
  Goat
  7
  1 + 1
  8
  Headbutt (1d6)
  5
  Ram
  6
  2
  10
  Headbutt (1d4 + 1)
  6
  Bull
  7
  4
  20
  2 horns (1d6)
  7
  Brown Bear
  6
  5 + 5
  30
  2 claws (1d6) + hug (2d6) or bite (1d8)
  8
  Lion
  5
  5 + 2
  28
  2 claws (1d4) + rear claws (1d6 + 1) or bite (1d10)
  Type C (9-10)
  Attack (Damage)
  HD
  AC
  Animal
  1d8
  HP
  1
  Jackal
  7
  1⁄2
  2
  Bite (1d2)
  2
  Eagle
  7
  1
  5
  2 talons (1d2)
  3
  Baboon
  7
  1 + 1
  6
  Bite (1d4)
  4
  Ostrich
  7
  3
  15
  Kick (1d8)
  5
  Leopard
  6
  3 + 2
  17
  2 claws (1d3) + 2 rear claws (1d4) or bite (1d6)
  6
  Jaguar
  6
  4 + 2
  21
  2 claws (1d3) + 2 rear claws (1d4 + 1) or bite (1d8)
  7
  Buffalo
  7
  5
  25
  2 horns (1d8)
  8
  Tiger
  6
  5 + 5
  30
  2 claws (1d4 + 1) + 2 rear claws (2d4) or bite (1d10)
  262
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Geyser: When this power is activated, the decanter sprays a
  heavy stream 20 foot long, pouring forth 30 gallons per round.
  The geyser creates backpressure. If the user is not braced, bal-
  anced or otherwise prepared for the force of the water, the user
  is knocked back and the GM may require that he must roll a suc-
  cessful wisdom check to continue to hold on to the decanter. A
  dropped decanter with its geyser power activated skitters across
  the ground at a speed of 15 to 18, depending on the surface.
  Man-sized or smaller creatures caught in the path of the geyser
  must roll a strength check each round or be knocked prone, while
  tiny-sized or smaller vermin (insects and animals) are killed in-
  stantly.
  It may be possible to use the geyser power of the decanter as
  a method of propulsion under the right conditions. Underwater,
  in frictionless or zero gravity settings, a man-sized user would
  be pushed at a speed of 6, huge and gargantuan users at a speed
  of 3, small users at a speed of 9 and tiny users at a speed of 12.
  Underwater or in other 3 dimensional spaces, the user may be
  treated as a ﬂier an SC1 and MC4. The constant ﬂow of water can
  also be used by clever engineers to power small water powered
  devices.
  Efreeti Bottle:
  This magical bottle is most often crafted from
  bronze or brass, with a lead stopper sealed with strange arcane
  symbols. A small wisp of smoke may be seen to escape the bottle
  from time to time, and the bottle radiates magic if detect magic is
  cast. When the sealed stopper is removed, an efreeti is immedi-
  ately released. 10% of the time, the efreeti is hostile and attacks
  the user. Another 10% of the time, the efreeti grants the user three
  wishes before returning to his home plane. The remaining 80% of
  the time, the efreeti serves the user for 1,001 days before returning
  to its home plane.
  Everfull Purse:
  This magical purse is most often crafted in the
  form of a mundane, tiny sack or small belt pouch, but radiates
  magic if detect magic is cast. When found, it will always contain a
  number of coins of various metal and possibly a few small gem-
  stones. The purse becomes permanently mundane if left empty
  or inside out for more than 1d4 rounds, however, if at least one
  coin or gemstone of an appropriate type is left inside, the purse
  will create 25 more of that type of coin (and/or 25 more gem-
  stones) each day. There are 3 known varieties of this purse. The
  GM should roll 1d100 to determine which type is found. The type
  of purse determines the types of coins or gemstones it can create
  each day. This table can also indicate the number and types of
  coins and/or gemstones found inside the purse, but that number
  can be different depending upon its use by its previous owner. It
  can contain coins and gemstones that it is unable to create with-
  out affecting its power.
  1d100
  CP
  SP
  EP
  GP
  PP
  Gems*
  01–50
  –
  26
  26
  26
  –
  –
  51–90
  26
  –
  26
  –
  26
  –
  91–00
  26
  –
  26
  –
  –
  26
  *Ornamental, semi-precious or fancy gemstones, up to 100gp
  maximum value each
  Eversmoking Bottle:
  This magical bottle is most often crafted
  in the form and appearance of an efreeti bottle, but when the sealed
  stopper is removed, thick, opaque smoke billows out. The smoke
  instantly ﬁlls 50,000 cubic feet in one round and 10,000 cubic feet
  each additional round, until 120,000 cubic feet of smoke feet pour
  out or a command word is spoken and the jug is resealed. The
  smoke dissipates only after the bottle is resealed, regardless of
  wind or weather.
  Flask of Curses:
  Though commonly called a ﬂask, this accursed
  item is just as often crafted in the form of any other beneﬁcial
  magical bottle, beaker, decanter, or jug. It radiates magic but does
  not reveal its curse if detect magic is cast. Opening its sealed stop-
  per inﬂicts a curse upon the user and his associates. The GM must
  determine the nature of the curse. It may simply cast the reverse
  of a bless spell upon the user and his allies, it could release a pow-
  erful creature that immediately attacks the user and his allies, or
  the GM may determine the nature of the curse by referring to the
  suggestions given for a cursed scroll. Each ﬂask holds only a sin-
  gle curse. Once its curse is released, the ﬂask becomes a mundane
  object of the appropriate type.
  Handy Haversack:
  This magical haversack is crafted in the
  form of a well-used yet well-made backpack of ﬁnely tanned
  leather with brass rings and buckles. It is made with one larger
  central pouch and two smaller side pouches. Each pouch opens
  to a pocket dimension in Non-dimensional Space, and the in-
  side of each is larger than the outside. The central pouch (which
  would normally hold only 30 pounds of gear) holds up to 80
  pounds within eight cubic feet. The two side pouches (which
  would normally hold only 10 pounds each) hold up to 20 pounds
  within two cubic feet each. Whenever the wearer reaches into the
  correct pouch and speaks the name of a desired item, that item
  (assuming the item is within that pouch) shufﬂes to the top of the
  other items. The haversack and all items inside gain a +2 bonus
  on all saving throws, however in all other ways it acts as a bag of
  holding.
  Iron Flask:
  These magical ﬂasks are crafted of wrought iron,
  usually inlaid with silver runes, with a brass stopper sealed with
  strange arcane symbols. The power of the ﬂask allows its user
  to attempt to trap any extra-planar creature and enforce the crea-
  ture’s servitude. When initially found, the GM should roll 1d100
  to determine whether the ﬂask is empty or already holds an extra-
  planar creature.
  1d100
  Contents
  01–50
  Empty
  51–54
  Air elemental
  55–65
  Djinni
  66–69
  Earth elemental
  70–72
  Efreeti
  73–76
  Fire elemental
  77–86
  Invisible stalker
  87–89
  Rakshasa
  90–93
  Salamander
  94–97
  Water elemental
  98–99
  Wind walker
  00
  Xorn
  If the ﬂask is empty, one extra-planar creature of the user’s
  choice within 60 feet may be trapped inside the ﬂask, unless its
  263
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  magic resistance overcomes the effect (as applicable) or it makes
  a successful save vs. spell when the ﬂask is unsealed and a com-
  mand word spoken.
  If the user speaks the command word while freeing a trapped
  creature, the creature can be forced to serve the user of the ﬂask
  for one turn or perform a minor service requiring no more than
  one hour. If the user of the ﬂask frees a creature without speaking
  the command word, the GM should roll to determine the crea-
  ture’s reaction to the user.
  If the user attempts to trap the same creature in the ﬂask more
  than once, it gains a cumulative +2 bonus to its saving throw and
  immediately becomes very angry and hostile toward the user.
  Portable Hole:
  This magical circle of cloth is crafted from the
  webs of a phase spider interwoven with strands of the Ethe-
  real Plane and beams of light from the Astral Plane. It can be
  folded up to be as small as a handkerchief, but when opened
  fully the cloth is 6 feet in diameter. When spread upon any sur-
  face, it opens into a non-planar space, 10 feet deep, within Non-
  dimensional Space. This hole can be closed from inside or out
  by simply taking hold of the edges of the cloth and folding it up.
  Either way, the entrance disappears, but anything inside the hole
  remains in the non-planar space.
  The only air in the non-planar space is that which enters when
  it is opened. The non-planar space contains enough air to supply
  one man-sized or two small-sized creatures for 1 turn. The cloth
  does not accumulate weight even if its non-planar space is ﬁlled.
  Each portable hole opens on its own particular non-planar space.
  Placing a bag of holding into a portable hole sucks the bag of hold-
  ing, the portable hole, and all their contents through an extra-
  dimensional rift into the Astral Plane, to be lost forever.
  If a
  portable hole is placed in a bag of holding it sucks the bag of holding,
  the portable hole, all their contents, plus everything in a 10-foot ra-
  dius through an extra-dimensional rift into the Astral Plane, to be
  lost forever.
  Pouch of Accessibility:
  This magical pouch is crafted in the
  form of a mundane large belt pouch, but contains 30 pockets in-
  side it. Each pocket opens to a non-planar space within Non-
  dimensional Space capable of holding up to 10 pounds or one
  cubic foot of volume. The pouch weighs 1 pound when empty
  and 4 pounds when its non-planar spaces are ﬁlled. The user
  can summon an item to the top of the pouch by reaching in and
  speaking the item’s name. In all other ways the pouch acts as a
  bag of holding.
  CANDLES, DUSTS & STONES
  Mundane candles serve as light sources while reading or for
  lighting the way while walking through darkened halls. Can-
  dles are also commonly used in religious services for illumina-
  tion while reading the sacred texts, symbolic adornment or to aid
  in prayer and meditation. Two types of candles are listed on the
  standard equipment tables, inexpensive tallow candles and the
  more expensive wax candles. Tallow candles consist of animal
  fats and are often used by commoners. Mundane wax candles
  are usually made from beeswax (either from normal or giant-
  sized bees), but magical candles can be made from more exotic
  sources, such as spermaceti, or bayberry. Only candles that have
  been specially made from the purest grade of the correct wax by
  an expert candle maker and enhanced with the proper incense,
  perfume, oil, or herbs can be used to craft magical candles. Wicks
  for mundane candles are typically made of thin strips of cloth or
  cord, while those for magical candles are made of woven silk.
  Mundane dusts and powders that may be known to the player
  characters include such things as talc, ﬂour, pepper, various salts,
  metallic ﬂakes, powdered herbs, sand or even normal dirt. If the
  GM allows, some combinations of otherwise mundane dusts and
  powders may have alchemical or medicinal effects (refer to oint-
  ment). Mundane dusts and powders are similar in use, but dust is
  less absorbent and usually has lighter and smaller particles than
  powder giving dust a larger dispersion area. If in doubt whether
  a mundane substance is a dust or a powder, the GM has the ﬁnal
  say.
  Dusts and powders can be kept in any small box or bowl with
  a hinged lid (refer to ointment). When kept in this manner, they
  may be poured directly onto a willing target or thrown at an op-
  ponent. A handful of dust may be thrown to form a cloud with a
  10-foot radius up to 10 feet away, and a handful of powder may
  be thrown to affect a single individual up to 5 feet away. Often-
  times, however, they are found in tiny pouches made of cloth or
  paper. The dust or powder can be shaken out of the pouch to
  cover the surrounding area. Dust spreads into a cloud with a 10-
  foot radius around the user, and powder spreads into a cloud
  with a 5-foot radius.
  When dusts and powders are spread in
  this manner, they can easily affect the user, either intentionally
  or accidentally. Resourceful characters will sometimes repack-
  age dusts and powders into hollow, stoppered blow tubes, 2 to 6
  inches long, made of glass, metal, bone, wood or similar materi-
  als. When the stoppers are removed and the blow tube is blown
  into, it causes the dust to form into a cone-shaped cloud 20 feet
  long and 10 feet wide at its widest point. Powder blown through
  a blow tube forms a cone-shaped cloud 10 feet long and 5 feet
  wide. When blown through a tube, dusts and powders have no
  chance to affect the user unless he immediately enters the cloud
  or some other condition such as the wind or limited space causes
  him to be covered by it. A cloud of dust or powder (regardless of
  the dispersion method) lasts only for the remainder of the round.
  Magical dusts and powders may follow similar guidelines given
  above, or they may be so powerful or have speciﬁc effects that
  special procedures must be followed. The particular methods of
  dispersion for each are described in their descriptions.
  Mundane glues are various substances, usually in liquid or
  paste form, that cause objects to stick together. Thinner objects
  are generally easier to glue together than thicker objects, but the
  material of the objects must also be considered. Once the sub-
  stance is placed between the objects to be glued together, it must
  harden either by evaporation or by alchemical reaction. Mun-
  dane glue is used when making compound bows, crossbows, ar-
  rows, spears and similar weapons. It is made from a wide variety
  of natural substances such as birch-bark-tar, spruce-gum and an-
  imal fat, animal bones and teeth, egg whites, etc. Mundane sol-
  Table B.33: Candles, Dusts, and Stones
  1d20
  Item
  XP
  1
  Candle of Invocation (Priest)
  1,000/candle
  2
  Dust of Appearance
  1,000
  3
  Dust of Disappearance
  2,000
  4
  Dust of Dryness
  1,000
  5
  Dust of Illusion
  1,000
  6
  Dust of Sneezing and Choking
  Accursed
  7
  Dust of Tracelessness
  500
  8
  Incense of Meditation (Priest)
  500
  9
  Incense of Obsession (Priest)
  Accursed
  10
  Ioun Stones
  300/stone
  11
  Marvelous Pigments
  500/pot
  12
  Miracle Ointment
  500
  13
  Philosopher’s Stone (Wizard)
  1,000
  14
  Smoke Powder
  –
  15
  Sovereign Glue
  1,000
  16
  Stone of Controlling Earth Elementals
  1,500
  17
  Stone of Good Luck (Luckstone)
  3,000
  18
  Stone of Weight (Loadstone)
  Accursed
  19
  Universal Solvent
  1,000
  20
  GM’s Choice
  –
  264
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  vents are various substances that dissolve or break down other
  substances. Common mundane solvents include various types of
  alcohol, turpentine and vinegar. Magical glues and solvents are
  crafted to exaggerate these substance’s natural properties.
  Mundane incense is a combination of powdered herbs and
  chopped ﬂower petals that are formed into small, rectangular
  cubes. The cube of incense is then mixed with alcohol and burned
  or mixed with water and boiled in a small censer to give off a
  scent. Magical incense releases its power (and its scent) as it is
  burned or boiled.
  Ioun stones are a special type of magical stone. Their descrip-
  tion and use are fully described below. The GM is advised that
  these magical stones are generally rare, unusual and harder to
  ﬁnd than the magic item tables would imply.
  Ointments, whether mundane or magical, are usually found in
  jars or small boxes made of wood, metal, ivory, ceramic, glass,
  crystal or similar materials, complete with lids and cotton ap-
  plicators.
  Mundane ointments are creamy herbal remedies or
  medicinal salves and unguents. Touted to stop hair loss and snor-
  ing or to cure pink eye and other common ailments, they are of
  little use or value to the average group of player characters. It is
  up to the GM as to the effectiveness of any mundane ointments;
  however, many creatures prize magical ointment.
  Pigments are a form of paint made from colorful powders
  mixed with a ﬂuid such as water or oil. They are stored in small
  pots made from glass, ceramic or similar material and sealed with
  a cork.
  Magical stones are crafted from or appear to be common pieces
  of rock.
  Candle of Invocation:
  These magical candles are crafted in the
  form of mundane, tapered wax candles of the sort appropriate
  for use during the religious ceremonies of any one of the 9 align-
  ments. Usually found singly, but sometimes found in matched
  pairs, these candles are between 8 to 12 inches long and between
  1⁄2 to 1 inch thick. The candles radiate magic if detect magic is cast
  and radiate the alignment of the priest who crafted them if detect
  good or evil or similar is cast.
  If any priest (including a druid) of the same alignment lights
  a candle, he immediately gains 2 levels (if multi or dual classed
  only priest levels are affected). He gains all of the beneﬁts of be-
  ing higher level including better chances to turn or dominate the
  undead and to cast additional spells of levels previously before
  unknown. The ﬁrst time a candle is lit on a particular day, the
  GM should allow the player a few minutes of real time to choose
  the additional spells granted by its power. The priest retains these
  beneﬁts for as long as the candle burns somewhere within a 25-
  foot radius of the priest (the candle can be placed in a shelter,
  such as a lantern, to protect the ﬂame). Each candle burns for
  up to four hours, but can be extinguished by any normal means
  for later use. The GM must keep precise track of every round (or
  minute) that the candle burns. The bonus levels can be gained
  multiple times per day, but the bonus spells are only gained once.
  While the candle is burning a priest can use its power to create
  an extra-dimensional gate, but doing so completely consumes the
  remainder of the candle. The extra-dimensional creature that re-
  sponds to the gate will be of the candle’s alignment. Otherwise,
  the GM has a few options as to how to handle the speciﬁcs of
  this power. He may base the chance of successfully creating the
  gate upon the percentage of candle that remains when the gate
  power is activated. For example, a previously unburned candle
  has a 100% chance of successfully creating the gate while a candle
  that has previously burned for 3 hours has only a 25% chance of
  success. Optionally, the GM may always allow the gate power to
  function but determine the strength of the creature attracted to it
  based upon the amount of candle remaining, so that a full candle
  will attract a very powerful extra-planar being while a stub of a
  candle will attract only weaker varieties. In either case, the GM
  may also determine that the extra-planar creature only remains
  for the amount of time that was left on the candle when the gate
  was created, up to 4 hours maximum.
  If a character other than a priest lights a candle matching his
  alignment, it generates a favorable aura for that particular char-
  acter. The GM must determine the nature of the favorable aura
  on a case-by-case basis, but the power usually manifests as mi-
  nor divine intervention in the form of a +1 bonus to all saving
  throws, to hit or on damage rolls when battling an enemy with
  diametrically opposed alignment.
  If a character lights a candle of a different alignment than his
  own, the candle may inﬂict an unfavorable aura upon him for a
  minimum of 1 turn. The GM should determine the negative ef-
  fects based upon how different the alignments are with the most
  severe penalties inﬂicted upon priests of a diametrically opposed
  alignment.
  Dust of Appearance:
  This magical dust seems mundane but ra-
  diates magic if detect magic is cast. Upon close inspection, the dust
  is revealed to be very ﬁne, very light and to have a metallic qual-
  ity. It is commonly found in silk pouches or bone blow tubes. A
  pouch can be shaken out to cover a 10-foot radius area around
  on the user, a tube can be blown in a cone-shaped cloud 15-foot
  wide, 20 feet long, and a handful may be thrown to form a cloud
  with a 15-foot radius up to 10 feet away. Typically, 5d10 handfuls
  (whether in pouches or tubes) are found together.
  When dispersed, all objects in the effective area are coated with
  a glittery coating, which instantly reveals invisible, out-of-phase,
  astral, ethereal, or hidden creatures. The dust will not cling to
  doubles created by mirror image or projected image, revealing their
  illusory nature, and negates the effects of a cloak of displacement,
  cloak of elvenkind, or robe of blending. The effects last for 2d10 turns.
  Dust of Disappearance:
  This magical dust appears in all ways
  to be dust of appearance and is packaged and dispersed in the same
  manner and quantity. However, this dust causes all creatures and
  objects in the effective area to become invisible. This effect is an
  advanced form of improved invisibility. The invisible creatures and
  objects cannot be seen by any normal or magical sight, including
  infravision or detect invisibility, although dust of appearance coun-
  ters the effects. The GM may also make exceptions for a dragon’s
  detect invisibility power, true seeing or similar powerful effect. The
  effects last 2d10 turns if dispersed over an area of effect normally,
  or 1d10 + 10 turns if a whole pouch is carefully poured onto a
  single creature or object.
  Dust of Dryness:
  This magical dust appears as mundane house
  dust, possibly mixed with ash, and is always found packaged in
  waterproofed pouches. It radiates magic if detect magic is cast
  and has the power to absorb liquids that are mostly composed of
  water, whether fresh, salt, brackish or even alkaline in nature, but
  it has no affect on other liquids. Each pouch holds 1d6+4 pinches
  of dust. The dust has 3 useful powers.
  Portable Storage: A pinch of this dust can be dropped as a unit
  into a pool of water, where it will absorb up to a cubic yard (about
  200 gallons) of the liquid and then harden into a marble-sized pel-
  let. If any liquid remains, the pellet will ﬂoat upon it, otherwise
  the pellet can be found where to pool once was. If the pellet is
  thrown against a hard surface, it breaks open and releases the
  water.
  Water to Dust: If a pinch of this dust is thrown over a wider
  area, it absorbs up to 15 cubic yards of water (about 3030 gallons)
  and then becomes mundane. If the GM allows, this power can
  be used to quell minor rainstorms, of either magical or mundane
  nature.
  Elemental Bane: If a pinch of this dust is dropped, thrown or
  sprinkled onto a creature from the Elemental Plane of Water or a
  creature that is otherwise mostly composed of water, the creature
  must make a save vs. spell. A successful save inﬂicts 5d6 points
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  of damage upon the creature, while a failed save indicates that
  the creature is destroyed.
  Dust of Illusion:
  This magical dust seems to be mundane
  graphite or chalk dust but radiates magic if detect magic is cast.
  Upon close inspection, the dust changes color and outward ap-
  pearance. It is always found packaged in pouches. Each pouch
  holds 1d10 + 10 pinches of dust. This dust has the power to make
  a creature appear to be any other creature of similar shape, with
  a size variance of up to 50% either larger or smaller. If a pinch of
  this dust is sprinkled upon a creature while the one who sprin-
  kles it thinks of the new form, the creature’s appearance changes
  to become the new form. Unwilling creatures are allowed a sav-
  ing throw vs. spell to avoid the effect.
  The effect produces only a visual illusion and does not create
  olfactory, audible or other components. The effect lasts 1d6 + 6
  hours or until a successful dispel magic is cast.
  Dust of Sneezing and Choking:
  This accursed dust appears in
  all ways to be dust of appearance and is packaged in the same man-
  ner and quantity. However, regardless of the packaging and dis-
  persion method used, the dust immediately spreads into a cloud
  with a 20-foot radius around the user. All air-breathing creatures
  in the effective area (including the user) must save vs. poison suc-
  cessfully or be killed instantly. Those that don’t die immediately
  from the effects of the dust begin to sneeze and cough uncontrol-
  lably, unable to perform any other actions for 5d4 rounds.
  Dust of Tracelessness: This magical dust appears as mundane
  house dust, possibly mixed with cobwebs, and is always found
  packaged in pouches. It radiates magic if detect magic is cast.
  Each pouch holds 1d12 + 12 pinches of dust. This dust has the
  power to cover and conceal the signs of passage through an area.
  It becomes mundane 1 round after being dispersed. The dust has
  two uses:
  Abandoned Room: If a pinch of this dust is tossed into a room
  of up to 1,000 square feet, the room and the contents of the room
  become dusty, dirty, and covered with cobwebs, as if no one has
  entered the area for at least 10 years.
  Abandoned Trail: If a pinch of this dust is sprinkled along a
  trail, all evidence of passage for up to 12 large-sized mounts and
  12 man-sized riders (or the equivalent number of smaller and
  larger creatures such as 9 huge- sized, 18 large-sized, 36 man-
  sized, 72 small-sized, 144 tiny-sized, etc.) is erased for up to a
  mile.
  Incense of Meditation:
  This magical incense appears in all
  ways to be mundane until it is lit; even a detect magic spell will
  not reveal its magical aura. However, when lit, a block of this
  incense produces a sweet scent and pearly white smoke that are
  instantly recognizable as magical by any priest, including druids,
  of 6th level or higher. Typically, up to 2d4 blocks of incense are
  found together. Each block burns for eight hours.
  If a priest of any level burns a block of this incense while pray-
  ing and meditating for spells the entire eight hours, the power
  of the incense causes the priest’s spells to produce the maximum
  possible effects, and all saving throws against his spells suffer a
  −1 penalty. In addition, if the priest is called upon to raise or res-
  urrect a creature from the dead, its constitution—resurrection sur-
  vival score gains a bonus equal to 1⁄2 of the chance to fail (round
  up). For example, a creature with a 50% resurrection survival
  score would gain a 25% bonus and have a 75% score, while a crea-
  ture with 95% would gain a 3% bonus and have 98%, etc. These
  effects remain for 24 hours.
  Incense of Obsession:
  This accursed incense is crafted to be
  identical in all ways to incense of meditation and 2d4 blocks are
  usually found together. The incense will burn for up to 8 hours,
  but its curse takes hold of the priest after the ﬁrst hour.
  A priest who prays and meditates for spells while the incense
  burns will only be deluded into believing that his spells have
  been enhanced by the power of the incense. Instead, the curse
  causes the priest to become obsessed with his ability to cast spells.
  If the priest is a druid, he will also be obsessed with any other
  magical class abilities he may possess. He is magically compelled
  to cast his spells and/or use his abilities, even when doing so is
  not necessary or would have no effect. The priest will remain ob-
  sessed for 24 hours, or until all of his spells have been cast and
  all of his magical abilities have been used. The GM may enforce
  this compulsion however he feels appropriate. He may allow the
  priest to act normally until a stressful situation arises, or he may
  force the priest to cast a spell or perform a magical ability at any
  random time throughout the day. The priest will not willingly
  part with the incense and will desire to burn another block at the
  earliest opportunity to pray for spells, even if he must do so se-
  cretly.
  Ioun Stones:
  Most knowledgeable sages now believe that these
  magical stones were among the ﬁrst types of magical items ever
  crafted. A typical stone is crafted in the form of a nearly value-
  less ornamental gemstone. Typically, up to 1d10 stones are found
  together and up to 10 can be used by the same creature simultane-
  ously. They radiate magic if detect magic is cast. Each stone must
  be held one at a time and released to activate its power. They
  must be free-ﬂoating and allowed to orbit within 3 feet of their
  owner’s head in order to function. The stones will continue to
  ﬂoat unimpeded (forming something that looks rather like a dim
  halo) unless forcefully grabbed. The user may voluntarily grab
  and stow each stone but doing so deactivates its power. An op-
  ponent may attempt to grab one of the stones by hand or snatch
  one with a net to remove it from its orbit and deactivate it. The
  stones have an AC of −4, 10 hit points, and save as hard metal
  with a +3 bonus to all saves. There are 15 known varieties of
  these stones, each with its own speciﬁc power. The GM should
  roll 1d20 for each stone found to determine its powers.
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  1d20
  Description
  Effect
  1
  Pale blue rhomboid
  Provides
  +1
  to
  strength
  (maximum of 18)1
  2
  Scarlet
  and
  blue
  sphere
  Provides +1 to intelligence
  (maximum of 18)2
  3
  Incandescent
  blue
  sphere
  Provides
  +1
  to
  wisdom
  (maximum of 18)3
  4
  Deep red sphere
  Provides
  +1
  to
  dexterity
  (maximum of 18)
  5
  Pink rhomboid
  Provides +1 to constitution
  (maximum of 18)4
  6
  Pink
  and
  green
  sphere
  Provides
  +1
  to
  charisma
  (maximum of 18)5
  7
  Pale green prism
  Provides +1 class level6
  8
  Clear spindle
  Sustains
  creature
  without
  food and water
  9
  Iridescent spindle
  Sustains creature without air
  10
  Pearly white spindle
  Regenerates 1 hit point of
  damage per turn7
  11
  Pale lavender ellip-
  soid
  Absorbs 4th level or lower
  wizard (3rd level or lower
  priest) spells8
  12
  Lavender and green
  ellipsoid
  Absorbs 8th level or lower
  wizard (6th level or lower
  priest) spells8
  13
  Vibrant
  purple
  prism
  Stores 2d6 levels of spells9
  14
  Dusty rose prism
  Provides −1 bonus to AC,
  +1 to saving throws10
  15–20
  Dull grey any shape
  Burned
  out–but
  possibly
  still magical11
  1 A pale blue rhomboid increases a warrior’s exceptional
  strength to the middle of the next higher exceptional strength
  category, up to 18/00 max (refer to Strength).
  2 A scarlet and blue sphere increases a wizard’s
  intelligence—learn spells score, but he cannot try to learn a
  spell that he has failed to learn before until he gains a new
  level of experience. His intelligence—max spell level and
  max number scores are also increased. However, if a wizard
  learns a new spell and writes it into his spell book while
  using the stone, he may not be able to memorize or cast it
  without using the stone or similar aid. If any creature learns a
  new language while using this stone, he may not remember it
  unless he uses the stone or similar aid.
  3 An incandescent blue sphere increases a priest’s
  wisdom—bonus spell score. The stone must be used while
  the priest prays for his spells, and the stone or similar aid
  must be used when the bonus spells are cast.
  4 A pink rhomboid will not orbit the head of a dead creature
  so cannot be used to increase a creature’s
  constitution—resurrection chance score.
  5 A pink and green sphere increases any creature’s
  charisma—max henchmen score. Any additional henchmen
  gained by the power of the stone, will not remain in
  association with the creature without use of the stone or
  similar aid.
  6 A pale green prism grants only a single level. A
  dual-classed character gains the additional level in his active
  class. A multi-classed character gains the additional level in
  the class in which he has the highest level. Only 4 may be
  cumulative with each other.
  7 A pearly white spindle works like a ring of regeneration
  (troll-like). It only regenerates damage suffered while the
  character is using the stone. Only 3 may be cumulative with
  each other.
  8 The pale lavender and the lavender and green ellipsoids
  work like a rod of absorption, except that they do not store the
  spells’ energy for later release. A pale lavender ellipsoid can
  absorb 10d4 spell levels and a lavender and green ellipsoid
  can absorb 20d4 spell levels before becoming dull grey.
  9 A vibrant purple prism works like a ring of spell storing.
  10 A dusty rose prism works like a ring of protection. The
  power of the stone is cumulative with all other protective
  items, except a ring of protection and magical armor. Only 5
  may be cumulative with each other.
  11 A dull grey stone is the remains of a stone that has
  absorbed its maximum spell energy or was otherwise
  damaged beyond its 10 hp limit. The GM may determine that
  these burned out stones have a special use in his world. Such
  stones still radiate magic and orbit their user’s head.
  Marvelous Pigments:
  This magical pigment is usually found
  in mundane pots. Typically, 1d4 pots are found together, often
  with a mundane paintbrush about 1 foot long. The color of the
  pigment in each pot does not affect its power and the GM is free
  to select any color(s) desired. The pigment radiates magic if detect
  magic is cast.
  The pigment has the power to create permanent, solid 3 di-
  mensional object(s) or empty space(s) when it is used to paint an
  image of the object(s) or space(s) onto a ﬂat surface (ﬂoor, wall,
  ceiling, door, etc.). It can create any mundane, inanimate objects,
  including non-mobile plants, edible food and objects such as non-
  magical weapons and armor with a total value of less than 2,000
  gp, or it can create an empty space such as a small room including
  a door if desired, a cavern complete with dripping stalactites or a
  pit covered with ﬂimsy materials. The pigment cannot create any
  form of animated living, undead or constructed creature. Nor can
  it create singly valuable objects. Precious metals and gemstones
  created by the pigment appear to be real but are invariably fake
  and made of common materials such as lead, tin, brass, common
  bone, crystal and glass. The painter does not require any artistic
  talent to activate the power of the pigment. Once the image is
  painted, the painter simply concentrates on the image, and the
  pigment forms itself into the desired object(s) or empty space(s).
  Each full pot contains enough pigment to paint one image of
  a large object or room-sized empty space, or several images of
  smaller empty spaces and objects, covering 100 square feet. The
  pigment then creates the space(s) or object(s) up to 1,000 cubic
  feet in size. For example, an empty 10’ × 10’ × 10’ pit, room
  or cavern can be created by painting a 10’ × 10’ image of it. It
  requires 1 turn to paint an image of the maximum 100 square
  foot size and only 1 round to paint an image 10 square foot in size
  (2’ × 5’ or about the size of a bastard sword and a few daggers,
  for instance). The GM must adjudicate the results carefully and
  keep a detailed record of how much pigment has been used. If
  the painter depicts a 10’ × 10’ cavern packed with weapons and
  armor, a 10’ × 10’ room complete with a shrine and altar to his
  deity, or a 10’ × 10’ pit ﬁlled with spikes, 2 full pots of pigment
  and 2 turns are required to paint the image.
  Miracle Ointment:
  This magical ointment is usually found in
  a small jar or box about 3 inches in diameter and 1 inch deep,
  containing up to ﬁve applications. Typically, 1d3 jars are found
  together, each weighing 1⁄2 lb.
  If applied to any wounded creature, the ointment cures 1d4 + 8
  hit points of damage (as cure light wounds). If applied to a poi-
  soned wound, diseased area, or swallowed by a poisoned or dis-
  eased creature, the ointment also detoxiﬁes the poison (as neu-
  tralize poison), removes the disease (as cure disease) or does both,
  as necessary.
  Philosopher’s Stone:
  This rarely seen magical stone is crafted
  in the form of a mundane, sooty piece of black rock. It radiates a
  faint aura of magic of an unknown school if detect magic is cast.
  If the stone is broken open, a geode-like cavity is revealed at
  the stone’s heart. This cavity is lined with magical quicksilver
  that permanently transmutes base metals (iron and lead) into sil-
  ver and gold. The special nature of this stone allows any wizard,
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  including specialist mages normally barred from the school of
  transmutation, to activate the power of the magical quicksilver.
  The GM may also allow master alchemists and top sages in the
  ﬁeld of alchemy to activate the quicksilver. The quicksilver from
  a single stone is sufﬁcient to turn 1d10 × 50 pounds of iron into
  silver, or 1d10 × 10 pounds of lead into gold. Once the stone
  is broken opened, the quicksilver becomes mundane within 24
  hours, and if any portion of the quicksilver is activated, the re-
  mainder immediately becomes mundane.
  Therefore, the ﬂuid
  must be activated within the ﬁrst 24 hours, and it may only be
  activated once.
  There are 2 other known, but very rare varieties of this stone
  containing other magical substances. If the GM decides that one
  of these rare varieties is found, he should roll 1d100 to determine
  its type.
  Like the more common variety, the stones allow the substance
  to be used by any wizard (and possibly master alchemists and
  sages), and the magical substances become mundane under the
  same conditions and time limitations.
  Magical
  1d100
  Substance
  Power
  01-75
  Green
  rejuvenation salt
  Creates 1d4 potions of longevity
  White powder
  76-00
  of life
  Creates an elixir of life when
  mixed with a potion of
  longevity. The elixir is able to
  resurrect any dead human or
  demi-human, as long as he has
  been dead for a week or less.
  Smoke Powder:
  This magical powder is almost never found
  in its ﬁnal, usable form. It is the fantasy counterpart of black
  powder, and as such it is a new, dangerous and relatively rare
  substance. To reduce the chance of accidents during storage and
  transport, especially when dealing with large amounts, the pow-
  der is kept as two separate alchemical components. One is a gran-
  ular, steel blue powder, and the other is in the form of a ﬁne,
  white powder. Alone, the substances are mundane and inert, but
  when combined in equal portions, the resulting powder becomes
  magical and explosive. The two substances are usually mixed
  only in small amounts as needed. The powder is then placed
  in a tiny, waterproof sack or specially made powder horn. A
  typical pouch or powder horn contains 3d6 tablespoons of pre-
  mixed powder. When the magical mix is placed in contact with a
  ﬂame, it violently explodes producing a large amount of energy
  accompanied by a bright ﬂash of light, loud noise and smoke. A
  tablespoon of powder is considered one charge for use in an ar-
  quebus. In the form of a large ﬁrecracker, 1 charge causes 1d2
  points of damage in a 1-foot radius. Each additional charge in-
  creases the number of damage dice proportionately. A bomb con-
  taining 15 charges causes 15d2 damage and explodes in a 5-foot
  radius. 25 or more charges cause 25d2 or more damage and ex-
  plode in a 15-foot radius. Bombs can also be thrown, placed or
  dropped to cause structural damage to objects and fortiﬁcations.
  The GM may introduce other magical or alchemical items that
  use the properties of this powder or its mundane components in
  different ways.
  Sovereign Glue:
  This magical glue appears as an amber-
  colored, viscous ﬂuid. It radiates magic if detect magic is cast. Its
  bonding power is so strong that it can only be stored in a ﬂask
  coated with oil of slipperiness. This oil must be replaced within 1
  round each time the glue is used or the glue will stick to the inside
  of the ﬂask and be ruined. A ﬂask typically holds 1d10 ounces of
  glue. Each ounce can cover a surface area of about one square
  foot. The glue will permanently bond virtually any two objects
  regardless of what they are made of, but requires one round to
  set. If the objects are separated before the glue sets, the glue im-
  mediately ﬁnishes setting. Once the glue has set, it becomes mun-
  dane. Using force to separate the objects after the glue has set will
  only break the weaker of the two objects. Only oil of etherealness
  or universal solvent can dissolve this glue once it has set.
  Stone of Controlling Earth Elementals:
  This magical stone is
  crafted in the form of an oddly shaped, roughly polished com-
  mon rock. It radiates magic if detect magic is cast. Once per day,
  the stone has the power to summon an earth elemental. When
  the stone is held over an area of natural earth or stone of at least
  4 square feet and with a volume of at least 4 cubic yards and
  a command word spoken, the elemental appears in 1d4 rounds.
  In natural earth, including mud and clay, a 12 HD elemental is
  summoned, while in natural stone or sand an 8 HD elemental is
  summoned. Earth elementals cannot be summoned from worked
  stone.
  Stone of Good Luck (Luckstone):
  This magical stone is crafted
  in the form of a roughly polished ornamental gemstone (typically
  an agate). It radiates magic if detect magic is cast. Just by carry-
  ing this stone, its owner gains a +1 bonus on all saving throws,
  as well as any ability checks or other rolls required to avoid slip-
  ping, falling, dodging, and other negative consequences. It does
  not affect attack, damage, or spell failure rolls, but a deceased
  creature can use the stone to gain a 5% bonus to its constitution—
  resurrection survival score (maximum of 100%) or to affect the
  results of a reincarnate spell by up to 5% in either direction. If
  the owner of the stone is ever in competition for a magical item
  or other treasure against another creature, he also gains a 1d10%
  bonus on his die roll to gain the item. Multiple stones do not
  stack.
  Stone of Weight (Loadstone):
  This accursed stone is most often
  crafted in the form of a luckstone. It radiates magic if detect magic
  is cast, but its curse is not activated until its owner is in a stressful
  situation (such as combat or pursuit). The curse of the stone then
  reduces its owner’s movement value and number of attacks per
  round by 50%. The stone cannot be thrown away or destroyed. It
  always returns to the owner’s possession. A dispel evil spell cast
  on the stone will cause it to vanish.
  Universal Solvent:
  This magical solvent is crafted in the form
  of an oily ﬂuid and stored in a potion vial or oil ﬂask. It radi-
  ates magic if detect magic is cast, and when tested appears to have
  properties of both an oil of slipperiness and a potion of delusion. If
  the solvent is applied to any form of glue (including sovereign
  glue), cement, or other adhesive, sticky substance, the solvent im-
  mediately dissolves the substance and both become mundane. A
  full vial or ﬂask holds 27 applications. Each application spreads
  to affect an area of one cubic foot.
  If a full vial of this solvent is distilled under controlled con-
  ditions, 9 applications of concentrated universal solution (also
  known as alkahest) is created. Each application can dissolve one
  cubic foot of organic or inorganic material as if a disintegrate spell
  had been cast.
  Its disintegration power is so strong that spe-
  cial handling methods are required. It is usually distilled within
  a force ﬁeld (such as one created by the ﬂoating disc spell) and
  stored by the individual application in 9 gold-laced lead glass
  vials (or ﬂasks). A master craftsman must create the vials using
  an unusually high amount of gold and lead. A standard vial (or
  ﬂask) will hold the solution only if coated with oil of timelessness.
  No more than one application can be stored in any vial (whether
  made of gold-laced lead glass or coated with oil). The vial can’t
  be used again for any purpose.
  The GM must carefully adjudicate the results of using this so-
  lution in combat situations. If thrown, treat a potion vial as if it
  were an indirect missile weapon. A gold-laced, lead glass vial
  breaks as easily as a standard vial. Any portion of any mundane
  objects caught in the effective area of one cubic foot per vial au-
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  tomatically dissolves. Creatures are granted a saving throw vs.
  spell and magical items are granted a saving throw vs. disinte-
  grate to avoid the effects. An object coated with oil of timelessness
  is immune to the effects of this solution, but only once. The so-
  lution then becomes mundane, the oil is ruined, and the object
  begins to age normally again.
  HOUSEHOLD ITEMS & TOOLS
  A brazier is a bowl or box made of metal and used to hold red-
  hot, ﬂaming coals. Mundane braziers range widely in size and
  form. The largest among them are semi-permanent ﬁxtures able
  to provide heat and light for a large room, but smaller, more
  portable braziers are most common. These are used with a grill
  to cook food or to warm a person’s feet. A bed warmer is a type
  of small brazier mounted on a pole. Small braziers are also hung
  from poles to provide dim light and heat over a small area. Mag-
  ical braziers can be any size and style as determined by the GM.
  A broom is a long wooden pole attached to a fan shaped blade
  made of straw or similar material with thread or a metal ring.
  They are designed to sweep dust and dirt from ﬂoors and similar
  surfaces. Magical brooms function the same as mundane brooms
  for this purpose.
  Carpets and rugs are thick sheets of woven cloth found in var-
  ious sizes. They are designed not only for ornamentation, but
  also to warm and soften the surface upon which they are placed.
  They are usually placed upon the ﬂoor but can be placed upon a
  wall like tapestries to cover windows, holes or cracks. A tapestry
  is also commonly known as a wall rug. A mattock is a long han-
  dled digging tool similar to a pick with a long, narrow, slightly
  curved, metal shovel blade set perpendicular to the handle.
  A maul is a type of long handled, heavy hammer with a large,
  ﬂat, metal head made of lead or iron.
  A spoon is an eating or cooking utensil made of various mate-
  rials.
  A mirror is a reﬂective surface usually made of either polished
  metal or silver-laced glass or crystal.
  A commonly available,
  mundane, metal mirror is listed on the standard equipment ta-
  bles. A mirror’s surface may be ornately decorated or completely
  plain. Most magical mirrors are large and placed in a matching,
  mundane frame. They are often crafted as permanent ﬁxtures be-
  coming mundane if forcefully moved.
  Mundane rope is found in one of two varieties, hemp or silk.
  As shown on the standard equipment tables, hemp rope is much
  Table B.34: Household Items and Tools
  1d20
  Item
  XP
  1
  Brazier of Commanding Fire Elementals
  (Wizard)
  4,000
  2
  Brazier of Sleep Smoke (Wizard)
  Accursed
  3
  Broom of Animated Attack
  Accursed
  4
  Broom of Flying
  2,000
  5
  Carpet of Flying
  7,500
  6
  Mattock of the Titans (Warrior)
  3,500
  7
  Maul of the Titans (Warrior)
  4,000
  8
  Mirror of Life Trapping (Wizard)
  2,500
  9
  Mirror of Mental Prowess
  5,000
  10
  Mirror of Opposition
  Accursed
  11
  Myrddin’s Spoon
  750
  12–13
  Rope of Climbing
  1,000
  14
  Rope of Constriction
  Accursed
  15
  Rope of Entanglement
  1,500
  16
  Rug of Smothering
  Accursed
  17
  Rug of Welcome (Wizard)
  6,500
  18
  Saw of Mighty Cutting (Warrior)
  2,000
  19
  Spade of Colossal Excavation (Warrior)
  1,000
  20
  GM’s Choice
  –
  more common (less expensive) than silk rope.
  While making
  hemp rope is a well-known craft, silk ropes are often more dif-
  ﬁcult to obtain. In some campaign worlds, silk rope may have to
  be imported from far off lands, and local craftsmen will not know
  the secret of its manufacture. Most magical ropes are obviously
  different than a mundane rope to all but the most inexperienced
  creatures; however, it is the determination of the GM whether a
  magical rope is crafted of hemp, silk or some other exotic mate-
  rial. In any case, a magical rope must remain whole. If a magical
  rope is ever broken or severed, all of its pieces become mundane.
  Unless otherwise stated, a magical or accursed rope has AC −2
  and 22 hit points. The same creature must inﬂict 22 points of
  damage to the same small section with an edged weapon in or-
  der to successfully sever it. Damage that doesn’t destroy the rope
  repairs itself within 6 turns.
  A saw is a common cutting tool consisting of a metal blade
  with one or two sharpened, jagged edges afﬁxed to one or two
  solid wooden handles.
  A spade is a common digging tool consisting of a metal blade
  afﬁxed to the end of a long wooden handle.
  Brazier of Commanding Fire Elementals:
  This magical brazier
  appears to be mundane, but radiates magic if detect magic is cast.
  Any wizard with access to the school of conjuration can use the
  power of the brazier to summon a ﬁre elemental once per day.
  When the wizard spends a round lighting a ﬁre in the brazier
  and speaks a command word, a 12 HD ﬁre elemental appears
  immediately. If sulphur is added to the ﬁre before the command
  word is spoken, the summoned elemental receives a +1 hit point
  bonus to each hit die (maximum 9 hit points per die).
  Brazier of Sleep Smoke:
  This accursed brazier is crafted in the
  form of a brazier commanding ﬁre elementals and radiates the same
  level and type of magic if detect magic is cast. However, when the
  wizard spends a round lighting a ﬁre in the brazier and speaks
  the command word, a magical cloud of smoke ﬁlls a 10-foot ra-
  dius around the brazier. Any creature caught in the smoke falls
  into a deep, magical sleep unless they save vs. spell. In addition,
  elves and half-elves retain their natural resistance. Immediately
  after checking for resistance and rolling saving throws, a 12 HD
  ﬁre elemental appears and begins attacking the nearest creature.
  Only dispel magic or remove curse will awaken a creature put to
  sleep by the curse of this brazier.
  Broom of Animated Attack:
  This accursed broom is crafted in
  the form of a common, mundane broom, but it radiates a faint
  aura of magic if detect magic is cast and will act as a broom of ﬂying
  if an identify spell is cast upon it. However, when the broom is
  sat upon as if to be ridden and the command word spoken, the
  curse is activated. The broom immediately launches itself off the
  ground and into an erratic, unexpected maneuver, which throws
  off its rider from a height of 1d4 +5 feet. No saving throw is al-
  lowed to avoid being thrown off. The short fall usually causes
  no damage, but the victim is stunned and prone (qq.v.) for one
  round. The broom immediately whips around and attacks the
  victim before he has a chance to recover. It attacks as a 4 HD crea-
  ture with AC 7, 18 hit points and makes four attacks per round,
  two attacks with the straw end and two with the handle. The
  straw end automatically blinds the victim for one round on a suc-
  cessful hit, and the handle end causes 1d3 points of damage on
  a successful hit. The broom continues to attack the victim until
  either the broom is destroyed or the victim is killed (causing the
  broom to revert to its normal, non-animated state).
  Broom of Flying:
  This magical broom is crafted in the form of a
  common, mundane broom. It radiates magic if detect magic is cast.
  When the broom is sat upon as if to be ridden and the command
  word spoken the broom has the power to ﬂy. The broom has
  a base movement value of 30 (speed class 3 (quick)) while car-
  rying up to 182 pounds. Every 14 additional pounds of weight
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  carried above this limit reduces its movement value by 1, with a
  minimum base movement value of 2 (speed class 1 (slow)). The
  broom has a maneuver class of 3 (average). Upon speaking the
  proper command words, the broom can also be sent without a
  rider to a known and speciﬁcally named location or called to its
  owner from up to 300 yards away. The brooms cannot hover and
  are difﬁcult to control, so spell casting is not possible while ﬂy-
  ing. The GM may allow most magical items. such as wands,
  rings, etc., to function normally. The GM may also assign penal-
  ties, up to −4, to a rider’s melee and ranged attacks until he has
  had plenty of practice controlling the broom with only his knees.
  Carpet of Flying:
  This magical carpet is crafted from durable
  material to appear to be an expensive, imported, yet otherwise
  mundane wall or ﬂoor covering with beautiful, exotic patterns
  (Refer to Commodities). It radiates magic if detect magic is cast.
  Most local craftsmen do not know the secret of the carpet’s spe-
  cial weave, so if it is damaged, it usually cannot be repaired ex-
  cept by magical means or by ﬁnding a craftsman who has learned
  the special weaving techniques.
  This carpet has the power of ﬂight. Whenever anyone speaks
  the proper command word within hearing range of the carpet,
  the power of the carpet is activated. The carpet begins to hover
  a few inches off the ground and awaits further instruction. The
  speaker of the command word may now direct the carpet as he
  wishes by simply speaking to it.
  They have a maneuver class of 3 (average), but can hover or
  move at less than 1⁄2 movement value and still remain ﬂying. At
  any speed, it is very easy for a rider or passenger to fall off the car-
  pet making them generally unsuited for conducting melee com-
  bat, and any attempt to remedy this using straps or belts will
  cause the carpet to become mundane. However, while hovering
  or moving at 12 or less (speed class 1 (slow)), they become ideal
  platforms for casting spells and launching missiles. This makes
  these carpets highly sought after and valuable. At movement val-
  ues higher than 12, neither the rider nor any passengers can cast
  spells. At any speed, the GM may allow the use of magical items
  and missile weapons but should apply penalties, up to −4, to
  ranged attacks at speeds higher than 12.
  They are crafted in 4 known sizes, each with its own weight
  limit and maximum aerial movement value. The GM should roll
  1d100 to determine the size of the carpet found.
  Speed
  Capacity
  Size
  1d100
  01–20
  3’ × 5’
  1 person
  42 (speed class 4 (fast))
  4’
  21–55
  ×
  36 (speed class 3 (quick))
  2 people
  6’
  56–80
  5’ × 7’
  3 people
  30 (speed class 3 (quick))
  6’
  81–00
  ×
  24 (speed class 2 (average))
  4 people
  9’
  Mattock of the Titans:
  This magical mattock is huge, measur-
  ing 10 feet long and weighing over 100 pounds. Only a huge-
  sized or larger warrior with a strength score of 20 or higher can
  wield this mattock and activate its power. For this purpose, most
  creatures are considered warriors unless they have rogue abilities
  or are able to cast spells. Such a warrior can use the mattock to
  break apart up to 100 cubic feet of natural or man-made earthen
  structures or up to 20 cubic feet of rock in 1 turn. The mattock
  inﬂicts 1d3 points of structural damage. It can also be used as a
  club-type weapon (refer to weaponry groups, non-skilled penal-
  ties otherwise apply normally). The mattock has a +3 enchant-
  ment bonus to attack rolls and inﬂicts a base 5d6 points of dam-
  age before the warrior’s strength—damage modiﬁer is added.
  Maul of the Titans:
  This magical maul is huge, measuring 8 feet
  long and weighing over 150 pounds. Only a huge-sized or larger
  warrior with a strength score of 21 or higher can wield this maul
  and activate its power. For this purpose, most creatures are con-
  sidered warriors unless they have rogue abilities or are able to
  cast spells. Such a warrior can use the mattock to drive stakes of
  up to 2 feet in diameter into natural earth at 4 feet per strike, strik-
  ing twice each round. The maul inﬂicts 1d4 points of structural
  damage, and automatically shatters wooden doors of up to 10
  feet high, 4 feet wide, and 2 inches thick in one strike. Two strikes
  are required if the door is bound in iron. It can also be used as a
  club-type weapon (refer to weaponry groups, non-skilled penal-
  ties otherwise apply normally). The maul has a +2 enchantment
  bonus to attack rolls and inﬂicts a base 4d10 points of damage
  before the warrior’s strength—damage modiﬁer is added.
  Mirror of Life Trapping:
  This magical mirror is crafted in the
  form of an expensive, yet mundane, mirror made of crystal. It
  radiates magic if detect magic is cast. The mirror is usually about
  2’ × 2’ in size and placed in a frame of wood or metal to be hung
  upon a wall. It has the power to imprison victims within a time-
  less, non-dimension space. Only a wizard, including any spe-
  cialist mage, may activate the power of the mirror. Most often
  a wizard will hang this mirror upon the wall as a trap. He then
  activates it by speaking a command word, and it remains active
  until a second command word is spoken. Only the wizard who
  activates the power of the mirror, nonliving constructs such as
  golems, and non-intelligent undead such as skeletons and zom-
  bies, are immune to the mirror’s effects.
  The mirror contains 12 + 1d6 non-planar spaces located out-
  side the reach of the Temporal Dimension. Creatures who are not
  aware of the danger and approach within 30 feet of the mirror
  will automatically see their reﬂection. Creatures who are aware
  of the danger, yet still approach within 30 feet of the mirror, have
  a 50% chance of being unable to avoid seeing their reﬂection each
  round. Those that see their reﬂection must roll a successful sav-
  ing throw vs. spell, or each will be imprisoned in one of the mir-
  ror’s non-planar spaces. If the saving throw is unsuccessful, the
  creature’s entire body (regardless of size) is pulled into the mirror.
  However, inanimate objects and other nonliving matter cannot
  enter the mirror, so the creature’s equipment (including anything
  worn or carried) remains behind.
  Thereafter, any wizard can speak a command word and bring
  the reﬂection of any imprisoned creature to the mirror’s surface.
  The creature is powerless to affect the world outside the mirror,
  and though it may speak normally and be spoken to, it may not
  wish to speak to the wizard. The non-planar spaces within the
  mirror are numbered sequentially, and speaking a command that
  includes an imprisoned creature’s cell number will free that crea-
  ture. If all the cells are ﬁlled and yet another victim is impris-
  oned, one previously imprisoned creature, chosen randomly, is
  released. If the mirror is broken, all victims are released.
  Mirror of Mental Prowess:
  This magical mirror is crafted in the
  form of an expensive, yet mundane, mirror made of glass. It ra-
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  diates magic if detect magic is cast. The mirror is usually about
  5’ × 2’ in size and placed in a frame of wood or metal to be hung
  upon a wall. Upon speaking the proper command words, the
  user can activate any one of the following effects.
  ESP: The user of the mirror can read the thoughts of any crea-
  ture reﬂected therein, as long as the user is within 25 feet of the
  mirror, even if those thoughts are in an unknown language. Crea-
  tures without a language or animal intelligence transmit basic
  emotions.
  Scrying: The user can scry with the mirror as if it were a crystal
  ball with clairaudience. This power extends to other planes if the
  viewer is sufﬁciently familiar with them.
  Through the Looking Glass: The user may create a portal to
  visit other places. He ﬁrst views the location with the scrying
  power and then steps through the mirror to the location viewed.
  This location includes other planes that the user is sufﬁciently fa-
  miliar with to view with the scrying power. Other creatures can
  follow the user through the mirror as desired. An invisible por-
  tal remains on the other side where the user arrives, and he can
  return to his starting point through that portal. Once he returns,
  the portal closes. Otherwise, the portal closes automatically af-
  ter 24 hours (trapping the user if he’s still on the other side), and
  the user can also close it by speaking a command word. Crea-
  tures have a chance to notice the portal just as they might notice
  a magical sensor from a scrying effect (refer to crystal ball). Any
  creature that steps through the portal appears in front of the mir-
  ror.
  Query: Once per week, the mirror will accurately answer one
  short question regarding a creature whose image is shown on its
  surface (refer to the legend lore spell). This can be done by mun-
  dane means as long as the user is within 25’ of the mirror when
  the creature looks into it or through use of the mirror’s scrying
  power.
  Mirror of Opposition:
  This accursed mirror is crafted in the
  form of a mirror of mental prowess. It radiates magic if detect magic
  is cast. Its curse creates a duplicate of any creature that sees its
  own reﬂection in its surface (refer to mirror of life trapping to de-
  termine whether a creature sees itself). The duplicate leaps out of
  the mirror and attacks the original. The duplicate has all the pos-
  sessions, powers, and abilities of the original. Upon the defeat or
  destruction of either the duplicate or the original, the duplicate
  and its items disappear completely. The mirror can be placed as
  a trap, but its curse makes it dangerous even to its user.
  Myrddin’s Spoon:
  This magical spoon is crafted in the form of
  a simple, mundane eating utensil typically made from horn. It
  radiates a dim aura of conjuration magic if detect magic is cast. If
  the shovel end of the spoon is placed into an empty dish, the ves-
  sel immediately ﬁlls with a thick, pasty gruel. Although the gruel
  has a ﬂavor similar to that of warm, wet cardboard, it is highly
  nourishing and contains everything necessary to sustain up to
  4 man-sized, herbivorous, omnivorous, or carnivorous creatures
  each day.
  Rope of Climbing:
  This magical rope is usually crafted to be 60
  feet long, yet no more than 1⁄2” thick. It weighs only 3 lbs. but
  can hold a ton and a half (3,000 lbs.) suspended off the ground.
  It radiates magic if detect magic is cast. Upon command, the rope
  moves in any desired direction at a rate of 10 feet per round. It
  will attach itself securely wherever its owner desires. It can un-
  fasten itself and return to the user in the same manner. It will
  also unfasten itself if the weight limit is exceeded. A rope of climb-
  ing can also be commanded to knot or unknot itself. This causes
  large knots to appear at 1-foot intervals along the rope. Knotting
  the rope all but assures a successful climb but shortens it to 50-
  foot until the knots are untied. The user must hold one end of the
  rope when any of its powers are activated.
  Rope of Constriction:
  This accursed rope is crafted in the form
  of a rope of climbing (or rope of entanglement) and radiates magic if
  detect magic is cast. However, when the user commands it to per-
  form any action, its curse is activated. It automatically constricts
  the user’s body from the neck down and the bodies of up to 1d4
  other creatures that are within 10 feet of the user. The rope’s vic-
  tims must each roll a successful saving throw vs. spell or suffer
  2d6 points of choking/crushing damage. The rope continues to
  constrict its victims until they are dead. A new saving throw is
  granted to avoid the damage each round. The victims are un-
  able to perform any actions (such as casting spells or trying to
  free themselves) until the curse is deactivated with a successful
  dispel magic or the rope is destroyed by cutting it.
  Rope of Entanglement:
  This magical rope is crafted in the same
  form as the rope of climbing and radiates magic if detect magic is
  cast. When the user speaks the command word, the rope lashes
  forward 20 feet or upward 10 feet and entangles multiple crea-
  tures within a 40-foot by 5-foot effective area. The user makes no
  attack roll and there is no saving throw to avoid the effect. Those
  entangled by it are partially constricted from the neck down and
  unable to move or cast spells until the rope is deactivated or de-
  stroyed, but the rope does not cause any damage to the creatures.
  Those entangled are able to make melee attacks either against an
  adjacent opponent or against the rope with a −4 penalty, but only
  if they already hold the weapon. The GM may determine that
  creatures may use an innate magical and missile attack or ﬁre a
  preloaded and previously aimed missile weapon, but also at a
  −4 penalty. The user can deactivate the rope by speaking a com-
  mand word. It can also be deactivated if a successful dispel magic
  is cast upon it or be destroyed by cutting it. If land-based crea-
  tures are entangled underwater, they will likely sink. However,
  marine life is usually not so affected. Up to eight man-sized crea-
  tures or their equivalent can be entangled. Use the following table
  to determine the equivalent number of creatures.
  Size
  Value
  Tiny
  .33*
  Small
  .5*
  Medium
  1
  Large
  3
  Huge
  4
  Gigantic
  8
  *Round up
  Rug of Smothering:
  This accursed rug is crafted in the form of
  the smallest carpet of ﬂying (3 feet by 5 feet) and radiates magic if
  detect magic is cast. However, when the user sits or stands upon
  it and speaks the command word (or vice versa), the rug auto-
  matically wraps around his head and chest and starts to smother
  him. The user gains no saving throw to avoid the effect and it will
  kill him within 1d4 + 2 rounds. The rug can only be prevented
  from killing its victim by casting an animate object, hold plant, or
  wish spell.
  Rug of Welcome:
  This magical rug is crafted with the form and
  function of the largest carpet of ﬂying (6 feet by 9 feet) and radiates
  magic if detect magic is cast. In addition to the power of ﬂight, in
  the hands of a wizard, including specialist mages not restricted to
  the school of transmutation, this rug has the following powers:
  Smother: Upon speaking the proper command word, the wiz-
  ard causes the rug to entrap an opponent of up to large-size that
  stands or sits upon it in the same manner as a rug of smothering.
  Rug Wall: Upon speaking the proper command word, the wiz-
  ard causes the rug to stretch to a maximum size of 27 feet by 2 feet
  (while always remaining 54 square feet). The rug then becomes
  rigid and as hard as steel with an AC 0, 100 hit points. This power
  allows the rug to be employed as a bridge, blockade, etc.
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Table B.35: Musical Instruments
  XP
  1d20
  Item
  1
  Chime of Hunger
  Accursed
  2
  Chime of Interruption
  2,000
  3
  Chime of Opening
  3,500
  4
  Drums of Deafening
  Accursed
  5
  Drums of Panic
  6,500
  6
  Harp of Charming
  5,000
  7
  Harp of Discord
  Accursed
  8
  Horn of Blasting
  1,000
  9
  Horn of Bubbles
  Accursed
  10
  Horn of Collapsing
  1,500
  11
  Horn of Fog
  400
  12
  Horn of Goodness/Evil
  750
  13
  Horn of the Tritons
  (Bard/Priest/Warrior)
  2,000
  14
  Horn of Valhalla
  1,000
  15
  Lyre of Building
  5,000
  16
  Pipes of Haunting
  400
  17
  Pipes of Pain
  Accursed
  18
  Pipes of Sounding
  1,000
  19
  Pipes of the Sewers
  2,000
  20
  GM’s Choice
  –
  in shape. It has up to a dozen strings that run from the cross bar
  down to a sound box mounted to the base.
  Magical wind instruments include horns and pipes. Magical
  horns include natural trumpets and bugles, including those made
  from more exotic materials such as seashells and animal horn.
  Natural trumpets and bugles are both brass instruments without
  valves and are played in the same manner, but there are subtle
  differences between the two. These differences cause the trum-
  pet to produce bright, brash or strident notes, while the bugle
  produces darker, mellower notes. Most magical pipes are crafted
  in the form of a set of panpipes. This instrument, also known as
  the pan ﬂute, consists of 5 or more pipes of gradually increasing
  length (and possibly increasing diameter as well) bound together
  side-by-side. The pipes are usually made of wood, metal or bam-
  boo and closed at one end. However, a more exotic material, like
  glass or ceramic, is possible. Air is blown across the top of the
  open ends to produce sound.
  Chime of Hunger:
  This accursed chime is crafted in the form
  of a chime of opening, and when ﬁrst found it functions as such
  for 1d4 + 1 uses before its curse is activated. It radiates magic if
  detect magic is cast. Striking the chime when the curse is active
  causes all creatures within 60 feet, including the user, to become
  ravenously hungry. This causes them to immediately stop what
  they’re doing, drop everything they’re holding and start to eat
  their personal store of food. If they have no food with them, they
  run to the location where the chime was struck and attack any
  creature found there in order to kill and eat them. The effect of the
  curse lasts for at least one round. At the beginning of each round
  after the ﬁrst, the affected creatures are granted saving throws vs.
  spell. A successful save breaks the curse for that creature only.
  In the hands of a bard, the range of the chime’s curse is ex-
  tended 10 additional feet per level of the bard.
  Chime of Interruption:
  This magical chime is crafted in the
  form of a chime of opening. It radiates magic if detect magic is cast.
  Striking the chime activates its power. Its power can only be ac-
  tivated once per turn. When activated, the chime sounds with
  a deep, full, reverberating note for three full rounds. While the
  chime is sounding, spell casters within a 30-foot radius who at-
  tempt to cast any spell that includes a verbal component must
  roll a successful saving throw vs. breath weapon. A failed saving
  throw indicates the spell is wasted. When the sound of the chime
  fades, its power becomes dormant for seven rounds. If struck
  Reduce: Upon speaking the proper command word, the wizard
  causes the rug to shrink to half of its normal size (3 foot by 41⁄2
  foot), reducing its weight for easier transport.
  Saw of Mighty Cutting:
  This magical saw is crafted in the form
  of a large tree saw with an adamantine blade (12 feet by 1 feet)
  and a handle on each end. It radiates magic if detect magic is
  cast. In the hands of one or more strong warriors, this saw has
  the power to slice through a 1 foot thick hardwood tree in three
  rounds, a 2 foot thick tree in one turn, and a 4 foot thick tree in
  three turns. For this purpose, most creatures are considered war-
  riors unless they have rogue abilities or are able to cast spells. A
  warrior with a strength of 18/00 or higher can operate the saw
  alone, or two warriors each with a strength of 17 or higher can
  operate it together. After operating the saw for one solid hour
  (six cumulative turns) of cutting, the warrior(s) must rest for an
  hour.
  Spade of Colossal Excavation:
  This magical spade is huge,
  measuring 8 feet long with a spade-like blade 2 feet wide and
  3 feet long. It radiates magic if detect magic is cast. Only a warrior
  with a strength score of 18 or higher can wield this spade and ac-
  tivate its power. For this purpose, most creatures are considered
  warriors unless they have rogue abilities or are able to cast spells.
  Such a warrior can use the spade to dig one cubic yard of nor-
  mal earth in a single round. Hard clay or gravel requires twice
  as long, while loose soil requires half the time. The spade inﬂicts
  1d2 points of structural damage. After digging for 10 minutes (1
  turn), the warrior must rest for ﬁve rounds.
  MUSICAL INSTRUMENTS
  Musical instruments are divided into three broad categories with
  hundreds of variations within each grouping. Percussion instru-
  ments include any instrument that produces sound when struck,
  either by hand or by using a specialized stick or soft mallet.
  Stringed instruments are those that have one or more strings.
  They produce sound when the strings are struck, plucked or
  stroked. Wind instruments produce sound as air passes over and
  through reeds, tubes, and/or pipes. Mundane musical instru-
  ments are often used for entertainment but can also be used as
  part of religious rites and ceremonies. They can also be used for
  sounding an alarm and for communications on the battleﬁeld or
  other terrain, sometimes over long distances.
  The most common magical musical instruments are presented
  here. While some require no skill to activate their power, others
  require their users to be skilled at playing the speciﬁc instrument.
  Bards gain bonuses when using a magical musical item, even if
  the item is cursed. Their powers rely on sound, so they cannot
  be activated within the effective area of a silence spell or similar
  effect. In addition, the sound may attract wandering monsters.
  Magical percussion instruments include chimes and drums.
  These items are described under their separate entries.
  Magical stringed instruments include harps and lyres. Most
  magical harps are crafted in the form of a common portable vari-
  ety. They are crafted in a vaguely triangular shape. Their frames
  are made from ornately crafted and gilded hardwood with a thick
  soundboard that rests against the harpist’s shoulder. A similarly
  crafted wooden body is held in place by the harpist’s forearm.
  The strings stretch from pegs in a soundboard to a curved neck
  that forms the top of the harp and holds the harp’s tuning pins.
  The neck attaches the soundboard to a curved, outer arm that
  the harpist holds with his hand. This outer arm attaches to the
  harp’s body completing the harp. They tend to be small, only
  about 2 feet in height, but have up to 2-dozen metal strings. Lyres
  can be thought of as the forerunner to the harp. Like a magical
  harp, magical lyres tend to be small and portable. They are usu-
  ally crafted with a curved base, two outward curving arms and a
  straight crossbar at the top. Lyres are roughly circular or square
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  again before the seventh round passes, no sound is created, and
  the chime will become dormant for another full turn.
  When a bard strikes this chime, spell casters in the effective
  area suffer a −1 penalty to their save per every 3 levels of the
  bard.
  Chime of Opening:
  This magical chime is crafted in the form of
  a one-foot long, hollow tube made of mithral. It radiates magic if
  detect magic is cast. When struck, the charm is activated, and the
  chime sounds with a clear tone that has the power to open locks,
  lids, doors, valves, and other portals. The chime also functions
  against mundane bars, shackles, chains, bolts, etc. and automat-
  ically dispels a hold portal spell or even a wizard lock cast by a
  wizard of lower than 15th level.
  The chime must be pointed at the item or gate to be loosed
  or opened (which must be visible and known to the user). The
  chime is then struck, and in 1 round the target lock is unlocked,
  the shackle is loosed, the secret door is opened, or the lid of the
  chest is lifted. Each time the chime is activated, it opens only
  one form of lock. If a chest is chained, padlocked, locked, and
  wizard locked (by a wizard of lower than 15th level), it takes four
  activations to unlock the chest and a 5th to actually open it. An
  unused chime can be activated a total of 1d8 × 20 times before it
  cracks and becomes useless.
  When a bard activates this chime, he has the option to attempt
  to destroy the lock, lid, door, valve, or portal, rather than to sim-
  ply unlock or open it. His chance to successfully destroy the item
  is equal to 5% per level of the bard, with a maximum chance of
  success of 95% at 19th level.
  Drums of Deafening:
  These accursed drums are crafted in the
  form of the drums of panic. They radiate magic if detect magic is
  cast. Their dual-natured curse is activated when both drums are
  struck simultaneously. All creatures, including the user, within
  70 feet are permanently deafened unless a heal spell or similar
  magic is used to repair their broken eardrums. Creatures within
  10 feet of the drums are stunned for 2d4 rounds.
  A bard is able to activate each portion of the curse separately.
  If the drum on the left is struck, the stunning curse is activated.
  Striking the drum on the right activates the deafening curse.
  Drums of Panic:
  This set of magical drums is crafted in the
  form of mundane timpani (or kettle) drums, each approximately
  11⁄2 foot in diameter. Together with their mundane stand, they
  form a medium-sized object. Their power is activated when both
  are struck simultaneously.
  When their power is activated, all
  creatures within 120 feet (except those within a safe zone com-
  prising the innermost 20-foot radius) must roll a successful save
  vs.
  spell or become panicked.
  Creatures with an intelligence
  score of 2 suffer a −2 penalty to their save and creatures with
  an intelligence score of 1 suffer a −4 penalty. Those affected will
  move as quickly as possible directly away from the drums for at
  least one full turn. If they run into a corner or other impassable
  object, they cower but will defend themselves if attacked while
  so trapped. At the end of each turn spent panicked the creature
  gains another saving throw. After making a successful save, the
  creature must rest for 3 rounds for every turn that it spent pan-
  icked.
  If activated by a bard, he is able to create a safe zone of any
  size less than or equal to 20 feet that he desires, and those in the
  effective area suffer a −1 penalty to their save per every 3 levels
  of the bard.
  Harp of Charming:
  This magical harp radiates magic if detect
  magic is cast, and once per turn, it has the power to persuade
  others as if a mass suggestion spell had been cast by a 12th level
  caster. A creature must be skilled in playing the harp to acti-
  vate its power. The harpist must roll a 1d20 when activating the
  power. If a 20 is rolled, all those who can hear the harp become
  enraged (refer to the harp of discord).
  A bard skilled in playing the harp has the option to activate a
  power to affect a number of listeners equal to his level with the
  equivalent of a command spell once per turn.
  Harp of Discord:
  This accursed harp is crafted in the form of a
  harp of charming and functions as such half of the time. The other
  half of the time, the harp plays excruciatingly off-key notes. In
  this case, all those within 30 feet who can hear the harp automat-
  ically become enraged. Those affected attack the harpist half of
  the time or the nearest other target the other half of the time. The
  harpist only becomes affected by this rage if he is attacked. The
  rage continues 1d4 + 1 after the music stops.
  If a bard plays this harp and it produces the cursed effect, the
  rage lasts 2d4 + 2 rounds after the sounds stop.
  Horn of Blasting:
  This magical horn is crafted in the form of
  a mundane natural trumpet, but radiates magic if detect magic is
  cast. It will function as a mundane trumpet until activated by
  a speciﬁc command word or phrase and sounded. This horn is
  designed for use in battle to destroy both troops and nearby for-
  tiﬁcations. When activated, two simultaneous effects occur.
  Cone of Sound: The effective area is a cone emitted from the
  horn, 120 feet long by 30 feet wide. Those within the effective
  area must make a successful saving throw vs. spell or suffer 1d10
  points of damage, be stunned for two rounds, and deafened for
  four rounds. A successful save allows the creature to avoid the
  damage and reduce the duration of the other two effects by half.
  Ultrasonic Wave: The effective area is a wave of sound emitted
  from the horn, up to 100 feet long but only 1 foot wide, that is
  outside the normal range of hearing. This blast has little to no
  effect on most creatures (unless they have specialized hearing) or
  the items they carry or wear. However, it causes damage equal to
  that of a large catapult missile to structures and similar or related
  objects (like life-sized statues, siege engines, portcullises, draw-
  bridges, etc.), whether they are made of metal, stone, wood or
  other materials. The wave stops when it hits the ﬁrst structure
  or appropriate object in its path. A structure or object hit by the
  wave suffers a −2 penalty to its structural saving throw or saving
  throw vs. crushing blow as applicable.
  Each time the horn is sounded, there’s a cumulative 2% chance
  that it cracks and breaks apart, becoming useless and mundane.
  If the horn is activated more than once a day, there’s a cumula-
  tive 10% chance that it violently explodes inﬂicting 5d10 points
  of damage to the trumpeter.
  When activated by a bard, the horn only has a 1% cumulative
  chance to break apart, and only a 5% cumulative chance to ex-
  plode if activated more than once a day.
  Horn of Bubbles:
  This accursed horn is usually crafted in the
  form of a mundane natural trumpet or bugle. It radiates magic if
  detect magic is cast and appears to be one of the beneﬁcial, magi-
  cal horns if an identify spell is cast upon it. However, when it is
  sounded, the horn-blower is automatically cursed. If the horn-
  blower is currently under lethal attack, he is immediately sur-
  rounded by a mass of bubbles that blinds him for 2d10 rounds.
  Otherwise, the curse will remain dormant until the next time the
  creature is attacked with deadly force. The horn does not attach
  itself to a single victim, so it can be sold, given away or even
  thrown away normally. Multiple creatures may be cursed in this
  way before they know the nature of its curse. If a remove curse is
  cast upon the horn, it becomes an inexpensive, mundane instru-
  ment of the appropriate type.
  Once a bard learns the horn’s true nature, he is able to coax
  a beneﬁcial effect from the accursed horn, but doing so carries
  a great risk of personal danger. If a bard sounds this horn, he
  causes it to ﬁre out a cone of bubbles 30 feet long and 30 feet wide,
  which blinds all creatures in the effective area for 2d10 rounds
  unless they make a successful saving throw vs. spells. How-
  273
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  ately.
  Horn of the Tritons:
  This magical horn is most often crafted
  in the form of a natural conch shell. It radiates magic if detect
  magic is cast. Its powers can only be activated by bards, priests
  (including druids), or warriors (including rangers and paladins).
  Once per day, the horn can produce any one of following three
  effects. A command word is not necessary, but the proper series
  of notes must be sounded in an easy to play pattern.
  Calm the Sea: This power calms any rough waters within
  a one-mile radius.
  Additionally, water elementals and water
  weirds in the effective area are automatically sent back to their
  plane of origin.
  Summon Ally from the Sea: When this power is activated in an
  area where hippocampi, giant sea horses and sea lions are com-
  monly found, the GM must roll 1d6. If a 1 or 2 is rolled, 5d4
  hippocampi will appear. A roll of 3, 4 or 5 results in 5d6 giant sea
  horses, and a 6 results in 1d10 sea lions. The summoned creatures
  are friendly and obey orders to the best of their intelligence.
  Repel Sea Creatures: This power causes all marine creatures
  with animal or lower intelligence within hearing range of the
  horn to suffer a −5 penalty on their attack rolls for 3d6 turns.
  They must also roll a saving throw vs. spell. A failed save indi-
  cates the creatures will also attempt to ﬂee at its fastest possible
  movement until the horn-blower is out of range of their senses.
  Bards gain no special abilities when activating this horn. How-
  ever, it is highly prized by tritons, as they can activate the horn
  three times per day. Tritons can also hear any activation of the
  horn’s powers within a three miles radius.
  Horn of Valhalla:
  These magical horns are crafted in the form
  of large, curved, mundane horns from animals common to the
  northern steppes and banded in metal. They radiate magic if
  detect magic is cast. They have the power to summon a num-
  ber of berserk warriors. Once per every seven days, speaking
  the proper command word or phrase and sounding one of these
  horns activates its power, however, only those of certain charac-
  ter classes can activate the power of the more powerful horns.
  When the horn is activated properly, these warriors ﬁght for the
  horn-blower, but if activated by a creature of a prohibited class,
  the warriors attack the horn-blower.
  There are four known variations of this horn, and each is
  banded with a speciﬁc metal. The type of horn determines the
  number of warriors and their ﬁghter level. Each warrior has an
  AC 4, an average of 6 hit points per level, and 2 attacks per round
  while armed with either a sword and spear or a battle axe and
  spear (50% chance for either). They will fearlessly ﬁght any op-
  ponents that the horn-blower commands for 6 turns or until they
  or their opponents are slain. The GM may roll 1d20 to determine
  the type of horn found.
  Half of all known varieties of this horn radiate an aura of ei-
  ther good or evil when detect good/evil or know alignment is cast.
  If the horn-blower’s alignment is the opposite of the horn’s align-
  ment, the warriors will attack the horn-blower. Neutral-aligned
  creatures can activate a horn of either alignment.
  Bards of at least 5th level can activate the powers of a bronze
  horn, and at 10th level they gain the ability to activate the powers
  of the iron horn.
  Classes
  Number (level)
  Type
  1d20
  1–8
  Silver
  2d4 + 2 (2nd level)
  No restrictions
  Priest, Warrior,
  2d4 + 1 (3rd level)
  Brass
  9–15
  Rogue
  16–18
  Bronze
  2d4 (4th level)
  Priest, Warrior
  1d4 + 1 (5th level)
  Iron
  19–20
  Warrior
  Lyre of Building:
  This magical lyre is crafted so as to appear
  to be completely mundane. It does NOT radiate magic if detect
  ever, when doing so the bard has a 5% chance to be sucked into
  the horn and ﬁred out as the cone of bubbles! There is no save
  against this tragic event, and after the last bubble pops within
  2d10 rounds, the bard will die irrevocably (aside from divine in-
  tervention). Otherwise, the bard can only be saved from death if
  either a wish spell or a limited wish spell immediately followed by
  a polymorph any object spell is cast before the last bubble pops.
  Horn of Collapsing:
  This magical horn is usually crafted in the
  form of a mundane bugle. It radiates magic if detect magic is cast.
  The horn must be activated by pointing it at a desired section
  of the ceiling between 30 and 60 feet away, speaking a speciﬁc
  command word or phrase, and then blowing into it. When done
  properly, up to a 20-foot diameter section of ceiling or other over-
  head structure collapses. When activated outdoors, it collapses
  rocky ledges or outcroppings and causes rockslides. 2d6 rocks
  about the size of a human’s ﬁst fall upon creatures under the af-
  fected area, inﬂicting 1d6 points of damage per rock. Activating
  the horn inside of a building causes its ceiling to collapse, inﬂict-
  ing 3d12 points of damage to creatures under the affected area.
  When activated underground, the ceiling collapses, inﬂicting 5d4
  points of damage per ten feet of the height of the ceiling. At the
  GM’s discretion, a second command word or phrase allows the
  horn to be played as if it were a mundane instrument. If the horn-
  blower does not speak the proper command before blowing into
  the horn, the ceiling will collapse upon him with the same effects.
  Even if the command word or phrase is spoken properly, there’s
  still a 10% chance that the ceiling will collapse upon him rather
  than as intended.
  Once a bard speaks the proper command, there’s only a 5%
  chance that the ceiling will collapse upon him rather than as in-
  tended.
  Horn of Fog:
  This magical horn is crafted in the form of a small
  mundane bugle, but it radiates magic if detect magic is cast. When
  sounded, it produces a thick cloud of fog with the same effects
  as a fog cloud spell. Each round spent blowing the horn spews
  forth a 10-foot cube of fog. The fog cloud travels 10 feet each
  round in a straight line, unless blocked by something substantial
  such as a wall. If any pause of one round or more is taken, the
  fog dissipates within 2d4 rounds. When blowing is restarted, a
  new fog cloud is created. The horn produces a deep, foghorn-like
  sound, with the note dropping abruptly to a lower register at the
  end of each blast.
  Rather than producing fog, bards have the option to cause 1”
  of rain to fall per round over a 10-foot by 10-foot area. The water
  so produced can be used for drinking or cooking, to extinguish
  mundane ﬁres or to create a small pond.
  Horn of Goodness/Evil:
  This magical horn is crafted in any
  form of mundane bugle, natural trumpet or exotic horn that is
  used during common religious ceremonies. It radiates magic if
  detect magic is cast, and usually radiates an aura of alignment if
  detect good/evil or know alignment is cast. Its alignment matches
  that of its most recent horn-blower, but will either be good or evil.
  The horn’s power is only activated the ﬁrst time it is blown into
  on any given day. If a good-aligned creature activates the power
  of the horn, all allies in a 10-foot radius are affected by a protec-
  tion from evil spell for 10 rounds. If activated by an evil-aligned
  creature, all allies in a 10-foot radius are affected by a protection
  from good spell for 10 rounds. If a neutral-aligned creature (except
  a bard, see below) is the ﬁrst to blow this horn on the given day,
  nothing happens and the horn does not radiate alignment until
  once more activated by a good or evil creature.
  Bards gain no special abilities when blowing this magical horn.
  In fact, this horn is known to carry a curse that speciﬁcally tar-
  gets neutral-aligned bards. If a neutral-aligned bard activates the
  horn, his alignment immediately becomes either neutral good or
  neutral evil (50% chance for either), and the horn acts appropri-
  274
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  magic is cast; however, it is a very powerful musical instrument
  with two powers that can be activated separately.
  Damage Control: This power of the lyre can be activated once
  per day. When activated, it rebuilds and repairs any structural
  damage caused by the effects of a horn of blasting or disintegrate
  spell. It can also repair the damage caused by up to three attacks
  from a battering ram (or other bludgeoning siege weapon) or up
  to six attacks from an earth elemental.
  New Construction: This power of the lyre can be activated for
  three turns, once per week. When activated, it builds new struc-
  tures, such as walls and buildings, mines, tunnels, trenches, or
  other man-made constructions. The necessary building materi-
  als must be available, and any excavated dirt still takes up space
  somewhere. For every turn that this power is active, it produces
  the equivalent of 24 hours of expert labor from 100 men.
  Activating the lyre does not require a command word, but its
  powers only activate when the proper tune is played. A crea-
  ture does not necessarily have to be skilled at playing the lyre to
  learn these tunes, but if the tune is played incorrectly, there is a
  20% chance that the power of the lyre fails completely. Each time
  the lyre is activated, the lyrist must roll a 1d20. If the lyrist is
  not skilled at playing the lyre, he will play the tune incorrectly
  on a roll of 1–3. Those who are skilled at the lyre play the tune
  incorrectly only if a 1 is rolled. During combat or other similar
  stressful situation, the tune is played incorrectly if a non-skilled
  lyrist rolls a 1–10 or if a skilled lyrist rolls a 1–7.
  A bard can activate the power of damage control once per day
  per every 5 levels of the bard. When a bard activates the power
  of new construction, he gains the labor equivalent to 100 + 10
  men per level of the bard. A bard plays the proper tune as if he
  is skilled with the lyre, even if he is not. In addition, if a bard
  does play the tune incorrectly, he is granted a saving throw vs.
  paralyzation. If this save is successful, the bard resumes playing
  the tune properly without a chance that the lyre’s power fails.
  Pipes of Haunting:
  This magical set of pipes is crafted in the
  form of a mundane pan ﬂute, but radiates a faint aura of magic
  if detect magic is cast. Activating this set of pipes does not require
  a command word, but its powers only activate when the proper
  tune is played. A creature must be skilled at playing the pan ﬂute
  in order to play the proper tune. When played properly, the pipes
  produce a haunting melody that seems to originate up to 30 feet
  away from the piper. Those who can hear the music but are not
  aware of its true source must roll a successful saving throw vs.
  spell or become uneasy and easily frightened. Those who fail
  their save suffer a −2 penalty to any morale checks (PCs are not
  affected by this morale penalty) and a −1 penalty to any surprise
  rolls.
  A bard can play the proper tune as if he is skilled with the
  pipes, even if he is not. In addition, a bard has the option to play
  a terrifying melody. Those who hear the music but are not aware
  of its true source must roll a saving throw vs. spell. If the save
  is successful, the creature becomes uneasy and easily frightened
  (as above), but if the save is failed, the creature is affected by the
  equivalent of a fear spell.
  Pipes of Pain:
  This set of accursed pipes is crafted in the form
  of any one of the beneﬁcial magical pipes. Its dual-natured curse
  is automatically activated as soon as a creature that is skilled at
  playing the pan ﬂute starts to play it. When played, the pipes
  produce the most beautiful, accursed melody that anyone has
  ever heard. Everyone within 30 feet of the pipes, including the
  piper, must make a successful saving throw vs. spell to avoid be-
  ing cursed. If the save fails, the affected creature can not attack or
  perform any other action for as long as the pipes are played. The
  piper can stop playing the accursed melody at any time. How-
  ever, as soon as he stops, the pipes namesake curse goes into
  affect. Those that failed the save vs. spell are now suddenly
  stricken with intense pain, suffering 1d4 points of damage each
  round for 2d4 rounds. Thereafter, those same creatures suffer a
  −2 penalty to attack rolls and saving throws. The curse can only
  be removed by either a forget spell or a remove curse spell cast
  upon the victim.
  A bard can play a set of these pipes as if he is skilled with the
  pan ﬂute, even if he is not. In addition, when played by a bard
  the range of the curse is doubled to 60 feet. All saving throws to
  avoid the curse (even the bard’s own saving throw) gain a penalty
  of −1 per 3 levels of the bard.
  Pipes of Sounding:
  This magical set of pipes is crafted in the
  form of a mundane pan ﬂute, but radiates magic if detect magic
  is cast. Activating this set of pipes does not require a command
  word; its power activates when it is played properly. A creature
  must be skilled at playing the pan ﬂute in order to activate its
  power. When played properly, the pipes can produce a multitude
  of common, mundane sounds. The sounds seem to originate up
  to 60 feet away from the piper. The pipes can mimic voices but
  cannot create intelligible sentences or words. Examples include:
  bird calls, creaking, crying, footsteps, laughter, moaning, mum-
  bling voices, running water, screaming, whistling, wind blowing,
  yelling, etc.
  A bard can play a set of these pipes as if he is skilled with the
  pan ﬂute, even if he is not. In addition, he can produce sounds
  that are up to 8 times louder (for example: 8 men laughing, moan-
  ing or yelling), but individual words are still indistinguishable.
  Pipes of the Sewers:
  This magical set of pipes is crafted in the
  form of a mundane pan ﬂute and almost always made of wood.
  It radiates magic if detect magic is cast. Activating this set of pipes
  does not require a command word; its power activates when the
  proper melody is played. A creature must be skilled at playing
  the pan ﬂute in order to activate its power. When the proper
  melody is played, the power of the pipes calls up to 1d6 × 10
  giant rats (80%) or 3d6 × 10 normal rats (20%) from up to 400 feet
  away.
  The rats arrive at the piper’s location after a one round delay
  per 50 feet of distance crossed. The piper must continue playing
  the proper melody; even after all of the rats appear. The rats are
  95% likely to obey the piper’s telepathic commands so long as he
  continues to play the proper melody. If the piper stops playing
  the proper melody, the rats immediately stop obeying the piper
  and return from whence they came. If the same rats are called
  upon more than once, there’s a 70% chance that they obey the
  piper and a 30% chance that they attack him instead.
  If the piper attempts to call rats that are already under the con-
  trol of another creature, he is granted a 30% chance to take control
  of them away from the other creature each round that he plays the
  proper melody. If control of the rats is successfully transferred to
  the piper, the other creature only has a 30% chance per attempt to
  resume control, as long as the piper plays the proper melody on
  the pipes.
  A bard can play the proper tune as if he is skilled with the
  pipes, even if he is not. In addition, if there are no rats within 400
  feet, the bard has the option to call upon rats from “somewhere
  else”. The rats called upon in this way are teleported to the bard’s
  location after 8 rounds have passed.
  ODD CURIOS
  This is a collection of mismatched magical items. They are often
  obscure items with weird or unique powers. Some are common
  items with common powers that did not ﬁt into their appropriate
  category above, and others are extremely well known and highly
  sought after magical items. Due to their unusual or unique na-
  ture, many of them will be described in their individual entries.
  A few require additional notes.
  275
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Table B.36: Odd Curios (1d6)
  Sub-Table A (1-6)
  XP
  1d20
  Item
  1
  Apparatus of the Crab
  8,000
  10,000
  Boat, Folding
  2–3
  4
  Bowl of Commanding Water Elementals
  (Wizard)
  4,000
  5
  Bowl of Watery Death (Wizard)
  Accursed
  6
  Censer of Controlling Air Elementals
  (Wizard)
  4,000
  Censer of Summoning Hostile Air
  7
  Elementals (Wizard)
  Accursed
  8–9
  Crystal Ball (Wizard)
  1,000
  Crystal Hypnosis Ball (Wizard)
  10
  Accursed
  11
  Cube of Force
  3,000
  Cube of Frost Resistance
  12–13
  2,000
  14
  Cubic Gate
  5,000
  Deck of Illusions
  15
  1,500
  16
  Deck of Many Things
  –
  Eyes of Charming (Wizard)
  17
  4,000
  18
  Eyes of Minute Seeing
  2,000
  Instant Fortress
  19
  7,000
  20
  GM’s Choice
  –
  XP
  Item
  1d20
  1
  Eyes of Petriﬁcation
  Accursed
  2
  Eyes of the Eagle
  3,500
  3
  Feather Token
  1,000
  4–5
  Figurine of Wondrous Power
  100/HD
  Horseshoes of a Zephyr
  1,500
  7–8
  Horseshoes of Speed
  2,000
  9
  Iron Bands of Binding
  750
  10
  Lens of Detection
  250
  11–12
  Quiver of Many Missiles
  1,500
  13
  Sheet of Smallness
  1,500
  14
  Sphere of Annihilation (Wizard)
  4,000
  15
  Stone Horse
  2,000
  16
  Well of Many Worlds
  6,000
  17–18
  Wind Fan
  500
  19
  Wings of Flying
  750
  20
  GM’s Choice
  –
  A censer can also be called a thurible. It is a metal container
  with a ﬂat base, a bowl in the center to hold smoking incense,
  and an ornately carved and perforated lid. Three equally spaced
  chains allow the censer to be held in hand or suspended from a
  pole as the incense burns.
  Characters who wear two different magical eye lenses become
  temporarily insane for 2d4 turns. The wearer is able to remove
  the magical eye lenses when this duration ends. If he chooses not
  to do so, the insanity resumes after one turn passes.
  Apparatus of the Crab:
  This magical apparatus is crafted in the
  form of a large, sealed barrel made of iron. However, it radiates
  magic if detect magic is cast, and when fully activated resembles a
  mechanical lobster. There’s a hatch in one end of the barrel. Treat
  discovery of the hatch as if it were a secret door. Once opened, the
  hatch reveals a space large enough for two man-sized creatures
  to ﬁt comfortably inside. Inside are ten unmarked levers. Each
  lever activates and deactivates a different function as shown on
  the table.
  No lever may be operated more than once per round, but each
  man-sized operator may operate two levers per round, one in
  each hand. If two man-sized (4 small sized or 8 tiny sized) op-
  erators work together, the apparatus can move and attack in the
  same round.
  The apparatus can walk on land or swim submerged in depths
  of up to 900 feet underwater. While submerged, it holds 1d4 + 1
  hours worth of air for its two operators or 2d4 + 2 hours for a
  single operator. It is extremely slow with a normal speed of 3,
  but its tail provides a backward speed of 6 underwater. It can
  rise, submerge or otherwise turn 30 degrees per round.
  Its two pincers extend four feet, and its feelers may automati-
  cally target up to two random opponents from among those that
  are in front of the forward porthole or beside their respective side
  porthole. The pincers inﬂict 2d6 points of damage on a successful
  hit. Each pincer has a base 25% chance to hit a targeted oppo-
  nent. The pincers’ attacks ignore all armor class modiﬁers except
  the opponent’s dexterity-AC modiﬁer. Each −1 AC bonus due
  to high dexterity equals a −5% penalty to the chance that the ap-
  paratus hits the opponent, and each +1 AC penalty due to low
  dexterity equals a +5% bonus to the apparatus’ chance to hit.
  The apparatus has AC 0 and begins to leak after sustaining
  100 points of structural damage. 200 points of structural dam-
  age completely caves in a side and disables the apparatus until it
  can be repaired. Repairs will require high-level magic such as a
  wish spell or the slow, painstaking efforts of a master armorer.
  Lever
  Function
  1
  Extend or retract legs and tail
  2
  Uncover or cover forward porthole
  3
  Uncover or cover side portholes
  4
  Extend or retract pincers and feelers
  5
  Snap pincers
  6
  Move forward or backward
  7
  Turn left or right
  8
  Open or close “eye” with continual light inside
  9
  Rise or submerge in water
  10
  Open or close hatch
  Boat, Folding:
  This magical boat is crafted in the form of a small
  wooden box, one foot long, a half foot wide, and a half foot deep.
  It can be used as a mundane box to store items, but radiates magic
  if detect magic is cast. When the proper command word or phrase
  is spoken, it has the power to transform into two different kinds
  of boat. Any items stored inside the box when the command is
  spoken will be found inside the boat after the transformation.
  Curragh: The box transforms into a small riverboat, 10 feet
  long × 4 feet wide × 2 feet deep. It has two oars, an anchor, a
  mast, and a lateen sail and can comfortably hold four man-sized
  creatures and up to 600 lbs. of cargo.
  Barge: The box transforms into a small barge, 24 feet long × 8
  feet wide × 6 feet deep. It has a single set of rowing seats, ten
  oars, a steering oar, anchor, deck cabin, mast, and square sail.
  The barge can comfortably hold ﬁfteen man-sized creatures and
  up to 3000 lbs. of cargo.
  Upon a third command word or phrase, the boat returns to the
  form of a wooden box at any time. Any items stored inside the
  boat when the command is spoken will be found outside of the
  box after the transformation. If destroyed in any form, the boat
  becomes a mundane pile of wood.
  Bowl of Commanding Water Elementals:
  This magical bowl
  is crafted in the form of a large, mundane, yet rather valuable
  eating dish. Made from blue or green semi-precious stone (such
  as malachite, lapis lazuli, or even jade), it is about one foot in
  diameter, half a foot deep, and relatively fragile. It radiates magic
  if detect magic is cast. Any wizard with access to the school of
  conjuration can use the power of the bowl to summon a water
  elemental once per day. If the wizard spends one round ﬁlling
  the bowl with water and speaking the command word or phrase,
  a water elemental with 12 HD immediately appears. If seawater
  is used, the summoned elemental receives a +2 hit point bonus to
  each hit die (maximum 8 hit points per die).
  276
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  Bowl of Watery Death:
  This accursed bowl is crafted in the
  form of a bowl of commanding water elementals and radiates the
  same level and type of magic if detect magic is cast. However, as
  soon as any wizard ﬁlls it with water and speaks the command
  word, the bowl’s curse is activated. The wizard must make a
  successful save vs. spell or be shrunk to the size of an ant and
  dropped into the center of the bowl. If the bowl is ﬁlled with
  seawater there is a −2 penalty to the wizard’s saving throw.
  If the wizard falls victim to the curse, he will drown in 1d6 + 2
  rounds unless he is saved by one of the following magical means.
  Pouring a potion of sweet water into the water immediately grants a
  second saving throw to avoid the curse. Casting an animal growth,
  enlarge or wish spell or pouring a potion of growth into the water
  frees the wizard and returns him to his normal size. He cannot
  be physically saved from drowning in the bowl even if the water
  is removed. Wizards who are not saved in time die irrevocably
  (aside from divine intervention).
  Censer of Controlling Air Elementals:
  This magical censer is
  crafted in the form of a mundane yet valuable thurible made of
  gold, about 6 inches wide and 1 inch high, such as that used
  in common religious ceremonies. It radiates magic when detect
  magic is cast. Any wizard with access to the school of conjuration
  can use the power of the censer to summon an air elemental once
  per day. If the wizard spends one round ﬁlling the censer with
  incense, lighting it, and speaking the command word or phrase,
  an air elemental with 12 HD immediately appears. If incense of
  meditation is burned, the summoned elemental receives a +3 hit
  point bonus to each hit die (maximum 11 hit points per die) and
  is compelled to obey the wizard’s every spoken command. How-
  ever, if the magical incense is extinguished while the elemental
  still exists, the elemental will attack the wizard.
  Censer of Summoning Hostile Air Elementals:
  This accursed
  censer is crafted in the form of a censer of controlling air elementals
  and radiates the same level and type of magic if detect magic is
  cast. However, as soon as any wizard ﬁlls it with incense, lights
  it and speaks the command word, the censer’s curse is activated.
  The censer summons 1d4 angry air elementals with 12HD each,
  one per round. They immediately attack any and all creatures
  that they can see in the immediate area, starting with the wizard
  who summoned them. The incense continues to burn indeﬁnitely
  until either the wizard or the elementals are slain.
  Crystal Ball:
  This magical crystal ball is crafted in the form of
  a 6-inch sphere made of clear crystal. It radiates magic if detect
  magic is cast. The crystal ball is the most common form of perma-
  nent scrying device. Any wizard, including any specialist mage,
  can activate its power to scry upon a speciﬁc subject regardless of
  distance, possibly even across the planes of existence.
  Base
  Wizard’s Knowledge of Subject
  Chance
  The subject is well known personally to the wizard
  +100%
  The subject is barely known personally to the
  wizard
  +85%
  An accurate portrait of the subject is available to
  the wizard
  +50%
  A body part from the subject is in the wizard’s
  possession
  +50%
  An item owned by the subject is in the wizard’s
  possession
  +25%
  A full verbal description of the subject is available
  to the wizard
  +20%
  A brief verbal description of the subject is available
  to the wizard
  +20%
  These categories can be combined, but the maximum modiﬁed
  chance of is 100%. In addition, a −25% penalty is applied to this
  if they are on different planes of existence, with a maximum mod-
  iﬁed chance of 75%. For example, if the wizard barely knows the
  subject personally (+85%), but has an accurate portrait of the sub-
  ject in his possession (+50%), he has a 100% modiﬁed chance to
  scry upon the subject. If the same subject is on another plane, the
  modiﬁed chance of scrying is then reduced to 75% (maximum).
  The wizard can beneﬁt from the spells comprehend languages,
  read magic, infravision, and tongues to help him see or decipher
  languages through the crystal ball. The wizard can cast detect
  magic and detect evil/good through the crystal ball with a chance of
  success equal to 5% per caster level.
  There is no limit to the number of attempts to scry upon a sub-
  ject, but the modiﬁed chance to scry the subject also indicates
  how often and for how long the wizard can safely do so.
  Modiﬁed Chance
  Frequency
  Viewing Period
  24% or less
  1 times/day
  10 rounds
  15 rounds
  1 time/day
  25% to 49%
  50% to 74%
  1 times/day
  3 turns
  3 turns
  2 times/day
  75% to 89%
  90% to 99%
  3 times/day
  3 turns
  6 turns
  3 times/day
  100%
  If the wizard successfully scrys upon the subject more often
  in a day or for a longer viewing period than is listed above, he
  must roll a successful saving throw vs. spell each round. A failed
  save results in a permanent loss of one point of intelligence, and
  the wizard becomes permanently insane. Only a heal spell will
  remove the insanity.
  Half of all known crystal balls have additional spell-like pow-
  ers that continuously function as if the equivalent spell was cast
  by a 10th level spell caster. However, only a generalist mage or a
  diviner can detect and activate these additional powers. To deter-
  mine whether a particular crystal ball has any additional powers,
  roll 1d100 and refer to the following table.
  Power
  1d100
  01–50
  None
  51–75
  Clairaudience
  76–90
  ESP
  91–00
  Telepathy*
  *As helm of telepathy, but communication only with no power
  to implant a suggestion.
  Crystal balls (and certain other divination spells) create an in-
  visible scrying sensor (refer to wizard eye) during a successful
  scrying attempt. This sensor appears in a location that gives an
  unobstructed view of the subject, no less than 5 feet and no more
  than 30 feet from the subject. The view is closely focused showing
  details of the subject and any creatures or objects in its immediate
  vicinity, but the view behind the subject is fuzzy and the details
  aren’t clear.
  Each round, creatures with intelligence score of 12 or higher
  have a chance of noticing the scrying sensor. The creature’s class
  determines its base chance to notice the sensor. For this purpose,
  most creatures are considered warriors unless they have rogue
  abilities or are able to cast spells. Noticing the sensor does not
  reveal who or what is doing the scrying.
  Class
  Base Chance
  Fighter
  2%
  6%
  Paladin
  Ranger
  4%
  3%
  Bard
  Thief
  6%
  8%
  Mage or Priest
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  The subject gains a +1% bonus per level of experience or HD,
  and for each point of his intelligence score above 12, the creature
  gains an additional bonus to his base chance of noticing the scry-
  ing sensor.
  Int
  Bonus
  13
  +1%
  14
  +3%
  15
  +6%
  16
  +10%
  17
  +15%
  18
  +21%
  19
  +28%
  20
  +36%
  21
  +45%
  22
  +55%
  23
  +66%
  24
  +78%
  25
  +91%
  For example, a 10th level priest with an intelligence score of 17
  would have a 33% chance to notice the scrying sensor each round
  (8% for being a priest, +15% for intelligence 17, and +10% for
  being 10th level).
  The scrying sensor generally follows and stays focused on the
  subject, but the GM may allow the wizard to move the sensor. If
  the GM allows this, the wizard must roll 1d20 each time he moves
  the sensor. If he rolls a 1, he has made a mistake and the sensor
  has moved, but is now facing a random direction from a random
  location.
  If the wizard can determine the subject’s location, he can at-
  tempt to teleport to it as long as the area is on the same plane of ex-
  istence and not otherwise protected from magical entry. Treat the
  location as “viewed once” if the wizard has never seen it before.
  If he spends at least ﬁve minutes studying the location through
  the crystal ball, it is treated as “seen casually”. If he scrys the
  same location repeatedly over a period of weeks, it is treated as
  “studied carefully”, and if he scrys it repeatedly over a period of
  months, it is treated as “very familiar”.
  A successful dispel magic spell cast in the effective area of the
  scrying sensor causes the crystal ball to cease functioning for one
  day.
  Optionally, the GM may allow the scrying powers of a crystal
  ball (but not any additional spell-like powers) to be activated by
  any priests, including druids, or he may opt to create other scry-
  ing devices speciﬁcally for priests in the form of water basins and
  mirrors that function as normal crystal balls.
  Crystal Hypnosis Ball:
  This accursed crystal ball is crafted in
  the form of an ordinary, beneﬁcial crystal ball and radiates magic
  if detect magic is cast. However, this is a highly dangerous item.
  The GM secretly selects a unique powerful being that controls the
  crystal ball. This powerful being (who is usually, but not necessar-
  ily, evil) determines what the victim sees through the crystal ball
  and subtly inﬂuences his thoughts and/or actions. It may be an
  extra-planar creature of demigod status or higher, a powerful un-
  dead such as a vampire or lich, or even a high-level NPC wizard
  or priest. Regardless of who or what controls it, this crystal ball
  never radiates an aura of alignment. When the victim attempts
  to scry upon a subject, treat the attempt as if an ordinary crystal
  ball is being used. However, if the victim successfully scrys his
  subject, the powerful being intercepts the magical emanation re-
  turning from the scrying sensor and changes it to suit his own
  purposes. In addition, the victim automatically comes under the
  effect of a hypnotism spell, without beneﬁt of a saving throw. The
  effect is telepathic in nature, so the being does not need to know
  the victim’s language in order to plant the suggestion.
  The GM is given great latitude when employing this accursed
  item, both in the degree of change in the victim’s view of his sub-
  ject through the crystal ball and in the nature of the suggestion.
  These effects usually start very subtly and are barely noticeable,
  but eventually the victim becomes the being’s unwitting or even
  sycophantic servant. Each use allows the being to exert an ever
  more powerful inﬂuence over his victim (turning him against his
  friends, causing him to form new alliances, inﬂuencing him to
  avoid actions that would be detrimental to the being or to take
  actions that would beneﬁt the being, etc.). The GM may cause
  a very slow transformation or an extremely quick conversion, as
  desired. Since there is no saving throw to avoid the effect and
  the victim is unaware of the being’s inﬂuence, the GM may also
  take into account relative power levels between the being who
  controls the crystal ball and his victim, reﬂected in levels of expe-
  rience or HD, intelligence and wisdom scores, and other factors.
  Cube of Force:
  This magical cube is crafted in the form of a
  large die, about 3⁄4 of an inch across each side, made of ivory,
  bone, or any hard mineral. It radiates magic if detect magic is cast,
  and has the power to create a special wall of force, 10’ × 10’ × 10’,
  around the creature holding the cube. This cube-shaped force
  ﬁeld moves with the creature and blocks the attack forms and
  objects shown on the table below. These blocked attack forms
  and objects cannot enter or leave the cube. The possessor presses
  one side of the cube to activate a particular type of force ﬁeld or
  to deactivate the cube. The cube is crafted with 36 charges, which
  are renewed each day. Each type of force ﬁeld expends a certain
  number of charges to maintain every turn, or portion thereof, that
  it is in operation. Also, when a force ﬁeld is active, the holder’s
  movement value is limited to the maximum given on the table.
  Certain attack forms and spells affect the integrity of the force
  ﬁeld and expend additional charges when the speciﬁc type of
  force ﬁeld is active.
  Siege missiles are treated as non-living matter, so this addi-
  tional charge is expended when force ﬁeld number 2 or 5 is ac-
  tive.
  Hot normal ﬁres are treated as a gas, so this additional
  charge is expended when force ﬁeld number 1 or 5 is active. All
  other effects are magical in nature, so those additional charge is
  expended when force ﬁeld number 4 or 5 is active.
  Charges
  Side
  per turn
  Maximum
  Movement
  Effect
  1
  1
  1
  Blocks gas and wind
  2
  2
  8
  Blocks nonliving matter
  3
  3
  6
  Blocks living matter
  4
  4
  4
  Blocks magic
  5
  6
  3
  Blocks all things
  6
  0
  Normal
  Deactivates cube
  Extra Charges
  Attack or spell
  1
  Siege missiles
  Hot normal ﬁres
  2
  Horn of blasting
  6
  Delayed blast ﬁreball
  3
  Disintegrate
  6
  Fireball
  3
  Fire storm
  3
  Flame strike
  3
  Lightning bolt
  4
  Meteor swarm
  8
  Passwall
  3
  Phase door
  5
  Prismatic spray
  7
  Wall of ﬁre
  2
  Cube of Frost Resistance:
  This magical cube is crafted in the
  form of a cube of force, and radiates magic if detect magic is cast.
  Pressing any side activates or deactivates the cube’s power. It
  278
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  also creates a special wall of force, 10’ × 10’ × 10’, around the crea-
  ture holding the cube (or on the cube itself, if the item is placed
  on a surface after activation). Its cube-shaped force ﬁeld can also
  move with the creature. However, the temperature within the
  force ﬁeld is always at least 65◦F. The force ﬁeld offers no pro-
  tection against heat or ﬁre, but absorbs all cold-based attacks (in-
  cluding natural cold, spells and breath weapons). If the ﬁeld is
  subjected to more than 50 points of cold damage in 1 turn, it col-
  lapses and the power cannot be reactivated for 1 hour. If the ﬁeld
  absorbs more than 100 points of cold damage in 1 turn, the cube
  is destroyed. Extremely cold temperatures (below 0◦F) automati-
  cally inﬂict damage to the force ﬁeld each turn. The ﬁeld suffers 2
  points of damage if the temperature is between −1◦F and −10◦F,
  4 points per turn if the temperature is between −11◦F and −20◦F,
  6 points per turn if its between −21◦F and −31◦F, 8 points per
  turn if its between −31◦F and −40◦F, etc. This damage counts
  against the total amount of cold damage that can be absorbed in
  that turn before the ﬁeld collapses or the cube is destroyed.
  Cubic Gate:
  This magical cube is crafted in the form of a cube
  of force, but is most often made of carnelian. It radiates magic if
  detect magic is cast. The six sides of the cube are each linked to a
  speciﬁc plane of existence. One side of the cube is always linked
  to the cube’s home plane (usually the Prime Material), but a spell
  caster chooses the other 5 planes when he crafts the cube. When
  found randomly, these 5 planes will be of the GM’s choosing. If
  a side of the cube is pressed once, it opens (or closes) a gate to a
  random location on the plane that is linked to that side. There’s a
  10% chance per turn that the gate is left open for a creature from
  that plane to come through it. If a side of the cube is pressed
  twice, the holder of the cube and all creatures in a 5-foot radius
  are drawn through the gate to a random location on that plane,
  without beneﬁt of a saving throw. Only one gate can be activated
  at a time. Opening a new gate closes any previously opened gates.
  Deck of Illusions:
  This deck of magical cards is typically found
  in a mundane box made of ivory, leather, or wood. A standard
  full deck has 4 banner cards (aces), 12 court cards (king, queen
  and jack), and 16 numeral cards (2, 8–10), plus a joker and a jester
  card, for a total of 34 cards divided into 4 suits. Each card is made
  from 6 sheets of paper or parchment glued together, gilded and
  hand painted. The suits can be any four objects or creatures that
  follow a theme. There are many themes and many variations on
  each theme. A few of the more common themes include pastoral
  hunting (for example: ducks, falcons, stags and hounds), military
  or monarchal (swords, shields, orbs and scepters), astrological
  (suns, moons, stars, comets) and elemental (stones, censers, bra-
  ziers and bowls). Each card radiates magic if detect magic is cast,
  but they must be kept together within their original box to main-
  tain their magical energies. If a card is not returned to its box
  with the others, most often becomes mundane, especially if the
  card is carried in a pouch or pocket. However, if simply dropped
  or otherwise accidentally left behind, the GM may determine the
  card spontaneously activates, possibly long after the owner of the
  deck has left the area. It has all the characteristics of a normal acti-
  vation and cannot move beyond 30 feet of its card, but otherwise
  the illusory creature’s actions and motives are up to the GM.
  The power of only one card can be activated each round. To
  activate the power of a card, the deck is removed from the box
  and shufﬂed. A card is then drawn at random and thrown to the
  ground. The deck must be reshufﬂed before a second card can be
  drawn. The card on the ground creates one or more quasi-real, il-
  lusory creatures (refer to the shades spell). The illusory creature(s)
  cannot move more than 30 feet away from where the card landed,
  but otherwise moves and acts as if it were real. At all times it
  obeys the telepathic desires of the creature that drew the card.
  The illusion remains until it is slain, a successful dispel magic is
  cast upon it or the card is picked up, at which time the card be-
  comes mundane, and the image on its surface vanishes.
  It is common practice to facilitate game play by building a sim-
  ulated deck using an old deck of modern playing cards. Finding
  a full deck of these magical cards is an unusual occurrence. Ac-
  counting for use by previous owners, many decks will be miss-
  ing 1d20 cards. The GM must determine which cards are missing
  when he builds the simulated deck. Each time the player acti-
  vates a card it is removed from the simulated deck. The cards of
  a full deck and the most common illusions they create are sum-
  marized on the following table.
  The GM is free to create his own table, so that illusory effects
  of each particular deck may differ from one another.
  Deck of Many Things:
  This magical deck of cards is typically
  found in a mundane box made of ivory, leather, or wood, or even
  a simple, but durable, leather pouch. They are crafted in the form
  of thin ivory or stiffened vellum plaques. A full deck has 14 cards
  75% of the time and 22 cards the remaining 25% of the time. An
  entire deck radiates magic if detect magic is cast (individual cards
  do not), and the cards absolutely must be kept together within
  their original box or pouch to maintain their magical energies.
  The entire deck will become mundane if a single card is not re-
  turned to its box or pouch with the others, or if a card is drawn
  from a deck with any cards (other than the joker and/or jester)
  missing.
  Each is engraved and hand-painted with a single symbolic im-
  age, surrounded by glyphs, runes, and sigils. The deck represents
  a suit of trump cards, also known as the 5th suit or the Major Ar-
  cana cards. These cards are extremely powerful, with both ben-
  eﬁcial and baneful effects. Only the power of one card can be
  activated each round. To activate the power of a card, a creature
  must remove the deck from its box or pouch and shufﬂe it. The
  creature must then announce the number of cards that it intends
  to draw from the deck and draw that number of cards at ran-
  dom. Only jokers and jesters are discarded when drawn; all other
  cards are replaced before the deck is reshufﬂed. The deck must
  be reshufﬂed before each card is drawn, allowing the same card
  to be drawn twice. A card’s powers take effect immediately, and
  all cards must be drawn within 1 hour of each other. If the crea-
  ture does not willingly draw its next card by the end of the hour
  (or is somehow prevented from doing so), a random card ﬂips
  out of the deck and immediately affects the creature, wherever
  it may be. Once all cards are drawn, a creature may never draw
  again from the same deck (unless additional draws are granted
  Deck of Illusions
  Clubs
  Diamonds
  Hearts
  Spades
  An
  Red dragon
  Ao
  Gazer
  Am
  Lich
  Ap
  Iron golem
  Kn
  K
  Fighter + 4 guards
  o
  K
  Wizard + apprentice
  m
  K
  Cleric + 2 acolytes
  p
  Thief + 3 cohorts
  Qn
  Female wizard
  Qo
  Night hag
  Qm
  Medusa
  Qp
  Pixies
  Jn
  J
  Druid
  o
  J
  Harpy
  m
  J
  Paladin
  p
  Bard
  10n
  Cloud giant
  10o
  Fire giant
  10m
  Frost giant
  10p
  Hill giant
  9n
  9
  Ettin
  o
  9
  Ogre mage
  m
  9
  Troll
  p
  Ogre
  8n
  Bugbear
  8o
  Gnoll
  8m
  Hobgoblin
  8p
  Orc
  2n
  2
  Goblin
  o
  2
  Kobold
  m
  2
  Goblin
  p
  Kobold
  Jo
  one who drew the card
  Je
  one who drew the card with its sex reversed
  279
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Deck of Many Things
  Clubs
  Diamonds
  Hearts
  Spades
  Kn
  Throne
  Ko
  Sun
  Km
  Ruin
  Kp
  The Void**
  Qn
  Q
  Key
  o
  Q
  Moon
  m
  Q
  Euryale
  p
  Flames
  Jn
  Knight
  Jo
  Star
  Jm
  Rogue
  Jp
  Skull
  2n
  2
  Gem
  *
  o
  2
  Comet
  *
  m
  2
  Balance
  *
  p
  Talons
  *
  An*
  Fates
  Ao*
  Vizier
  Am*
  Donjon**
  Ap*
  Idiot
  Joker (or Fool)
  Jo
  Jester
  Je
  *Aces and deuces are the optional cards found in a 22-card deck.
  **Drawing either the Donjon or The Void card causes the deck to vanish.
  by drawing the joker, jester, or idiot cards).
  It is common practice to facilitate game play by building a sim-
  ulated deck using an old deck of modern playing cards. A mod-
  ern deck of cards does not have a trump suit (only the jokers
  remain), so the simulated deck substitutes face cards, aces and
  deuces. Finding a full magical deck of these cards, either the 14 or
  22-card variety, is rather common since only the jokers and jesters
  are ever discarded. The cards of a full deck and their equivalent
  cards in a simulated deck are summarized on the following table.
  Beneﬁcial Cards
  Throne (Kn): The drawer of this card gains a charisma score of
  18 and a small keep. If the drawer’s charisma score is already 18
  or higher, he gains an additional +5 bonus on all charisma-based
  encounter and loyalty reactions. Racial modiﬁers may still apply.
  If the drawer already owns a stronghold, the keep that he gains
  will be near to it.
  Key (Qn): The drawer of this card gains a treasure map and a
  non-cursed magical weapon. The GM must prepare a treasure
  map (Refer to Map Scrolls). The magical weapon will be one that
  the drawer is skilled in the use of. The GM should choose a suit-
  able magical weapon or roll on the magical weapons tables until
  a suitable weapon is determined.
  Knight (Jn): The drawer of this card gains the service of a loyal
  4th level ﬁghter.
  The ﬁghter is of the same race, gender and
  alignment as the drawer. When the GM rolls the ﬁghter’s abil-
  ity scores, he adds +1 to each ability score (to a maximum score
  of 18 or 18/00). He will serve the drawer as a henchman for life.
  Gem (2n): The drawer of this card gains either 20 pieces of
  jewelry made of gold and gems and worth 2,500 gp each, or 50
  gemstones worth 1,000 gp each, 50% chance for either (Refer to
  the sections on Gemstones and Jewelry). The drawer also gains
  50,000 XP or the amount needed to allow the drawer to gain one
  level of experience (whichever is lower). This card is only present
  in the larger deck of 22 cards.
  Fates (An): The drawer of this card gains the one-time ability
  to avoid any situation, even if it occurs immediately and instan-
  taneously or if it happened in the past. The fabric of reality is
  unraveled and respun, but only the drawer is prevented from be-
  ing involved in a given situation, not his allies or associates (aside
  from a familiar, if any). The card has no power to make a desired
  situation to occur. It is suggested that the drawer must use this
  power within one year of drawing the card. This card is only
  present in the larger deck of 22 cards.
  Sun (Ko): The drawer of this card gains a non-cursed miscella-
  neous magical item that he can use and 50,000 XP. The GM should
  choose a suitable magical item or roll on the magical items tables
  until a suitable item is determined.
  Moon (Qo): The drawer of this card gains 1d4 wishes equivalent
  to the wizard spell. The drawer receives a moonstone gem with a
  gleaming point of light representing each wish. These wishes must
  be used within a number of turns equal to the number of wishes
  gained. The moonstone vanishes at the end of the allotted time.
  Star (Jo): The drawer of this card gains 2 points to his prime
  requisite ability. If his prime requisite ability score is already 18 or
  higher, the bonus is applied (singly or separately) to another abil-
  ity score chosen in the following order: constitution, charisma,
  wisdom, dexterity, intelligence, and strength.
  Comet (2o): The drawer of this card gains one level if he is able
  to defeat the next worthy adversary that he encounters. He must
  single-handedly defeat the next hostile creature (or group of crea-
  tures) that he encounters which has (or have) combined HD or
  levels equal to or greater than his own, or the beneﬁt is lost. If the
  drawer is successful, he gains enough XP to advance one level
  and be midway to the next. This card is only present in the larger
  deck of 22 cards.
  Vizier (Ao): The drawer of this card gains the one-time abil-
  ity to know the answer to any single question or solve any one
  problem fully and without fail. This ability draws upon super-
  natural wisdom (similar to the vision spell, but it always provides
  the most favorable results). It is suggested that the drawer must
  use this ability within one year of drawing the card. This card is
  only present in the larger deck of 22 cards.
  Jester: The drawer of this card must choose between gaining
  either 10,000 XP or gaining 2 additional draws from the deck.
  This card vanishes when drawn.
  Baneful Cards
  Ruin (Km): The drawer of this card loses all of his material
  wealth and property. The power of this card instantly strips the
  drawer of every valuable item that he owns, aside from magi-
  cal items, regardless of where they are stored or who is guarding
  them. All coins, writs of account, gems, jewelry, trade goods,
  commodities, artistic treasures, and deeds to land and buildings
  simply vanish to reappear in “lost” hoards or in the possession of
  someone else. Everyone except the drawer, everywhere, forgets
  any memories of his previous ownership at once.
  Euryale (Qm): This card carries the image of a powerful, im-
  mortal medusa. The drawer of this card is cursed with a perma-
  nent −3 penalty to his saving throws vs. petriﬁcation. This curse
  can only be removed by the activation of a Fates card or divine
  intervention.
  Rogue (Jm): The drawer of this card gains a powerful, yet mor-
  tal, enemy. If the drawer has any henchmen, one chosen at ran-
  dom betrays him, becoming forever hostile against his formerly
  trusted associate and mentor. If the character has no henchmen,
  he instead acquires the enmity of a powerful non-player charac-
  ter. The drawer will not know who has turned against him until
  it is too late to avoid an attack.
  Balance (2m): The drawer of this card instantly changes to a
  radically different alignment. This card is only present in the
  larger deck of 22 cards.
  Donjon (Am): The drawer of this card is imprisoned, either
  magically or physically, at the GM’s option. All of his equip-
  ment is magically taken from him and the GM must determine
  whether it’s recoverable. Imprisoned spell casters lose all memo-
  rized spells, and priests cannot contact their deity to regain them.
  When this card is drawn, the deck vanishes and the drawer gains
  no more cards even if required to draw more. This card is only
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  present in the larger deck of 22 cards.
  The Void (Kp): This card carries an image of inky blackness.
  When drawn, the drawer’s spirit or soul (as applicable) is
  trapped in a prison. The GM must determine where this prison
  is located and who or what controls it. This prison is most likely
  within extra-planar space, but could be on an alternate prime ma-
  terial plane or even in an alternate dimension. The drawer’s body
  functions but acts as a mindless construct, speaking only when
  spoken to and answering every question literally. A wish cannot
  reunite the drawer’s mind with his body, but it can reveal its loca-
  tion. When this card is drawn the deck vanishes, and the drawer
  gains no more cards even if required to draw more.
  Flames (Qp): The drawer of this card gains a powerful extra-
  planar enemy. This creature will hate the drawer for entirely irra-
  tional reasons, and will take every opportunity to attack or harass
  him until one or the other is dead.
  Skull (Jp): The drawer of this card must defeat a minor Death
  or die permanently. The GM may decide that not even divine
  intervention can reverse this death.
  The minor Death appears in the form of a wraith-like creature.
  It is considered an undead creature with regards to spell immu-
  nity and is immune to cold, ﬁre, and electricity, but it cannot be
  turned. It moves via perfect teleportation even across planes, able
  to follow a victim anywhere without effort. It has an AC of −4, 33
  hp and attacks with a scythe once per round. However, it always
  strikes ﬁrst, automatically hits and inﬂicts 2d8 points of damage
  per hit. The user must ﬁght the Death single-handedly. If any
  creature assists him, even to cast healing spells upon him, that
  creature must also ﬁght a minor Death.
  Talons (2p): The drawer of this card loses all of his magical
  items. The power of this card instantly strips the drawer of every
  magical item that he owns, regardless of where they are stored
  or who is guarding them. These items simply vanish to reappear
  in “lost” hoards or in the possession of someone else. Everyone
  except the drawer, everywhere, forgets any memories of his pre-
  vious ownership at once. This card is only present in the larger
  deck of 22 cards.
  Idiot (Ap): The drawer of this card immediately loses 1d4
  points of intelligence, but also gains the option to draw an ad-
  ditional card. This card is only present in the larger deck of 22
  cards.
  Joker (or Fool): The drawer of this card loses 10,000 XP and
  must draw an additional card. This draw is not optional. This
  card vanishes when drawn.
  Eyes of Charming:
  This pair of magical eyes is crafted in the
  form of two crystal lenses that ﬁt over their wearer’s eyes. Each
  lens radiates magic if detect magic is cast. When worn by a wiz-
  ard, including any specialist mage with access to the school of en-
  chantment, they have the power to charm one person per round
  by simply gazing into the person’s eyes. Refer to the wizard’s
  version of the charm spell, but treat it as a gaze attack. Elves and
  half-elves are granted their normal resistance, and all victims are
  granted a saving throw vs. spell, with a −2 penalty if both lenses
  are worn or a +2 bonus if only one lens is worn.
  Eyes of the Eagle:
  This pair of magical eyes is crafted in the
  form of two crystal lenses that ﬁt over their wearer’s eyes. Each
  lens radiates magic if detect magic is cast. They have the power
  to enhance the wearer’s vision by 100 times at distances beyond
  1 foot. For example, the wearer can see an object from 100 feet
  away as if it were only 1 foot away. Something 1,000 feet away
  could be seen as if it were only 10 feet away. If wearing only one
  lens, the wearer will suffer vertigo and act as if he is stunned until
  he covers the other eye.
  Eyes of Minute Seeing:
  This pair of magical eyes is crafted in
  the form of two crystal lenses that ﬁt over their wearer’s eyes.
  Each lens radiates magic if detect magic is cast. They have the
  power to enhance the wearer’s vision by 100 times at distances
  closer than 1 foot, allowing great magniﬁcation of even the tini-
  est details. An object that is only 1⁄100 of an inch tall would appear
  to be 1 inch tall. The details of a one-inch tall item could be ex-
  amined as if it were 100 inches tall.
  Being able to see such detail allows the wearer to note tiny
  seams, cracks, or minute marks, revealing secret compartments,
  hidden joints and such things as the impression left from writ-
  ing. If wearing only one lens, the other eye must be covered or
  the wearer will suffer vertigo and act as if he is stunned until he
  covers it.
  Eyes of Petriﬁcation:
  This pair of lenses is crafted in the form
  of any one of the other pairs of beneﬁcial, magical eyes. 75% of
  these lenses are known to carry a terrible curse. When either one
  or both are worn, the accursed lenses instantly turn the wearer to
  stone. The effect is permanent until a remove curse spell is cast
  upon the lenses (causing them to become mundane) followed
  by a successful transmute stone to ﬂesh cast upon the victim. The
  other 25% of these lenses are known to be beneﬁcial, granting the
  wearer a gaze attack that functions like that of the basilisk.
  Feather Token:
  These magical tokens are crafted in the form of
  small, colorful feathers shaped into various forms and typically
  worn as accessories to another item of clothing such as a hat, boot,
  belt, girdle, sash, bracer, etc. Each token radiates magic if detect
  magic is cast. Each token has 1 or 2 powers to suit a speciﬁc need,
  but can only be used once. Its speciﬁc shape and color combi-
  nation determines the nature of its powers. To activate a token,
  the user must toss or drop it onto an appropriate surface while
  speaking the proper command word or phrase. The GM may roll
  1d20 and consult the table to determine which token has been
  found, and he is encouraged to include other varieties of tokens
  using the following list as a guideline.
  1d20
  Tokens
  1–4
  Anchor
  5–7
  Bird
  8–10
  Fan
  11–13
  Swan Boat
  14–18
  Tree
  19–20
  Whip
  Anchor: When activated, this token is dropped over the side of
  a water-borne craft. Its power then renders that craft immobile
  for 24 hours or until commanded to release.
  Bird: When activated, this token is tossed into the air. This
  token has two powers, activated by separate command words.
  Each power has a duration of 24 hours. The ﬁrst power automat-
  ically drives away any hostile birds. The second power is much
  more impressive, requiring an open area of at least 70’ × 100’
  to activate. The token transforms into a ﬂying craft for up to 24
  hours that is the size and shape of the largest known roc.
  Fan: When activated, this token is dropped onto the deck of
  a sailing ship. The token transforms into a huge, ﬂapping fan
  for 8 hours or until commanded to stop. The fan creates a 25
  mph breeze strong enough to propel the ship. This breeze cannot
  increase existing wind speeds. The token can, however, be used
  to lessen existing winds around the ship by 25 mph (but stormy
  waves are not affected). This token does not function on land.
  Swan boat: When activated, this token is dropped into a large
  body of water. This token transforms into a large, swan-shaped
  boat for 24 hours. The boat is about 30 feet long and has a move-
  ment value of 24. It can carry eight large-sized creatures and their
  gear or 32 man-sized creatures (or the equivalent of about 6,000
  lbs.).
  Tree: When activated, this token is dropped onto any soil sur-
  face with an area of at least 10’ × 10’. It is best suited for outdoor
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  use, as the token transforms into a living oak tree, up to 60-foot
  tall. Its trunk is 6 feet across and its foliage is up to 40 feet across.
  The roots penetrate the ground and the tree is permanent, but it
  can be cut down, killed, die of natural causes, etc.
  Whip: When activated, this token is tossed into the air. The
  token transforms into a huge leather whip for up to 6 turns or
  until commanded to vanish. It wields itself against any opponent
  desired just like a sword of dancing. The whip has a THACO of 12
  and attacks with a +1 enchantment bonus to hit and damage rolls,
  inﬂicting base 1d6 damage on a successful hit. A successful hit
  also binds the whip around its victim for 1d6 + 1 rounds unless he
  rolls a successful save vs. spell. The whip attacks without being
  held, hovering in place and able to move up to 30 feet away from
  the user. Treat the whip as if it were magical rope for the purposes
  of cutting or damaging it.
  Figurines of Wondrous Powers:
  These magical ﬁgurines are
  crafted in the form of tiny statuettes of animals about an inch
  high (unless stated otherwise). Each radiates magic if detect magic
  is cast. When thrown to the ground and a command word spo-
  ken, a ﬁgurine grows to become a living creature that obeys and
  serves their owner. If the ﬁgurine is destroyed in statuette form,
  it becomes permanently mundane. If killed while in living form,
  it reverts to statuette form to be re-activated at a later time. There
  are several varieties of these ﬁgurines. The GM may roll 1d100
  and consult the table to determine which ﬁgurine has been found,
  and he is encouraged to include other varieties of ﬁgurines using
  the following list as a guideline.
  1d100
  Figurine
  01–15
  Ebony ﬂy
  Golden lions
  16–30
  31–40
  Ivory goats
  Marble elephant
  41–55
  56–65
  Obsidian steed
  Onyx dog
  66–85
  86–00
  Serpentine owl
  Ebony Fly: This black ﬁgurine of a houseﬂy animates and
  grows to the size of a pony. It has an AC 4 and 4 + 4 HD. It has a
  maneuver class 3 (average) and a base ﬂy speed of 48 (speed class
  4) when unburdened, 36 (speed class 3) when carrying up to 210
  pounds, and 24 (speed class 2) when carrying up to its maximum
  of 350 pounds. The ﬁgurine can only be activated up to three
  times per week, and for only up to 12 hours on a given day. The
  ﬂy reverts to its statuette form either after it is killed, 12 hours
  have elapsed or upon command.
  Golden Lions: These ﬁgurines are always found and activated
  in pairs. They animate and grow to become adult male lions with
  AC 5, 5 + 2 HD, and all other abilities of a normal lion. They can
  be activated once per day for up to 1 hour at a time. If either lion
  is slain, the one slain immediately reverts to statuette form, and
  after the second reverts to statuette form, the ﬁgurines cannot be
  activated for one full week.
  Ivory Goats: These ﬁgurines are always found in sets of three.
  Each of the ﬁgurines has a slightly different appearance and dif-
  ferent powers. The ﬁgurines can be activated, either singly or as
  a trio, but each has its own use and limitations.
  The Goat of Traveling—The ﬁrst ﬁgurine animates and grows
  into a fast and sturdy riding beast. This goat has AC 6, 4 HD (24
  hp), and 2 horn attacks per round (inﬂicting 1d8 damage per at-
  tack). It has a base speed of 48 when carrying 280 pounds or less.
  Its speed is reduced by 1 for each additional 14 pounds carried.
  Generally, the ﬁgurine can be activated and returned to statuette
  form as often as desired, but cannot be active for more than 24
  hours in any 7-day period. If it has been active for a total of 24
  hours in a 7-day period, the ﬁgurine reverts to statuette form and
  cannot be reactivated until the end of the 7-day period. If it is
  slain, the ﬁgurine reverts to statuette form and cannot be reac-
  tivated for at least 24 hours. In addition, the ﬁgurine becomes
  mundane after a cumulative total activation time of 72 hours.
  The Goat of Travail—The second ﬁgurine animates and grows
  into a massive beast, larger than a bull. This goat has AC 0, 16
  HD (96 hp), 2 hoof attacks (2d4 + 2 each), 2 horn attacks (2d6
  each) and 1 bite attack (2d4) per round. It has a base speed of
  24. It often charges an opponent, and may only employ its 2 horn
  attacks when it does so. If a horn attack is successful during a
  charge attack, the goat gains a +6 bonus to damage. Roll to hit
  and damage for each horn separately. Generally, the ﬁgurine can
  be activated and returned to statuette form as often as desired,
  but cannot be active for more than 12 hours in any 30-day period.
  If it has been active for a total of 12 hours in a 30-day period, the
  ﬁgurine reverts to statuette form and cannot be reactivated until
  the end of the 30-day period. If it is slain, the ﬁgurine reverts to
  statuette form and cannot be reactivated for at least 24 hours. In
  addition, the ﬁgurine becomes mundane after a cumulative total
  activation time of 36 hours.
  The Goat of Terror—The third ﬁgurine animates and grows into
  a terrifying riding beast, the size of a large warhorse. This goat
  has AC 2, 8 HD (48 hp), and a base speed of 36. It has no attacks
  of its own, but a rider is able to use the goat’s horns as weapons.
  One of its horns functions as a +3 medium lance, while its other
  horn functions as a +6 long sword. When ridden into combat, the
  goat emits an aura of terror in a 30-foot radius. Opponents in the
  effective area must roll a successful saving throw vs. spell or lose
  50% of their strength and suffer a −3 penalty to attack and dam-
  age rolls (regardless of their reduced strength) until they leave
  the effective area. The goat reverts to its statuette form when it
  is slain, all opponents in the immediate vicinity are slain or it is
  commanded to do so. It can be activated once every two weeks,
  but becomes mundane after the third activation.
  Marble Elephant: This ﬁgurine is larger than the others and is
  about the size of a human ﬁst. It animates and grows to become
  an adult male elephant, fully obedient to the one who activated it
  and ready for use as a beast of burden, mount or combatant. The
  ﬁgurine can be used four times per month for up to 24 hours at
  a time. There are two types of these ﬁgurines found separately.
  The GM may roll 1d100 to determine which type is found.
  Type
  1d100
  01-90
  Normal elephant
  Prehistoric elephant
  91-00
  Obsidian Steed: This ﬁgurine appears to be a small, shape-
  less lump of black stone. Only careful inspection reveals that it
  vaguely resembles some form of quadruped. On command, the
  near-formless piece of obsidian animates and grows into a fan-
  tastic mount. Treat it as a heavy warhorse with the following
  additional powers usable once per round at will: ﬂy (at normal
  movement value) and plane shift (either ethereal or astral). The
  steed allows itself to be ridden, but if the rider is of good align-
  ment, the steed is 10% likely per activation to carry him to an evil
  outer plane and then return to its statuette form. The ﬁgurine can
  be activated once per week for one continuous period of up to 24
  hours. Note that when the ﬁgurine becomes ethereal or astral, its
  rider and his gear follow suit. Thus, the rider can travel to other
  planes via this means.
  Onyx Dog: This ﬁgurine animates and grows into creature
  with the same properties as a large male war dog and has excep-
  tional olfactory and visual abilities. It has an intelligence score of
  8–10 and can speak common, but only obeys the one who ac-
  tivated it.
  It has a 100% base chance to track a creature with
  a −10% penalty per hour beyond the ﬁrst. The GM can apply
  additional modiﬁers depending on the conditions (refer to the
  ranger’s Tracking ability). The dog has infravision 90’. It can de-
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  tect hidden creatures or objects (refer to the thief’s Hide in Shad-
  ows ability) 80% of the time, invisible creatures or objects 65% of
  the time, and astral, ethereal, or out-of-phase creatures or objects
  50% of the time. The ﬁgurine can be activated once per week for
  up to six continuous hours.
  Serpentine Owl: This ﬁgurine animates and grows into either
  an adult male horned owl or a giant owl depending upon the
  command word spoken. In either form, the owl obeys commands
  from the one who activated it and can communicate with him via
  a form of telepathy, informing him of what it sees and feels within
  the limits of its intelligence. The ﬁgurine can be activated once
  per day, with a maximum duration of 8 continuous hours. How-
  ever, after three transformations into giant owl form, the ﬁgurine
  becomes mundane. In the form of a normal-sized owl, it has AC
  7, HD 1⁄2 (2d2 hp), ﬂying speed 24 (Speed Class 2, Maneuver Class
  2) and 2 talon attacks per round, inﬂicting 1d2 damage per hit.
  It moves stealthily (refer to the thief’s Hide in Shadows ability)
  with a base 95% chance. The owl’s vision is twice as good as a
  human’s in daylight, but it also has infravision 90’ and can see in
  normal, outdoor, night-time conditions as if it were daylight. Its
  hearing is superb, and any creature attempting to move stealthily
  within 60 feet of the owl suffers a 50% reduction to its chance of
  success.
  Horseshoes of Speed:
  These magical horseshoes are crafted in
  the form of a set of 4 mundane iron horseshoes; however, they
  radiate magic if detect magic is cast and never wear out. When
  worn by a hoofed, quadruped animal, they double its movement
  value. The same animal must wear all four horseshoes to gain the
  full beneﬁt of their power. For every 20 miles that the animal is
  ridden over land, there’s a 1% chance that one of the horseshoes
  will fall off. This will reduce the animal’s movement value to
  only 1.5 times its normal rate until the horseshoe is found and
  reafﬁxed. If more than one horseshoe is lost, no magical speed
  bonus is gained.
  Horseshoes of a Zephyr:
  These magical horseshoes are crafted
  in the form of the horseshoes of speed. They radiate magic if de-
  tect magic is cast and never wear out. When worn by a hoofed,
  quadruped animal, they allow it to travel for up to 12 hours per
  day without actually touching the ground. The animal’s hooves
  are always around 4 inches above the ground, but it moves at
  its normal movement value and cannot defy gravity in any other
  way. This means that nonsolid or unstable surfaces (such as wa-
  ter, ice, rubble, etc.) can be crossed, and that movement is pos-
  sible without leaving tracks on any sort of ground. The same
  animal must wear all four horseshoes to gain any beneﬁt from
  their power.
  Instant Fortress:
  This magical cube is crafted in the form of a
  cube of force, but is most often made of metal. It radiates magic if
  detect magic is cast. When activated by a spoken command word,
  the cube grows to form a tower 20 feet square and 30 feet high,
  with arrow slits on all sides and a crenellated battlement atop it.
  The adamantine walls extend 10 feet into the ground, rooting it
  to the spot and preventing it from being tipped over. Its walls
  are impervious to normal weapons other than catapults or sim-
  ilar siege weaponry. The fortress can suffer up to 200 points of
  structural damage before collapsing. Structural damage is cumu-
  lative, and the cube can only be repaired by a wish spell, which
  restores only 10 points of damage per casting. The fortress has a
  small door that opens and closes instantly at the command of the
  one who activated it. Otherwise, even knock spells can’t open the
  door. The fortress can only be activated on solid ground with at
  least sufﬁcient space above and below the surface to contain its ﬁ-
  nal size. The fortress springs up in just 1 round, with the door fac-
  ing the one who activated it. People and creatures nearby (except
  the one who activated it) must be careful not to be caught in the
  effective area of the fortress’s sudden growth. Anyone so caught
  takes 10d10 points of damage. The GM may allow a successful
  save vs. petriﬁcation, modiﬁed by dexterity—surprise modiﬁer,
  to reduce the damage by half.
  The fortress returns to its cube form when a third command
  word is spoken.
  Creatures and objects left inside the fortress
  when it collapses are trapped in suspended animation (Refer to
  temporal stasis).
  Iron Bands of Binding:
  This magical constriction device is
  crafted in the form of a rusty iron sphere about 3 inches in di-
  ameter. Closer inspection reveals bandings on the globe. It radi-
  ates a strong magical aura of indeterminate nature if detect magic
  is cast. Once per day, the sphere may be activated by the proper
  command word and hurled at an opponent. The one who acti-
  vated it makes a normal attack roll. If he rolls a successful touch
  attack, the bands expand and then contract to bind the targeted
  creature. A single huge-sized or smaller creature can be captured
  thus and held immobile until the command word is spoken to
  bring the bands into spherical form again. A creature caught in
  the bands has one immediate chance to escape by successfully
  rolling a strength—bend bars check. Success also destroys the
  iron bands and renders them mundane.
  Lens of Detection:
  This magical lens is crafted in the form of a
  mundane magnifying glass. The whole object radiates magic if
  detect magic is cast, and the lens must remain within its handle
  to function. Looking through the lens allows its user to detect
  minute details as if he were wearing eyes of minute seeing, but
  with only 1⁄2 the power or 50 times magniﬁcation. In addition,
  when looking through the lens the user gains the ability to track
  as if he were a 5th level ranger.
  Quiver of Many Missiles:
  This magical quiver is crafted in the
  form of a mundane quiver that holds about two dozen arrows.
  It radiates transmutation magic if detect magic is cast. Closer in-
  spection reveals three distinct sections; each opens to a pocket
  dimension in Non-dimensional Space, and the inside of each is
  larger than the outside. The ﬁrst and smallest section can con-
  tain up to sixty objects of the same general size and shape as an
  arrow. The second, slightly longer section can hold up to eigh-
  teen objects of the same general size and shape as a javelin. The
  third and longest section can contain as many as six objects of the
  same general size and shape as a bow (spears, staves, or the like).
  Whenever the wearer reaches into the correct section and speaks
  the name of a desired item, that item (assuming it is within that
  section) shufﬂes to the top of the other items. The quiver weighs
  2 lbs. no matter what’s placed inside of it, and acts as a bag of
  holding in all other ways.
  Sheet of Smallness:
  This magical sheet of cloth is crafted in the
  form of a mundane yet well-made bed sheet, woven from high
  quality linen or silk and approximately a 6’ × 6’ square. One side
  of the sheet is noticeably different than the other, with different
  embroidery patterns and/or different colors, and the sheet radi-
  ates an aura of transmutation if detect magic is cast. One side of the
  sheet has the power to shrink magical items. Any magical item
  wrapped in this side of the sheet shrinks to 1⁄12 its normal size.
  Refer to the reverse form of the enlarge spell, reduce, for details
  regarding being shrunk more than 90% in size, such as weight,
  speed, strength and other reductions. A magical item does not
  function when in shrunken form. Wrapping the shrunken mag-
  ical item in the other side of the sheet returns it to its normal
  size. The sheet can only affect one magical item at a time, and the
  change in size, whether shrinking it or returning it to full size,
  requires two rounds to complete. The sheet has no effect on arti-
  facts, relics, or living material.
  Sphere of Annihilation:
  This magical sphere is a globe of ab-
  solute blackness, a ball of nothingness 2 feet in diameter. The
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  somewhere as distant as an alternate multiverse.
  If a rod of cancellation touches a sphere, they negate each other
  in a tremendous explosion. Everything within a 60-foot radius
  takes 3d4 10 points of damage.
  These spheres are highly unpredictable, and the GM has sev-
  eral options in the unlikely event that two spheres are made to
  collide with each other. The spheres may simply pass through
  each other as if the other was not there, they may merge and
  become a single larger sphere, or they may destroy each other.
  Destruction of the spheres may result in a harmless implosion, a
  violent explosion, or a rip through dimensional space. Similar re-
  sults are possible if the sphere touches a bag of holding or portable
  hole.
  A sphere will stop if it hits an anti-magic shell, but dispel magic
  and mage’s disjunction have no effect on it. It is considered an
  artifact when subjected to any other effects.
  Base Chance*
  Movement Value
  Wizard Level
  up to 5th
  8’/round
  15%
  6th to 7th
  20%
  9’/round
  8th to 9th
  10’/round
  30%
  10th to 11th
  40%
  11’/round
  12th to 13th
  12’/round
  50%
  14th to 15th
  60%
  13’/round
  16th to 17th
  14’/round
  70%
  18th to 20th
  75%
  15’/round
  21st+
  16’/round
  80%
  *Every point of intelligence above 12 grants the wizard a 1%
  bonus, increasing to 3% for every point of intelligence above
  15, up to a maximum of +12% at intelligence 18.
  Stone Horse:
  This magical statue is crafted in the form of a life-
  sized ﬁgure of a horse. roughly hewn from some type of hard
  stone. It radiates magic if detect magic is cast. When the com-
  mand word is spoken, the statue animates but remains made
  of stone. While animated, the statue is considered a construct
  against enchantment and illusionary effects, but makes any ap-
  plicable saving throws against physical attacks as if it were a hard
  metal object. Additionally, an animated statue can carry up to
  1,000 pounds without encumbrance penalties and never requires
  water, food or rest.
  There are two known varieties of this statue:
  The Courser: When animated, this statue has a movement
  value of 24, AC 3, and 18 hit points. It attacks as if it were a
  medium warhorse.
  The Destrier: When animated, this statue has a movement
  value of 18, AC 1, and 26 hit points. It attacks as if it were a
  heavy warhorse.
  If wounded or damaged, the statue can only be healed by cast-
  ing transmute stone to ﬂesh upon it. This transforms the statue into
  a living horse that radiates magic if detect magic is cast. While in
  ﬂesh and blood form, it heals in the same manner as any real
  living creature, with a natural healing rate of 1 hit point per
  day. When it is fully healed, it automatically returns to its non-
  animated statue form. If the statue is destroyed or killed in any
  of its forms, it crumbles into dust.
  Well of Many Worlds:
  This strange, multi-dimensional device
  is crafted in the form of a portable hole and radiates magic if detect
  magic is cast. When opened, the well establishes a direct connec-
  tion to a randomly determined world anywhere within the multi-
  verse (another planet, a parallel Prime Material Plane, a different
  plane of existence, etc.), creating a two-way portal. Anything en-
  tering the well is immediately transported to or from this other
  world. It can be picked up, folded or rolled, just as a portable hole
  can be, from either side of the portal. However, if the center of
  the well is moved more than 3’ away from its original position in
  sphere has no mass or physical substance, so it has no gravity
  or other force of attraction, and is likewise unaffected by those
  forces. When in static form, it remains in the same place relative
  to its surroundings. The sphere radiates magic if detect magic is
  cast, but it is actually a hole in the continuity of the multiverse.
  Any matter that moves into contact with the sphere, or which the
  sphere moves into contact with, is instantly sent to Void-space:
  gone and utterly destroyed. Void-space exists beyond the known
  limits of Dimensional Space.
  The sphere connects directly to Void-space, but its magic
  causes the pressure at its edge to equal the atmospheric or hydro-
  static pressure outside. This forms a pressure barrier permeable
  only by uniform motion on a macroscopic scale. The random
  molecular motion of an atmospheric gas or liquid that usually
  surrounds a sphere does not break the pressure barrier; therefore
  a body of water or an atmosphere will ﬂow around the sphere
  rather than be annihilated. To cause the sphere to annihilate a gas
  or liquid, the substance can be blown or poured into the sphere,
  the sphere can be moved through the substance, or the sphere can
  be placed in front of a moving volume of a gas or liquid.
  A sphere cannot annihilate anything larger than 2’ in diameter
  with a just single touch. A sphere will bore a 2’ diameter hole
  through a wall of force or a physical wall such as a wall of stone,
  wall or iron, wall of ice, etc. Hence, if a wizard controlling the
  sphere plunges it into the earth or into a castle wall, it bores a
  2’ hole instead of annihilating the entire item. In a similar man-
  ner, a tiny-sized creature is small enough to be completely annihi-
  lated in one touch, but unless it falls completely into the sphere, a
  small-sized or larger creature may survive a single touch, suffer-
  ing massive damage with up to a 2’ section of their bodies miss-
  ing. Only the direct intervention of a deity can restore annihilated
  items or creatures, but lost limbs can be restored by a regenerate
  spell.
  If uncontrolled, the sphere is found in a motionless, static state,
  usually resting in mid-air. However, by using mental effort to
  bend dimensional space around the sphere, any wizard, includ-
  ing specialty mages, can cause it to move. In order to move the
  sphere, the wizard must ﬁrst establish control over it. Control of
  a sphere can be established from up to 40 feet away. Once control
  is established, it can be maintained from a distance of 40 feet + 10
  feet per level of the wizard. The sphere has a movement value
  based upon the level of the wizard controlling it, as shown on the
  table below. The chance to establish control and maintain it each
  round is based on a combination of the wizard’s intelligence and
  level.
  Simply attempting to establish control over the sphere sets it
  in motion. If any attempt to establish or maintain control fails,
  the sphere uncontrollably pursues the wizard at the above listed
  movement value for at least 1d4 rounds. Thereafter, the sphere
  continues to pursue the wizard if he remains within 30 feet of it.
  If the wizard moves more than 30 feet away from it, the sphere
  becomes static again. If the wizard has control over the sphere,
  he can command it to stop.
  If more than one wizard attempts to control the sphere simul-
  taneously, they roll their checks in order from the wizard with the
  highest chance of success to the one with the lowest. Each of their
  chances is reduced by 5% per wizard attempting to control the
  sphere. If all wizards fail their control checks, the sphere moves
  towards the one among them with the highest modiﬁed chance
  of success. More than one wizard cannot cooperate to control a
  single sphere.
  If a gate spell is cast upon a sphere, there is a 50% chance
  that the gate destroys the sphere in a harmless implosion, a 35%
  chance that nothing happens, and a 15% chance that a rip is
  opened through dimensional space, where everything within a
  180-foot radius is sucked into the rip without beneﬁt of a save
  and deposited onto another plane of existence, or possibly even
  284
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  any direction, a portal to another randomly determined world is
  created. Once it is moved, the GM must decide whether placing
  the well within 3’ of its original position will re-establish the link
  to the same world or not. A return trip may prove to be difﬁcult.
  The well is reasonably stable, but under extraordinary circum-
  stances (such as when a sphere of annihilation enters the well or
  a creature casts a gate upon it), the GM is free to determine the
  results as if it were a portable hole or a sphere of annihilation, as ap-
  propriate to the situation.
  Wind Fan:
  This magical fan is crafted in the form of a mundane,
  hand-held device used to create a cooling breeze. It is usually
  made of wood and papyrus or cloth and painted with a colorfully
  detailed motif. This fan radiates magic if detect magic is cast, but is
  fragile with poor saving throws, especially vs. ﬁre-based attacks.
  If damaged in any way, it becomes a mundane item.
  By uttering the command word, its user causes the fan to gen-
  erate air movement duplicating a gust of wind spell cast by a 5th
  level spell caster. The fan can be used once per day with no risk.
  If it is used more frequently, there is a 20% cumulative chance per
  usage during that day that the device is damaged and becomes
  useless mundane tatters.
  Wings of Flying:
  This magical pair of wings is usually crafted
  in the form of a plain cloak made of common black cloth, but
  more exotic varieties may exist that are in the form of a long,
  elegant cape of feathers. Once per day, the wearer can speak a
  command phrase to cause the cloak to turn into a gigantic pair
  (20-foot wing span) of bat or bird wings that allow the wearer
  and anything that he wears or carries (up to 500 total pounds) to
  ﬂy. As part of the command phrase, the wearer must include the
  maximum ﬂight duration that the wings will remain active. The
  speciﬁed ﬂight duration indicates the wearer’s maximum ﬂight
  speed as shown on the following table.
  Flight Duration
  Max Speed
  Speed Class
  2 turns
  32
  3—quick
  3 turns
  25
  3—quick
  4 turns
  18
  2—average
  6 turns
  15
  2—average
  8 turns
  12
  1—slow
  The wings give their wearer maneuver class 3 (average). He
  can use a weapon, shield or magical item while ﬂying, but cannot
  cast spells or concentrate on controlling magical effects. If the
  wearer lands for any reason, the wings return to the form of a
  cloak and the ﬂight duration ends early.
  Flights lasting longer than one turn fatigue the wearer. If the
  ﬂight lasts more than a turn, the wearer can only move at 1⁄2 his
  normal movement rate or slower for one hour. If the ﬂight lasts
  for the entire duration, the wearer must stop moving and rest,
  relax and/or sleep for one hour.
  MAGICAL ARMOR & SHIELDS
  Magical armor is 65% likely to be man-sized, 20% likely to be
  elf-sized, 10% to be dwarf-sized, and 5% to be gnome-sized or
  halﬂing-sized, unless speciﬁed in its description. On the other
  hand, it may be assumed that magical armor can be adjusted to ﬁt
  a variety of wearers, so a more lenient system would allow 85% to
  ﬁt any basically human-sized creature, including elves, half-elves
  and dwarves, while the remaining 15% would ﬁt any small-sized
  creature such as gnomes and halﬂings. The GM always has the
  option to use a different set of percentage chances to represent his
  particular campaign setting.
  Magical armor and shields radiate magic if detect magic is cast
  and grant the wearer an enchantment bonus between +1 and +5.
  The armor or shield’s AC modiﬁer is improved (i.e. lowered) by
  this amount. Regardless of magical equipment or bonuses, the
  Table B.37: Armor Type
  Armor
  1d20
  1
  Banded mail
  2
  Brigandine
  3–5
  Chain mail
  6
  Field plate
  7
  Full plate
  8
  Leather or padded
  9–12
  Plate mail
  13
  Plate mail (bronze)
  14
  Scale mail
  15–17
  Shield
  18
  Splint mail
  19
  Studded leather
  20
  Special*
  *Roll on Table B.39: Special Armors.
  Table B.38: Enchantment Modiﬁer
  XP
  AC Adj.
  1d20
  1–2
  −1
  Cursed
  500
  +1
  3–10
  11–14
  +2
  1,000
  1,500
  +3
  15–17
  18–19
  +4
  2,000
  3,000
  +5
  20
  Table B.39: Special Armors
  XP
  1d20
  Armor Type
  1–2
  Armor of Blending
  +500*
  +1,000*
  Armor of Command
  3–4
  5–6
  Armor of Missile Attraction
  Accursed
  Accursed
  Armor of Rage
  7–8
  9–10
  Elven Chain Mail
  **
  5,000
  Plate Mail of Etherealness
  11–12
  13–14
  Plate Mail of Fear
  4,000
  Accursed
  Plate Mail of Vulnerability
  15–16
  17–18
  +1 Large shield, +4 vs. missiles
  400
  19–20
  −1
  Accursed
  Shield, missile attractor
  *This experience is added to that from the armor’s
  enchantment bonus.
  **Refer to the item’s description.
  best AC a creature can have is −10; however, situational modi-
  ﬁers could still provide penalties to hit a creature with AC −10
  when applicable.
  Most accursed armor and shields radiate magic if detect magic
  is cast but inﬂict AC penalties expressed as negative numbers.
  The armor or shield’s AC modiﬁer is decreased (i.e. raised) by
  this amount. Regardless of magical equipment or bonuses, the
  worst AC a creature can have is 10; however, situational modi-
  ﬁers could still provide bonuses to hit the creature with AC 10
  when applicable.
  Refer to Modifying Saving Throws for when to apply a magi-
  cal armor’s enchantment bonus (or an accursed armor’s enchant-
  ment penalty) to its wearer’s saving throws.
  Magical armor weighs the same as mundane armor of the same
  type, but when worn its weight only counts toward a creature’s
  strength-max weight score. It is considered weightless when de-
  termining whether the creature wearing it suffers any encum-
  brance related penalties (refer to Encumbrance).
  To determine the type of magical armor or shield found, roll
  on Table B.44: Armor Type and determine its enchantment bonus
  (or penalty) by rolling on Table B.45: Enchantment Modiﬁer.
  285
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  is cast and acts as an ordinary set of magical armor until hos-
  tile opponents are encountered. Its curse then attracts missile
  weapons to the wearer’s location. The wearer is at least twice
  as likely to be a randomly selected target if missiles are ﬁred into
  a crowd. In mass combat situations where volleys of missiles are
  ﬁred, the wearer always has the most missiles ﬁred in his direc-
  tion. Furthermore, the armor provides no enchantment bonus
  against such weapons. Simple tests won’t reveal its cursed na-
  ture. Only a remove curse spell allows the armor to be removed
  once the curse has been discovered.
  Armor of Rage:
  This accursed armor is crafted in the form and
  function of armor of command, including granting its wearer an en-
  chantment bonus. However, its primary effect on people is quite
  the opposite. When worn, the wearer suffers a −3 penalty to all
  charisma related encounter checks. Allies within 360 feet of the
  wearer suffer a −2 penalty to their morale score (PCs are not af-
  fected by this morale penalty). The curse is subtle and not im-
  mediately evident to the wearer or those affected. Only a remove
  curse spell allows the armor to be removed once the curse has
  been discovered.
  Elven Chain Mail:
  This magical armor is crafted in the form of
  ﬁnely made chain mail. It radiates magic if detect magic is cast and
  provides an enchantment bonus (roll for an enchantment modi-
  ﬁer, ignoring enchantment penalties). This armor is incredibly
  light and can be worn under normal clothing without revealing
  its presence. Rogues can wear it, suffering only a few penalties to
  their class abilities, and elven ﬁghter/mages can cast spells while
  wearing it without restriction. The extremely rare armor can only
  be crafted by elves and is almost always custom made for an in-
  dividual. Therefore, it is rarely sized to ﬁt anyone other than an
  elf or half-elf.
  The experience points rewarded for ﬁnding a suit of this armor
  is listed below. This reﬂects the item’s unique properties, value
  and rarity.
  Size
  1d100
  01–10
  gnome/halﬂing
  dwarf
  11–15
  16–80
  elf/half-elf
  man-sized, up to 6’ and 200 lbs.
  81–95
  96–00
  man-sized, up to 6.5’ and 250 lbs.
  Exp
  Bonus
  +1
  1,200
  2,000
  +2
  +3
  3,000
  5,000
  +4
  +5
  7,500
  Plate Mail of Etherealness:
  This magical armor is crafted in the
  form and function of +5 plate mail. It radiates magic if detect magic
  is cast, and upon command, its power allows the wearer and any
  nonliving items he wears and carries to become ethereal as if an
  oil of etherealness had been applied. While on the Ethereal Plane,
  the wearer cannot attack creatures on the Prime Material Plane.
  A phase door spell cast upon the wearer from either plane cancels
  the armor’s power to remain ethereal, returning him and his gear
  to the Prime Material Plane (as applicable) and preventing the
  armor’s power of etherealness from functioning for one full day.
  Each suit of armor is crafted with 20 charges and cannot be
  recharged. Each visit to the Ethereal Plane expends one charge.
  Expending ﬁve charges reduces the armor’s enchantment bonus
  by 1, until all 20 charges are expended and it becomes an ordinary
  suit of +1 plate mail. As with all charged magical items, the armor
  may not have its full amount of charges when found, depending
  upon the frequency of its use by its former owner(s).
  SPECIAL ARMOR DESCRIPTIONS
  Magical armor and shields that have additional powers are fur-
  ther described below.
  Armor of Blending:
  This magical armor is crafted in all com-
  binations of mundane armor type and enchantment bonus (roll
  for type of armor and enchantment modiﬁer, ignoring enchant-
  ment penalties). It radiates magic if detect magic is cast. Speaking
  a command word causes the armor to disguise itself as mundane
  clothing. The power is merely illusory in nature, and the armor
  retains all of its normal properties while disguised. Only true
  seeing (or similar effect) will reveal the disguised armor’s true na-
  ture.
  Armor of Command:
  This magical armor can be crafted in any
  combination of mundane armor type and enchantment bonus
  (roll for type of armor and enchantment modiﬁer, ignoring en-
  chantment penalties), but it is obviously ﬁnely crafted and ra-
  diates a strong aura of magic if detect magic is cast. This armor
  has the power to grant its wearer a charisma score of 18 for the
  purposes of determining encounter reactions. Racial modiﬁers
  may still apply. If the wearer’s charisma is already higher than
  or equal to 18, nothing is gained or lost. In addition, allies within
  360 feet of the wearer gain a +2 bonus to their morale score (PCs
  are not affected by this morale bonus). The morale bonus is lost if
  the wearer hides or conceals himself in any way. If a bard wears
  this armor, he is empowered with the ability to cast a command
  spell once per day.
  Armor of Missile Attraction:
  This accursed armor can be
  crafted in any combination of mundane armor type and enchant-
  ment bonus (roll for type of armor and enchantment modiﬁer,
  ignoring enchantment penalties). It radiates magic if detect magic
  286
  Devon Chulick (Order # )
  
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  Plate Mail of Fear:
  This magical armor is crafted in the form
  and function of +1 plate mail. It radiates magic if detect magic
  is cast, and upon command, the armor radiates fear in a 30 foot
  radius. All creatures in the effective area, except the wearer, must
  roll a successful save vs. spell or panic. Those who fail their save
  run away from the wearer (or cower if backed into a corner) for
  1d4 + 1 rounds.
  Each suit of armor is crafted with 2d2 + 3 charges. Activat-
  ing the fear aura expends one charge.
  The armor cannot be
  recharged, but retains its +1 enchantment bonus even after all
  charges are expended. As with all charged magical items, the
  armor may not have its full amount of charges when found, de-
  pending upon the frequency of its use by its former owner(s).
  Plate Mail of Vulnerability:
  This accursed armor is crafted in
  the form and function of ordinary magical plate mail. It radiates
  magic if detect magic is cast and initially provides an enchantment
  bonus (roll for an enchantment modiﬁer, ignoring enchantment
  penalties). However, when a hostile opponent strikes the wearer
  in battle, the armor’s curse activates and its enchantment bonus
  reverses to apply a penalty to the wearer’s AC and any applicable
  saving throws. If a hostile opponent hits the wearer with a nat-
  ural 20 on his attack roll, the armor shatters. Otherwise, only a
  remove curse spell allows the armor to be removed once the curse
  has been discovered
  +1 Large shield, +4 vs. missiles:
  This large shield grants a +1
  enchantment bonus to its bearer’s AC against melee attacks and
  a +4 enchantment bonus against missile or hurled weapons. In
  addition, the shield has a 20% chance to negate magic missile spells
  that target the bearer from either the front or rear, depending on
  how the shield is carried.
  −1 Shield, missile attractor:
  This accursed shield is crafted in
  the form and function of an ordinary +1 shield. It radiates magic
  if detect magic is cast and acts as an ordinary magical shield until
  hostile opponents are encountered. Its curse then attracts missile
  weapons to the wearer’s location. The wearer is at least twice as
  likely to be a randomly selected target if missiles are ﬁred into a
  crowd. In mass combat situations where volleys of missiles are
  ﬁred, the wearer always has the most missiles ﬁred in his direc-
  tion. Furthermore, the shield inﬂicts an enchantment penalty of
  −1 to the wearer’s AC against all weapons, effectively canceling
  the shield’s mundane bonus. Simple tests won’t reveal its cursed
  nature. The shield will remain in its bearer’s possession, reap-
  pearing if discarded or destroyed, until a remove curse spell is cast
  upon it.
  MAGICAL WEAPONS
  Normal magical weapons radiate magic if detect magic is cast and
  carry an enchantment bonus of between +1 and +5, which is
  added to the weapon’s attack rolls and damage scores. How-
  ever, it is unusual for any weapon other than a sword to carry an
  enchantment bonus of greater than +3.
  Most accursed weapons radiate magic if detect magic is cast, but
  carry an enchantment penalty of between −1 and −5, which is
  subtracted from the weapon’s attack rolls and damage scores. An
  accursed weapon’s damage cannot be reduced below 1 hit point.
  Some special magical weapons speciﬁcally state whether or not
  they glow or otherwise give off light in their description. Other-
  wise, the GM may determine that certain other magical weapons
  glow on a case-by-case basis, including swords, daggers, and any
  weapon with a +3 or higher enchantment bonus. If a weapon
  is said to glow, it will shed light in a 5’ radius whenever it is
  removed from its sheath.
  The weapon will not glow until its
  wielder discovers that it is magical, but once the glow is acti-
  vated, it cannot be deactivated until a new owner who is unaware
  of its power picks it up.
  Table B.40: Weapon Type
  Sub-Table A (1–2)
  1d20
  Weapon (Quantity)
  1
  Arrow (4d6)
  2
  Arrow (3d6)
  3
  Arrow (2d6)
  4–5
  Axe, Hand or Throwing
  6
  Battle axe
  7
  Bolt (2d10)
  8
  Bolt (2d6)
  9
  Bullet, Sling (3d4)
  10–12
  Dagger
  13
  Dart (3d4)
  14
  Flail
  15
  Javelin (1d2)
  16
  Knife
  17
  Lance
  18–19
  Mace
  Special*
  20
  Sub-Table B (3–6)
  1d20
  Weapon
  1
  Military Pick
  2
  Morning Star
  3
  Pole Arm or Pole Axe
  Scimitar
  4–5
  6–8
  Spear
  Sword
  9–17
  18
  Trident
  19
  War Hammer
  20
  Special*
  *Roll on Table B.42: Special Weapons.
  Table B.41: Enchantment Modiﬁer
  1d20
  Sword
  XP
  Other
  XP
  1–2
  −1
  Cursed
  −1
  Cursed
  500
  +1
  400
  +1
  3–10
  11–14
  +2
  800
  +1
  500
  1,000
  +2
  1,400
  +3
  15–17
  18–19
  +4
  2,000
  +2
  1,000
  2,000
  +3
  3,000
  +5
  20
  Table B.42: Special Weapon (1d10)
  Sub-Table A (1–3)
  XP
  1d20
  Item
  1
  Arrow of Direction
  2,500
  2
  +3 Arrow of Slaying
  250
  3
  +2 Axe of Far Throwing
  750
  4
  Axe of Return
  *
  5–6
  +1 Bow
  500
  7
  +3 Crossbow of Accuracy
  2,000
  8
  +1 Crossbow of Distance
  1,500
  9
  +1 Crossbow of Speed
  1,500
  10–11
  +1 Dagger, +2 vs. Small-sized or Smaller
  Creatures
  300
  +2 Dagger, +3 vs. Large-sized or Larger
  12–13
  Creatures
  300
  14
  +2 Dagger, Long Tooth
  300
  15
  Dagger of Throwing
  *
  16
  +1 Dagger of Venom
  350
  17
  +3 Dart of Homing
  450
  18
  +2 Hammer, +3 Dwarven Thrower
  1,500
  19
  Hammer of Thunderbolts
  2,500
  20
  GM’s Choice
  –
  *Refer to the item’s description
  287
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Sub-Table B (4–6)
  XP
  1d20
  Item
  1
  Horn Blade
  *
  2
  Javelin of Lightning
  250
  3
  +6 Javelin of Piercing
  250
  4–5
  Knife, Buckle
  150
  6–7
  +1 Mace of Disruption
  2,000
  8
  Net of Entrapment
  1,000
  9
  Net of Snaring
  1,000
  10–11
  Quarterstaff, Magical
  500
  12
  Scimitar of Speed
  *
  13–14
  +2 Sling of Seeking
  700
  15
  Spear, Backbiter
  Accursed
  16
  +1 Trident of Fish Command
  500
  17
  +1 Trident of Submission
  1,500
  18
  +2 Trident of Warning
  1,000
  19
  −2 Trident of Yearning
  Accursed
  20
  GM’s Choice
  –
  * See item’s description
  Sub-Table C (7–9)
  1d20
  Item
  XP
  1
  +2 Sword, Sun Blade
  3,000
  2–7
  +1 Sword, Mage Bane
  600
  8–10
  +1 Sword, Morph Dropper
  700
  11–12
  +1 Sword, Rejuvenator Slayer
  800
  13
  +1 Sword, Lizard Killer
  800
  14–15
  +1 Sword, Cursed
  Accursed
  16
  +1 Sword, Flame Tongue
  900
  17
  +1 Sword, Luck Blade
  1,000
  18
  +2 Sword, Dragon Slayer
  900
  19
  +2 Sword, Giant Slayer
  900
  20
  GM’s Choice
  –
  Sub-Table D (10)
  XP
  1d20
  Item
  1
  +2 Sword, Nine Lives Stealer
  1,600
  2–3
  +3 Sword, Frost Brand
  1,600
  4
  +4 Sword, Defender
  3,000
  5
  +5 Sword, Defender
  3,600
  6
  +5 Sword, Holy Avenger
  4,000
  7–8
  −2 Sword, Cursed
  Accursed
  9
  +1 Sword of Dancing
  4,400
  10
  +2 Sword of Life Stealing
  5,000
  11
  +1 Sword of Sharpness
  7,000
  12
  +1 Sword of the Planes
  2,000
  13
  +1 Sword of Wounding
  4,400
  14–16
  +2 Sword, Cursed Berserking
  Accursed
  17–18
  +2 Short Sword of Quickness
  1,000
  19
  +3 Sword, Vorpal
  10,000
  20
  GM’s Choice
  –
  Magical swords are the most commonly found magical
  weapons and come in the greatest number of varieties. Unless
  otherwise stated in the sword’s description, 70% of all known
  magical swords are long swords, 20% are scimitars or broad
  swords (50% chance for either), 5% are short swords, 4% are bas-
  tard swords, and 1% are two-handed swords.
  When a magical weapon other than a sword is rolled that is
  commonly found in more than one variety, such as a mace, a ﬂail,
  a pole arm, or a group of arrows or bolts, etc., the GM must deter-
  mine the most appropriate weapon for the situation. For exam-
  ple, if encountering a mounted warrior with a magical mace, it is
  likely that the mace is of the horseman’s variety, while a warrior
  on foot would more likely be carrying a magical footman’s mace.
  Magical lances are almost always heavy lances.
  Ordinary magical hand-axes can be hurled with normal
  ranges, but when hurled they only add their enchantment bonus
  to their attack rolls, and not to their damage scores.
  Magical spears and arrows follow the same rules as their mun-
  dane counterparts (refer to Mundane Weapons & Armor).
  If two opponents wield weapons that allow them to strike be-
  fore initiative is rolled, they attack each other simultaneously.
  To determine the type of magical weapon found, roll on Ta-
  ble B.47: Weapon Type and determine its enchantment bonus (or
  penalty) by rolling on Table B.48: Enchantment Modiﬁer.
  SPECIAL WEAPON DESCRIPTIONS
  Arrow of Direction:
  This magical arrow is crafted in the form
  of a mundane arrow, but radiates magic if detect magic is cast. It
  rarely carries an enchantment bonus but has a power similar to
  that of the locate object spell. Once per day, the owner of the ar-
  row can activate the arrow by requesting the location of one of
  the following speciﬁc types of areas: a stairway (up or down), a
  sloping passage (up or down), an exit or entrance to a dungeon,
  or a cave or cavern. The request must also include relative dis-
  tance (nearest, farthest, highest, lowest) and/or direction (north,
  south, east, west, etc.). The arrow is then tossed into the air and
  when it falls to the ground it points towards the requested area.
  Once activated, the arrow can be tossed into the air up to seven
  times within seven turns or until the area is found.
  +3 Arrow of Slaying:
  This magical arrow is crafted in many
  exotic forms indicative of the speciﬁc type of creature that it is
  intended to slay. In addition to special materials, rare feathers,
  specially shaped heads and intricately carved runes, an arrow of
  this sort will radiate magic if detect magic is cast and carries a +3
  enchantment bonus. There are many varieties of these magical
  arrows, and each is enchanted to instantly kill a speciﬁc type of
  creature without beneﬁt of a saving throw, upon a successful hit.
  Some possibilities include:
  1d20
  Type
  1
  Arachnids
  2
  Avians
  3
  Bards
  4
  Clerics
  5
  Dragons
  6
  Druids
  7
  Elementals
  8
  Fighters
  9
  Giants
  10
  Golems
  11
  Illusionists
  12
  Mages
  13
  Mammals
  14
  Paladins
  15
  Rangers
  16
  Reptiles
  17
  Sea monsters
  18
  Thieves
  19
  Titans
  20
  Undead
  The GM is encouraged to customize this table for his campaign
  world.
  +2 Axe of Far Throwing:
  This magical axe is crafted either in
  the form of a mundane hand axe or a normal, magical +2 hand
  axe. However, it can be hurled up to 180 feet, and adds its en-
  hancement bonus to both attack rolls and damage scores when
  hurled.
  Axe of Return:
  This magical axe is crafted either in the form of
  a mundane hand axe or a normal magical hand axe, but has an
  enchantment bonus as determined on the table below. Like an
  axe of far throwing, it can be hurled up to 180 feet. When hurled,
  a successful hit inﬂicts double the base damage (2d6 or 2d4), in
  288
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  addition to its enchantment bonus. The axe then returns to the
  wielder’s hand in the same round it is hurled regardless if it hits
  or misses its target. If the wielder of the axe is unaware of its
  power to return, he gains a cumulative 1 in 8 chance each con-
  secutive week that he wields the axe to discover the power. The
  weapon’s power will be revealed automatically after eight weeks
  of consecutive use.
  1d20
  Bonus
  XP
  1–5
  +1
  1,500
  6–10
  +2
  3,000
  11–15
  +3
  4,500
  16–19
  +4
  6,000
  20
  +5
  7,500
  +1 Bow:
  This magical bow can be crafted in the form of any
  mundane type of bow (composite, short, or long) as desired by
  the GM, but radiates magic if detect magic is cast. Its enchantment
  bonus applies to its attack rolls and damage scores of arrows that
  are ﬁred from it. If magical arrows are ﬁred, the enchantment
  bonuses from both weapons are combined. A mundane arrow
  ﬁred from a magical bow is not considered a magical weapon.
  +3 Crossbow of Accuracy:
  This magical crossbow is most of-
  ten crafted in the form of a mundane light crossbow, with only
  10% crafted in the form of a heavy crossbow. It radiates magic if
  detect magic is cast and suffers no THACO penalty when ﬁred at
  medium or long ranges. Its enchantment bonus is applied to its
  attack rolls (but not its damage scores). If magical bolts are ﬁred,
  the enchantment bonuses from both weapons are combined. A
  mundane bolt ﬁred from a magical crossbow is not considered a
  magical weapon.
  Crossbow of Distance:
  This magical crossbow is most often
  crafted in the form of a mundane light crossbow, with only 10%
  crafted in the form of a heavy crossbow. It radiates magic if detect
  magic is cast, and its power doubles the weapon’s short, medium,
  and long ranges. Its enchantment bonus applies to its attack rolls
  and damage scores of bolts that are ﬁred from it. If magical bolts
  are ﬁred, the enchantment bonuses from both weapons are com-
  bined. A mundane bolt ﬁred from a magical crossbow is not con-
  sidered a magical weapon.
  +1 Crossbow of Speed:
  This magical crossbow is most often
  crafted in the form of a mundane light crossbow, with only 10%
  crafted in the form of a heavy crossbow. It radiates magic if de-
  tect magic is cast, and its power doubles the weapon’s rate of ﬁre.
  When grasped, the crossbow also automatically cocks itself and
  allows the wielder to ﬁre ﬁrst (and last, as applicable) in a melee
  round, except when he is surprised. Its enchantment bonus ap-
  plies to its attack rolls and damage scores of bolts that are ﬁred
  from it. If magical bolts are ﬁred, the enchantment bonuses from
  both weapons are combined. A mundane bolt ﬁred from a magi-
  cal crossbow is not considered a magical weapon.
  +2 Dagger, Long Tooth:
  This magical dagger can be crafted in
  the form of either a mundane dagger or a normal +2 dagger. When
  wielded by a gnome or halﬂing, this weapon magically lengthens
  to cause damage as a +2 short sword. The weapon otherwise func-
  tions as a dagger in all other ways while in short sword form.
  In addition, the blade inﬂicts structural damage against wood or
  stone material as if it were normal ﬂesh.
  Dagger of Throwing:
  This magical dagger is crafted in the form
  of either a mundane dagger or a normal magical dagger, but has
  an enchantment bonus as determined on the table below. It ra-
  diates a strong aura of magic if detect magic is cast. This dagger
  can be hurled up to 180 feet. When hurled, the dagger adds its
  enhancement bonus to both attack rolls and damage scores, and
  a successful hit inﬂicts double the base damage (2d4 or 2d3).
  1d100
  Bonus
  XP
  01–35
  +1
  250
  36–65
  +2
  350
  66–90
  +3
  450
  91–00
  +4
  550
  +1 Dagger of Venom:
  This magical dagger is crafted in the form
  of a normal +1 dagger, but conceals up to 6 doses of poison in its
  hilt. When found, it typically contains type F poison, but can
  be reﬁlled with any other type of injected poison. On a natural
  attack roll of 20, the dagger magically injects the poison, forcing
  the victim to immediately save. The GM should be aware that
  use of this weapon constitutes a violation of certain alignment
  and/or class restrictions.
  +3 Darts of Homing:
  This magical dart is crafted in the form of
  either a mundane dart or a normal +3 dart. It radiates an aura
  of transmutation and enchantment if detect magic is cast. Its en-
  chantment bonus applies to its attack rolls and damage scores.
  On a successful hit against any creature of any size, the dart in-
  ﬂicts a base 1d6 points of damage and returns to its thrower in the
  same round. Its power doubles the weapon’s short, medium, and
  long ranges. If the dart misses its target, it becomes mundane.
  +2 Hammer, +3 Dwarven Thrower:
  This magical hammer is
  crafted in the form and function of a normal +2 war hammer.
  However, when wielded by a dwarven warrior who speaks the
  proper command word, it becomes a +3 dwarven thrower with the
  following additional powers. The hammer then has a range of
  180 feet and returns to the dwarf in the same round that it is
  hurled. It inﬂicts double its base damage when hurled at most
  opponents (2d4 + 2 or 2d4), and triple its base damage (3d4)
  when hurled against giants (with the possible exceptions of storm
  giants and titans, but including ogres, ogre magi, trolls, and et-
  tins). Its enchantment bonus applies to its attack rolls and dam-
  age scores in either form.
  Hammer of Thunderbolts:
  This magical hammer is crafted in
  the form of a mundane but over-sized and extremely heavy war
  hammer. It radiates magic if detect magic is cast. It is so cumber-
  some that only a creature at least 6 feet tall with a strength score
  of 18/01 or higher can wield it properly. In the hands of such
  a creature, the hammer carries a +3 enchantment bonus, and it
  inﬂicts double its base damage (2d4 + 2 or 2d4) on any success-
  ful hit. Its enchantment bonus applies to both attack rolls and
  damage scores.
  If the hammer’s wielder wears both a girdle of giant strength and
  gauntlets of ogre power, he may activate the hammer’s full power
  by speaking its true name. The hammer’s enchantment bonus
  then increases to +5. It applies the combined enchantment bonus
  from the hammer, the girdle and the gauntlets to both attack rolls
  and damage scores, whether the hammer is hurled or swung in
  melee. It continues to inﬂict double its base damage to all oppo-
  nents, but instantly kills, without beneﬁt of a saving throw, any
  giant (with the possible exceptions of storm giants and titans, but
  including ogres, ogre magi, trolls, ettins) as well as most golems
  (clay, ﬂesh and stone) that it hits.
  In addition, if the hammer is hurled and successfully hits, it
  produces a great clap of thunder, stunning all creatures within 90
  feet for one round. The weapon can be hurled up to 180 feet, but
  hurling it requires great effort. The wielder can only hurl it once
  every other round, and must rest for one turn if he hurls it ﬁve
  times within two consecutive turns or less.
  Horn Blade:
  This moniker refers to a primitive style of mag-
  ical weapon rather than a single type. A sickle-like blade made
  from animal horn distinguishes these weapons. The blades range
  in length from 1⁄2’ to 11⁄4’ long and are set in a handle. They are
  crafted in the form of knives, daggers or scimitars, but until one
  is activated, a creature unfamiliar with its use is only 10% likely
  289
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  to recognize it as a weapon. Horn blades radiate a faint aura of
  enchantment if detect magic is cast. They are activated when the
  proper amount of pressure is applied to a speciﬁc area of the han-
  dle, instantly producing a strong, sharp edge.
  Knife-sized and dagger-sized horn blades most often carry a +1
  or +2 enchantment bonus, while the scimitar-sized variety most
  often carries a +2 or +3 enchantment bonus. The smaller horn
  blades can be hurled, and the enchantment bonus applies to the
  weapon’s attack rolls and damage scores.
  Any creature may use a horn blade provided they are not re-
  stricted from the use of its counterpart for any reason, but un-
  skilled penalties apply if the creature is not skilled with the use
  of its counterpart.
  Counterpart
  XP
  Knife
  500 × bonus
  750
  Dagger
  × bonus
  Scimitar
  1,000 × bonus
  Javelin of Lightning:
  These magical javelins are crafted in the
  form of normal +2 javelins, but are found in groups of 1d4 + 1.
  They radiate magic if detect magic is cast, but don’t add their
  enchantment bonus to their attack rolls or damage scores. The
  javelins can be hurled up to 90 yards, and on a successful hit the
  head becomes a stroke of lightning 5 feet wide and 30 feet long.
  Any creature struck by one suffers 1d6 points of piercing damage
  and 20 points of electrical damage without beneﬁt of a saving
  throw. Any creature caught in the path of the lightning suffers
  20 points of electrical damage, but a successful saving throw re-
  duces the damage by half. The javelin can be recovered after a
  missed attack, but a successful hit fully consumes it.
  +6 Javelin of Piercing:
  These magical javelins are crafted in the
  form of either mundane or normal magical javelins, but are found
  in groups of 2d4. They radiate magic if detect magic is cast. To acti-
  vate this javelin’s power, the wielder speaks the proper command
  word. The javelin immediately launches from the wielder’s hand
  towards a target up to 180 feet away and ignores all range penal-
  ties. It will automatically adjust course, vertically and/or hori-
  zontally, to avoid obstacles (ﬂying a course up to its maximum
  range). The javelins carry a +6 enchantment bonus that applies
  to attack rolls and damage scores. A javelin can only be activated
  once and becomes mundane whether it hits or misses.
  Knife, Buckle:
  This magical knife is crafted with a short yet
  very sharp point, and has a mundane sheath resembling an or-
  nament or a buckle for a belt. The knife radiates magic if detect
  magic is cast. While in its sheath, the knife is concealed yet can
  be drawn easily. It otherwise functions as a magical knife in all
  other ways. The GM may roll a 1d10 to determine the knife’s
  enchantment bonus.
  1d10
  Type
  XP
  1–4
  +1
  100
  5–7
  +2
  200
  8–9
  +3
  300
  10
  +4
  400
  +1 Mace of Disruption:
  This magical mace is crafted in the
  form and function of a normal +1 mace. It radiates magic if de-
  tect magic is cast and an aura of neutral good if detect good, know
  alignment or similar spell is cast. Its enchantment bonus applies
  to both the weapon’s attack rolls and damage scores. The mace’s
  enchantment is so powerful that it inﬂicts 5d4 points of damage
  to any evil creature that intentionally touches it and allows it to
  hit any undead or evil extra-planar creature in combat, even if
  higher enchantment bonuses are normally required. Touch at-
  tacks or other incidental touching is not intentional. A successful
  hit in combat instantly kills skeletons, zombies, ghouls, shadows,
  wights, and ghasts without beneﬁt of a saving throw. If the mace
  hits any other undead or evil extra-planar creature in combat, it
  inﬂicts double the base damage (2d6 + 2 / 2d6 if a footman’s
  mace or 2d6 / 2d4 if a horseman’s mace) and applies double the
  enchantment bonus to the damage score. In addition, these crea-
  tures suffer a percentage chance to be instantly killed, as shown
  on the table.
  The GM is encouraged to modify the list of undead creatures
  to suit his campaign world.
  Creatures
  Chance
  Wraiths
  95%
  80%
  Mummies
  Specters
  65%
  50%
  Vampires
  Ghosts
  35%
  20%
  Liches
  Evil Extra-planar Creatures
  5%
  Net of Entrapment:
  This magical net is crafted in the form of
  a mundane, 10 feet square, ﬁshing net made of rope with a 3-
  inch square mesh. It radiates magic if detect magic is cast. The
  net can be thrown to a distance of up to 20 feet and magically
  expands to cover an effective volume of 5 feet cubed.
  Up to
  one man-sized, two small-sized or 4 tiny-sized creatures within
  the effective volume must save vs. breath weapon, modiﬁed by
  dexterity—surprise modiﬁer, or become trapped in the net. The
  net is extremely strong, and trapped creatures with a strength
  score of less than 20 cannot perform any actions. Those with a
  strength score of 20 or higher can make one attempt to break free
  of the net by rolling a successful strength—bend bars check. A
  successful check destroys the net and releases the creature. The
  net has an AC of −10, and only hacking blows from a slashing
  weapon will cause damage to it. Each 3-inch strand of rope re-
  quires 5 hit points of damage to sever. Several strands must be
  cut to free a trapped creature, destroying the rope in the process.
  Attempts by others to free them are likely to damage the trapped
  creatures.
  The net can also be placed as a trap, either suspended from an
  overhead position to drop or laid on the ground to close upon
  its victim(s) when the owner speaks a command word. Trapped
  creatures can be released when the owner speaks another com-
  mand word.
  Net of Snaring:
  This magical net is crafted in the form of a net
  of entrapment, but it functions only underwater and has a range of
  up to 30 feet.
  Quarterstaff, Magical:
  This magical staff is crafted in the form
  of either a mundane or normal magical quarterstaff made of iron-
  wood and banded with iron. It is as strong as steel. When its
  wielder speaks a command word, the staff becomes any length
  the wielder desires, from between 6 feet and 12 feet long. Re-
  gardless of its length, the weapon inﬂicts the same base damage
  as a normal quarterstaff. Its enchantment bonus applies to both
  attack rolls and damage scores. Roll 1d20 on the table below to
  determine a particular staff’s enchantment bonus.
  1d20
  Bonus
  XP
  1–5
  +1
  250
  500
  +2
  6–9
  10–13
  +3
  750
  1,000
  +4
  14–17
  18–20
  +5
  1,250
  Scimitar of Speed:
  This magical scimitar is crafted in the form
  of a normal magical scimitar. The scimitar carries a +2 enchant-
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  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  ment bonus 75% of the time. The GM should roll 1d100 and con-
  sult the following table to determine the enchantment bonus the
  other 25% of the time.
  The power of the scimitar increases its wielder’s number of at-
  tacks by one each round, and stacks with other magical effects
  that either increase or decrease the number of attacks per round
  (such as haste or slow). It also allows him to attack before initia-
  tive is rolled each round, even if other magical effects (like slow)
  would normally prevent this. When the wielder gains 2 or more
  attacks per round using this scimitar, his ﬁrst attack occurs be-
  fore initiative is rolled, and his other attacks are resolved with
  the standard initiative roll.
  1d100
  Type
  XP
  01–50
  +1
  2,500
  51–75
  +3
  3,500
  76–90
  +4
  4,000
  91–00
  +5
  4,500
  +2 Sling of Seeking:
  This magical sling is crafted in the form of
  a common mundane sling. It radiates magic if detect magic is cast,
  and applies a +2 enchantment bonus to attack rolls and damage
  scores of missiles ﬁred from it. If magical sling bullets are hurled,
  the enchantment bonuses from both weapon and bullet are com-
  bined. Mundane sling stones and bullets hurled from it are con-
  sidered magical and are able to hit those creatures only affected
  by magical weapons of +1 or higher.
  Spear, Cursed Backbiter:
  This accursed spear is crafted in the
  form and function of a normal magical spear. It radiates magic if
  detect magic is cast and usually carries a +1 enchantment bonus,
  but a few are known with an enchantment bonus of +2 or +3. The
  spear’s curse is usually not immediately apparent, but each time
  this spear is used to attack an opponent in combat, there’s a 5%
  cumulative chance that the curse activates. The wielder is there-
  after compelled to always attack with the spear, and it always
  appears in the victim’s hands during combat. When the curse is
  activated, it causes the spear to attack its wielder in the back. It ig-
  nores the wielder’s dexterity and shield modiﬁers to his AC, and
  uses the wielder’s normal attack roll and damage score modiﬁed
  by the spear’s enchantment modiﬁer. If the spear is hurled and
  the curse activates, a successful hit on its wielder inﬂicts double
  the base damage (2d6 or 2d8), modiﬁed by the spear’s enchant-
  ment bonus, and the spear returns to the wielder’s hands where
  he is compelled to use it again. After the 20th attack using this
  spear, the curse is permanently activated, and it will always at-
  tack its wielder from behind. Only a remove curse spell will allow
  its victim to get rid of the spear after the curse is activated.
  +1 Trident of Fish Command:
  This magical trident is crafted in
  the form of a mundane trident with three barbed tines, mounted
  upon a stout 6-foot shaft. It radiates magic if detect magic is cast,
  and carries a +1 enchantment bonus. It is crafted with 16 + 1d4
  charges, but may have signiﬁcantly less charges when found, de-
  pending upon its use by its previous owner(s). By expending one
  charge, the wielder of this trident can attempt to control any ﬁsh
  (including sharks, rays and eels) of animal intelligence or lower
  within a 60-foot radius. All such creatures within the effective
  area won’t attack the wielder or any creature within 10 feet of the
  wielder, and must roll a saving throw vs. spell. A school of ﬁsh
  is treated as a single entity. A failed save indicates that the ﬁsh
  fall under empathic control of the wielder of the trident, allowing
  him to direct the ﬁsh’s movement and trigger basic emotional re-
  sponses within them, such as hunger, anger, fear, indifference,
  etc. Its powers have no effect over other non-ﬁsh based marine
  life, such as mollusks, crustaceans, amphibians, reptiles, mam-
  mals, etc.
  As long as the trident has at least one charge remaining, it can
  be recharged, but if the trident’s last charge is expended it be-
  comes a mundane weapon. Optionally, when the last charge is
  expended, the GM may allow the trident to retain its +1 enchant-
  ment bonus.
  +1 Trident of Submission:
  This magical trident is crafted in the
  form of a mundane trident, but it radiates magic if detect magic
  is cast and carries a +1 enchantment bonus. It is crafted with
  16 + 1d4 charges, but may have signiﬁcantly less charges when
  found, depending upon its use by its previous owner(s). The tri-
  dent’s wielder may expend one charge during an attack with the
  weapon. Any creature struck by the trident during a round that
  a charge is expended must roll a saving throw vs. spell, modiﬁed
  by its wisdom—mental defense modiﬁer, but this saving throw is
  not rolled immediately. Rather, it is rolled during the creature’s
  next initiative. The creature can perform no other action during
  the round that it must roll this saving throw, causing it to lose at
  least one attack or other action.
  If the creature fails its save, it immediately ceases combat and
  surrenders to the trident’s wielder, feeling overwhelmingly hope-
  less for 2d4 rounds. If its save is successful, the creature begins to
  act normally in the following round.
  As long as the trident has at least one charge remaining, it can
  be recharged, but if the trident’s last charge is expended it be-
  comes a mundane weapon. Optionally, when the last charge is
  expended, the GM may allow the trident to retain its +1 enchant-
  ment bonus.
  +2 Trident of Warning:
  This magical trident is crafted in the
  form of a mundane trident, but it radiates magic if detect magic
  is cast and carries a +2 enchantment bonus. It is crafted with
  18 + 1d6 charges, but may have signiﬁcantly less charges when
  found, depending upon its use by its previous owner(s). The
  power of this staff reveals the presence of hostile and/or hungry
  marine creatures. It reveals the number and type of creatures as
  well as their location and depth. To activate the trident’s power,
  the wearer expends one charge while grasping and pointing the
  trident in a desired direction. It requires 1 round to completely
  scan a hemisphere with a radius of 240 feet. Each time a charge
  is expended, the power of the trident is activated for 2 rounds,
  allowing a complete sphere to be scanned.
  As long as the trident has at least one charge remaining, it can
  be recharged, but if the trident’s last charge is expended it be-
  comes a mundane weapon. Optionally, when the last charge is
  expended, the GM may allow the trident to retain its +2 enchant-
  ment bonus.
  −2 Trident of Yearning:
  This accursed trident is crafted in the
  form of a normal magical trident and radiates magic if detect
  magic is cast. However, it carries an enchantment penalty of −2,
  and its special curse is activated as soon as it is grasped. The curse
  of the trident compels its wielder to immediately go to the near-
  est large body of water that is deep enough for him to submerge
  his entire body and jump into the deepest part possible. It does
  not provide him with the ability to breathe underwater. A wish
  spell cast at any time will end the curse and allow the wielder to
  release his grip on the trident. Otherwise, the wielder will not re-
  lease his grip on the trident or leave the deep water. He will stay
  underwater until he drowns or until a water breathing spell is cast
  upon him.
  +2 Sword, Sun Blade:
  This magical sword is crafted in the form
  of either a mundane or normal magical bastard sword. It radi-
  ates magic if detect magic is cast and an aura of neutral good if
  detect good/evil or know alignment is cast. The sword is treated as a
  short sword when calculating its weight, encumbrance and com-
  bat speed, but inﬂicts damage as a bastard sword. Its normally
  carries a +2 enchantment bonus, but this bonus is doubled when
  used in combat against evil creatures, and its damage is dou-
  bled when employed against creatures from the Negative Energy
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  the power to grant 5 wishes, but will usually have less than 5 when
  found. The GM may roll 1d4 + 1 to determine how many wishes
  remain or simply subtract any wishes that were granted to its pre-
  vious owner(s). The wielder does not automatically know how
  many wishes remain within the sword.
  +2 Sword, Dragon Slayer:
  This magical sword is usually
  crafted in the form of a normal +2 sword and radiates magic if de-
  tect magic is cast. Its normal enchantment bonus is doubled when
  used in combat against any true dragon (chromatic or metallic).
  In addition, it inﬂicts triple its base damage (3d12) against one
  certain type of dragon. The increased enchantment bonus of +4
  is applied to this base damage. The GM may roll 1d10 and con-
  sult the following table to determine the speciﬁc type of dragon.
  The GM is free to modify this table to suit his campaign, but it
  should never contain unique dragons. In addition, if the sword is
  also an intelligent weapon with an alignment, it cannot be crafted
  to slay dragons that share its alignment.
  1d10
  Type
  1
  Black
  2
  Blue
  3
  Brass
  4
  Bronze
  5
  Copper
  6
  Gold
  7
  Green
  8
  Red
  9
  Silver
  10
  White
  +2 Sword, Giant Slayer:
  This magical sword is usually crafted
  in the form of a normal +2 sword and radiates magic if detect magic
  is cast. Its normal enchantment bonus is increased by 1 when
  used in combat against giants, giant-kin, ettins, ogre magi, and
  titans. Against true giants (hill, stone, frost, ﬁre, cloud, storm)
  the sword inﬂicts double its base damage (2d12). The increased
  enchantment bonus of +3 is applied to this base damage.
  +2 Sword, Nine Lives Stealer:
  This magical sword is usually
  crafted in the form of a normal +2 sword and radiates magic if de-
  tect magic is cast. It is also crafted with the power to drain the life
  force (whether spirit or soul) from an opponent (not including
  creatures such as golems and the undead). Due to the distasteful
  nature of its power, a GM may determine that the sword also ra-
  diates neutral evil if detect evil/good or know alignment is cast. If the
  wielder rolls an unmodiﬁed 20 while using this sword in combat,
  the creature that was struck must make a successful saving throw
  vs. spell or die immediately. The victim is unable to be raised, res-
  urrected, or even reincarnated, but a wish spell can restore his life
  if the sword is present with the body when the wish is cast. The
  sword can drain a total of nine life forces before the power is lost.
  If the save is successful, the sword’s life-draining power does not
  function and no use of the power is expended. When the ninth
  life force is drained from a victim, the sword becomes a normal
  +2 sword (possibly with a hint of evil about it).
  +3 Sword, Frost Brand:
  This magical sword is usually crafted
  in the form of a normal +3 sword and radiates magic if detect
  magic is cast. Its normal enchantment bonus is doubled when
  used in combat against any creatures with a natural attack that
  inﬂicts heat or ﬁre damage and those that normally thrive in ﬁery
  settings. When withdrawn from its sheath in ambient tempera-
  tures below 0◦F, the sword sheds light equal to that of a torch. Its
  wielder is protected as if he were wearing a ring of ﬁre resistance.
  In addition, when the sword is thrust into mundane or magical
  ﬁres it snuffs them out in a 10-foot radius 50% of the time. This
  power cannot snuff out magical ﬁres with instantaneous dura-
  tions such as ﬁreball, meteor swarm, or ﬂame strike.
  Plane or those drawing power from it (including certain types of
  the undead). Its blade always glows after its magical properties
  have been discovered. Any creature skilled in the use of either
  the bastard sword or short sword can wield it properly.
  In addition, once a day its wielder can activate the sword’s
  sunray power by speaking a command word while swinging the
  sword above his head. The sword begins to shine brightly, pro-
  ducing the equivalent of full daylight in a 10-foot radius around
  the wielder. Each round for the next turn, the light extends 5 ad-
  ditional feet until reaching a 60-foot radius. This sphere of day-
  light will persist around the wielder for as long as he continues
  to swing the sword above his head. When he stops swinging the
  sword, the light fades to a dim glow that remains visible for one
  turn.
  +1 Sword, Mage Bane:
  This magical sword is usually crafted in
  the form of a normal +1 sword and radiates magic if detect magic
  is cast.
  Its normal enchantment bonus is doubled when used
  in combat against wizards and other creatures that cast arcane
  wizard spells, as well as any creatures that were conjured, cre-
  ated, gated, or summoned. It does not have any extra enchantment
  against otherwise mundane creatures employing magical items.
  +1 Sword, Morph Dropper:
  This magical sword is usually
  crafted in the form of a normal +1 sword and radiates magic if de-
  tect magic is cast. Its normal enchantment bonus is tripled when
  used in combat against were-creatures and other shape changing
  creatures, as well as those that are under the effects of polymorph
  or shape change spells.
  +1 Sword, Rejuvenator Slayer:
  This magical sword is usually
  crafted in the form of a normal +1 sword and radiates magic if
  detect magic is cast. Its normal enchantment bonus is tripled when
  used in combat against any creature that is able to regenerate,
  including creatures using magical items to regenerate.
  +1 Sword, Lizard Killer:
  This magical sword is usually crafted
  in the form of a normal +1 sword and radiates magic if detect magic
  is cast. Its normal enchantment bonus is quadrupled when used
  in combat against dinosaurs, dragons, hydras, lizards, snakes,
  wyverns, and other reptilian beasts.
  +1 Sword, Cursed:
  This accursed sword is usually crafted in
  the form of a normal +1 sword and radiates magic if detect magic
  is cast. It carries a +1 enchantment bonus, but its curse activates
  as soon as the wielder sees a potential enemy. The curse forces
  the wielder to engage in combat with every potential enemy he
  sees, and he must use this sword in every combat situation. It
  magically appears in the wielder’s hand if he attempts to use a
  different weapon. In addition, the wielder cannot break off com-
  bat until either he or his opponent is killed. Only a remove curse
  cast upon the sword will allow the wielder to be free of its curse.
  +1 Sword, Flame Tongue:
  This magical sword is usually crafted
  in the form of a normal +1 sword and radiates magic if detect magic
  is cast. Its normal enchantment bonus is doubled when used in
  combat against any creature that is able to regenerate (including
  creatures using magical items to regenerate), tripled when used
  against avian creatures and those that are either ﬂammable or use
  cold (includes any creatures with a natural attack that inﬂicts cold
  damage), and quadrupled when used against the undead.
  Furthermore, when the wielder speaks the command word, the
  sword’s blade becomes covered in ﬂames, giving off heat and
  light equivalent to a torch and easily igniting oil, webs, paper,
  parchment, dry wood, etc.
  +1 Sword, Luck Blade:
  This magical sword is usually crafted
  in the form of a normal +1 sword and radiates magic if detect
  magic is cast. Its normal enchantment bonus is also applied to
  its wielder’s saving throws. In addition, the sword is crafted with
  292
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  +4 (or +5) Sword, Defender:
  This magical sword is usually
  crafted in the form of a normal +4 (or +5) sword and radiates
  magic if detect magic is cast. Its enchantment bonus ordinarily ap-
  plies to its attack rolls and damage scores. However, during each
  round of combat, the sword’s wielder can allocate all or part of
  its enchantment bonus to improve his armor class against melee
  weapons, but not hurled weapons.
  +5 Sword, Holy Avenger:
  This magical sword is usually crafted
  in the form of a normal +2 sword and radiates magic if detect magic
  is cast. A GM may determine that the sword also radiates lawful
  good if detect evil/good or know alignment is cast, for its full pow-
  ers are activated only when a paladin wields it. Its enchantment
  bonus is then increased to +5 and doubled (to +10) when calculat-
  ing the damage score against a chaotic evil opponent. In addition,
  when drawn from its sheath it creates a zone of 50% magic resis-
  tance in a 5-foot radius around the paladin and dispels magic in a
  5-foot radius using the paladin’s level to calculate the effects.
  −2 Sword, Cursed:
  This accursed sword is usually crafted in
  the form of a normal +2 sword and radiates magic if detect magic
  is cast.
  However, when wielded in combat, the curse acti-
  vates. Thereafter, its enchantment bonus becomes an enchant-
  ment penalty of −2, and the wielder must use this sword in every
  combat situation. It magically appears in the wielder’s hand if he
  attempts to use a different weapon. Only a wish or limited wish
  will allow the wielder to be free of its curse.
  +1 Sword of Dancing:
  This magical sword is usually crafted in
  the form of a normal +1 sword and radiates magic if detect magic
  is cast. The sword carries an enchantment bonus of +1 during
  the ﬁrst round of combat and gains +1 enchantment bonus each
  continuous round of combat until becoming a sword +4 on the
  fourth round. On the ﬁfth round, its enchantment bonus resets to
  +1. This cycle repeats, with the enchantment bonus resetting to
  +1 at the 9th round, the 13th round, etc. At any time the enchant-
  ment bonus is +1 (except the 1st round of continuous combat), its
  wielder gains the option to release the sword to attack on its own.
  The sword will then dance, ﬁghting for up to four rounds using
  its wielder’s unmodiﬁed THACO. The wielder can perform any
  other actions desired during the rounds that the sword dances.
  The sword can move up to 30 feet away from the wielder, but re-
  sets to +1 and drops to the ground if this distance is exceeded. If
  the wielder has an unoccupied hand, the sword automatically re-
  turns to it when the enchantment bonus resets to +1. The wielder
  can also grasp the sword out of the air during any round that it
  is dancing within 5 feet of him. If the wielder doesn’t have an
  unoccupied hand when the enchantment bonus resets to +1, the
  sword drops to his feet. In either case, the wielder must ﬁght
  with the weapon for 4 continuous rounds before activating its
  power to dance again. While the sword dances, it cannot be af-
  fected by physical attacks, requires the same amount of space as
  its wielder, and is considered held by its wielder when determin-
  ing the results of any magical effects that may affect it.
  +1 Sword of Wounding:
  This magical sword is usually crafted
  in the form of a normal +1 sword and radiates magic if detect
  magic is cast. It is crafted with the power to cause deep, bleeding
  wounds that do not heal easily. Every successful attack with this
  sword causes a wound that inﬂicts one additional point of dam-
  age from blood loss each round after the ﬁrst until the wound is
  bandaged or one turn passes. In addition, only a wish spell or rest
  over a period of time can heal damage caused by this sword. The
  damage cannot be healed with any potion, spell, or regenerative
  ability.
  +2 Sword of Life Stealing:
  This magical sword is usually
  crafted in the form of a normal +2 sword and radiates magic if
  detect magic is cast. If the wielder rolls an unmodiﬁed 20 while
  using this sword in combat, it inﬂicts its normal damage score
  and drains one level or HD from the creature. This includes the
  loss of all associated abilities and a permanent loss of hit points.
  In addition, if its wielder is wounded, the sword will automat-
  ically heal him for an amount of hit points up to the opposing
  creature’s permanent loss.
  +1 Sword of Sharpness:
  This magical sword is usually crafted
  in the form of a normal +1 sword and radiates magic if detect magic
  is cast. A GM may determine that the sword also radiates chaotic
  neutral if detect evil/good or know alignment is cast. If the wielder
  rolls a sufﬁciently high unmodiﬁed attack while using this sword
  in combat, as determined by the the table below (and this at-
  tack hits the opponent), the sword will randomly sever one of
  the opponent’s appendages. The GM determines the affected ap-
  pendage randomly. This includes arms, legs, tails, tentacles, etc.
  but not heads. The sword has a normal enchantment bonus of
  +1, which applies to both attack rolls and damage scores, but is
  treated as if it had a +3 enchantment bonus for purposes of hitting
  creatures immune to normal weapons.
  Furthermore, this sword has the power to glow as its wielder
  chooses. The glow can be disabled, or it can be made to shed
  dim light in a ﬁve-foot radius, bright light in a 15-foot cone, or a
  30-foot radius sphere equivalent to a light spell.
  Condition of Opponent
  Unmodiﬁed Score Needed
  Normal
  18–20
  Large-sized or larger
  19–20
  Solid metal or stone
  20
  +2 Short Sword of Quickness:
  This magical sword is usually
  crafted in the form of a normal +2 short sword. It radiates magic
  if detect magic is cast. It always allows its wielder to attack before
  initiative is rolled each round.
  +3 Sword, Vorpal:
  This magical sword is usually crafted in the
  form of a normal +3 sword and radiates magic if detect magic is
  cast. A GM may determine that the sword also radiates lawful
  neutral if detect evil/good or know alignment is cast. The sword
  has a normal enchantment bonus of +3, which applies to both
  attack rolls and damage scores, and if the wielder rolls a sufﬁ-
  ciently high unmodiﬁed attack while using this sword in combat,
  as determined by the the table below (and this attack hits the op-
  ponent), the sword will sever the opponent’s head (or neck). The
  GM should note that some creatures might not be killed by sim-
  ple decapitation. This includes such creatures as slimes, many
  kinds of the undead, doppelgangers, elementals, golems, etc.
  Condition of Opponent
  Unmodiﬁed Score Needed
  Normal
  17–20
  Large-sized or larger
  18–20
  Solid metal or stone
  19–20
  +1 Sword of the Planes:
  This magical sword is usually crafted
  in the form of a normal +1 broadsword. It functions as such while
  on the Prime Material Plane and radiates magic if detect magic is
  cast. Its enchantment bonus is doubled while the sword is on any
  of the Inner Planes or when used to attack a creature from one
  of the inner planes, tripled while on an Outer Plane or attacking
  an outer planar creature, and quadrupled while on the Astral or
  Ethereal Plane or attacking a creature from either of these planes.
  +2 Sword, Cursed Beserking:
  This accursed sword is usually
  crafted in the form of a normal +2 sword and radiates magic if de-
  tect magic is cast. It carries a +2 enchantment bonus, but its curse
  activates as soon as it is wielded in combat. The curse immedi-
  ately forces the wielder into a form of berserk rage. He will attack
  the nearest creature (whether friend or foe) and cannot break off
  combat until either he or every creature within 60 feet of him is
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Table B.43: Weapon Intelligence
  Communication
  Int
  1d100
  Special Powers
  01–34
  12
  Semi-empathic*
  1 detection power
  2 detection power
  Empathic**
  13
  35–59
  60–79
  14
  Verbal***
  2 detection power
  3 detection power
  Verbal***
  15
  80–91
  92–97
  16
  Verbal***
  3 detection power & read spoken languages
  3 detection & 1 extraordinary power, read spoken languages &
  Verbal & telepathic****
  17
  98–00
  read magic
  *Wielder feels urges from the weapon that encourage or discourage certain actions.
  **Wielder feels emotions from the weapon that encourage or discourage certain actions.
  ***Weapon speaks the wielder’s native language and one or more bonus languages.
  ****Weapon can use either communication mode with any spoken language.
  killed. Thereafter, he must use this sword in every combat situa-
  tion. It magically appears in the wielder’s hand if he attempts to
  use a different weapon. Only a dispel evil/good or wish cast upon
  the sword will allow the wielder to be free of its curse.
  INTELLIGENT MAGICAL WEAPONS
  In unusual circumstances, certain magical weapons will be in-
  telligent and imbued with magical sentience. These very rare
  weapons think and feel the same way characters do. They should
  be given a name (often engraved onto the hilt) and treated as
  NPCs. Due to the nature of their expanded powers, placement
  of intelligent magical weapons is purely the GM’s prerogative,
  and they are never found as randomly generated treasure.
  While intelligence most often occurs in magical swords with
  a 25% chance, any other magical melee weapon that carries an
  enchantment bonus but no other special powers is given a 5%
  chance to be intelligent. Single-use magical weapons or weapons
  without enchantment bonuses such as the javelin of lightning or
  net of entrapment, magical missile weapons such as bows, cross-
  bows and slings, and their ammunition cannot be intelligent.
  Intelligent weapons often have the ability to shed light in a 5-
  foot radius whenever they are removed from their sheath, and
  many must do so to be able to see. Intelligent weapons gain one
  or more powers and possibly a special purpose.
  Table B.44: Bonus Languages
  1d100
  Number
  01–40
  1
  41–70
  2
  71–85
  3
  86–95
  4
  96–99
  5
  00
  *
  *Roll twice on the table, ignoring 00, with a minimum result
  of not less than 6.
  Table B.45: Weapon Alignment
  Alignment
  1d100
  01–05
  Chaotic good
  Chaotic neutral*
  06–15
  16–20
  Chaotic evil
  Neutral evil*
  21–25
  26–30
  Lawful evil
  Lawful good
  31–55
  56–60
  Lawful neutral*
  True neutral*
  61–80
  81–00
  Neutral good*
  *Any creature whose alignment corresponds to the
  non-neutral portion of the item’s alignment can also use the
  weapon. Any creature can use a true neutral weapon.
  When the GM determines that a magical weapon possesses in-
  telligence, the following tables can be used to determine its intel-
  ligence, communication abilities, and special powers. The GM is
  encouraged to modify these tables to suit his campaign setting,
  use them as a guideline to create unique weapons for his cam-
  paign setting, and to accept or reject any randomly rolled results.
  Bonus Languages:
  If an intelligent weapon speaks, it will have
  one or more bonus languages. Its bonus language(s) should re-
  late to the campaign setting, the weapon’s history and its special
  purpose (if any). One of them will be the native tongue of its
  maker. A weapon’s personality can be partly based upon its na-
  tive tongue.
  Alignment:
  All intelligent weapons radiate an alignment if de-
  tect evil/good or know alignment is cast. If an intelligent sword has
  any alignment-oriented special powers (such as a holy avenger),
  the sword’s alignment must match.
  If a creature touches a weapon whose alignment isn’t com-
  patible with its own, it suffers damage each round equal to the
  weapon’s ego score (see below) unless the weapon is in the grasp
  or possession of a character whose alignment is compatible.
  Detection Powers & Extraordinary Powers:
  Powers only func-
  tion when the intelligent weapon is drawn from its sheath and
  held. Intelligent weapons cannot activate a power and physi-
  cally attack an opponent at the same time. If a detection power is
  rolled or selected by the GM more than once, the power’s range
  is doubled, tripled, etc. Detection powers are activated when the
  wielder concentrates on the desired effect, and the wielder is un-
  able to attack with the weapon during that round. If an extraor-
  dinary power is rolled or selected by the GM more than once, the
  number of times that the power can be activated per day is dou-
  bled, tripled, etc. Extraordinary powers are activated when the
  wielder concentrates for one full round. Activating an extraordi-
  nary power prevents its wielder from attacking with the weapon
  for at least two rounds. These powers operate as if cast by an 8th
  level spell caster. Powers provide a bonus to the weapon’s base
  experience award value.
  Special Purpose:
  The most powerful of the intelligent weapons
  often have a special purpose that suits its type and alignment.
  This special purpose should always be treated reasonably. A spe-
  cial purpose to ”defeat arcane spell casters” doesn’t mean that the
  sword forces its wielder to attempt to kill every wizard he sees.
  Nor does it mean that the sword believes it is possible to kill ev-
  ery wizard, specialist mage, and bard in the world. It means that
  the weapon hates arcane spell casters and may attempt to bring
  the local wizard’s guild to ruin, or end the rule of a sorceress-
  queen in a nearby land. Likewise, a special purpose to ”defend
  elves” means that the item attempts to further the cause of elves
  by stamping out their enemies and aiding their leaders. As al-
  ways, the GM should modify the results of this table to suit his
  campaign setting.
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  Dedicated Power:
  A dedicated power must be related to pur-
  suit of its special purpose and activates upon a successful attack
  against an eligible creature.
  The creature is allowed a saving
  throw vs. spell to avoid the effect. The GM makes the deter-
  mination of whether a creature is eligible. An intelligent weapon
  can refuse to activate its dedicated power, even if its wielder is
  dominant. A dedicated power acts as if cast by an 8th level spell
  caster.
  Weapon Ego:
  After all other aspects of a weapon have been
  recorded, the GM calculates an intelligent weapon’s total ego
  points.
  Ego points combined with weapon’s intelligence represent an
  intelligent weapon’s force of personality. A weapon with high
  ego points has a very dominant personality.
  Table B.46: Detection Powers
  1d100
  Detection Power
  XP Bonus
  01–11
  Elevators or shifting rooms/walls—10’
  radius
  +60
  12–22
  Sloping passages—10’ radius
  +60
  23–33
  Large-sized traps—10’ radius
  +120
  34–44
  Detect evil/good—10’ radius
  +240
  45–55
  Precious metal, indicating type and
  amount—20’ radius
  +240
  56–66
  Gems, indicating type and number—5’
  radius
  +240
  67–77
  Magic—10’ radius
  +240
  78–82
  Secret doors—5’ radius
  +120
  83–87
  Detect invisible—10’ radius
  +240
  88–92
  Locate object—120’ radius
  +180
  93–98
  Roll twice on this table, ignoring 93-00
  –
  99–00
  Roll for an extraordinary power
  –
  Table B.47: Extraordinary Powers
  1d100
  Extraordinary Power
  XP Bonus
  01–07
  Charm via a touch attack that does not
  cause damage, 3/day
  +360
  08–15
  Clairaudience, 1 round per activation, 30
  yards, 3/day
  +360
  16–22
  Clairvoyance, 1 round per activation, 30
  yards, 3/day
  +360
  23–28
  Determine direction and depth
  underground as a gnome, 2/day
  +300
  29–34
  ESP, 1 round per activation, 30 yards,
  3/day
  +480
  35–41
  Fly, 120 feet per turn, 1/day
  +480
  42–47
  Heal self, 1/day
  +600
  48–54
  Create illusion with audible effects as
  wand of illusion, 120 yards, 2/day
  +480
  55–61
  Levitate, 1 turn per activation as a 6th
  level caster, 3/day
  +420
  62–67
  Strength (upon the wielder only), 1/day
  +420
  68–75
  Telekinesis, maximum 250 pounds, 1
  round per activation, 2/day
  +420
  76–81
  Telepathy as helm of telepathy, but
  communication only with no power to
  implant a suggestion, 60 yards, 2/day
  +420
  82–88
  Teleport, casting time 2, maximum 600
  lbs., 1/day
  +540
  89–94
  X-ray vision as the ring of x-ray vision, 1
  turn per activation, 40 yards, 2/day
  +420
  95–97
  Roll twice on this table, ignoring 95-97
  –
  98–99
  Choose 1 extraordinary power
  –
  00
  Choose 1 extraordinary power and
  determine a special purpose
  –
  Table B.48: Special Purpose
  1d100
  Special Purpose
  XP Bonus
  01–10
  Defeat diametrically opposed
  alignment*
  +200
  11–20
  Defeat or defend either clerics or druids
  +225
  21–30
  Defeat or defend either ﬁghters,
  rangers or paladins
  +225
  31–40
  Defeat or defend either mages or
  speciﬁc specialty mages
  +225
  41–50
  Defeat or defend thieves or bards
  +225
  51–55
  Defeat or defend a speciﬁc
  human-shaped race**
  +250
  56–65
  Defeat or defend lawful or chaotic
  extra-planar creatures***
  +200
  66–75
  Defeat or defend good/evil
  extra-planar or undead creatures***
  +200
  76–95
  Defeat or defend speciﬁc
  non-human-shaped creatures***
  +200
  96–00
  Defeat or defend servants of a speciﬁc
  deity or mythos****
  +300
  *True neutral weapons attempt to preserve the balance by
  defeating powerful beings of one extreme alignment. The
  GM must choose one of the following LG, LE, CG, CE.
  **Possible races include any demi-human, humanoid, giant,
  giantkin, etc.
  ***The GM should choose a speciﬁc creature based upon his
  campaign setting.
  ****Servants include priests, paladins, associated extra-planar
  creatures, etc.
  Table B.49: Dedicated Powers
  1d100
  Dedicated Power
  XP Bonus
  01–10
  Blindness—2d6 rounds
  +100
  11–20
  Confusion—2d6 rounds
  +100
  21–25
  Disintegrate
  +200
  26–55
  Fear—1d4 rounds
  +100
  56–65
  Permanent insanity
  +200
  66–80
  Paralysis—1d4 rounds
  +150
  81–00
  Simultaneous Chant and Prayer—2d4
  rounds
  +100
  Table B.50: Weapon Ego Points
  Weapon Attributes
  Ego Points
  Enchantment bonus
  1/bonus*
  Each detection power
  1**
  Each extraordinary power
  2**
  Special purpose
  5
  Each spoken language
  1
  Telepathic
  2
  Read spoken languages
  1
  Read magic
  2
  *If the weapon has multiple enchantment bonuses, it gains 1
  ego point for its lowest and highest enchantment bonuses.
  For example, a +1 ﬂame tongue would gain 5 ego points.
  Intelligent swords with special powers double enchantment
  bonus ego points.
  **If a power is doubled or tripled, count ego points two or
  three times.
  Personality Conﬂicts:
  An intelligent weapon will always act
  in perfect accordance with its stated alignment and towards the
  ends of its special purpose (if any). If the wielder’s actions dis-
  agree with the weapon’s alignment or special purpose, a person-
  ality conﬂict will occur. A weapon with 19 or more ego points
  will always feel superior to its wielder, and a personality con-
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  FOR GOLD & GLORY
  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  ﬂict occurs anytime such a weapon and its wielder disagree for
  any reason. Personality conﬂicts are also more common when
  the weapon’s alignment has any component of neutral and the
  wielder’s alignment is not an exact match.
  To determine the force of the wielder’s personality add to-
  gether his intelligence, charisma and highest class level or HD.
  The result is the wielder’s personality score when he is at full
  strength. If he is wounded, he suffers penalties to his personal-
  ity score. The wielder suffers a −1 penalty each time he loses a
  number of hit points equal to his total hit points divided by his
  highest class level or HD (rounded up).
  When a personality conﬂict occurs, the weapon’s personality
  score is compared to the wielder’s current personality score. If
  the weapon has a higher score, it dominates the wielder and
  can force him to perform actions against his will. These actions
  should always be well thought out and are often in accordance
  with the sword’s alignment and/or special purpose. Should an
  item gain dominance over its wielder, it resists his desires. In ad-
  dition, it can demand concessions such as any of the following:
  • Removal of associates whose alignment or personality is
  distasteful to the weapon.
  • Disposal of all other magic items or items of a certain type.
  • Obedience from the wielder allowing the weapon to direct
  his movements.
  • Immediately seek out and attempt to slay the weapon’s
  hated enemy.
  • Magical and mundane protections for when the weapon is
  not in use.
  • In the future, the wielder must carry the weapon at all times.
  • The wielder must relinquish the weapon to a more suit-
  able wielder due to alignment differences or other disagree-
  ments.
  In extreme cases of personality conﬂicts, the weapon can also
  force the character to perform the following actions:
  • Enter into combat.
  • Stop attacking his opponents.
  • Attack himself or his associates.
  • Surrender to an opponent.
  • Drop the weapon.
  Naturally, such actions are unlikely when harmony reigns be-
  tween the wielder and his weapon or when their purposes and
  alignments are well matched. Even so, a weapon may seek out
  a more powerful wielder with a lower personality score in order
  to easily establish and maintain dominance over him and better
  accomplish its special purpose.
  All intelligent magical weapons desire to play an important
  role in whatever activity is under way, particularly combat. Such
  weapons are often rivals of each other, or friendly rivals if they
  are of the same alignment. No intelligent weapon wants to share
  its wielder with any other. An intelligent weapon is aware of the
  presence of any other of its kind within 60 feet, and most intelli-
  gent weapons attempt to mislead or distract their wielder so that
  he ignores or destroys the rival weapon.
  Intelligent weapons are never totally controlled or silenced by
  their wielders. Even though the weapon may never successfully
  control its wielder, it remains undaunted and continues to ex-
  press its wishes and demands.
  These guidelines only cover intelligent magical weapons, how-
  ever, the GM may create intelligent magical items of a non-
  weapon nature. The GM must determine their powers and spe-
  cial purposes on a case-by-case basis.
  ARTIFACTS & RELICS
  These objects are extremely rare items of ancient power and
  majesty. They are incredibly more powerful than even the great-
  est of the known magical items. Artifacts are the mightiest magi-
  cal items, crafted in the mists of time by the most renowned wiz-
  ards in history, while relics are awesome items of great power as-
  sociated with, or formerly a part of, a highly venerated (or most
  reviled) priest from days of old.
  These are legendary items and the epitome of magical power
  in the game, so their use must be strictly controlled. They must be
  few in number across a campaign world, and gaining possession
  of one should require an epic monumental adventure suitable
  only for the most powerful characters. It is suggested that sin-
  gle classed human characters within an adventuring group have
  an average character level of at least 15 before an artifact or relic
  is introduced into play. It is advised that if a player character
  gains possession of one, it should be for the purpose of complet-
  ing a major quest or campaign goal, and the GM should not allow
  him to keep it for very long. Artifacts and relics are intelligent,
  and known to mysteriously disappear when they are no longer
  needed.
  General Characteristics:
  Each artifact or relic is a unique item.
  A GM must speciﬁcally place an artifact or relic in their individ-
  ual campaigns. They will not be found on random treasure ta-
  bles. They cannot be transferred between campaign worlds, ex-
  cept in highly unusual circumstances that the GM must approve.
  The GM designs artifacts and relics to ﬁt his world, and he
  alone knows the extent of the powers that they possess, as well as
  the command words and gestures needed to activate them. The
  GM has free reign to give the artifacts and relics any power he
  desires, even if the power would normally be considered god-
  like. In addition to having powers of lesser and greater effect,
  artifacts and relics are cursed. Just activating an artifact or relic
  can result in a dangerous or even deadly side effect being trig-
  gered, and simply possessing an artifact or relic is to risk insanity
  or worse. Their effects are permanent, and subject only to divine
  intervention from the most powerful deities.
  These items are nearly indestructible, and very few effects have
  even a slight chance to affect them. Unique and elaborate means
  are required to destroy one.
  Physical Description:
  The ﬁrst thing to do when creating an
  artifact or relic is to decide its form. This can be anything chosen
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  APPENDIX B. TREASURE LISTS AND DESCRIPTIONS
  FOR GOLD & GLORY
  from the standard magical item tables or equipment tables, such
  as a book, jewelry, clockwork toy, cloak or robe, boots or shoes,
  weapon, armor, masks, lenses, mummiﬁed body parts, magical
  shelters, statues, vehicles or anything else the GM can imagine.
  Regardless of its physical form, an artifact or relic never expends
  charges; its powers are permanent.
  Origins and History:
  The next step when creating an artifact or
  relic is to determine its history. The GM must ﬁrst decide who cre-
  ated the item and for what purpose. The item is assumed to have
  been crafted in ancient times and will have a history in which fact
  becomes impossible to separate from myth and legend. This item
  was once possessed by a deity or his most powerful mortal fol-
  lower, and was often crafted for an express purpose, such as for
  use by a particular hero or to ﬁght a particular foe.
  This purpose may have been fulﬁlled a long time in the past, or
  it maybe a never-ending or self-renewing purpose. The item is so
  closely associated with its purpose that its powers might only be
  fully activated by creatures who meet certain class and/or racial
  criteria, or it may reveal its full powers only when dealing with a
  speciﬁc threat.
  Next, the GM must roughly determine what has happened to
  the item over the centuries. He should note when and where
  it has appeared and what events occurred after its appearance.
  Finally, the GM ﬁlls in details in the item’s history with clues to
  its powers and any legends (both true and false) that have come
  to surround the item.
  Alignment:
  Artifacts and relics always radiate a strong align-
  ment aura when detect evil/good, know alignment or similar is cast.
  The GM selects the most appropriate alignment for the artifact.
  Lesser Powers:
  Using the item’s history as a guide, the GM be-
  gins to assign powers to the artifact or relic, starting with the least
  of them.
  Greater Powers:
  After selecting the lesser powers, the GM then
  selects the item’s greater powers. Artifacts and relics will have no
  more than two greater powers. Often, greater powers can only be
  activated when doing so is directly related to the item’s purpose,
  and these can often be revealed in the item’s history. Though
  the exact means of activating the greater powers and the item’s
  purpose may be ambiguous.
  Dangerous Side Effects:
  After providing the artifact or relic
  with its lesser and greater powers, the GM must determine the
  dangers inherent in its use. Activating any of the powers of an
  artifact or relic carries grave risks. Creatures possessing great
  will and incredible power originally crafted and used the item,
  and even they placed themselves in danger to activate the item’s
  powers. Naturally, these dangerous side effects will be at best
  only hinted at in the item’s history.
  Curse of Insanity:
  Ultimately, every artifact and relic brings in-
  sanity to its possessor. Even if the item is never used, its pos-
  sessor becomes paranoid and jealously possessive of the item.
  Soon, the possessor becomes delusional and begins to see threats
  where none exist. Eventually, the insanity causes the possessor
  of the item to attempt to destroy their allies and associates (either
  openly or covertly), believing them to be enemies out to kill him
  and/or steal the artifact.
  How to Destroy it:
  Lastly, the GM must determine a means to
  destroy the artifact or relic. Since an artifact or relic is nearly inde-
  structible, destroying one is next to impossible. It is impervious
  to all mundane and most magical attacks. It cannot be crushed,
  dissolved in acid, melted or broken. Even in the rare event that
  a magical attack succeeds or some way is found to destroy the
  item’s physical form, the item is only disrupted for a (relatively)
  short time, but within a century, the item reforms in another loca-
  tion with all of its powers and dangerous side effects restored. To
  truly destroy the item, a creature must complete a very speciﬁc
  and demanding set of conditions that are as unique as the artifact
  itself.
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  APPENDIX C
  BESTIARY
  The creatures included in this appendix form a selection com-
  mon to most campaign worlds. This selection is by no means
  comprehensive, nor are all creatures included found in every set-
  ting. A listing including notes on attributes, special abilities, lan-
  guages, mannerisms, and ecology is included for each creature.
  CREATURE DESCRIPTIONS
  Climate/Terrain:
  The usual habitat of the creature, where it is
  most likely to be found.
  Sample climates include arctic, sub-
  arctic, temperate, and tropical. Terrains are more speciﬁc, and
  include plains, scrublands, forests, hills, mountains, swamps,
  deserts, and other such features.
  Frequency:
  The likelyhood of encountering a creature in a typ-
  ical area. A creature may have differing frequencies in different
  climates/terrains or areas of the world.
  Number Appearing:
  The usual number of creatures appearing
  in their natural setting. This number should not be used for dun-
  geon encounters or encounters in other artiﬁcial settings. Solitary
  creatures encountered in groups do not necessarily cooperate.
  Organization:
  The usual social structure of a creature. Solitary
  creatures may also be found in small family groups.
  Activity Cycle:
  The time of day in which a creature is most ac-
  tive in an outdoor setting. Creatures may be active at any time
  underground. Exceptions to a creature’s activity cycle are com-
  mon.
  Intelligence:
  A creature’s intelligence is equivalent to a charac-
  ter’s ability score.
  Treasure:
  The usual treasure carried by a creature or in a crea-
  ture’s lair. The types given refer to the Treasure Types in Ap-
  Table C.1: Encounter Frequency
  Frequency
  Probability
  Very rare
  4%
  11%
  Rare
  Uncommon
  20%
  65%
  Common
  Table C.2: Creature Intelligence
  Score
  Descriptor
  0
  Mindless, hive mind, or plant-like
  Animal intelligence
  1
  2–4
  Semi-intelligence
  Low intelligence
  5–7
  8–10
  Average (human) intelligence
  Very intelligent
  11–12
  13–14
  Highly intelligent
  Exceptionally intelligent
  15–16
  17–18
  Genius
  Supra-genius
  19–20
  21+
  Godlike intelligence
  pendix B: Treasure Lists and Descriptions.
  Treasures may be
  deliberately placed by the game master or placed randomly. If
  placed randomly, roll for each type listed. Lair treasure types
  and individual treasure types in parentheses are determined for
  each encounter as a whole, while individual treasure types are
  determined for each creature in an encounter.
  Larger or smaller treasures are noted by a multiplier (e.g. D ×
  2, H × 1⁄2). For encounters larger or smaller than usual, treasure
  should be adjusted accordingly.
  Alignment:
  A creature’s outlook on morality and ethics. The
  alignment listed for a creature is the usual alignment for a crea-
  ture of that type, but uncommon exceptions may occur. Animals
  and other unintelligent creatures are always Neutral.
  Armor Class:
  A creature’s armor class, determined by a crea-
  ture’s equipment, physical or magical nature, speed, reﬂexes, and
  other abilities. Creatures that commonly wear armor have an un-
  armored armor class listed in parentheses. Circumstantial modi-
  ﬁers to armor class are listed in a creature’s combat listing.
  Movement:
  The movement rate of a creature. Creatures that
  commonly wear armor may have an unarmored speed listed in
  parentheses. Special types of movement, such as ﬂying or swim-
  ming, are listed for creatures that possess these types of move-
  ment. Flying rates include a maneuverability ranked from class 1
  to 5, as described in Chapter 8: Combat.
  Hit Dice:
  The number of dice rolled to determine a creature’s
  hit points. Unless noted, hit points for creatures are usually deter-
  mined using a d8 hit die, although larger or smaller dice may be
  used for stronger or weaker individual creatures. Some creatures
  have an extra hit point modiﬁer added to their hit dice; creatures
  with a modiﬁer of +3 or greater are treated as a creatures of one
  hit die greater than indicated for purposes of THACO and saving
  throws. An average hit point value is included in parentheses.
  THACO:
  The result needed on an attack roll to hit a combat
  opponent with an armor class of 0. THACO is determined by
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  Table C.3: Creature THACO
  HD
  THACO
  1⁄2 or less
  20
  1 − 1
  20
  1+
  19
  2+
  19
  3+
  17
  4+
  17
  5+
  15
  6+
  15
  7+
  13
  8+
  13
  9+
  11
  10+
  11
  11+
  9
  12+
  9
  13+
  7
  14+
  7
  15+
  5
  16+
  5
  a creature’s hit dice and adjusted according to a creature’s rela-
  tive strength. Humans and demi-humans always use the player
  character values for THACO.
  Circumstantial modiﬁers to a creature’s THACO are described
  in a creature’s combat listing.
  Attack:
  The type of attack employed by a creature and the dam-
  age inﬂicted by a successful attack. A creature may have multiple
  attacks of a given type, and may have multiple types of attacks.
  For example, a creature with a listing of “2 claws 1d3, bite 1d6”
  attacks twice each round with its claws and once each round with
  its bite. Each successful claw attack inﬂicts 1d3 points of damage,
  and a successful bite inﬂicts 1d6 points. Creatures that commonly
  use weapons are listed as “by weapon”.
  Saving Throws:
  Unless otherwise noted, all creatures save as
  ﬁghters of a level equal to their hit dice. Giant and humanoid
  spell casters save as their spellcasting class, though of a level
  equal to their hit dice if greater than their spell caster level. Hu-
  manoid player characters always save according to their class
  and level.
  Special Traits:
  Any extra abilities, defenses, and vulnerabilities
  possessed by a creature. These are further described in each crea-
  ture’s combat listing.
  Magic Resistance:
  The percentage chance that magic cast on a
  creature will have no effect. If a creature’s magic resistance fails,
  the creature may still make a saving throw to resist the magi-
  cal effect as normal. A creature may have further resistances to
  speciﬁc spells or types of magic; these are listed in a creature’s
  combat listing.
  Size:
  A creature’s size category. A creature’s shape may affect
  its size. For example, a spherical creature the size of a human
  has more mass than a humanoid creature of the same size, and is
  considered large whereas the humanoid is be man-sized.
  Table C.4: Creature Size
  Size
  Height
  Tiny-sized
  2’ or less
  2’ to 4’
  Small-sized
  Man-sized
  4’ to 7’
  7’ to 12’
  Large-sized
  Huge-sized
  12’ to 25’
  25’ or more
  Gigantic-sized
  Table C.5: Morale Ratings
  Score
  Morale
  2–4
  Unreliable
  Unsteady
  5–7
  8–10
  Average
  Steady
  11–12
  13–14
  Elite
  Champion
  15–16
  17–18
  Fanatic
  Fearless
  19–20
  Morale:
  The likelihood that a creature will remain in combat
  under extreme pressure. A creature’s morale may be adjusted by
  individual circumstances. Morale ratings adhere to the following
  range:
  Experience:
  The amount of experience points awarded to a
  group for defeating an encounter with the creature. See chapter
  11: Experience for more information.
  The description of a creature includes a creature’s appearance,
  behavior, society, and ecology.
  Combat:
  The tactics and strategies a creature is likely to em-
  ploy in combat situations. Special modiﬁers to armor class and
  THACO, as well as special abilities and resistances, are described
  here.
  As Player Characters:
  With a game master’s approval, certain
  creatures may become player characters. Rules for using these
  creatures as player character races, such as ability requirements
  and adjustments, classes allowed, and level limits are included.
  ALPHABETICAL BESTIARY
  AERIAL SERVANT
  Climate/Terrain:
  Astral plane, ethereal plane,
  elemental plane of air
  Frequency:
  Very rare
  Number Appearing:
  1
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  2–4
  Treasure:
  None
  Alignment:
  Neutral
  Armor Class:
  3
  Movement:
  Fly 24 (MC 1)
  Hit Dice:
  16 (72 hp)
  THACO:
  5
  Attack:
  Grab 4d8
  Saving Throws:
  Fighter 16
  Special Traits:
  Invisibility, strangle, surprise,
  magical weapon needed to hit
  Magic Resistance:
  None
  Size:
  Large (8’ tall)
  Morale:
  14
  Experience:
  13,000
  Aerial servants are creatures native to the astral plane, ethe-
  real plane, and elemental plane of air. While on the prime ma-
  terial plane they are normally invisible, but are visible on their
  native planes. When they can be seen, they appear as vaguely
  humanoid creatures of pale mist with only the barest hints of fa-
  cial features.
  With little society and organization, aerial servants are likely
  to be found soaring free on the planar winds. They have no use
  for lairs or treasure, and are loathe to leave their home planes.
  300
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  They are typically found on other planes when summoned by
  the spell that bears their name. They detest such summons, and
  attempt to kill those foolish enough to summon them without
  proper protections.
  Aerial servants feed upon the planar winds, and will starve if
  kept long enough from their home planes. Aerial servants repro-
  duce by chance when they are caught up in particularly violent
  storm winds. If the wind is sufﬁciently strong, it may rip an aerial
  servant into two; these parts grow into separate beings. This is
  extremely painful to an aerial servant, and the fear of the expe-
  rience sometimes serves to balance their fascination with strong
  winds and weather.
  Combat: On the prime material plane, aerial servants are in-
  visible unless they choose to make themselves otherwise. When
  invisible, their opponents suffer a −5 penalty to their surprise
  rolls. On a successful attack, an aerial servant may grab its op-
  ponent. On each successive round, they may maintain their hold
  and strangle their opponent, automatically inﬂicting 4d8 points
  of damage. A grabbed creature may attempt to break free with a
  percentage chance equal to their strength rating. Creatures with
  exceptional strength above 18/18 instead use their exceptional
  strength percentage number to determine their chance; a strength
  of 18/00 or more means automatic success.
  Aerial servants are extremely strong, and can ﬂy while carry-
  ing up to 1,000 pounds.
  An aerial servant will attempt to kill a cleric foolish enough to
  summon it without the protection of a protection from evil spell.
  An aerial servant prevented from completing its assigned task
  for a sufﬁcient length of time goes insane and hunts down and
  attempts to kill its conjurer.
  ANIMAL
  Natural animals are rarely dangerous, and most often want little
  to do with humanoid creatures. Desperate situations like star-
  vation or loss of habitat may drive wild animals to attack hu-
  manoids, and domesticated creatures may be trained to ﬁght.
  Normal animals always have an intelligence of 1 and a neutral
  alignment.
  Baboon:
  Baboons are large ground-dwelling monkeys with
  dog-like muzzles, sharp canine teeth and thick fur. They live in
  large troops and possess impressive intelligence, forming elabo-
  rate hierarchies of rank and dominance.
  Badger:
  Badgers are short, wide burrowing weasel-like crea-
  tures.
  Although normally shy, they ﬁght viciously when cor-
  nered.
  Bat:
  Bats are small ﬂying mammals that eat insects or fruit. Bats
  are able to “see” in the dark by listening to the echoes of their
  high-pitched chirping and use this ability to navigate and to ﬁnd
  prey.
  Bear:
  Bears are large, stocky mammals. Normally docile, bears
  are rightly feared and revered for their ferocity when cornered or
  endangered.
  In combat, a bear may hug an opponent upon making a suc-
  cessful claw attack with an attack roll of 18 or better. Black bears
  inﬂict 2d4 damage with this hug attack, and brown bears 2d6
  damage.
  Boar:
  Boars are the larger wild relatives of the domesticated pig.
  They can be aggressive and dangerous when cornered or hunted.
  Buffalo:
  The term buffalo refers to several varieties of wild
  bovines,
  from
  water-loving
  wide-horned
  types
  to
  plains-
  dwelling shaggy short-horned types.
  A buffalo may make a charging attack from a distance of 40
  feet or greater. If this attack hits, its horns inﬂict 3d6 points of
  damage and the buffalo tramples the victim for an additional 1d4
  points of damage.
  Camel:
  Camels are long-necked mammals with distinctive
  humped backs. Although native to deserts, they are adaptable
  to a wide variety of environments.
  A camel may attack by spitting at an opponent. A victim of a
  successful spit attack has a 25% chance of being blinded for 1d3
  rounds.
  Cat:
  Cats are small domesticated, wild, or feral felines. Domes-
  ticated cats are kept as pets or to control rodents.
  If a cat hits with both claw attacks, it may attack to rake its
  opponent with its back claws for 1d2 points of damage.
  Chipmunk:
  Chipmunks are small, striped squirrel-like rodents
  commonly found in wooded environments.
  Cow:
  Cattle are domesticated bovines raised for their meat and
  milk.
  Crow/Raven
  : Crows and ravens are large black scavenging
  birds. They are relatively intelligent, and have a complex form of
  communication. Superstitions and mythologies, both good and
  bad, often surround these birds.
  Dog:
  Dogs are domesticated canines, often kept as pets, work-
  ing animals, and guardians. Dogs have been bred to many shapes
  and sizes for different kinds of work.
  Donkey:
  Donkeys are stout, large-eared equines often used as
  working and pack animals.
  The offspring of a donkeys and
  horses are called mules or hinnies, and are used for similar pur-
  poses as donkeys.
  Eagle:
  Eagles are the largest of the birds of prey. They have
  excellent eyesight, and feed on ﬁsh, other birds, and small mam-
  mals.
  Elephant:
  Elephants are gigantic, thick-skinned mammals with
  a distinctive trunk and long, curving tusks. Elephants are intel-
  ligent and social creatures, and are sometimes used as working
  animals.
  An elephant may attack 5 times each round (2 tusk gores, 2
  kicks, and a trunk attack), but no more than 2 of these attacks
  may be directed at any one creature.
  Falcon:
  Falcons are birds of prey, capable of ﬂying at great
  speeds. Falcons can be tamed and trained to hunt and retrieve
  prey for their masters.
  Ferret:
  Ferrets are small weasel-like creatures domesticated to
  hunt rabbits.
  Fox:
  Foxes are small canids, often hunted for their fur or for
  sport. Foxes have a reputation in many myths and legends for
  being clever and tricky.
  Goat:
  Goats are small livestock animals commonly raised for
  their meat and milk. Goats are sometimes used as working ani-
  mals.
  A goat may make a charging attack from a distance of 30 feet
  or greater. A charging goat gains a +2 bonus to attack rolls and
  inﬂicts an additional 1d2 points of damage on a successful attack.
  Groundhog:
  Groundhogs are large, ground-dwelling squirrels.
  Hawk:
  Hawks are small birds of prey. Like falcons, they can be
  trained to hunt and retrieve prey.
  Horse:
  Horses are large, long-limbed equines often used as rid-
  ing or working animals. Horses trained for battle can attack in-
  dependently of their riders.
  Jackal:
  Jackals are small omnivorous and scavenging canids.
  301
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  ANIMAL
  Morale
  XP
  Save Size
  Attack
  THACO
  HD
  Move
  AC
  No. App.
  Baboon
  10d4
  7
  12
  1 + 1
  19
  Bite 1d4
  F1
  S
  5–7
  35
  35
  8
  S
  F1
  2 claws 1d2, bite 1d3
  19
  1 + 2
  6
  4
  1d4 + 1
  Badger
  Bat
  1d100
  8
  1, ﬂy 24 MC2
  1⁄4
  20
  Bite 1
  0lv
  T
  2–4
  7
  175
  8–10
  M
  F3
  2 claws 1d3, bite 1d6, special
  17
  3 + 3
  12
  7
  1d3
  Bear, Black
  Bear,
  Brown
  1d6
  6
  12
  5 + 5
  15
  2 claws 1d6, bite 1d8, special
  F6
  L
  8–10
  420
  120
  8–10
  S
  F3
  Gore 3d4
  17
  3 + 3
  15
  7
  1d12
  Boar
  Buffalo
  4d6
  7
  15
  5
  15
  2 horns 1d8, special
  F5
  L
  10
  270
  120
  12
  L
  F3
  Bite 1d4, special
  16
  3
  21
  7
  1d12
  Camel
  Cat
  1d12
  6
  9
  1⁄2
  20
  2 claws 1, bite 1, special
  0lv
  T
  8–10
  15
  0
  2–4
  T
  0lv
  Bite 1
  20
  1 hp
  12
  7
  1d6
  Chipmunk
  Cow
  20d10
  7
  15
  3
  17
  Gore 1d4
  F3
  L
  4
  65
  1, ﬂy 36 MC3
  7
  6d6
  Crow/Raven
  1⁄4
  15
  8–10
  S
  0lv
  Beak 1, special
  20
  Dog
  4d4
  7
  15
  1 + 1
  19
  Bite 1d4
  F1
  S
  5–7
  35
  65
  5–7
  M
  F3
  2 hooves 1d3, bite 1d6
  17
  3
  12
  7
  1
  Donkey
  Eagle
  1d8 + 4
  7
  3, ﬂy 48 MC4
  1 + 3
  19
  2 claws 1d2, beak 1
  F1
  M
  9
  35
  2 tusks 2d8, trunk 2d6, 2 feet
  10
  11
  15
  6
  1d12
  Elephant
  2d6
  2,000
  7
  H
  F11
  Falcon
  1d2
  5
  1, ﬂy 36 MC2
  1 − 1
  20
  2 claws 1, beak 1
  0lv
  S
  6
  35
  15
  5–7
  T
  F1
  20
  1
  15
  6
  1d2
  Ferret
  Bite 1
  Fox
  1d2
  7
  15
  1
  20
  Bite 1d3
  F1
  S
  2–4
  15
  65
  8–10
  S
  F1
  Headbutt 1d3, special
  19
  1 + 2
  15
  7
  5d4
  Goat
  Groundhog
  1d2
  9
  5, burrow 2
  1 − 1
  20
  Bite 1
  0lv
  T
  2–4
  7
  35
  9
  S
  F1
  2 claws 1d2, beak 1
  19
  1
  1, ﬂy 33 MC2
  6
  1d2
  Hawk
  Horse
  5d6
  7
  24
  3
  17
  2 kicks 1d2
  F3
  L
  5–7
  65
  12
  7
  1d6
  Jackal
  1⁄2
  7
  2–4
  S
  0lv
  Bite 1d2
  20
  Jaguar
  1d2
  6
  15
  4 + 1
  17
  2 claws 1d3, bite 1d8, special
  F4
  L
  8–10
  270
  175
  8–10
  M
  F3
  2 claws 1d3, bite 1d6, special
  17
  3 + 2
  15
  6
  1d2
  Leopard
  Lion
  2d6
  5
  12
  5 + 2
  15
  2 claws 1d4, bite 1d10, special
  F5
  L
  8–10
  420
  120
  8–10
  M
  F2
  2 claws 1d2, bite 1d2, special
  19
  2 + 2
  12
  6
  1d4
  Lynx
  Mink
  1d2
  6
  15
  1
  20
  Bite 1
  F1
  S
  5–7
  15
  0
  2–4
  T
  0lv
  nil
  20
  1 hp
  1
  10
  1
  Mole
  Monkey
  2d20
  8
  9
  1 + 1
  20
  Bite 1
  F1
  S
  5–7
  35
  65
  8–10
  L
  F3
  Kick 1d8
  17
  3
  18
  7
  2d20
  Ostrich
  Owl
  1d2
  5
  1, ﬂy 27 MC4
  1
  19
  2 claws 1d2, beak 1
  F1
  S
  5–7
  35
  35
  5–7
  M
  F2
  Bite 1d4
  19
  2
  12
  10
  1d8
  Pig
  Pony
  1
  7
  12
  1 + 1
  19
  Kick 1d2
  F1
  M
  5–7
  35
  18
  6
  1d12
  Rabbit
  1⁄2
  7
  2–4
  T
  0lv
  Bite 1
  20
  Raccoon
  1d4
  9
  5
  1 − 1
  20
  Bite 1d2
  0lv
  S
  5–7
  7
  15
  6
  2d10
  Rat
  1⁄4
  7
  7
  T
  0lv
  Bite 1
  20
  Sheep
  10d10
  7
  12
  2
  19
  Headbutt 1d4, special
  F2
  M
  3
  65
  12
  8
  1d6
  Skunk
  1⁄4
  35
  5
  T
  0lv
  Bite 1, special
  20
  Snake
  1d6
  6
  15
  2 + 1
  19
  Bite 1, special
  F2
  S
  8
  175
  0
  2–4
  T
  0lv
  Bite 1
  20
  1 hp
  12
  8
  1d6
  Squirrel
  Stag
  1d4
  7
  24
  3
  17
  2 hooves 1d3 or gore 2d4
  F3
  M
  7
  65
  2 claws 1d4 + 1, bite 2d6,
  13
  7 + 2
  12
  6
  1d4
  Tiger
  special
  650
  8–10
  L
  F7
  Wolf
  2d6
  7
  18
  2 + 2
  19
  Bite 1d4 + 1
  F2
  S
  10
  65
  15
  6
  1d2
  Weasel
  1⁄4
  7
  5–7
  T
  0lv
  Bite 1
  20
  Wolverine
  1
  5
  12
  3
  17
  2 claws 1d4, bite 1d4 + 1
  F3
  S
  11-12
  65
  120
  8–10
  L
  F4
  2 horns 1d6
  17
  4
  15
  7
  1d20
  Yak
  ANIMAL, MONSTROUS
  Morale XP
  Save Size
  Attack
  THACO
  HD
  Move
  AC
  No. App.
  Centipede, Giant
  2d12
  9
  15
  1⁄4
  20
  Bite nil, special
  0lv
  T
  5–7
  35
  120
  11-12
  M
  F2
  2 bite 1d10, special
  19
  2 + 1
  12
  7
  5d10
  Dog, Death
  Frog, Giant
  5d4
  7
  3, swim 9
  2
  18
  bite 1d6, special
  F2
  S
  8
  120
  650
  8–10
  M
  F5
  sting 1d4, special
  15
  5
  6, ﬂy 24 MC2
  2
  1
  Hornet, Giant
  Rat, Giant
  5d10
  7
  12, swim 6
  1⁄2
  20
  bite 1d3, special
  0lv
  T
  5–7
  15
  2 pincers 1d4, sting 1,
  19
  2 + 2
  9
  5
  1d6
  Scorpion, Large
  special
  175
  8
  S
  F2
  Scorpion, Huge
  1d4
  4
  12
  4 + 4
  15
  2 pincers 1d8, sting 1d3,
  special
  F5
  M
  10
  420
  Spider, Large
  2d10
  8
  6
  1 + 1
  19
  Bite 1, special
  F1
  T
  7
  120
  Spider, Huge
  1d12
  6
  12
  2 + 2
  19
  Bite 1d6, special
  F2
  S
  8
  175
  Spider, Giant
  1d8
  4
  18
  3 + 3
  17
  Bite 1d8, special
  F3
  M
  13
  270
  Wasp, Giant
  1d20
  4
  6, ﬂy 21 MC2
  4
  17
  Bite 2d4, sting 1d4, special
  F4
  M
  8–10
  420
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  Jaguar:
  Jaguars are great cats easily recognized by their spotted
  coats. They are extremely solitary, and only associate with each
  other to mate or when raising young.
  If a jaguar hits with both claw attacks, it may attack to rake its
  opponent with its back claws for 2d4 + 1 points of damage.
  Leopard:
  Leopards are great cats with spotted markings. They
  are very adept at climbing, and are skillful swimmers.
  If a leopard hits with both claw attacks, it may attack to rake
  its opponent with its back claws for 2d4 points of damage.
  Lion:
  Lions are great cats. Male lions sport a distinctive mane.
  Unlike most great cats, lions are social creatures who live and
  hunt in prides.
  If a lion hits with both claw attacks, it may attack to rake its
  opponent with its back claws for 2d6 + 2 points of damage.
  Lynx:
  Lynx are small-bodied wild cats. Normally solitary, lynx
  sometimes form small groups which travel and hunt together.
  If a lynx hits with both claw attacks, it may attack to rake its
  opponent with its back claws for 2d3 points of damage.
  Mink:
  Mink are semi-aquatic weasel-like mammals. Mink fur
  is highly prized for use in ﬁne clothing.
  Mole:
  Moles are small burrowing mammals. Mole fur is excep-
  tionally soft, and can be used in clothing.
  Monkey:
  Monkeys are small primates, usually possessing tails.
  They are quite intelligent and are usually social creatures.
  Ostrich:
  Ostriches are large, ﬂightless birds standing up to 9
  feet tall. Although their tiny wings are useless for ﬂight, their
  long legs allow them to run at great speeds.
  Owl:
  Owls are nocturnal birds of prey with excellent vision.
  They typically feed on rodents, insects, and other small animals.
  Pig:
  Pigs are domesticated swine. Usually smaller and more
  docile than the wild boars they were originally bred from, pigs
  can still be dangerous when threatened or endangered. Pigs are
  most often raised for their meat.
  Pony:
  Ponies are small horses, suitable for riding for creatures
  too small to ride a horse. Ponies are also used as working and
  draft animals.
  Rabbit:
  Rabbits are small, long-eared burrowing mammals.
  Domesticated rabbits are raised for their meat and their hides.
  Raccoon:
  Raccoons are small, dog-like mammals with distinc-
  tive mask-like facial markings. They are very adaptable, and take
  easily to the encroachment of civilized creatures into their native
  habitats.
  Rat:
  Rats are large rodents. Typically reviled as pests, rats are
  known for stealing grains and other foods and for spreading dis-
  ease.
  Sheep:
  Sheep are small livestock commonly raised for meat and
  wool. Male sheep, or rams, sometimes sport large, curling horns.
  A ram may make a charging attack from a distance of 30 feet
  or greater. If this attack hits, its horns inﬂict an additional 1d3
  points of damage on a successful attack.
  Skunk:
  Skunks are weasel-like animals with distinctive black-
  and-white stripes.
  When threatened, a skunk may spray a cloud of foul-smelling
  musk at its attackers. All creatures within a 10’ radius of the
  skunk effectively lose half of their strength and dexterity for 1d4
  rounds due to nausea. A successful save vs. poison negates this
  effect.
  Snake:
  Snakes are legless reptiles, usually small but occasion-
  ally growing to great sizes. Snakes are carnivorous; some kill
  their prey through the use of venom or constriction.
  Victims bitten by venomous snakes must save vs. poison or
  suffer the effects of a poison of types A through F, depending on
  the variety of snake.
  A constricting snake that successfully strikes a victim of equal
  or lesser size may automatically constrict its victim. Constricted
  victims suffer 1d3 points of damage each round until they escape.
  A creature may escape from a constrictor’s coils with a successful
  strength—force doors check. Attacks against a constrictor in the
  process of constricting prey have a 20% chance of hitting the prey
  instead of the constrictor.
  Squirrel:
  Squirrels are small rodents that typically live in trees.
  Stag:
  The term “stag” refers to male deer.
  Adult stags may
  grow impressive antlers each year, which they use to drive off
  rivals for mates.
  Tiger:
  Tigers are the largest of the great cats, with distinctive
  striped coats.
  If a tiger hits with both claw attacks, it may attack to rake its
  opponent with its back claws for 4d4 points of damage.
  Weasel:
  Weasels are long, slender animals adapted to burrow-
  ing. They prey on rodents and other small animals.
  Wolf:
  Wolves are large wild canids. They are social creatures
  that live and hunt in packs.
  Wolverine:
  Wolverines are large weasel-like creatures. They are
  ill-tempered, ferocious and have been known to kill prey several
  times larger than themselves.
  Yak:
  Yaks are long-haired bovines often raised for their meat
  and wool or as beasts of burden.
  ANIMAL, MONSTROUS
  Monstrous animals are larger or otherwise unusual versions of
  normal animals. Monstrous animals are no more intelligent than
  their lesser counterparts but are often more aggressive and dan-
  gerous than even their increased size might explain. Monstrous
  animals always have an intelligence of 1 and a neutral alignment.
  Centipede, Giant:
  Centipedes are many-legged arthropods of-
  ten found in damp areas. They are predators and prey on most
  any creatures smaller than themselves.
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  APPENDIX C. BESTIARY
  A giant centipede’s bite is poisonous, and creatures bitten by
  a centipede are paralyzed for 2d6 hours unless they successfully
  save vs. poison.
  Dog, Death:
  Death dogs are hulking, bear-sized dogs with two
  heads. They are unclean creatures that feed on carrion and are
  likely to attack creatures they deem weaker than themselves at
  the slightest provocation.
  A death dog’s bite is laden with disease, and a creature bitten
  withers away and dies in 4d6 days unless the victim succeeds in
  saving vs. poison. A cure disease spell is effective in curing an
  infected bite.
  Frog, Giant:
  Frogs are carnivorous amphibians. As amphib-
  ians, they must live in or near water.
  A giant frog attacks with its tongue, a successful hit from which
  does no damage but ensnares the frog’s victim. An ensnared vic-
  tim may attempt to damage the frog’s tongue to free itself, but
  if it fails to do so, it is pulled towards the frog’s mouth. Once
  within range, a frog will bite its victim. If the frog bites a vic-
  tim of half its size or smaller with an attack roll of a natural 20,
  the victim is swallowed whole. A swallowed creature suffocates
  within 3 rounds, but may cut its way out with an attack roll of 18
  or greater.
  Hornet, Giant:
  Hornets are large, nest-building wasps.
  A giant hornet’s sting is poisonous. A creature stung by a giant
  hornet is paralyzed for 2d6 hours and takes an additional 5d6
  points of damage unless it successfully saves vs. poison.
  Rat, Giant:
  Giant rats are unusually large versions of their nor-
  mal kin, growing to the size of large cats.
  Giant rats often carry diseases. Victims bitten by giant rats
  have a 5% chance of contracting a disease unless they success-
  fully save vs. poison.
  Scorpion, Large/Huge:
  Scorpions are spider-like arthropods
  with grasping pincers and a long, stingered tail.
  A scorpion’s sting is poisonous. A creature struck by a large
  scorpion’s stinger is afﬂicted with type A poison, while a creature
  struck by a huge scorpion’s stinger is afﬂicted with type F poison.
  Upon hitting a creature of its size or smaller with its claw at-
  tack, a scorpion may hold the creature. A held creature automat-
  ically takes damage as per a successful claw attack each round.
  A held creature may break free with a successful strength—bend
  bars/lift portcullis check.
  Spider, Large/Huge/Giant:
  Spiders are carnivorous arthropods
  with eight legs. Most are venomous and some spin webs to trap
  their prey, but all are ferocious predators.
  A spider’s bite is poisonous; a victim bitten by a large or huge
  spider is affected by type A poison, while a victim bitten by a
  giant spider is affected by type F poison.
  Large and giant spiders spin webs to catch prey. Creatures with
  strength of 19 or greater are too strong to be caught by a spider’s
  web, but for each point of strength less than 19, a weaker crea-
  ture requires a round to disentangle itself from a web. Entangled
  creatures are unable to move or attack, suffer a +4 penalty to AC,
  and gain no AC bonuses for high dexterity.
  Wasp, Giant:
  Wasps are social insects with venomous stingers.
  A creature stung by a giant wasp is paralyzed for 2d6 hours
  and takes an additional 5d6 points of damage unless it makes a
  successful save vs. poison.
  BASILISK
  Basilisks are reptilian creatures with terrible staring eyes and
  armor-like stony scales.
  Despite their serpentine appearance,
  basilisks have eight powerful legs. Basilisks are feared for their
  ability to turn the ﬂesh of creatures to stone.
  Due to their petrifying abilities, basilisks are by necessity soli-
  tary creatures, associating with others of their kind only to mate.
  A basilisk female that survives mating lays a clutch of 2d3 eggs
  in a protected area and abandons them to hatch on their own.
  The eggs hatch after three months, each on a different day, to
  prevent the newly hatched basilisks from turning each other to
  stone. These hatchlings disperse after hatching to ﬁnd their own
  territories.
  Combat: Although they possess fearsome teeth and powerful
  jaws, basilisks are most feared for their ability to turn ﬂesh to
  stone. Any creature within 50 feet that meets a basilisk’s eyes
  with its own is turned to stone unless it successfully saves vs.
  petriﬁcation. A basilisk is affected by its own gaze; a glimpse of
  its own reﬂection in a mirrored surface will turn it to stone unless
  it makes a successful save vs. petriﬁcation.
  GREATER BASILISK
  Far larger than their smaller relatives, greater basilisks are even
  more fearsome, growing to the size of an elephant. These crea-
  tures are more than mere animals and possess a fearsome cun-
  ning.
  Combat:
  In addition to its fearsome bite and the deadly
  gaze it shares with its smaller relatives, the greater basilisk pos-
  sesses sharp and poisonous claws. Any creature hit by a greater
  BASILISK
  Greater Basilisk
  Basilisk
  Pyrolisk
  Climate/Terrain:
  Any land
  Any land
  Any land
  Frequency:
  Very rare
  Uncommon
  Very rare
  Number Appearing:
  1
  1d2
  1d4
  Organization:
  Solitary
  Solitary
  Solitary
  Activity Cycle:
  Day
  Day
  Day
  Intelligence:
  5–7
  1
  5–7
  Treasure:
  H
  F
  D
  Alignment:
  Neutral
  Neutral
  Neutral evil
  Armor Class:
  4
  2
  6
  6
  6
  6
  6 + 1 (28 hp)
  10 (45 hp)
  6 + 2 (29 hp)
  15
  11
  13
  Bite 2d8, 2 claws 1d6
  Bite 1d10
  Bite 1d8
  Fighter 10
  Fighter 6
  Fighter 6
  Petriﬁcation, poison
  Petriﬁcation
  Immolation, immunity to ﬁre
  None
  None
  None
  Large (12’ long)
  Man-sized (7’ long)
  Man-sized (6’ long)
  16
  12
  11-12
  5,000
  1,400
  2,000
  Movement:
  Hit Dice:
  THACO:
  Attack:
  Saving Throws:
  Special Traits:
  Magic Resistance:
  Size:
  Morale:
  Experience:
  304
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  APPENDIX C. BESTIARY
  basilisk’s claws is affected by type K poison, with a +4 bonus to
  its saving throw. A greater basilisk’s breath is also poisonous, and
  any creature within 5’ of a greater basilisk’s mouth must save vs.
  poison with a +2 bonus or die.
  PYROLISK
  The pyrolisk is a fearsome breed of basilisk with an afﬁnity for
  ﬁre. Unlike the common basilisk, a pyrolisk has no ability to
  turn ﬂesh to stone; instead, creatures that meet its gaze burst
  into ﬂames. Similar in size to a common basilisk, pyrolisks can
  be distinguished by their bright red scales. These creatures, too,
  possess a cunning and malignant intelligence.
  Combat: A creature that meets a pyrolisk’s gaze is engulfed in
  raging ﬂames and is killed instantly unless it successfully saves
  vs. death, in which case it is still burned for 1d12 + 1 points of
  damage. Creatures that make their save are afterwards immune
  to further effects of that pyrolisk’s gaze.
  Creatures with immunity to ﬁre damage are unaffected by a
  pyrolisk’s gaze. Pyrolisks are immune to all ﬁres, including their
  own reﬂected gazes, and the gazes of other pyrolisks.
  A pyrolisk may affect ﬁres within 30 yards as per the pyrotech-
  nics spell.
  BEHIR
  Climate/Terrain:
  Any land
  Number Appearing:
  1–2
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Day
  Intelligence:
  2–4
  Treasure:
  Q × 10
  Alignment:
  Neutral evil
  Armor Class:
  4
  Movement:
  15
  Hit Dice:
  12 (54 hp)
  THACO:
  9
  Attack:
  Bite 1d4 + 1, constrict 2d4 or constrict
  2d4, 6 talons 1d6
  Saving Throws:
  Fighter 12
  Special Traits:
  Breath weapon, immunity to
  electricity, poison, swallow whole
  Magic Resistance:
  None
  Size:
  Gigantic (40’ long)
  Morale:
  15
  Experience:
  12,000
  A behir is a huge, serpentine, reptilian beast with a horned
  crocodile-like head and twelve legs.
  Behirs are armored with
  blue scales, which they preen and maintain with their fearsome-
  looking horns. A fully-grown behir is 40 feet long and weighs up
  to 4,000 pounds.
  Behirs are solitary in nature, setting aside their territorial in-
  stincts only rarely to mate and care for clutches of eggs. After an
  eight month incubation, the eggs hatch and are left to fend for
  themselves. These newly-hatched behirs grow quickly and reach
  adulthood within a year.
  Certain parts of the behir are valuable to alchemists and armor-
  ers; behir horns, talons, and hearts can be used in the creation of
  scrolls of lightning bolt, neutralize poison, and protection from poison,
  respectively, while behir scales are valued for the creation of ar-
  mor. In addition, the leavings of previous victims can sometimes
  be found in a behir’s stomach. These are usually small items,
  such as gems, coins, or jewelry.
  Combat: A behir prefers to attack a victim with its vicious bite
  and proceed to constrict the creature with its coils. If the con-
  stricting attack succeeds, the behir may forgo its bite attack in the
  following round and automatically continue restricting its victim
  while attacking with its talons.
  Once every 10 rounds, a behir may breathe a stroke of light-
  ning 20 feet long as per a lightning bolt. This lightning bolt inﬂicts
  24 points of damage, with a successful saving throw vs. breath
  reducing this damage by half.
  Upon an attack roll of a natural 20 with its bite attack, a behir
  may swallow a man-sized or smaller creature whole. Swallowed
  creatures lose 1⁄6 of their maximum hit points per round, and are
  fatally crushed upon reaching 0 hp. The behir digests swallowed
  creatures within 12 turns, after which nothing of the devoured
  creature remains. Swallowed victims can cut their way out of a
  behir’s stomach with piercing or slashing weapons with a suc-
  cessful attack against AC 7. A swallowed creature successfully
  escapes when the behir is reduced to 0 hp.
  BROWNIE
  Climate/Terrain:
  Temperate farmland
  Frequency:
  Rare
  Number Appearing:
  4d4
  Organization:
  Tribe
  Activity Cycle:
  Night
  Intelligence:
  13–14
  Treasure:
  (Q), O, P
  Alignment:
  Lawful good
  Armor Class:
  3
  Movement:
  12
  Hit Dice:
  1⁄2 (3 hp)
  THACO:
  20
  Attack:
  By weapon
  Saving Throws:
  0-level character
  Special Traits:
  Never surprised, spells
  Magic Resistance:
  None
  Size:
  Tiny (1’ tall)
  Morale:
  11–12
  Experience:
  120
  Brownies are tiny fey creatures with pointed ears and other
  elven features.
  With their keen senses and unobtrusive man-
  ners, brownies are usually seen only when they wish to be seen.
  Brownies speak the languages of their communities and the lan-
  guage of the fey folk.
  Brownies live alongside peaceful humanoids, either in lairs of
  their own or in the houses and farms of the larger folk. A brownie
  lives by stealing food and other goods from their neighbors, but
  brownies do not take without giving in return. As payment for
  the goods that they take, brownies provide valuable services such
  as mending clothing, baking bread, or tending livestock. The
  value of their services always exceeds that of the items that they
  take.
  Households with brownies may come to leave offerings of food
  and other goods in gratitude for their help. Brownies are usually
  content with such arrangements, but will not stay with a house-
  hold too prideful of their efforts.
  While they may collect valuables, brownies do not steal from
  their communities. Some of their treasures are payments given
  for their work, while others are found or taken from those who
  seek to harm them or their communities. As with their labor,
  brownies are generous with their treasures to those who treat
  them well.
  Combat: Brownies are physically weak, naturally peaceful,
  and do not like to ﬁght. If forced into combat, they prefer to rely
  on their magical abilities to confound their foes and escape from
  battle. A brownie can use the following spells once per day: con-
  tinual light, confusion, dancing lights, dimension door, mirror image
  with three images, protection from evil, and ventriloquism. When
  forced to physically defend themselves, they do so with small
  weapons such as knives or other small tools.
  Brownies have keen senses and know the areas in which they
  live extremely well. As such, they cannot be surprised.
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  BUGBEAR
  Climate/Terrain:
  Any
  Frequency:
  Uncommon
  Number Appearing:
  2d4
  Organization:
  Tribe
  Activity Cycle:
  Any
  Intelligence:
  5–10
  Treasure:
  B, J, K, L, M
  Alignment:
  Chaotic evil
  Armor Class:
  5 (10 unarmored)
  Movement:
  9
  Hit Dice:
  3 + 1 (14 hp)
  THACO:
  17
  Attack:
  Slam 2d4 or by weapon
  Saving Throws:
  Fighter 3 or by class level
  Special Traits:
  Stealth
  Magic Resistance:
  None
  Size:
  Large (7’ tall)
  Morale:
  11–13
  Experience:
  120; 175 (sub-chief, chief)
  Bugbears are huge, hulking goblin-kind covered in coarse,
  thick hair. They have sharp, fang-like teeth, slit-pupiled eyes,
  and animal-like, wedge-shaped ears. Bugbears have very sharp
  hearing and eyesight, and have infravision with a range of 60 feet.
  Ruled only through strength and intimidation, bugbears live
  in fractious tribes barely held together by despotic leaders. Moti-
  vated by fear and greed, bugbears seek to gain wealth and power
  through any means possible. While a minority may sell their ser-
  vices as mercenaries or guards, most are pillagers and raiders of
  the cruelest sort.
  Most bugbear tribes are ruled with an iron ﬁst by a chief with
  4 HD and maximum hit points (32 hp), an AC of 3, and a melee
  damage bonus of +4. This chief is surrounded by sub-chiefs who
  carry out his threats and orders. These have 3 + 1 HD, maxi-
  mum hit points (25 hp), AC 4, and a +3 bonus to melee attacks.
  Within the tribe’s territory, half of the bugbears encountered are
  non-combatants who ﬁght as hobgoblins and young who ﬁght as
  kobolds. Although capable of defending themselves, these non-
  combatants only ﬁght in the direst of situations.
  The bugbear language is a pidgin of the goblin, hobgoblin, and
  common tongues interspersed with its own unique words and
  expressions. More intelligent bugbears can learn to speak the
  goblin, hobgoblin, and common languages.
  Combat: Though chaotic and unruly, bugbears dislike a fair
  ﬁght and will ambush their prey whenever possible with well-
  planned and efﬁciently executed attacks. If the tide of battle turns
  against them, they retreat in a tactical manner, preferring to lick
  their wounds and seek revenge than to ﬁght on past hope of vic-
  tory. Despite their great size, bugbears are exceptionally stealthy
  and incur a −3 penalty to opponent’s surprise rolls.
  As Player Characters: Bugbear characters receive a +1 racial
  bonus to strength and −1 racial penalties to intelligence and
  charisma.
  Ability Requirements (Minimum/Maximum)
  Cha
  Wis
  Int
  Con
  Dex
  Str
  Bugbear
  8/19
  8/17
  8/18
  3/16
  3/18
  3/16
  Bugbears may progress as ﬁghters to level 12, clerics to level
  8, and thieves to level 9. They may multiclass as ﬁghter/thieves,
  ﬁghter/clerics, and cleric/thieves.
  Bugbear thieves receive adjustments of −5% to Pick Pockets,
  −5% to Open Locks, +10% to Move Stealthily, +10% to Hide in
  Shadows, +5% to Detect Noise, −5% to Climb Walls, and −10%
  to Read Languages.
  Bugbears gain 3 additional hit points at ﬁrst level due to their
  great size, but take damage as large creatures. They have infravi-
  sion out to 60 feet. Due to their stealth, their opponents receive a
  −3 penalty to their surprise rolls.
  CENTAUR
  Climate/Terrain:
  Temperate forests
  Frequency:
  Rare
  Organization:
  Tribe
  Activity Cycle:
  Day
  Number Appearing:
  1d8
  Intelligence:
  5–10
  Treasure:
  D, I, (T), M, Q
  Alignment:
  Neutral good
  Armor Class:
  4 (5)
  Movement:
  18
  Hit Dice:
  4 (15 hp)
  THACO:
  17
  Attack:
  2 hooves 1d6 and by weapon
  Saving Throws:
  Fighter 4 or by class level
  Special Traits:
  None
  Magic Resistance:
  None
  Size:
  Large (81⁄2 tall)
  Morale:
  13–14
  Experience:
  120; 175 (leader, priest)
  Centaurs are wild folk who live far from civilized lands, most
  often in forested areas. A centaur has the head and torso of a
  human and the lower body of a horse. Centaurs speak their own
  language, and some can speak the language of elves.
  As a social people, centaurs live, travel, and revel with their
  own kind and occasionally allow others to join them. Centaur
  tribes are typically led by shamans who possess the abilities of
  a 3rd level druid. Outside of their tribal camps, bands of cen-
  taur warriors are led by seasoned veterans which have 5 HD
  and an AC of 4. A typical centaur tribe has twice as many non-
  combatants and an equal number of children as warriors. Non-
  combatants have 3 HD and avoid combat unless absolutely nec-
  essary, while children have from 1 to 3 HD depending on their
  age and are likewise peaceful.
  Centaurs are careful stewards of their forests, taking from them
  only what they need. Although wary of most outsiders, they will
  trade for goods otherwise unavailable. Centaur tribes may ally
  themselves with peaceful neighbors, but are loathe to bring even
  the closest of allies into the heart of their lands.
  Combat: Centaur warriors are masters of cavalry-like strate-
  gies and adept at ﬁghting with the lance, shield, and horseman’s
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  APPENDIX C. BESTIARY
  bow.
  As Player Characters: Centaur characters receive +1 racial
  bonuses to constitution and wisdom and a −2 racial penalty to
  dexterity.
  Ability Requirements (Minimum/Maximum)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Centaur
  11/18
  3/16
  11/19
  3/16
  4/18
  3/18
  Centaurs may progress as ﬁghters to level 12, rangers to level
  10, mages to level 12, druids to level 14, and bards to level 12.
  They may multiclass as ﬁghter/mages.
  Centaur bards receive an adjustment of −10% to Read Lan-
  guages. Due to their quadruped physiology, centaur bards can-
  not use the Climb Walls ability.
  Centaurs gain 4 additional hit points at ﬁrst level due to their
  great size, but take damage as large creatures. Their thick hides
  grant them a base AC of 5, but armors and other protective items
  that grant an AC of 5 or worse do not improve a centaur’s AC.
  Furthermore, centaurs cannot wear armor made for humanoids
  due to their physiology, and typically must have armors custom
  made. A centaur may attack with a weapon and both hooves
  each round. Each hoof does 1d6 damage on a successful hit.
  CHIMERA
  Chimera
  Gorgimera
  Climate/Terrain:
  Any
  Any
  Frequency:
  Rare
  Very Rare
  Number Appearing:
  1 or 1d4
  1
  Organization:
  Solitary or pride
  Solitary
  Activity Cycle:
  Any
  Any
  Intelligence:
  2–4
  2–4
  Treasure:
  F
  F
  Alignment:
  Chaotic evil
  Neutral
  Armor Class:
  2 (ﬂank,
  dragon)/5 (front,
  lion)/6 (rear,
  goat)
  2 (ﬂank, dragon),
  5 (front, rear,
  lion, gorgon)
  Movement:
  9, ﬂy 18 (MC 5)
  12, ﬂy 15 (MC 5)
  Hit Dice:
  9 (40 hp)
  10 (45 hp)
  THACO:
  11
  11
  Attack:
  2 claws 1d3, goat
  gore 2d4, lion
  bite 2d4, dragon
  bite 3d4
  2 claws 1d3, lion
  bite 2d4, dragon
  bite 3d4, gorgon
  gore 2d6
  Saving Throws:
  Fighter 9
  Fighter 10
  Special Traits:
  Breath weapon
  Breath weapons
  Magic Resistance:
  None
  None
  Size:
  Large (5’ tall at
  shoulder)
  Large (5’ tall at
  shoulder)
  Morale:
  13–14
  13–14
  Experience:
  4,000
  8,000
  CHIMERA
  A magical hybrid of several creatures, the chimera has the torso
  of a lion, the hindquarters of a goat, and the wings and tail of a
  dragon and bears the heads of each of these creatures. As with
  its physiology, a chimera’s behavior is also a patchwork. Like a
  dragon, it is greedy and covetous; like a lion, a natural hunter;
  and like a goat stubborn and hardy. Chimerae can speak a prim-
  itive form of draconic.
  Some chimerae may prefer solitude, as beﬁts their draconic na-
  ture, while others are social and form prides like lions. They con-
  sider weaker creatures as prey, and hunt for pleasure and plunder
  as well as for food. Although they have little use for it, chimerae
  hoard treasure taken from intelligent prey.
  Chimerae are omnivorous. While their draconic and leonine
  appetites crave ﬂesh, they can subsist on a vegetarian diet when
  prey is scarce. Even among social chimerae, offspring are rare.
  Combat: A chimera may attack each round with its claws,
  bites, and gore attack. The dragon head may breathe a gout of
  ﬁre out to 5 yards in lieu of of a biting attack. The dragon head’s
  breath inﬂicts 3d8 damage, with a successful save vs.
  breath
  weapon reducing the damage by half.
  GORGIMERA
  The gorgimera is a close relation of the chimera. Instead of a
  goat’s head and hindquarters, these creatures have the aspects
  of a gorgon. Like their more common kin, gorgimerea are vora-
  cious hunters, but they are less likely to hunt for pleasure or hunt
  intelligent prey.
  Combat: A gorgimera ﬁghts in much the same manner as a
  chimera, but a gorgimera’s gorgon head may also forgo its gore
  attack to breathe a cloud of petrifying gas. The cloud engulfs a
  cone-shaped volume 3 feet long, 1 foot wide at the gorgon head’s
  mouth and 3 feet wide at its furthest extent. Creatures (including
  astral and ethereal creatures) caught within the cloud must save
  vs. breath weapon or be petriﬁed.
  COCKATRICE
  Climate/Terrain:
  Any temperate to tropical
  Frequency:
  Uncommon
  Number Appearing:
  1d6
  Organization:
  Flock
  Activity Cycle:
  Any
  Intelligence:
  1
  Treasure:
  D
  Alignment:
  Neutral
  Armor Class:
  6
  Movement:
  6, ﬂy 18 (MC 3)
  Hit Dice:
  5 (22 hp)
  THACO:
  15
  Attack:
  Beak 1d3
  Saving Throws:
  Fighter 5
  Special Traits:
  Petriﬁcation
  Magic Resistance:
  None
  Size:
  Small (3’ tall)
  Morale:
  11–12
  Experience:
  975
  Cockatrices are unnatural hybrids of lizards, roosters, and bats
  renowned for their ability to turn ﬂesh to stone. Slightly larger
  than a goose, a cockatrice has the head and body of a rooster, the
  wings of a bat, and a lizard’s tail.
  Feeding on seeds, insects, grubs, and other small animals,
  cockatrices rarely need to use their petrifying gaze outside of de-
  fense against larger predators or other threats. Cockatrices gather
  in ﬂocks and roost together in caves and hollows. Females are
  much rarer than males, and are thus the dominant members of
  these ﬂocks. Females lay a clutch of 1d3 eggs each month, but
  only 25% are viable.
  Mages and scholars prize cockatrice feathers for scribing
  scrolls, while others seek out cockatrice eggs as ingredients in
  unusual cuisine or to raise as unusual pets or guardians.
  Combat: A cockatrice will attack any creature it deems as a
  threat to itself, its ﬂockmates, or its lair. Creatures struck by a
  cockatrice’s beak are turned to stone. A cockatrice’s beak can
  pierce even heavy leather and cloth, but metal armor affords bet-
  ter protection.
  A creature wearing metal armor has a chance
  equal to 10% times the armor’s armor class of being struck in
  an exposed area, with a minimum chance of 10%. The petrifying
  touch of a cockatrice’s beak extends even into the Ethereal Plane.
  As social creatures, cockatrices are immune to their own petri-
  ﬁcation abilities and those of other cockatrices.
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  CORPSE RAVAGER
  Climate/Terrain:
  Subterranean
  Frequency:
  Uncommon
  Number Appearing:
  1d6
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  0
  Treasure:
  B
  Alignment:
  Neutral
  Armor Class:
  3 body, 7 belly
  Movement:
  12
  Hit Dice:
  3 + 1 (14 hp)
  THACO:
  17
  Attack:
  8 tentacles (special) and bite 1d2
  Saving Throws:
  Fighter 3
  Special Traits:
  Paralyzation
  Magic Resistance:
  None
  Size:
  Large (9’ long)
  Morale:
  Special
  Experience:
  420
  Corpse ravagers are monstrous vermin commonly found in-
  festing subterranean environments.
  Combining the body of a
  grub, the many legs of a centipede, and the tentacles of a cut-
  tleﬁsh, corpse ravagers are horrifying to most. Although they
  normally feeds on carrion, corpse ravagers kill and eat living
  creatures without hesitation. Corpse ravagers are unintelligent
  and act only on instinct for survival.
  Hatching from clutches
  of dozens to hundreds of eggs, they feed voraciously and grow
  quickly. Few survive to adulthood, and those that do have likely
  feasted on their less hardy clutch-mates.
  Despite the danger that they pose to other living beings, corpse
  ravagers are sometimes cultivated or used by creatures who ﬁnd
  their ability to dispose of carrion or unwanted intruders useful.
  Creatures that do so are wise to protect themselves from their
  beasts, as the corpse ravagers will attack them as readily as any
  other creature.
  Combat: Corpse ravagers are capable of climbing walls and
  ceilings with ease, and often do so to ambush their prey. They
  attack with their tentacles, a strike from which paralyzes the vic-
  tim unless it makes a successful save vs. paralyzation. Paralyzed
  creatures remain so for 2d6 turns, and a corpse ravager may auto-
  matically bite a paralyzed creature. If no further threats remain,
  a corpse ravager will devour its paralyzed victims alive.
  COUATL
  Climate/Terrain:
  Tropical jungles
  Frequency:
  Very rare
  Number Appearing:
  1d4
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  17–18
  Treasure:
  B, I
  Alignment:
  Lawful good
  Armor Class:
  5
  Movement:
  6, ﬂy 18 (MC 1)
  Hit Dice:
  9 (41 hp)
  THACO:
  11
  Attack:
  Bite 1d3, constriction 2d4
  Saves As:
  Fighter 9
  Special Traits:
  Etherealness, poison, spells
  Magic Resistance:
  None
  Size:
  Large (12’ long)
  Morale:
  13–14
  Experience:
  7,000
  Couatl are winged serpentine creatures of powerful magic and
  great wisdom. They are immense snakes, covered with feathers
  instead of scales and sporting wings feathered with jewel-toned
  plumes. Couatl can speak the common tongue, and can commu-
  nicate telepathically with any intelligent creature.
  As benevolent creatures, couatl seek to guide and counsel
  neighboring creatures into peaceful coexistence rather than war-
  ring against them. Evil creatures that refuse to live by their terms
  are driven away rather than killed if possible.
  Couatl are solitary in nature and most often associate with their
  own kind only to mate or raise hatchlings. A female is likely to
  lay only one egg each century, and both parents tend to these rare
  children. A hatchling stays with its parents for decades, during
  which time its parents teach it the sum of their vast wisdom.
  Combat: Couatl are ﬁerce combatants when forced into a phys-
  ical confrontation. Like lesser serpents, their bites are poisonous;
  a creature bitten by a couatl must save vs. poison or die immedi-
  ately. If a couatl’s constriction attack succeeds, it may automati-
  cally continue to constrict its victim each round thereafter until it
  chooses to release the victim or it is killed.
  Despite their impressive physical capabilities, couatl prefer to
  use their magical abilities while remaining out of reach of their
  foes. A couatl may use the following spells at will: detect good/evil,
  detect magic, ESP, invisibility, and polymorph self. 5% of all couatls
  may also cast plane shift at will, with a 90% chance of reaching
  the desired destination. In addition to their natural spellcasting
  abilities, 45% of couatl are 5th level mages and 35% are 7th level
  clerics.
  A couatl may enter the ethereal plane at will, and may take
  along up to 450 pounds of additional material.
  DEMON
  Marilith
  Dretch
  Climate/Terrain:
  Evil planes
  Evil planes
  Frequency:
  Very rare
  Common
  Number Appearing:
  1d2
  4d10
  Organization:
  Solitary
  Pack
  Activity Cycle:
  Any
  Any
  Intelligence:
  17–18
  5–7
  Treasure:
  C, F
  None
  Alignment:
  Chaotic evil
  Chaotic evil
  Armor Class:
  4
  −9
  Movement:
  15
  9
  Hit Dice:
  12 (54 hp)
  2 (9 hp)
  THACO:
  9
  19
  Attack:
  2 claws 1d4, bite
  1d4 + 1
  6 by weapon, tail
  4d6
  Saves As:
  Fighter 12
  Fighter 2
  Special Traits:
  Attack type
  immunities,
  spells
  Attack type
  immunities,
  constriction,
  spells, +2 or
  better weapon
  needed to hit
  Magic Resistance:
  10%
  70%
  Size:
  Small (4’ tall)
  Large (7’ tall)
  Morale:
  11-12
  17–18
  Experience:
  1,400
  20,000
  Demons are exemplars of chaos and evil.
  While the most
  wicked and vile of mortal creatures may be chaotic and evil
  through their actions, demons are incarnations of the very con-
  cept of chaotic evil.
  Countless in number and appearance,
  demons are as varied in their forms as there are kinds of evil.
  Even so, some varieties of demons are common enough to be cat-
  egorized by sages and demonologists.
  Inhuman and monstrous, demons care for nothing but power,
  for the whims of the strong rule over the lives of the weak. Lesser
  demons are miserable creatures, constantly abused by those more
  powerful and ﬁnding pleasure only in tormenting those even
  lesser than them. Greater demons are just as vile, but their greater
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  intelligence and power grant them the luxuries of subtlety and
  self-control, should they choose to use them.
  Formed from the souls of the selﬁsh and cruel, demons are na-
  tive to chaotic evil outer planes. As such, they have no place in
  the natural order of the Prime Material plane. Most found on the
  Prime Material are summoned there by foolish or power-hungry
  wizards. Once on the Prime, a demon seeks to destroy and cor-
  rupt whatever it can.
  While demons are hateful of all creatures, including other
  demons, they save their greatest hatred for devils. The two races
  have warred against each other since the dawn of time. Although
  the cause of this enmity is not known for certain, sages speculate
  that demons and devils war against each other for control, each
  side seeking to become the sole power of evil in the multiverse.
  Demons speak their own foul language. Those with intelli-
  gence scores of 8 or above can communicate with any intelligent
  creature using telepathy.
  Combat: All demons can use the darkness, 15’ radius and tele-
  port without error spells at will. As creatures of darkness, they
  have infravision out to 60 feet. Demons are immune to damage
  from electricity, non-magical ﬁre, and poison, and take only half
  damage from cold and magical ﬁre.
  DRETCH
  Among the weakest of all demons, dretches are wretched crea-
  tures. They are short, bloated humanoids with hideous features,
  ﬁsh-belly white skin, and patchy hair. Dretches can only rarely
  speak intelligibly, but do not often ﬁnd the need to do so.
  Dretches form the vast majority of demon armies. They are not
  particularly effective ﬁghters when considered individually, but
  their overwhelming numbers make a horde of dretches a thing to
  fear. They do not ﬁght willingly, but can do little to resist when
  forced to ﬁght by more powerful demons.
  Combat: Dretches are individually weak and prefer to ﬁght in
  large numbers. They have little concept of strategy or tactics, but
  fall upon their foes in a mad frenzy of violence and hate.
  In addition to the abilities that all demons possess, dretches can
  use the spells scare and telekinesis at will, and the stinking cloud
  spell once each day. A dretch may use the gate spell once each
  day, with a 50% chance of success, to summon 1d4 of his fellow
  dretches.
  MARILITH
  Among the most powerful of demons, mariliths are as devious
  and ruthless as they are terrifying. From the waist up, mariliths
  have the bodies of coldly beautiful women with six arms, while
  from the waist down, they have the bodies of snakes. Mariliths
  can speak any language, but usually communicate telepathically.
  Mariliths have exceptionally keen senses, and can never be sur-
  prised or affected by illusions and mind-altering spells.
  Mariliths are the intelligences behind demonic war efforts. Al-
  though they are as chaotic as any of their kind, they understand
  order and its value in war.
  They serve as generals, directing
  hordes of lesser demons and bullying them into following their
  directives.
  But even so, mariliths are still demons, and enjoy
  nothing more than giving into their chaotic natures and wading
  into the thick of battle.
  Combat: Mariliths are terrifying combatants. Able to attack
  with each of their six arms, mariliths arm themselves with the
  ﬁnest weapons available, and are likely to have collected several
  powerful magical weapons throughout their long lives. Only the
  youngest mariliths are armed with non-magical weapons.
  Beyond her usual weapons, a marilith can attack with her tail.
  A marilith who makes a successful tail attack may wrap her
  tail around her victim. Each round thereafter she may constrict
  her victim, automatically inﬂicting 4d6 points of damage. Con-
  stricted creatures must make a constitution check each round or
  fall unconscious. Only the strongest creatures have any hope of
  breaking free from a marilith’s coils; for every point of strength
  above 14, a creature has a 10% chance of breaking free.
  In addition to the abilities that all demons possess, mariliths
  can use the following spells at will: animate dead, cause serious
  wounds, cloudkill, comprehend languages, curse, detect evil, detect
  magic, detect invisibility, polymorph self, project image, pyrotechnics,
  and telekinesis. All of these may be used any number of times ex-
  cept for polymorph self, which may be used 7 times each day. A
  marilith may attempt to use gate once each hour to summon 2d10
  dretches or 1 marilith with a 35% chance of success.
  DEVIL
  Spigazu
  Pit Fiend
  Climate/Terrain:
  Evil planes
  Evil planes
  Frequency:
  Common
  Very rare
  Number Appearing:
  1d4
  1d2
  Organization:
  Solitary
  Solitary
  Activity Cycle:
  Any
  Any
  Intelligence:
  8–12
  17–18
  Treasure:
  None
  G, W
  Alignment:
  Lawful evil
  Lawful evil
  Armor Class:
  4
  −5
  Movement:
  6, ﬂy 18 (MC 3)
  15, ﬂy 24 (MC 3)
  Hit Dice:
  3 + 3 (16 hp)
  13 (59 hp)
  THACO:
  17
  7
  Attack:
  2 claws 1d4, by
  weapon
  2 wings 1d4, bite
  2d6, tail 2d4, (2
  claws 1d6 or by
  weapon + 6)
  Saving Throws:
  Fighter 3
  Fighter 13
  Special Traits:
  Attack type
  immunities,
  spells, spikes
  Attack type
  immunities,
  constriction,
  disease, fear,
  poison,
  regeneration,
  spells, +3 or
  better weapon
  needed to hit
  Magic Resistance:
  15%
  50%
  Size:
  Small (3’ tall)
  Large (12’ tall)
  Morale:
  8–10
  19–20
  Experience:
  3,000
  26,000
  Devils are exemplars of law and evil, the very principle of these
  ideas made ﬂesh. They have many forms, from the beautiful to
  corrupt those driven by lust, to the horrid to strike fear into the
  hearts of even the brave. Each form serves a purpose, and as a
  devil gains mastery of new responsibilities, he is granted a new
  form.
  Devils are ranked in an elaborate and byzantine hierarchy from
  the least powerful to the most. Each rank in the hierarchy has its
  own duties and functions, and a devil that serves these well–or
  engineers the fall of a superior–may be promoted to the next rank.
  The duties of the lesser devils are small, perhaps to ﬁght as sol-
  diers or to corrupt mortal souls. But power comes with responsi-
  bility, and the duties of the greater devils are likewise greater; for
  example, to serve as generals and commanders.
  Native to the lawful evil planes, devils rarely walk freely upon
  the Prime Material plane. They readily enter into contracts and
  bindings with mortal spell casters, eager to twist the terms of
  such contracts to their own evil ends. As immortal creatures of
  malignant order, the devils are rarely bested or outwitted by any
  mortals who seek to bind them to service.
  Despite both races being creatures of primordial evil, devils
  hold a great hatred of demons. Both sides likely see their ways
  as the true path of evil, and the ways of the other as weak and
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  In addition to their fearsome attacks, pit ﬁends regenerate 2 hit
  points each round, and radiate fear within a 20’ radius.
  A pit ﬁend may use the following spells at will: advanced illu-
  sion, animate dead, charm person, detect magic, detect invisibility, ﬁre-
  ball, hold person, improved invisibility, infravision, know alignment,
  polymorph self, produce ﬂame, pyrotechnics, suggestion, teleport with-
  out error, and wall of ﬁre. A pit ﬁend may call upon its stronger
  magics and use symbol (of pain) once per day and cast wish once
  each year. A pit ﬁend may use gate once each round to summon
  four spigazu or one fellow pit ﬁend.
  DRAGON
  Dragons are ancient and magical reptilian creatures. No mere
  animals, dragons are as far beyond normal reptiles as humans
  are lesser mammals. They are breathtaking creatures, with huge
  wings, serpentine bodies, and armor-like scales. Different races
  of dragons are distinguishable by the color of their scales, which
  shine like metal on the noble and good and burn with primal
  color for the evil.
  Dragons are known for their intelligence, which can range
  from the low cunning of the weakest and youngest dragons to the
  boundless genius of the greatest and oldest wyrms. Most drag-
  ons can speak; dragons speak the dialect of their own kind and
  usually speak the high form of dragonspeak from which all di-
  alects are derived. Wiser and more curious dragons may speak
  any language that suits their needs. Even the best dragons tend
  to be greedy, and all but the youngest collect great hordes of
  treasure. Some sages theorize that these treasures are essential
  for a dragon to grow. Although most dismiss this idea, dragons
  guard their treasure as they guard their own lives, and go to great
  lengths to recover lost or stolen treasure.
  As powerful and greedy beings, dragons are usually solitary
  creatures.
  Occasionally, a dragon will take a mate and raise
  a brood of hatchlings, although most of these families dissolve
  once the young are grown. Dragons tend to be attentive parents
  and protect their young until they are able to fend for themselves,
  although different varieties of dragons have different ideas of
  when their offspring can do so.
  Like all living creatures, dragons grow in size and power with
  age, but great age does not bring weakness and decrepitude to
  dragons as it does others. From the moment they hatch, drag-
  ons grow in power, knowledge, and might, and the eldest are the
  mightiest of their race.
  A dragon’s power increases with age. The descriptions and
  statistics given for each dragon type are for young adults, those
  who have left their parents behind and have begun to establish
  themselves on their own. The statistics for younger and older
  dragons can be determined by Table C.6: Dragon Age Categories
  and Modiﬁers. Adjust the statistics given by the chosen dragon
  type’s description by the modiﬁers given by the table for the cho-
  sen age category.
  AGE CATEGORIES
  As dragons grow in age and size, they also learn and develop
  magic, skills, and other abilities. Although each dragon is unique
  and grows at a different rate than other dragons, age categories
  are a somewhat inexact way of determining how much a dragon
  has grown in size and power. Approximate age ranges for each
  age category are given.
  Treasure:
  A dragon begins to accumulate a horde after leaving
  the care of its parents. As it grows, so too does its horde.
  Armor Class:
  A dragon’s scales start out relatively thin and
  weak, but grow to rival metal and stone as the dragon ages.
  corrupt. Regardless of the reason, their hatred of each other man-
  ifests as genocidal violence whenever the two races meet.
  Devils speak their own infernal tongue, and those smart
  enough may learn a staggering array of other languages. Dev-
  ils with intelligence scores of 8 or greater can communicate with
  other intelligent creatures via telepathy.
  Combat: All devils are immune to damage from ﬁre (both nor-
  mal and magical varieties) and poison, and take only half damage
  from cold.
  SPIGAZU
  Spigazu are lesser devils, among the weakest of devil-kind but
  found in vast numbers. Diminutive and grotesque, spigazu look
  like twisted humanoids covered in spikes and sporting leathery
  wings.
  Physically weak, spigazu serve better as scouts and messen-
  gers than as soldiers. They are intelligent creatures, able to carry
  out complex instructions and operate under little supervision.
  Loyal to a point, a spigazu will serve to the best of its ability in
  hopes of promotion as long as its superior shows no weakness.
  However, if given a chance, a spigazu will exploit any ﬂaw to
  betray a superior if it thinks it can gain from the betrayal.
  Combat: Spigazu are weak creatures, and prefer to attack from
  the air when forced into combat. They tend to favor weapons that
  can be used at range.
  Each round, a spigazu may launch two of its spikes as mis-
  sile weapons until all twelve are exhausted. Once launched, the
  spikes burst into ﬂame, and may ignite ﬂammable material on
  contact.
  A spigazu’s spikes have a short range of out to 30’,
  medium range out to 60’, and long range out to 120’, and inﬂict
  1d3 points of damage on a successful hit. Spikes spent in this
  manner are regrown after a week’s growth. A spigazu may in-
  stead hurl itself bodily at a foe to wound it with 1d4 spikes. The
  spikes are not lost in this case, but a spigazu can take no other
  attacks that round.
  While unable to summon the magics possessed by more pow-
  erful devils, a spigazu may use the spells affect normal ﬁres, change
  self, command, produce ﬂame, scare, and stinking cloud at will. Once
  each day, it may attempt to use gate to summon 1d3 fellow
  spigazu with a 35% chance of success.
  PIT FIEND
  The undisputed masters of their kind, pit ﬁends are the greatest
  of all devils. They appear as hulking humanoids looming twice
  as large as a human, with cloak-like wings and huge dripping
  fangs.
  Pit ﬁends are the royalty of devil-kind, having attained their
  ranks after millennia of loyal and ﬂawless service during their
  time as lesser devils. Wielding unimaginable power, their deci-
  sions determine the policies of all of devil-kind. Pit ﬁends are
  driving force behind the devils’ war against the demons, serving
  as generals of vast armies and bringing their impressive strength
  and magic into the thick of battle.
  Combat: Pit ﬁends are terrifying foes, capable of ﬁghting off
  legions of lesser beings by themselves. A pit ﬁend may attack
  with a weapon, almost certainly magical and wielded with an
  impressive strength of 18/00 (+6 damage). Lacking a weapon,
  a pit ﬁend may use its two claws to great effect. Armed or not,
  a pit ﬁend can attack with its wings, its toxic bite, and its tail.
  Victims bitten are poisoned and, failing a save vs. poison, die
  within 1d4 rounds. Even those that survive are infected with a
  terrible disease.
  If a pit ﬁend hits with its tail attack, it may constrict its victim
  and automatically deal 2d4 points of damage each round there-
  after until a victim makes a successful strength check to break
  free.
  310
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  Table C.6: Dragon Age Categories and Modiﬁers
  Age Category
  Treasure
  AC
  HD
  THACO
  Dmg.
  Mod.
  Breath
  Weapon
  Damage
  Magic
  Resist.
  Size
  XP
  1: Hatchling (0–5
  years)
  None
  +4
  −7
  +7
  −4
  2dx + 1
  None
  −90%
  −15, 000
  2: Very Young
  (6–15 years)
  None
  +3
  −5
  +5
  −3
  4dx + 2
  None
  −70%
  −13, 000
  3: Young (16–25
  years)
  None
  +2
  −3
  +3
  −2
  6dx + 3
  None
  −50%
  −10, 000
  4: Juvenile (26–50
  years)
  1⁄2 × lair, 1 ×
  indiv.
  +1
  −1
  +1
  −1
  8dx + 4
  None
  −25%
  −7, 000
  5: Young Adult
  (51–100 years)
  1 × lair, 1 ×
  indiv.
  No adj.
  No adj.
  No adj.
  No adj.
  10dx + 5
  +0%
  No adj.
  No adj.
  6: Adult (101–200
  years)
  1 × lair, 1 ×
  indiv.
  −1
  +1
  −1
  +1
  12dx + 6
  +5%
  +25%
  +1,000
  7: Mature Adult
  (201–400 years)
  1 × lair, 1 ×
  indiv.
  −2
  +2
  −2
  +2
  14dx + 7
  +10%
  +55%
  +2,000
  8: Old (401–600
  years)
  1 × lair, 2 ×
  indiv.
  −3
  +3
  −3
  +3
  16dx + 8
  +15%
  +85%
  +3,000
  9: Very Old
  (601–800 years)
  1 × lair, 2 ×
  indiv.
  −4
  +4
  −4
  +4
  18dx + 9
  +20%
  +120%
  +4,000
  10: Venerable
  (801–1,000 years)
  1 × lair, 2 ×
  indiv.
  −5
  +5
  −5
  +5
  20dx + 10
  +25%
  +150%
  +5,000
  11: Wyrm
  (1,001–1,200 years)
  1 × lair, 3 ×
  indiv.
  −6
  +6
  −6
  +6
  22dx + 11
  +30%
  +180%
  +6,000
  12: Great Wyrm
  (1,201+ years)
  1 × lair, 3 ×
  indiv.
  −7
  +7
  −7
  +7
  24dx + 12
  +35%
  +220%
  +7,000
  Hit Dice:
  As a dragon’s size increases, so does its ability to
  withstand damage.
  THACO:
  Like other creatures, a dragon’s THACO is dependent
  on its hit dice. Older and larger dragons are more effective in
  combat than younger and smaller dragons.
  Damage Modiﬁer:
  A dragon’s musculature grows alongside its
  size, and larger dragons are capable of inﬂicting more damage
  with physical attacks.
  Breath Weapon Damage:
  A dragon learns to channel more and
  more energy into its breath weapon as it ages.
  Although the
  dice used to determine the damage is different for each variety
  of dragon, the number of dice used is the same for all dragons of
  a given age category. For example, juvenile dragons inﬂict 8dx
  + 5 points of damage with their breath weapons—white dragons
  use a d3 to determine breath weapon damage so a juvenile white
  dragon’s breath inﬂicts 8d3 + 5 of damage, while bronze dragons
  use a d8 to determine breath weapon damage so a young adult
  bronze dragon’s breath inﬂicts 8d8 + 5 points of damage.
  A dragon’s breath weapon automatically hits all creatures
  caught within its area of effect, but a creature may save vs. breath
  Table C.7: Dragon Fear
  Age Category
  Fear Radius
  Saving Throw Modiﬁer
  Hatchling
  None
  –
  Very Young
  None
  –
  Young
  None
  –
  Juvenile
  None
  –
  Young Adult
  45’
  +3
  Adult
  60’
  +2
  Mature Adult
  75’
  +1
  Old
  90’
  No adj.
  Very Old
  105’
  −1
  Venerable
  120’
  −2
  Wyrm
  135’
  −3
  Great Wyrm
  150’
  −4
  weapon to take half damage.
  Magic Resistance:
  After growing to a certain size, dragons be-
  come resistant to magic.
  Older dragons are able to shrug off
  magic that would affect a younger dragon.
  Size:
  A dragon’s size increases as it gets older. The size listed
  in a dragon’s description is the size of its body; its tail is of a
  comparable size.
  Experience:
  Older dragons are more capable and thus more
  dangerous than younger dragons. A party that defeats an ancient
  dragon earns more experience than one that defeats a hatchling.
  DRAGON FEAR
  Dragons are terrifying creatures, so much so that the very sight of
  a dragon can instill terror in even the stoutest of hearts. Creatures
  with less than 1 HD ﬂee in panic for 4d6 rounds at the sight of
  a dragon of young adult age or older. Creatures with 1 HD or
  more but less than the HD of the dragon in question must save
  vs. petriﬁcation when at or closer to the radius indicated by the
  dragon’s age category or fall under the dragon’s fear and suffer a
  −2 penalty to all attack and damage rolls. Larger dragons, being
  more fearsome than smaller dragons, affect a larger radius with
  their fear.
  A dragon’s age and size determines the intensity of his aura of
  fear. While younger dragons are terrifying in their own right, an
  elder dragon is much more so. Apply the saving throw modiﬁer
  for the age category of a dragon to saves vs. the dragon’s fear.
  ATTACK FORMS
  Regardless of age, all dragons are capable of attacking each round
  with two claws and a bite, and attacking once every three rounds
  with their breath weapon.
  A dragon attacking with its claws
  must attack a target to its front or sides, but may also attack crea-
  tures behind them with their bite. A dragon attacking a creature
  behind it with a rear claw may also attempt to knock its victim
  back. A victim struck with a rear claw must successfully make a
  311
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  dexterity check or be knocked back 1d6 feet plus 1 foot per age
  category of the dragon and make a successful save vs. petriﬁca-
  tion or be knocked prone. Regardless of which claws it uses, a
  dragon may not attack with more than two of its claws.
  A dragon of young adult age or older may attack foes at its
  ﬂanks by buffeting them with its wings. A wing buffet inﬂicts
  damage equal to a claw attack, and a buffeted creature must make
  a successful dexterity check or be knocked prone.
  A dragon of young adult age or older may snatch up a creature
  of two or more size categories smaller with a successful talon at-
  tack; large creatures can be snatched up if both talon attacks suc-
  ceed. Caught victims are 50% likely to have their arms pinned. A
  dragon may transfer a caught victim to his mouth with a success-
  ful bite attack; if this attack fails, the caught victim is dropped.
  Each round, a dragon may squeeze or bite caught victims held in
  his claw or mouth to inﬂict damage equal to a claw or bite attack,
  respectively. A dragon of old age or older may snatch up a crea-
  ture in each claw, and a wyrm or great wyrm may carry a victims
  in his mouth and both claws at once. Caught victims may break
  free with a successful strength—bend bars/lift portcullis check.
  A dragon of adult age or older may sweep foes to its rear or
  ﬂank with its tail. A tail sweep may target as many foes as a
  dragon’s age category, and a separate attack roll must be made
  against each foe. A successful tail sweep inﬂicts damage equal to
  two claw attacks, and a swept creature must save vs. petriﬁcation
  or be stunned for 1d4 + 1 minutes. A dragon’s tail sweep also
  does siege damage to structures as per a battering ram.
  SPELLS
  Dragons are curious and have a natural aptitude for magic.
  Through exploration and study, a dragon learns spells as it ages,
  but dragons do not use magic like humanoids do. Dragons do
  not study spellbooks or pray to gods for their spells, but they
  only know a set number of spells and cannot choose to cast dif-
  ferent spells another day. A dragon may cast each spell it knows
  once per day, and needs only sleep to regain its spells. Spells cast
  by a dragon do not require somatic or material components and
  have a casting time of 1, but cannot be used in the same round a
  dragon attacks or uses its breath weapon.
  Dragons cast spells equivalent to spell casters of the level given
  by their speciﬁc type description plus the damage modiﬁer for
  their age category.
  312
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  APPENDIX C. BESTIARY
  FOR GOLD & GLORY
  DRAGON, CHROMATIC
  Blue Dragon
  Black Dragon
  Red Dragon
  Green Dragon
  White Dragon
  Climate/Terrain:
  Any deserts
  Any wetlands
  Any forests and
  jungles
  Any hills and
  mountains
  Any arctic
  Frequency:
  Very rare
  Rare
  Very rare
  Very rare
  Rare
  Number Appearing:
  1 or 1d4 + 1
  1 or 1d4 + 1
  1 or 1d4 + 1
  1 or 1d4 + 1
  1 or 1d4 + 1
  Organization:
  Solitary or clan
  Solitary or clan
  Solitary or clan
  Solitary or clan
  Solitary or clan
  Activity Cycle:
  Any
  Any
  Any
  Any
  Any
  Intelligence:
  11–12
  8–10
  15–16
  11–12
  5–7
  Treasure:
  H, (S)
  H
  H, (S), (T)
  H
  E, (O), (S)
  Alignment:
  Lawful evil
  Chaotic evil
  Chaotic evil
  Lawful evil
  Chaotic evil
  Armor Class:
  0
  −1
  −1
  −4
  0
  Movement:
  12, ﬂy 30 (MC 3),
  swim 12
  9, ﬂy 30 (MC 3),
  burrow 4
  9, ﬂy 30 (MC 3),
  swim 9
  9, ﬂy 30 (MC 3)
  12, ﬂy 40 (MC 3),
  swim 12, burrow 6
  Hit Dice:
  15 (68 hp)
  13 (59 hp)
  14 (63 hp)
  16 (72 hp)
  12 (54 hp)
  THACO:
  6
  8
  7
  5
  9
  Attack:
  2 claws 1d6 + 5,
  bite 3d6 + 5
  2 claws 1d8 + 5,
  bite 3d8 + 5
  2 claws 1d8 + 5,
  bite 2d10 + 5
  2 claws 1d10 + 5,
  bite 3d10 + 5
  2 claws 1d6 + 5,
  bite 2d8 + 5
  Saving Throws:
  Fighter 15
  Fighter 13
  Fighter 16
  Fighter 14
  Fighter 12
  Special Traits:
  Acid immunity,
  breath weapon,
  spells
  Breath weapon,
  electricity
  immunity, spells
  Breath weapon,
  poison immunity,
  spells
  Breath weapon,
  ﬁre immunity,
  spells
  Breath weapon,
  cold immunity,
  spells
  Magic Resistance:
  20%
  10%
  30%
  15%
  5%
  Size:
  Gigantic (56’ long)
  Gigantic (40’ long)
  Gigantic (64’ long)
  Gigantic (48’ long)
  Gigantic (32’ long)
  Morale:
  17–18
  17–18
  17–18
  15–16
  15–16
  Experience:
  20,000
  18,000
  23,000
  20,000
  16,000
  BLACK DRAGON
  Black dragons are hatched with small, shiny black scales, but
  these grow thicker and less glossy with age, reaching a dull matte
  appearance by adulthood. A black dragon has two horns jutting
  forward from its temples, and a webbed ﬁn running the length
  of its neck. All black dragons can breathe water as easily as they
  can air.
  Sneaky, foul-tempered, and secretive, black dragons shun
  other creatures. They only rarely take mates, and even then of-
  ten choose to lair alone. They prefer to dwell in swamps, rain
  forests, and other wet and dark places and often make their lairs
  underwater.
  Like all dragons, black dragons are carnivores, and prefer to
  eat ﬁsh, crustaceans, and other aquatic animals. When they catch
  land animals, they often let it “steep” in a stagnant swamp for
  days before eating it.
  Combat: Black dragons prefer to trap and ambush their foes
  and use their surroundings and abilities to their fullest advan-
  tage. They rarely rush carelessly into battle, and often spend long
  amounts of time hiding from and sizing up their foes before at-
  tacking.
  A black dragon’s breath weapon is a stream of acid 5’ wide and
  stretching as far as 60’ long. The damage inﬂicted by this breath
  weapon is determined using d4s.
  Black dragons are relatively weak spell casters, equivalent to
  5th level. A juvenile black dragon learns 1 1st level wizard spell,
  and learns 1 additional 1st level wizard spell each age category
  thereafter.
  In addition to spells learned, juvenile and older black dragons
  gain the use of the darkness spell 3 times each day with an effec-
  tive radius of 10’ per age category. Adult and older black dragons
  may use putrefy food & drink once each day to affect 10 cubic feet
  of water per age category. Old and older black dragons may use
  plant growth once each day, and venerable and older black drag-
  ons may use summon insects once each day. Great wyrm black
  dragons may charm reptiles (and reptiles only) 3 times each day
  as per the charm monster spell.
  BLUE DRAGON
  Blue dragons have a pair of back-sweeping horns growing from
  their temples and a row of horns running the length of their
  snouts. The horn at the end of a blue dragon’s snout often grows
  to prodigious size. Their polished scales range in color from light
  azure to deep midnight blue, although both extremes are rare.
  Tending to be aloof from other creatures, blue dragons are ex-
  tremely covetous of their territory and possessions. They spend
  great amounts of time ﬂying over their lands, enjoying the sight
  of their domains as well as patrolling for intruders. They prefer
  to live in deserts, badlands, and other hot and arid places.
  Unusually, blue dragons are able to eat plants in addition to
  meat when food is scarce, although they do not particularly enjoy
  them.
  Combat: Blue dragons are adept at attacking from the air, pre-
  ferring to soar high above their foes and remain out of range of
  retribution. They hate to back down from a ﬁght, and tend to do
  so only do so when severely overmatched.
  A blue dragon’s breath weapon is a stroke of lightning 5’ wide
  and up to 100’ long. The damage inﬂicted by this breath weapon
  is determined using d8s.
  Blue dragons are adept at spell use, casting spells as 7th level
  casters. A juvenile blue dragon learns to cast 1 1st level wizard
  spell, and learns 1 additional spell at each additional age cat-
  egory. These spells may include 2nd level spells starting upon
  the dragon reaching mature adult age, and may include 3rd level
  spells starting upon the dragon reaching venerable age. Further,
  a venerable blue dragon learns to cast 1 1st level priest spell, and
  learns an additional 1st level priest spell at each age category
  thereafter.
  In addition to learned spells, young blue dragons gain the abil-
  ity to cast create water and destroy water 3 times each day. Adult
  and older blue dragons can cast dust devil once each day, old and
  older blue dragons can cast ventriloquism once each day, venera-
  ble and older blue dragons can cast control winds once each day,
  and great blue wyrms can cast hallucinatory terrain once each day.
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  Red dragons of venerable age learn one priest spell each age cat-
  egory. Venerable dragons and wyrms may only learn 1st level
  priest spells, while great wyrms may learn one 2nd level priest
  spell.
  In addition to their learned spells, all red dragons of young
  age or older can cast affect normal ﬁres three times each day. Red
  dragons of juvenile age or older can cast pyrotechnics three times
  each day, dragons of adult age or older can cast heat metal once
  each day, dragons of old age or older may cast suggestion once
  each day, and dragons of very old age or older may cast hypnotism
  once each day.
  WHITE DRAGON
  The smallest of the chromatic dragons, white dragons have pure
  white mirror-like scales at birth, which darken and dull to white
  mixed with gray and blue as the dragons age. White dragons
  have a characteristic bony crest on the back of their heads.
  White dragons are less intelligent than other dragons, and are
  often bestial and brutish. They live to hunt, collect treasure, and
  mate, and do not often care about other concerns. White drag-
  ons are sometimes found together as families. These families are
  not close, and the family members tolerate each other rather than
  form closer bonds. Young dragons are left to fend for themselves
  at an early age, but even the youngest are more than capable of
  the task. White dragons live wherever they can ﬁnd suitably cold
  lairs, and prefer glacial caves to nest in.
  Combat: Less intelligent than other dragons, white dragons
  do not employ much strategy or thought when ﬁghting. They
  attack by instinct and throw their might at their largest threat,
  and readily ﬂee if they feel that they are likely to be defeated.
  A white dragon’s breath weapon is a cone of icy air and sleet
  70’ long, starting at 5’ wide at its base and expanding to 25’ wide
  at the far end. Damage inﬂicted by this breath weapon is deter-
  mined using d3s.
  Despite the draconic afﬁnity for magic, white dragons are weak
  spell casters, and cast spells at 5th level. White dragons learn one
  1st level wizard spell each at their adult, old, venerable, and great
  wyrm age categories.
  In addition to their learned spells, white dragons of mature
  adult age or older can cast gust of wind three times each day. Drag-
  ons of very old age or older can cast wall of fog three times each
  day, and dragons of wyrm age or older can cast freezing sphere
  three times each day.
  GREEN DRAGON
  Green dragons hatch with delicate, dark green scales which
  thicken and lighten as they grow. A green dragon is readily iden-
  tiﬁable by the ﬁn-like crest that runs the length of its spine, from
  its skull to the tip of its tail.
  Cruel and sadistic, green dragons take delight in the suffering
  of those they deem to be lesser creatures (almost all others). They
  suffer no competition to their rule, and will kill or drive away
  from their domains any creatures that they cannot enslave. De-
  spite their hatred of other creatures, green dragons are found in
  family groups more often than other dragons. They are devoted
  parents, and cooperate in raising and protecting their young to-
  gether. Green dragons like to make their lairs in impenetrable
  thickets deep in the hearts of primeval forests, but will settle for
  most forested areas.
  Combat: Green dragons are vicious and fearless, and will not
  hesitate to attack creatures that they deem threatening. Unless
  they are obviously outmatched, they show little concern for the
  power of their foes.
  A green dragon’s breath weapon is a cloud of poisonous gas,
  billowing out to 50’ long, 40’ wide, and 30’ tall. The damage in-
  ﬂicted by this breath weapon is determined using d6s.
  Green dragons are capable spell casters, and cast spells as if
  they are 6th level. Starting at the juvenile age category, green
  dragons may learn 1 wizard spell each time they advance an age
  category. These start out as 1st level wizard spells, but old and
  older dragons may learn 2nd level wizard spells as well.
  In addition to their learned spells, all blue dragons gain cer-
  tain spells as they age. Juvenile and older dragons can cast water
  breathing once each day, adult and older dragons can cast sugges-
  tion once each day, mature adults and older dragons can cast warp
  wood 3 times each day, old and older dragons can cast plant growth
  once each day, very old and older dragons can cast entangle once
  each day, and green wyrms and great wyrms can cast pass without
  trace 3 times a day.
  RED DRAGON
  At hatching, a red dragon’s scales are glossy and brilliantly col-
  ored, but they grow more subdued and dull as the dragon ages.
  Red dragons are crowned by distinctive horns and spines.
  Red dragons are the greatest of the chromatic dragons. They
  are egotistical, vain, and convinced of their superiority over all
  others. Covetous of both wealth and territory, red dragons seek to
  gain both and jealously guard the treasure and land they already
  have. They have a weakness for ﬂattery, and may grant creature
  which entertain their vanity their lives—at least until they grow
  bored. Due to their greedy and territorial natures, red dragons
  rarely live with others of their kind. Their lairs—often located in
  winding caverns or atop soaring mountains–are their own, and
  even families are loathe to share the same lair.
  Combat: Convinced of their superiority and might, red drag-
  ons rarely consider a foe’s capabilities before committing them-
  selves to combat. Due to their overwhelming might, such short-
  sightedness is rarely to a red dragon’s detriment.
  A red dragon’s breath weapon is a cone-shaped gout of ﬁre 5’
  wide at the base and 30’ wide at its full length of 90’. The damage
  inﬂicted by this breath weapon is determined using d10s.
  Red dragons are very adept at magic and cast spells as if they
  are 9th level. Red dragons learn one wizard spell at the juve-
  nile age category and at each age category thereafter. Dragons
  younger than adult age may only learn 1st level spells, while
  dragons older than young adult age may learn 2nd level wizard
  spells, dragons older than mature adult age may learn 3rd level
  wizard spells, dragons older than very old age may learn 4th level
  wizard spells, and great wyrms may learn a 5th level wizard spell.
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  DRAGON, METALLIC
  Brass Dragon
  Bronze Dragon
  Copper Dragon
  Gold Dragon
  Silver Dragon
  Climate/Terrain:
  Any desert or
  plains
  Any lake or sea
  shore
  Any hills or
  mountains
  Any
  Any mountains
  Frequency:
  Rare
  Very rare
  Rare
  Very rare
  Very rare
  Number Appearing:
  1 or 1d4 + 1
  1 or 1d4 + 1
  1 or 1d4 + 1
  1 or 1d4 + 1
  1 or 1d4 + 1
  Organization:
  Solitary or clan
  Solitary or clan
  Solitary or clan
  Solitary or clan
  Solitary or clan
  Activity Cycle:
  Any
  Any
  Any
  Any
  Any
  Intelligence:
  13–14
  15–16
  13–14
  17–18
  15–16
  Treasure:
  H
  H, (S), (T)
  H, (S)
  H, (R), (T)
  H, (R)
  Alignment:
  Chaotic good
  Lawful good
  Chaotic good
  Lawful good
  Lawful good
  Armor Class:
  −1
  −3
  −2
  −5
  −4
  Movement:
  12, ﬂy 30 (MC 3),
  burrow 6
  9, ﬂy 30 (MC 3),
  swim 12
  9, ﬂy 30 (MC 3)
  12, ﬂy 40 (MC 3),
  swim 12
  9, ﬂy 30 (MC 3)
  Hit Dice:
  13 (59 hp)
  15 (68 hp)
  14 (63 hp)
  17 (77 hp)
  16 (72 hp)
  THACO:
  8
  6
  7
  4
  5
  Attack:
  2 claws 1d6 + 5,
  bite 4d4 + 5
  2 claws 1d8 + 5,
  bite 4d6 + 5
  2 claws 1d6 + 5,
  bite 5d4 + 5
  2 claws 1d10 + 5,
  bite 6d6 + 5
  2 claws 1d8 + 5,
  bite 5d6 + 5
  Saving Throws:
  Fighter 13
  Fighter 15
  Fighter 14
  Fighter 17
  Fighter 16
  Special Traits:
  Breath weapons,
  ﬁre immunity,
  spells
  Breath weapons,
  electricity
  immunity, spells
  Acid immunity,
  breath weapons,
  spells
  Breath weapons,
  ﬁre and poison
  immunity, spells
  Breath weapons,
  cold immunity,
  spells
  Magic Resistance:
  15%
  20%
  10%
  35%
  25%
  Size:
  Gigantic (40’ long)
  Gigantic (56’ long)
  Gigantic (48’ long)
  Gigantic (72’ long)
  Gigantic (64’ long)
  Morale:
  17
  17
  16
  17–18
  17–18
  Experience:
  19,000
  22,000
  21,000
  24,000
  23,000
  BRASS DRAGON
  Brass dragons hatch with thin, brown scales, which thicken and
  turn to a warm, polished brass color as the dragons age. They
  have prominent ridges at the backs of their heads, distinguishing
  them from other metallic dragons which may be similar in color.
  Although they usually lair alone, brass dragons are friendly
  and social creatures. They enjoy the company of others and often
  travel to visit with other dragons. They form close families which
  stay in contact with each other even if they have dispersed to their
  own territories. Parents dote on their hatchlings and young, and
  go to great lengths to protect them.
  Preferring to live in deserts or other arid environments, brass
  dragons often choose lairs that have views of scenic surround-
  ings. As they are indigenous to the same kinds of areas as blue
  dragons, they often come into conﬂict with their larger cousins.
  Combat: Brass dragons dislike ﬁghting and prefer to talk and
  negotiate their ways out of conﬂict. If combat is inevitable, a
  brass dragon ﬁghts ﬁercely and uses its abilities to their full ad-
  vantage to end the ﬁght quickly.
  Brass dragons have two breath weapons. The ﬁrst is a cone-
  shaped blast of superheated air and stinging sand, 5’ wide at
  the base, 70’ long, and 20’ wide at the far end. Damage inﬂicted
  by this breath weapon is determined using d4s. Alternatively, a
  brass dragon may breathe a cloud of sleep gas 50’ long, 40’ wide,
  and 20’ high. Creatures caught within the cloud must save vs.
  dragon breath or fall asleep for 10 minutes per age category of
  the dragon.
  Brass dragons are capable spell casters, and cast spells at 6th
  level. They learn one 1st level wizard spell at juvenile age, and
  learn either a 1st level or 2nd level wizard spell at each subsequent
  age category. Brass dragons also learn one 1st level priest spell at
  old age and learn either a 1st level or 2nd level priest spell at each
  subsequent age category. A brass dragon may never learn more
  2nd level spells of either kind than 1st level spells.
  In addition to learned spells, brass dragons of juvenile age or
  older can cast dust devil once each day, dragons of adult age or
  older can cast suggestion once each day, dragons of mature adult
  age or older can control the temperature of its surroundings as
  per the control temperature 10’ radius spell 3 times each day in a
  10’ radius per age category, and dragons of old age or older can
  cast control winds once each day, and great wyrms may summon
  a djinni once each week as per a monster summoning VII spell.
  BRONZE DRAGON
  Bronze dragons are hatched with yellowish scales showing only
  a hint of metallic sheen, but they turn to a rich bronze color by
  adulthood. The scales of truly ancient bronze dragons have a
  verdigris-like patina. Bronze dragons have many small, spiky
  horns on their heads and a small, ﬁn-like crest running the length
  of their necks.
  Curious creatures who are fascinated with the world around
  them, bronze dragons spend great amounts of time studying it.
  They enjoy the company of lesser creatures, and quickly learn to
  change their shapes to be less obtrusive while doing so. They also
  get along well with their own kind, and adults often raise their
  young together.
  Born with an afﬁnity for water, bronze dragons can breathe it
  as easily as they can air. They almost always choose to live in
  or near deep lakes or seas, and prefer to hunt for ﬁsh or other
  aquatic creatures to feed themselves.
  Combat: Bronze dragons are as curious about warfare as they
  are everything else, and put what they learn on the subject to
  good use in battle. They do not ﬁght without reason, though,
  and seek to avoid unnecessary ﬁghting.
  Bronze dragons have two breath weapons. The ﬁrst is a stroke
  of lightning 5’ wide and 100’ long.
  Damage inﬂicted by this
  breath weapon is determined using d8s. A bronze dragon’s sec-
  ond breath weapon is a cloud of mind-affecting vapor 20’ long,
  30’ high, and 30’ wide. Creatures caught within the cloud are
  compelled to retreat from the dragon for 2 minutes per age cat-
  egory of the dragon plus an additional 1d6 minutes, unless they
  save vs. dragon breath.
  Bronze dragons are magically talented, and cast spells as 8th
  level spell casters. Bronze dragons learn one wizard spell at ju-
  venile age and every age category thereafter. Juvenile dragons
  may only learn a 1st level wizard spell, while older dragons may
  learn higher level wizard spells–2nd level spells at young adult
  age or greater, 3rd level spells at old age or greater, 4th level spells
  at venerable age or greater, and a 5th at great wyrm age. They
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  APPENDIX C. BESTIARY
  also learn one priest spell upon reaching each age category start-
  ing with old age. Old dragons may only learn a 1st level priest
  spells, while very old and older dragons may also learn 2nd level
  priest spells and great bronze wyrms may learn a 3rd level priest
  spell. A bronze dragon may never learn more than two spells of
  a given level of either type.
  In addition to their learned spells, bronze dragons of young
  age or older can cast create food and water and polymorph self three
  times each day, juvenile and older dragons can cast wall of fog
  once each day, adult and older dragons can cast ESP three times
  each day, mature adult and older dragons can cast airy water three
  times each day with an affected radius of 10’ per age category of
  the dragon, and old and older dragons can cast weather summon-
  ing once each day.
  COPPER DRAGON
  Copper dragons are the smallest of the metallic dragons. They are
  born with dull reddish-brown scales, which gradually take on the
  appearance of burnished copper as a dragon reaches adulthood.
  The scales of the most ancient copper dragons gain a green tint.
  Aside from their small size, copper dragons are distinguishable
  from their larger bronze relatives by the large, backward-pointing
  horns on the backs of their heads.
  Fun-loving and mischievous, copper dragons enjoy contests
  and riddles.
  They enjoy socializing with others, even if their
  greedy natures mandate that they maintain their own lairs. Their
  lairs are usually private and secreted away, and they prefer to
  build them in mountainous caves. They share their preference
  for mountains with red dragons, and do not appreciate the pres-
  ence of their evil cousins. For their part, the red dragons are con-
  tent to ignore the weaker coppers, at least until they discover the
  locations of their lairs and treasures.
  Combat: Copper dragons often goad their foes with cruel
  taunts and tricks, hoping to anger them into foolish actions. As
  smaller dragons, they use their mobility and ﬂight to make up for
  their relative lack of size.
  Copper dragons have two breath weapons. The ﬁrst is a line
  of acid 5’ wide and 70’ long. Damage inﬂicted by this breath
  weapon is determined using d6s. A copper dragon may instead
  breathe a cloud of gas 30’ long, 20’ wide, and 20’ high. Creatures
  caught within this cloud are slowed for three minutes for each of
  the dragon’s age categories as per the slow spell.
  Adept at magic, copper dragons cast spells as 7th level casters.
  A copper dragon learns one wizard spell at each age category
  starting at juvenile age. They may learn only 1st level spells until
  they reach mature adult age, when they may also learn 2nd level
  wizard spells. Venerable dragons may also learn 3rd level wizard
  spells, and great wyrms may learn one 4th level wizard spell. A
  copper dragon may never learn more than 3 wizard spells of a
  given level. In addition to their wizard spells, dragons of old
  age or older learn one priest spell at each age category except for
  wyrm, at which time they learn two. These priest spells must
  be of 1st level until a dragon reaches venerable age, when it may
  learn 2nd level priest spells.
  All copper dragons can cast spider climb at will, and young and
  older dragons can cast neutralize poison 3 times each day. Juvenile
  and older dragons can cast stone shape twice daily, adult and older
  dragons can cast forget once each day, mature adult and older
  dragons can cast rock to mud once each day, old and older dragons
  can cast move earth once each day, and great wyrms can cast wall
  of stone once each day.
  GOLD DRAGON
  The greatest of the metallic dragons, gold dragons have scales
  that shine like polished gold from the time they hatch through
  the rest of their lives. They have especially long and serpentine
  bodies, and their heads are adorned with two curling, backward-
  pointing horns. Gold dragons can breathe water as well as air.
  Gold dragons are sage-like and wise. Despite their often vast
  hordes of treasure, they often take an ascetic attitude towards life,
  enjoying study and worldly experience more than gold. Even
  so, they ﬁercely defend their treasure and their lairs, and do not
  suffer thieves lightly. They make their lairs wherever strikes their
  interest, and seem to have no preference for living in one kind of
  land over another.
  Combat: Although they are mighty and ﬁerce ﬁghters, gold
  dragons prefer to avoid combat whenever possible. When forced
  to ﬁght, they do so with intelligence and strategy.
  Gold dragons are extremely skilled at magic, and cast spells
  as 11th level spell casters. They learn 1 1st level wizard spell at
  juvenile and young adult ages, 2 2nd level wizard spells at adult
  age, 2 3rd level wizard spells at mature adult age, 2 4th level wiz-
  ard spells and 1 1st level priest spell at old age, 2 5th level wizard
  spells and 1 1st level priest spell at very old age, 2 6th level wiz-
  ard spells and 2 2nd level priest spells at venerable age, 2 8th level
  wizard spells and 2 3rd level priest spells at wyrm age, and 1 8nd
  level wizard spell and 2 4th level priest spells at great wyrm age.
  All gold dragons can cast speak with animals at will and cast
  polymorph self three times each day. Young dragons and older
  can cast bless three times each day, juveniles and older can cast
  detect lie three times each day, adults and older can cast animal
  summoning once each day, and old and older dragons can cast
  quest once each day.
  SILVER DRAGON
  Silver dragons are born with shining silver scales which thicken,
  but become ﬁner and more numerous, as they age. At advanced
  ages, a silver dragon’s scales are barely distinguishable, and in-
  stead blend together to appear as one continuous expanse of
  metal.
  Silver dragons have two backward-pointing horns on
  their heads and a ﬁn-like crest running the length of their necks.
  Silver dragons are kind and peaceful creatures. They love hu-
  mans and other humanoids, and often use their shapechanging
  abilities to walk among them. It is not rare for silver dragons
  to live in humanoid societies for years or even decades, and
  some even take humanoid lovers or spouses in these extended
  sojourns. When in their natural forms, silver dragons prefer to
  live in mountainous areas or primeval woodlands.
  Combat: Silver dragons are peaceful creatures which dislike
  combat. When forced into a ﬁght, they do whatever is necessary
  to end the ﬁght quickly.
  Silver dragons have two breath weapons. The ﬁrst is a cone
  of freezing air and stinging ice 80’ long, 5’ wide a the base, and
  30’ wide at the end. Damage inﬂicted with this breath weapon
  is determined using d10s. They may also breathe a cloud of par-
  alyzing gas 50’ long, 40’ wide, and 20’ high. Creatures caught
  within the cloud must save vs. dragon breath or be paralyzed
  for 1 round per age category of the dragon plus 1d8 additional
  rounds.
  Silver dragons are very adept magic users, and cast spells as a
  6th level spell caster. Silver dragons learn 2 1st level wizard spells
  at juvenile age, 2 2nd level wizard spells at young adult age, 1 3rd
  level wizard spell at adult age, 1 3rd level wizard spell at mature
  adult age, 1 4th level wizard spell and 2 1st level priest spells at
  old age, 1 4th level wizard spell and 2 2nd level priest spells at
  very old age, 1 5th level wizard spell and 2 3rd level priest spell at
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  venerable age, 1 5th level wizard spell and 1 3rd level priest spell
  at wyrm age, and 1 6th level wizard spell and 1 4th level priest
  spell at great wyrm age.
  All silver dragons can cast polymorph self 3 times each day.
  Young dragons and older can cast feather fall twice each day, ju-
  venile dragons and older can cast wall of fog once each day, adult
  dragons and older can cast control winds 3 times each day, mature
  adult dragons and older can cast control weather once each day,
  and old dragons and older can cast reverse gravity once each day.
  DRYAD
  Climate/Terrain:
  Temperate forests
  Frequency:
  Very rare
  Number Appearing:
  1 or 1d6
  Organization:
  Solitary or grove
  Activity Cycle:
  Any
  Intelligence:
  13–14
  Treasure:
  M × 100, Q × 10
  Alignment:
  Neutral
  Armor Class:
  9
  Movement:
  12
  Hit Dice:
  2 (9 hp)
  THACO:
  19
  Attack:
  By weapon
  Saving Throws:
  Fighter 2 or by class level
  Special Traits:
  Charm, tree bond
  Magic Resistance:
  50%
  Size:
  Man-sized (5’ tall)
  Morale:
  12
  Experience:
  650
  Dryads are fey tree spirits which take the form of young
  women with lithe bodies, pointed ears, expressive eyes, and
  other elven features.
  But dryads are only rarely mistaken for
  elves, as they share features with their trees.
  A dryad’s skin
  matches the color of her tree’s wood or bark, and her hair changes
  with the seasons to match the appearance of her tree’s leaves.
  Most dryads are bound to oak trees, but rare dryads bound to
  other kinds of trees are known.
  Dryads do not need to wear clothing, as they are comfortable
  in any weather that their trees can survive. Some dryads, used to
  dealing with outsiders, may keep a few simple pieces of clothing
  to put others at ease when interacting with them. Dryads speak
  their own language, and may also speak the languages of elves,
  pixies, and sprites. Being the spirits of plants themselves, dryads
  can communicate with other plants.
  By necessity, dryads live in the primeval forests where their
  trees grow, often far from civilization and its thirst for lumber.
  In their solitude, dryads often befriend other fey and forest crea-
  tures. Although they are most often found alone, rare groves of
  trees are home to several dryads. These rare families are loving
  and close, and their members will always come to the aid of their
  sisters.
  As ﬁerce protectors of their forests, dryads hold no love for
  those who treat them poorly. Those who respect the trees, how-
  ever, sometimes attract the attention and fascination of a dryad.
  Those who gain a dryad’s favor may be given boons or favors.
  Combat: Bound to their trees, dryads are loathe to leave them.
  A dryad who strays more than a quarter mile from her tree be-
  comes weak and dies within 6d6 hours if she does not return.
  Furthermore, damage inﬂicted upon a dryad’s tree is also in-
  ﬂicted on her, and a dryad will die if her tree is killed.
  Dryads may use the charm spell three times each day, with the
  targets receiving a −3 penalty to their saving throws. A dryad
  will usually use this ability as a last resort to prevent the destruc-
  tion of her tree or the surrounding forest.
  A dryad may use dimension door at will to return to her tree.
  Dryads may merge with their trees, and may use this ability to
  hide from foes and take shelter from the weather.
  As Player Characters: Dryad characters receive a +1 racial
  bonus to dexterity and a −1 racial penalty to constitution.
  Ability Requirements (Minimum/Maximum)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Dryad
  5/18
  6/19
  3/17
  3/18
  3/18
  3/18
  Dryads may progress as ﬁghters to level 7, rangers to level 10,
  mages to level 7, druids to level 9, thieves to level 12, and bards to
  level 14. They may multiclass as ﬁghter/mages, ﬁghter/thieves,
  ranger/mages, ranger/thieves, and mage/thieves.
  Dryad thieves receive adjustments of +5% to Hide in Shadows,
  and +5% to Detect Noise.
  Dryads are bound to a single tree, and may never stray farther
  than a quarter mile from it or risk dying. A dryad loses a point of
  constitution for every two hours she is away from her tree, and
  dies when her constitution reaches 0. Spending a full day merged
  with her tree restores all points of constitution lost in this manner.
  Dryads may cast charm three times each day and dimension door
  at will, but only to return to their trees. A dryad may merge with
  and leave her tree at will.
  DWARF
  Climate/Terrain:
  Any
  Frequency:
  Common
  Number Appearing:
  40d10
  Organization:
  Clan
  Activity Cycle:
  Any
  Intelligence:
  11–12
  Treasure:
  G, (Q × 20), (R), M × 5
  Alignment:
  Lawful good
  Armor Class:
  4 (10)
  Movement:
  9
  Hit Dice:
  1 (5 hp)
  THACO:
  20
  Attack:
  By weapon
  Saving Throws:
  Fighter 1 or by class level
  Special Traits:
  Combat training
  Magic Resistance:
  None
  Size:
  Man-sized (4’ tall)
  Morale:
  13–14
  Experience:
  65
  Dwarves are short, stocky demihumans. They usually have
  earth-toned skin and dark hair. Male dwarves take great pride in
  their beards, which are often grown to great lengths and styled
  in complicated fashions. Accustomed to the darkness of under-
  ground life, dwarves have infravision out to 60’. Dwarves are a
  hearty and hale folk, and possess natural resistances to poison
  and magic. Any attempt by a dwarf to use a magical item that
  is not speciﬁc to their class has a 20% chance of failure. As such,
  they tend to distrust magic other than that granted by their gods.
  Dwarven society places great value in tradition and heritage,
  and each dwarf is a member of a clan. The histories of these clans
  stretch back through the centuries, and dwarves take great pride
  in the accomplishments and deeds of their ancestors. Clans tend
  to specialize in their work; one clan may be known for their stone-
  masons, another for its soldiers, and so forth.
  Other races commonly see dwarves as dour and humorless.
  Although this stereotype is not always true, dwarves tend to take
  their duties seriously and put their work before enjoyment and
  revelry. They love the valuable things of the earth, and prize pre-
  cious metals, worked stone, and gems and jewelry. They have
  good relations with most other good races, but have a hard time
  ﬁnding common ground with elves. They have no love nor mercy
  for goblin-kind or orcish races, who too often compete with the
  dwarves for resources and territory. Dwarves are mindful of the
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  need to communicate with their friends and foes, and often speak
  the common tongue and the languages of gnomes, goblins, orcs,
  kobolds, and giants as well as their own.
  Dwarves prefer to dwell in hilly and mountainous terrain, and
  build great cities of stone in and beneath the mountains. They
  mine the earth for its riches, which they trade to others, use to
  enhance their crafts, and hoard greedily. Being so close to the
  earth, dwarves can detect a grade or slope in a passage or newly
  constructed tunnels on a roll of 1–5 on a 1d6, sliding and shifting
  walls or rooms on a roll of 1–4 on a 1d6, and stonework traps or
  the approximate depth underground on a roll of 1–3 on a 1d6.
  Combat: Dwarves are disciplined and courageous in combat.
  Only rarely do they retreat from battle, and then only grudgingly.
  They are particularly skilled in ﬁghting against their ancestral
  foes, and gain a +1 to all attack rolls against orcs, half-orcs, gob-
  lins, and hobgoblins. They use their small size to their advantage
  when ﬁghting larger creatures–ogres, ogre magi, trolls, giants,
  and titans incur a −4 penalty to all attack rolls against dwarves.
  As Player Characters: Dwarves as player characters are de-
  scribed in Chapter 2: Player Character Races.
  ELEMENTAL
  Elementals are spirits of the elemental planes. Clothing them-
  selves in bodies formed of their elements, they appear vaguely
  humanoid when summoned to the prime material plane.
  Not native to the Prime Material plane, elementals most of-
  ten arrive there through summonings. They dislike being taken
  from their home planes, and carry great rage towards their sum-
  moners. Unless absolute concentration is maintained during the
  summoning, a summoned elemental is uncontrolled by the sum-
  moner. These free-willed elementals may simply return to their
  home planes, but are much more likely to attack those responsi-
  ble for summoning them. Even if an elemental is controlled ini-
  tially, the summoner will lose control through damage, death, or
  other distraction. Furthermore, a controlled elemental has a 5%
  chance each round to break free of its summoner’s control. Con-
  trol of an elemental can be stolen through casting a dispel magic
  to dispel the control the summoner has over the elemental (not
  to dispel the elemental itself); however, a result of a natural 20 on
  the dispel check means that the elemental becomes free-willed.
  Controlled elementals may be dismissed to their home planes
  at any time.
  AIR ELEMENTAL
  Air elementals appear as faintly visible humanoid shapes made
  of cloud and mist. They speak their own tongue with the voices
  of the wind, from a soft and sibilant whisper to a deafening
  stormy roar. Air elementals may be summoned in any place with
  open air and sky.
  Combat: Air elementals use their speed and dexterity to their
  advantage in combat. With their mastery of air, they gain a +1
  bonus to all attack rolls and a +4 bonus to all damage rolls when
  in aerial combat. Although they are incorporeal, they attack with
  a pummelling ﬁst of focused air.
  An air elemental may take the form of a whirlwind. In this
  form, it appears as a twisting funnel cloud 10’ wide at its base
  and 30’ wide at its top, and a height of 5’ per hit dice the elemental
  possesses. It takes the elemental 1 turn to take whirlwind form. It
  can maintain the form for only 1 round, after which it must take
  1 turn to revert to its normal form. The whirlwind kills creatures
  of less than 3 HD caught in its effect, and inﬂicts 2d8 damage to
  all other creatures. The whirlwind may pick up and scatter small
  objects, potentially ﬂinging them great distances.
  EARTH ELEMENTAL
  Earth elementals look like blocky humanoid shapes roughly
  hewn from solid stone. They speak the primal language of earth
  and rock with voices of grinding stone. Earth elementals may be
  summoned in any place where unworked earth is abundant.
  Combat: Earth elementals are implacable and mighty. They do
  not like ﬁghting creatures of the air or water; an earth elemental
  receives a −8 penalty to all damage rolls against airborne and
  waterborne foes.
  An earth elemental may attack buildings and fortiﬁcations to
  great effect. Each blow against earth and stone structures inﬂicts
  siege damage as per a battering ram.
  ELEMENTAL
  Earth Elemental
  Air Elemental
  Water Elemental
  Fire Elemental
  Climate/Terrain:
  Any land, plane of
  Any air, plane of air
  earth
  Any dry land, plane of
  ﬁre
  Any large bodies of
  water, plane of water
  Frequency:
  Very rare
  Very rare
  Very rare
  Very rare
  Number Appearing:
  1
  1
  1
  1
  Organization:
  Solitary
  Solitary
  Solitary
  Solitary
  Activity Cycle:
  Any
  Any
  Any
  Any
  Intelligence:
  6
  6
  6
  6
  Treasure:
  None
  None
  None
  None
  Alignment:
  Neutral
  Neutral
  Neutral
  Neutral
  Armor Class:
  2
  2
  2
  2
  Movement:
  Fly 36 (MC 1)
  6
  12
  6, swim 18
  Hit Dice:
  8 (36 hp), 12 (54 hp), or
  16 (72 hp)
  8 (36 hp), 12 (54 hp), or
  16 (72 hp)
  8 (36 hp), 12 (54 hp), or
  16 (72 hp)
  8 (36 hp), 12 (54 hp), or
  16 (72 hp)
  THACO:
  12 (8 HD), 9 (12 HD), 7
  (16 HD)
  12 (8 HD), 9 (12 HD), 7
  (16 HD)
  13 (8 HD), 9 (12 HD), 5
  (16 HD)
  13 (8 HD), 9 (12 HD), 5
  (16 HD)
  Attack:
  Slam 4d8
  Buffet 2d10
  Slam 3d8
  Slam 5d6
  Saves As:
  Fighter 8, 12 or 16
  Fighter 8, 12 or 16
  Fighter 8, 12 or 16
  Fighter 8, 12 or 16
  Special Traits:
  Whirlwind, +2 or better
  weapon needed to hit
  Siege damage, +2 or
  better weapon needed
  to hit
  Ignite combustibles, +2
  or better weapon
  needed to hit
  Overturn ships, +2 or
  better weapon needed
  to hit
  Magic Resistance:
  None
  None
  None
  None
  Size:
  Large to huge (8’ to 16’
  tall)
  Large to huge (8’ to 16’
  tall)
  Large to huge (8’ to 16’
  tall)
  Large to huge (8’ to 16’
  tall)
  Morale:
  15–17
  15–17
  15–17
  15–17
  Experience:
  4,000 (8 HD); 8,000 (12
  HD); 12,000 (16 HD)
  2,000 (8 HD); 6,000 (12
  HD); 10,000 (16 HD)
  3,000 (8 HD); 7,000 (12
  HD); 11,000 (16 HD)
  2,000 (8 HD); 6,000 (12
  HD); 10,000 (16 HD)
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  FOR GOLD & GLORY
  FIRE ELEMENTAL
  Fire elementals are seen as ﬂickering humanoid shapes in the
  heart of roaring columns of ﬂame. Theirs is the speech of ﬁre,
  their voices hissing and crackling. Fire elementals may be sum-
  moned from any ﬁre of large campﬁre size or larger.
  Combat: Fire elementals are quick and ferocious, and enjoy
  burning anything they can. They attack with a lash of their ﬁery
  limbs, and any ﬂammable object so struck must save vs. magical
  ﬁre with a −2 penalty or ignite immediately. A ﬁre elemental is
  weakened by water, and may not cross a body of water wider
  than its height.
  WATER ELEMENTAL
  Water elementals appear as ever-shifting humanoid shapes made
  of swirling water. They speak the common tongue of their plane
  with voices of crashing waves and babbling streams. Water el-
  ementals can be summoned from any body of water of at least
  1,000 cubic feet in size.
  Combat: Patient and clever combatants, water elementals pre-
  fer to ﬁght in large bodies of water where they can slip beneath
  the waves and hide, only to ambush their foes moments later.
  They strike with their watery ﬁsts with the strength of a rip cur-
  rent.
  Water elementals dislike being out of water, and can stray no
  further than 60’ from the body of water it was summoned from.
  When on dry land, they receive a −5 penalty to all damage rolls.
  Water elementals can be dangerous to mariners, and may cap-
  size and scuttle ships with ease. An elemental may capsize a ship
  of up to one ton for each hit die it possesses, and slow or stop
  larger ships of up to one ton for each hit point it possesses.
  ELF
  Half-elf
  Elf
  Climate/Terrain:
  Any
  Any
  Frequency:
  Very rare
  Uncommon
  Number Appearing:
  1
  20d10
  Organization:
  Solitary
  Clan
  Activity Cycle:
  Any
  Any
  Intelligence:
  8–18
  14–20
  Treasure:
  K, V
  G, (S), (T), N
  × 1⁄2
  Alignment:
  Any
  Chaotic good
  Armor Class:
  5 (10)
  5 (10)
  Movement:
  12
  12
  Hit Dice:
  1 (5 hp)
  1 (5 hp)
  THACO:
  20
  20
  Attack:
  By weapon
  By weapon
  Saving Throws:
  Fighter 1 or by
  class level
  Fighter 1 or by
  class level
  Special Traits:
  Bow and sword
  skill, stealth
  None
  Magic Resistance:
  None
  None
  Size:
  Man-sized (5’
  tall)
  Man-sized (51⁄2’
  tall)
  Morale:
  13
  13
  Experience:
  35
  175
  ELF
  Elves are graceful humanoids with delicate features and pointed
  ears. They are slighter than humans, but are by no means weak.
  Elves are naturally pale of hair and skin, but often spend large
  amounts of time outside and tan easily. They have keen senses,
  with infravision out to 60’, and are capable of detecting secret and
  concealed doors merely by passing within 10’ of them on a roll of
  a 1 on a 1d6.
  As a long-lived and ancient race, elves have long since learned
  to live in harmony with the world around them, and value plea-
  sure and happiness over more tangible things like gold. This atti-
  tude often causes other races to see them as ﬂighty and carefree.
  They appreciate art and music, and craft for themselves works
  often unequaled by other races.
  Elves have warm relations with other good races, though they
  have difﬁculty understanding the short-sightedness of humans
  and the greed of dwarves. Their long lives grant them a keen
  understanding of history often lost on the shorter-lived humans,
  and they do not hold material wealth in as high an esteem as
  the dwarves. Despite these differences, they are strong allies in
  times of need, especially against the warlike humanoid races. In
  addition to their own language, elves often speak the common,
  gnome, halﬂing, goblin, hobgoblin, orc, and gnoll tongues.
  Most comfortable living amongst nature, elves prefer to build
  their towns and cities to complement and enhance the natural
  world rather than subsume it. They most often dwell in forests
  and other wooded lands, and build cities of great beauty and
  wonder.
  Combat: Elves are adept at hit-and-run tactics, as such strate-
  gies are advantageous in their forest homelands. Elven society
  places high value on martial training, and all elves gain a +1
  bonus to all attack rolls when using a short sword, longsword,
  or bow.
  Elves are resistant to mind-affecting magic, and have a 90% im-
  munity to sleep and charm spells. They are adept at sneaking and
  moving unseen, and impose a −4 penalty to opponents’ surprise
  rolls when not wearing metal armor and in the company of only
  elves and halﬂings.
  As Player Characters: Elves as player characters are described
  in Chapter 2: Player Character Races.
  HALF-ELF
  Half-elves are humanoids of both elven and human stock. They
  have traits of both their parent races, with much of the height of
  their human forebearers and the graceful, slender builds of their
  elven ancestors. Unlike elves, male half-elves can often grow fa-
  cial hair. Half-elves gain the keen senses of their elven parents,
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  APPENDIX C. BESTIARY
  and have infravision out to 60’. They are capable of detecting se-
  cret and concealed doors merely by passing within 10’ of them
  on a roll of a 1 on a 1d6.
  Despite their differences, humans and elves often come into
  contact with each other, and half-elves are the inevitable product
  of such contact. Whether they are children of love or violence,
  though, they are rarely fully accepted by either of their parent cul-
  tures, though they are rarely shunned outright. They often react
  to this prejudice by becoming withdrawn and private, trusting
  in only their closest companions, although some take the expe-
  riences of both cultures and become natural leaders. Half-elves
  speak the languages of their parents, and often speak the gnome,
  halﬂing, goblin, hobgoblin, orc, and gnoll languages.
  Combat: Half-elves gain a measure of their elven ancestry’s
  resistance to mind-affecting magic, and are 30% immune to sleep
  and charm spells.
  As Player Characters: Half-elves as player characters are de-
  scribed in Chapter 2: Player Character Races.
  ETTIN
  Climate/Terrain:
  Sub-arctic to temperate hills and
  mountains
  Frequency:
  Very rare
  Number Appearing:
  1
  Organization:
  Solitary
  Activity Cycle:
  Night
  Intelligence:
  5–7
  Treasure:
  C, (Y), O
  Alignment:
  Chaotic evil
  Armor Class:
  3
  Movement:
  12
  Hit Dice:
  10 (45 hp)
  THACO:
  10
  Attack:
  2 by weapon or 2 slam 2d6
  Saving Throws:
  Fighter 10
  Special Traits:
  Alertness
  Magic Resistance:
  None
  Size:
  Huge (13’ tall)
  Morale:
  14
  Experience:
  3,000
  Ettins are two-headed giants with brutish, orc-like features.
  They are invariably ﬁlthy, with stringy and snarled hair and dirt-
  caked skin covered in sores and scabs. They have impressive
  physiques, and stand over twice the height of a human. Ettins
  have infravision out to 90’.
  Ill-tempered and belligerent, ettins only rarely tolerate others
  of their kind. Indeed, their heads can often barely stand each
  other. They jealously guard their lairs from all intruders, prefer-
  ring to kill without question or mercy. Rarely, an ettin will allow
  others to live in their areas if they feel they can dominate them
  to their advantage. They usually make their ﬁlthy lairs in remote
  caves far from civilization.
  Though often dull and witless, ettins possess a low sort of cun-
  ning. They produce very little of value, and raid and pillage for
  most of their goods. Their equipment is typically crude and ﬁlthy,
  but they treasure the ﬁne weaponry they can steal and use it to
  its full advantage.
  Ettins speak a pidgin tongue which incorporates the goblin
  and giant languages, but is most strongly inﬂuenced by the orc
  tongue. Speakers of the orc language have a 50% chance of un-
  derstanding an ettin’s speech. The rare ettins that can speak ad-
  ditional languages may speak orcish or common.
  Combat: Ettins are brutal and direct in combat, but are cun-
  ning enough to ambush their foes before facing them directly.
  Their two heads grant them an uncanny alertness, and they are
  surprised only on a roll of 1 on a 1d10.
  GAZER
  Climate/Terrain:
  Any
  Frequency:
  Very rare
  Number Appearing:
  1
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  15–16
  Treasure:
  I, (S), (T)
  Alignment:
  Lawful evil
  Armor Class:
  0 (body), 2 (small eyes), 7 (large eye)
  Movement:
  Fly 3 (MC 2)
  Hit Dice:
  7 (32 hp)
  THACO:
  11
  Attack:
  Bite 2d8
  Saving Throws:
  Fighter 7
  Special Traits:
  Anti-magic gaze, spells
  Magic Resistance:
  None
  Size:
  Man-sized (5’ diameter)
  Morale:
  18
  Experience:
  9,000
  Gazers are horriﬁc spheres seething and bubbling with eyes
  and razor-toothed maws.
  They can manifest eleven eyes at a
  time. One of these eyes is dominant and larger than the other ten,
  but all are functional and deadly. Gazers ﬂoat in the air without
  the use of wings or other visible means of ﬂight.
  Gazers are solitary creatures which hold a deep and abiding
  hatred for all others. Greedy and territorial, they dislike dealing
  with other creatures, but yet are adept at manipulating them to
  further their own interests. In this manner, they’ve been known
  to control huge networks of spies and inﬂuence the actions of
  entire kingdoms.
  Very rarely do gazers put aside their mutual hatred for oth-
  ers of their own kind to reproduce.
  The young are born live
  and summarily exiled by their mothers to fend for themselves.
  For unknown reasons, gazers are often born without their char-
  acteristic malleability. The forms of these variants are ﬁxed and
  unchanging–each has a peculiar distribution of eyes and maws,
  although their abilities are unchanged. Naturally, these variants
  consider their own shapes to be the perfection of gazer form, and
  hate all others as perversions.
  Combat: A gazer is a potent foe with a large array of magical
  abilities at its disposal. Each of its eyes can manifest a magical
  effect. The larger, dominant eye may emit a cone in front of it,
  140’ long and 160’ wide at the far end, which has the effect of an
  anti-magic shell. This effect is normally active, but a gazer may
  deactivate it at will. The central eye may be targeted separately
  from the gazer’s body and has 3d8 hit points, but the damage
  inﬂicted upon it does not count towards the damage needed to
  kill the gazer.
  Each of a gazer’s smaller eyes may each cast a spell at will, but
  only one may cast a given spell at a time:
  1. cause serious wounds, 50 yard range
  2. charm monster
  3. charm person
  4. death spell, only one target, 40 yard range
  5. disintegrate, 20 yard range
  6. fear
  7. ﬂesh to stone, 30 yard range
  8. sleep, only one target
  9. slow, only one target
  10. telekinesis, 250 lbs maximum weight
  A gazer may usually bring only a limited number of its smaller
  eyes to bear on its foes. It may only use 1d4 smaller eyes if its foes
  are within a 90’ angle, 1d6 if they are within a 180’ angle, and 1d8
  if they are within a 270’ angle. Only if it is being attacked from
  all sides may it use all 10 of its eyes. Each of these smaller eyes
  may be targeted separately from the gazer’s main body. Each one
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  has 1d8 + 4 hit points, but the damage inﬂicted on them does not
  count towards the damage needed to kill the gazer. Smaller eyes
  that are destroyed regenerate within one week.
  Once a gazer is slain, its eyes lose their powers.
  GENIE
  Djinni
  Efreeti
  Climate/Terrain:
  Plane of Air
  Plane of Fire
  Frequency:
  Very rare
  Very rare
  Number Appearing:
  1
  1
  Organization:
  Kingdom
  Kingdom
  Activity Cycle:
  Day
  Day
  Intelligence:
  8–14
  11–12
  Treasure:
  None
  None
  Alignment:
  Chaotic good
  Lawful evil
  Armor Class:
  4
  2
  Movement:
  9, ﬂy 24 (MC 1)
  9, ﬂy 24 (MC 1)
  Hit Dice:
  7 + 3 (34 hp)
  10 (45 hp)
  THACO:
  13
  11
  Attack:
  Slam 2d8 or by
  weapon
  Slam 3d8 or by
  weapon
  Saving Throws:
  Fighter 7
  Fighter 10
  Special Traits:
  Spells,
  whirlwind
  Fire immunity,
  spells
  Magic Resistance:
  None
  None
  Size:
  Large (8–10’ tall)
  Large (12’ tall)
  Morale:
  14
  16
  Experience:
  3,000
  6,000
  Genies are humanoids native to the elemental planes, where
  they have powerful and ancient kingdoms. They rarely travel
  to the prime material plane by choice, but are sometimes sum-
  moned by mortal spell casters. Genies have their own languages,
  may learn any language they encounter in their travels, and may
  communicate with any intelligent creature using telepathy.
  DJINNI
  Tall and well-muscled, djinn are genies native to the elemental
  plane of air. They have attractive human-like features, with sun-
  darkened skin and sky-colored eyes. As beﬁts their airy homes,
  they tend to dress in loose-ﬁtting, light clothing.
  On their native plane, djinn live in beautiful cities built on solid
  clouds or islands of earth drifting through the air, each ruled by
  a powerful caliph. These cities are cosmopolitan places, where
  beings from across the prime material, ethereal, and inner planes
  come to trade, and the djinn welcome all to bring their goods and
  their money. Each city is independent of others, although a city
  attacked will call upon the aid of its allied cities for defense.
  Djinn may travel to the prime material plane at will, although
  most are loathe to leave their home plane. When found upon
  the prime material plane, they favor wide deserts and other areas
  open to the sky. Djinn may travel to the prime material to trade
  or to seek knowledge, or they may be summoned and bound to
  service.
  Djinn are often friendly towards mortal creatures and ﬁnd
  them fascinating. Even when bound to service, they are unlikely
  to hold ill will towards those they serve unless their tasks are ex-
  ceedingly dangerous, their treatment harsh, or the length of their
  servitude excessive.
  Combat: Djinn are powerful ﬁghters, and their mastery of the
  air makes them truly frightening when in the open. When air-
  borne, a djinni’s foes suffer a −1 penalty to all attack and damage
  rolls due to his great agility and maneuverability. They are mas-
  ter swordsmen, and are equally skilled when ﬁghting unarmed.
  Incredibly strong, a djinni can carry up to 600 lbs without undue
  effort, while either walking or ﬂying.
  As skilled with magic as they are with combat, djinn may cast
  advanced illusion, create food & water (for 2d6 people), gaseous form,
  invisibility, major creation, and wind walk each once each day. As
  creatures of air, djinn gain a +4 bonus to saving throws against
  gaseous hazards and air-based spells.
  Once each day, a djinni may create a whirlwind 70’ high, 10’
  wide at its base, and 40’ wide at its top. The whirlwind takes 1
  turn to form, and once formed is under the djinni’s control. It
  may travel at a ﬂying speed of 18 with a maneuver class of A, al-
  though its base must remain in contact with the ground or it will
  dissipate in 1 turn. A djinni may direct his whirlwind to carry
  himself and up to six man-sized or three large creatures. All crea-
  tures except for carried creatures caught within the whirlwind
  must save vs. breath weapon each round they are within it, or be
  swept off their feet and battered for 2d6 points of damage each
  round.
  EFREETI
  Efreet are towering, hulking genies native to the elemental plane
  of ﬁre. Their features range from human-like to monstrous, with
  horns and sharpened teeth, though all efreet have eyes of ﬂicker-
  ing ﬂames. Their skin ranges from ﬂame-red to basalt-black, and
  they prefer loose and ﬂowing clothing.
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  Efreet build great cities of brass and basalt on the plane of ﬁre,
  and the greatest of these is a place of legend even amongst the
  mortals of the prime material plane. Each city is ruled by an iron-
  ﬁsted sultan. Although the Great City of Brass is a place where
  beings from all of existence come to trade and study, most other
  efreet cities are insular and unwelcoming places.
  Upon the prime material plane, efreet prefer scorching deserts
  and volcanic vents. They may enter the prime material freely, but
  rarely choose to leave the heat of their home plane. Instead, most
  efreet found on the prime material are summoned and forced into
  servitude. They do not serve willingly, and often seek revenge
  against their former masters after their servitude is over, no mat-
  ter how benign it may have been.
  Efreet see little worth in mortal creatures except for as slaves,
  and employ legions of these slaves to maintain their cities. They
  are infamous for these activities, and many who come to the
  Great City of Brass do so to buy and sell slaves.
  Combat: Efreet are fearsome combatants, and use their great
  strength and skill with weapons against their foes without mercy.
  As creatures of ﬁre, they are immune to normal ﬁre, and attacks
  made against an efreeti with magical ﬁre suffer a −1 penalty to all
  attack and damage rolls. Efreet are exceedingly strong, and can
  carry up to 750 lbs without undue effort, while either walking or
  ﬂying.
  Efreet are exceedingly skilled spell casters.
  An efreeti may
  cast advanced illusion, detect magic, enlarge, gaseous form, invisibil-
  ity, polymorph self, wall of ﬁre, and wish each once each day. An
  efreeti can also cast pyrotechnics at will.
  GHOUL
  Ghast
  Ghoul
  Climate/Terrain:
  Any
  Any
  Frequency:
  Rare
  Uncommon
  Number Appearing:
  1d6
  2d12
  Organization:
  Pack
  Pack
  Activity Cycle:
  Night
  Night
  Intelligence:
  13–14
  5–7
  Treasure:
  B, (Q), (R), (S),
  B, (T)
  (T)
  Alignment:
  Chaotic evil
  Chaotic evil
  Armor Class:
  6
  4
  Movement:
  15
  9
  Hit Dice:
  4 (18 hp)
  2 (9 hp)
  THACO:
  17
  19
  Attack:
  2 claws 1d3, bite
  1d6
  2 claws 1d4, bite
  1d8
  Saving Throws:
  Fighter 4
  Fighter 2
  Special Traits:
  Paralysis, stench
  Paralysis
  Magic Resistance:
  None
  None
  Size:
  Man-sized (5’–6’
  tall)
  Man-sized (5’–6’
  tall)
  Morale:
  11–12
  11–12
  Experience:
  1,400
  175
  GHOUL
  Ghouls are undead creatures cursed with a hunger for the ﬂesh of
  the living and the dead. Although similar in appearance to what
  they looked like in life, undeath has twisted them into gnarled
  creatures with long tongues, sharp teeth, and vicious talons.
  The transformation into a ghoul degrades a creature’s mind
  much as it does its body. Ghouls have the memories of their for-
  mer lives, but they lose all abilities granted by any former class
  levels. Their hatred of the living drives them towards evil.
  While ghouls are driven to feast upon intelligent beings, they
  do not need it to maintain their undead existences. However,
  a ghoul that does not eat is driven by hunger to madness, and
  desperately seeks to sate its hunger.
  Ghouls are often found in graveyards, both because they were
  buried there and because prey is easy to ﬁnd there.
  Combat: Ghouls usually attack without much thought to strat-
  egy, being driven by the needs of their ravenous hunger. The very
  touch of a ghoul is paralyzing. Creatures of large size or smaller
  touched by a ghoul, except for elves, must successfully save vs.
  paralyzation or be unable to move for 1d6 + 2 rounds or until
  subject to a remove paralysis spell. As undead creatures, ghouls
  are immune to sleep and charm spells, but may be turned by cler-
  ics and paladins. Ghouls are unable to enter an area protected by
  a protection from evil, 15’ radius spell.
  Man-sized or smaller humanoids killed by a ghoul, except for
  elves, will become ghouls themselves in 1d4 nights unless blessed
  or utterly destroyed.
  GHAST
  Ghasts are a more powerful form of ghoul, but are physically
  indistinguishable from their lesser brethren. They retain more
  of the intelligence and personality they possessed in life than
  ghouls, but share the same hunger and hatred for the living.
  Ghasts often lead packs of ghouls through force and cunning.
  Combat: As with ghouls, the touch of a ghast is paralyzing,
  but is much more powerful. Any creature of large size or smaller
  touched by a ghast, even elves, must successfully save vs. para-
  lyzation with a −2 penalty or be frozen in place for 1d6 + 4 rounds
  or subject to a remove paralysis spell. Like ghouls, ghasts are im-
  mune to sleep and charm spells, but may be turned. A protection
  from evil, 15’ radius spell does not prevent a ghast from approach-
  ing.
  GIANT
  Giants are huge humanoid creatures known for their great size
  and strength.
  While the lesser giants tend to be barbaric, the
  greater giants have great civilizations to rival those of any of the
  smaller races.
  As they share a common origin, giants speak a single language,
  albeit with each kind speaking a distinct dialect. More intelli-
  gent giants may speak other languages, usually those spoken by
  neighboring or allied creatures.
  CLOUD GIANT
  Cloud giants are well-proportioned humanoids with ﬁne human-
  like features. Their skin is the color of the sky, ranging from the
  blue of a sunny day to stormy gray to cloudy white, and their hair
  is white or silver. They stand close to 24’ tall and weigh upwards
  of 6 tons.
  Civilized and cultured, cloud giants appreciate ﬁne things and
  enjoy beautiful clothing, luxurious food and drink, music, and
  art.
  They consider themselves the pinnacle of giant-kind, al-
  though they deign to acknowledge the storm giants as near-
  equals. Though they all see the smaller humanoid races as lesser,
  good-aligned cloud giants often establish trading relationships
  with them. Evil-aligned cloud giants take no such troubles, and
  instead pillage and kill for what goods they want.
  Cloud giants often live in small families of 2d4 individuals, half
  of which are children, joined by bonds of blood or love. Each fam-
  ily is part of a clan with 1d6 other families. The families within a
  clan may live apart from one another, but maintain regular com-
  munications and come to one another’s aid in times of trouble.
  One in ten cloud giants is able to cast spells equivalent to a mage
  or cleric of up to 4th level. Such spell casters are highly respected
  by their families and clans.
  Families and clans often live in castles built on windswept
  mountaintops. Rarely, the family of a cloud giant spell caster
  builds a castle on an enchanted cloud, which can be controlled
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  GIANT
  Cloud Giant
  Fire Giant
  Frost Giant
  Hill Giant
  Stone Giant
  Storm Giant
  Climate/Terrain:
  Any
  mountains
  Any
  temperate to
  tropical
  Any arctic
  Any hills or
  mountains
  Temperate and
  sub-tropical
  mountains
  Any
  Frequency:
  Very rare
  Rare
  Very rare
  Rare
  Rare
  Very rare
  Number Appearing:
  1d10
  1d8
  1d8
  1d12
  1d10
  1d3 + 1
  Organization:
  Tribe
  Tribe
  Tribe
  Tribe
  Tribe
  Tribe
  Activity Cycle:
  Any
  Any
  Any
  Any
  Any
  Any
  Intelligence:
  8–12
  5–10
  5–10
  5–7
  8–10
  15–16
  Treasure:
  E, Q × 5
  E
  E
  D
  D
  E, Q × 10, S
  Alignment:
  Neutral good
  or neutral evil
  Chaotic evil
  Lawful evil
  Chaotic evil
  Neutral
  Chaotic good
  Armor Class:
  0
  −1 (5)
  0 (5)
  3 (5)
  0
  −6 (0)
  Movement:
  15
  12 (15
  unarmored)
  12 (15
  unarmored)
  12
  12
  15, swim 15
  Hit Dice:
  16 + 2d4 hp
  (77 hp)
  15 + 1d4 hp
  (71 hp)
  14 + 1d4 hp
  (66 hp)
  12 + 1d2 hp
  (55 hp)
  14 + 1d3 hp
  (65 hp)
  19 + 2d4 hp
  (91 hp)
  THACO:
  5
  5
  7
  9
  7
  3
  Attack:
  Slam 1d10 or
  by weapon
  +11
  Slam 1d8 or by
  weapon +10
  Slam 1d8 or by
  weapon +10
  Slam 1d6 or by
  weapon +7
  Slam 1d8 or by
  weapon +8
  Slam 1d10 or
  by weapon
  +12
  Saving Throws:
  Fighter 17
  Fighter 15
  Fighter 14
  Fighter 12
  Fighter 14
  Fighter 20
  Special Traits:
  Hurl boulders
  Fire resistance,
  hurl boulders
  Cold
  immunity,
  hurl boulders
  Hurl boulders
  Hurl boulders
  Catch
  boulders,
  electricity
  immunity,
  spells
  Magic Resistance:
  None
  None
  None
  None
  None
  None
  Size:
  Huge (24’ tall)
  Huge (21’ tall)
  Huge (18’ tall)
  Huge (16’ tall)
  Huge (18’ tall)
  Gigantic (26’
  tall)
  Morale:
  17–18
  13–14
  15–16
  13–14
  16
  17–18
  Experience:
  11,000; 12,000
  (spell caster)
  11,000; 12,000
  (spell caster
  levels 1–4);
  13,000 (spell
  caster levels
  5–7)
  10,000; 11,000
  (spell caster
  levels 1–4);
  12,000 (spell
  caster levels
  5–7)
  6,000
  9,000; 10,000
  (spell caster)
  16,000; 17,000
  (spell caster
  levels 1–5);
  18,000; (spell
  caster level
  6–9)
  to move at the wish of the spell caster. Cloud giant castles are
  60% likely to be guarded by ferocious guardian beasts such as
  lions, owlbears, griffons, or wyverns.
  Combat: Cloud giants ﬁght well in organized units, and often
  go into battle with allies from their clans. They prefer to hurl
  boulders at their foes before closing in for melee. A cloud giant
  can hurl a boulder up to 240 yards, and a successful hit inﬂicts
  2d12 points of damage.
  A cloud giant’s weapon inﬂicts 3 times the damage of the
  equivalent man-sized weapon.
  FIRE GIANT
  Fire giants are stocky humanoids with distinctly dwarven pro-
  portions, both in facial features and body shape. They usually
  have coal-black skin, hair any of the colors of ﬂame, and eyes
  blazing with ﬁery light. They stand around 18’ tall and weigh
  around 4 tons.
  As a cruel and despotic people, ﬁre giants lord their power
  over their lessers at any chance. They see themselves as far su-
  perior to smaller races, and freely raid and enslave those hu-
  manoids unfortunate enough to live nearby. They do not tolerate
  more powerful creatures, and use their discipline and ability to
  ﬁght well together to drive them away.
  Fire giants live in highly structured clans, each ruled by the
  iron ﬁst of the most powerful member. Fire giants do not judge
  power on strength alone; often, the thane of a clan will have at-
  tained his or her position by strategy, alliances with others, and
  cunning. A typical clan has 1d10 + 10 members, half of which are
  non-combatants or children. One in twenty ﬁre giants are clerics
  or mages of up to 7th level. These spell casters often serve as the
  viziers and spiritual advisors to their tribes.
  Clans of ﬁre giants often build huge castles or take cave com-
  plexes as their strongholds, often near volcanic activity. These
  lairs are often trapped, and are 50% likely to be guarded against
  intruders by vicious beasts. The most powerful tribes sometimes
  enslave red dragons of juvenile age or younger to protect their
  lairs, killing them when they become too large to easily control.
  Combat: Unlike their lesser kin, ﬁre giants are disciplined
  ﬁghters who excel at military tactics. They often hurl boulders
  at their foes to weaken or kill them before resorting to close quar-
  ter combat. A ﬁre giant can hurl a boulder up to a distance of 200
  yards, dealing 2d10 points of damage on a successful hit. Fire
  giants can catch boulders hurled by other giants or siege engines
  50% of the time.
  A ﬁre giant’s weapon inﬂicts twice as much damage as an
  equivalent man-sized weapon.
  Fire giants are immune to damage from normal ﬁres, and at-
  tacks with magical ﬁre gain a −1 penalty per die of damage.
  FROST GIANT
  Frost giants are muscular humanoids with human-like features.
  They have snow-white to light blue skin and hair ranging from
  the color of straw to the color of ice. An adult frost giant is around
  21’ tall and weighs around 4 tons.
  Aggressive and territorial, frost giants wage constant battle to
  drive others from their lands. Despite their barbarism they are
  clever, and those that they don’t kill or drive away are often cap-
  tured for slavery or ransom. Frost giants often raid and plunder
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  from their neighbors.
  Frost giants usually live in bands of 1d8 + 8 individuals, half
  of which are children. Particularly powerful frost giant chief-
  tains may lead larger bands, having conquered rival tribes and
  absorbed their subjugated rivals into their own. Tribes of frost
  giants rarely cooperate with each other, and are often at war. One
  out of every ﬁfty frost giants are spell casters equal to mages or
  clerics of up to 7th level. These spell casters are likely to lead their
  bands and use their magic to maintain power.
  Bands of frost giants often live in crude castles of ice and stone
  or caverns. They are 50% likely to keep winter wolves and other
  cold-loving beasts as guardians for their lairs, and have even
  been known to enslave young white dragons to protect their
  homes. These dragons are only rarely older than young adult
  age, as their captors tend to kill them when they grow too large
  to easily control.
  Combat: Guided by bloodlust and rage, frost giants usually
  rush into battle with little regard for strategy or cooperation.
  They can hurl boulders up to a distance of 200 yards, which in-
  ﬂict 2d10 points of damage on a successful hit. Frost giants can
  catch boulders hurled by other giants or siege engines 40% of the
  time.
  A frost giant’s weapon inﬂicts twice as much damage as an
  equivalent man-sized weapon.
  Frost giants are immune to cold damage.
  HILL GIANT
  The smallest of the true giants, hill giants are hulking humanoids
  with long arms and stooped postures. Their features are human
  but brutish, with heavy brows, beady eyes, and protruding jaws.
  Their skin, hair and eye colors span the normal human range.
  Adult hill giants stand around 16’ tall and weigh around 21⁄2 tons.
  Though belligerent and territorial, hill giants may form al-
  liances with other creatures–whether for trade or mutual protec-
  tion. These alliances are usually with other evil creatures such
  as ogres or orcs, but relations with human or demihuman set-
  tlements are not unheard of. More often, though, their relations
  with their neighbors are hostile.
  Hill giants often live in family-based tribes of 1d8 + 8 individu-
  als, a quarter of whom are children. Each tribe claims its own ter-
  ritory which they are loathe to share with other tribes, although
  tribes have been known to unite under strong leadership or in
  the face of great threats. Established tribes sometimes adopt out-
  siders into their ranks.
  Though they prefer to lair in caves, hill giants may build crude
  shelters or dig out dens for themselves in areas where caves are
  rare. Their lairs are 50% likely to be guarded by beasts or hu-
  manoid allies.
  Combat: Hill giants usually attack with little thought for strat-
  egy. They like to ambush their prey, and often hurl boulders at
  range. A hill giant can hurl a boulder up to 200 yards, and catch
  boulders hurled by other giants or siege engines 30% of the time.
  A boulder hurled by a hill giant inﬂicts 2d8 points of damage on
  a successful hit.
  A hill giant’s weapon inﬂicts twice as much damage as an
  equivalent man-sized weapon.
  STONE GIANT
  Stone giants are gaunt and lean humanoids with sharp, chiseled
  features. Completely hairless, they have skin the color stone, usu-
  ally of a variety common to where they live. Despite their slender
  builds, they are muscular and dense, weighing around 41⁄2 tons
  and standing 18’ tall.
  Usually isolationist, stone giants tend to have little contact
  with outsiders, either of hostile or beneﬁcial nature. They some-
  times trade for food and other goods with nearby civilizations
  and sometimes go to war with neighboring aggressive humanoid
  tribes, but for the most part are content to live apart. They bear
  few creatures ill will, though, and may be inclined to assist trav-
  elers through their lands, especially if they also stand to beneﬁt
  from such contact.
  Stone giants usually live in families of 1d6 + 4 individuals, half
  of which are children. A family often maintains good relations
  with other families for mutual protection and social interaction.
  One out of every twenty stone giants develop magical abilities,
  and are valued by their families as wise men and women. Such
  spell casters have the abilities of up to a 3rd level mage, and may
  also cast stone shape, stone tell, and transmute rock to mud (and its
  reverse) once each day as 5th level casters.
  With a deep connection to their mountains, stone giants pre-
  fer to live in caves, especially ones modiﬁed by the spellcasting
  abilities of their wise men and women. A stone giant cave is 75%
  likely to be guarded by beasts native to the areas in which they
  are located, and is often trapped.
  Combat: Stone giants prefer to ﬁght from afar, using their
  familiarity with their mountains to rain down hurled boulders
  upon their foes while avoiding retributive attacks. A stone giant
  can hurl a boulder up to 300 yards, and catch boulders hurled by
  other giants or siege engines 90% of the time. A boulder hurled
  by a stone giant inﬂicts 3d10 points of damage.
  Stone giants use weapons that inﬂict twice as much damage as
  an equivalent man-sized weapon.
  STORM GIANT
  The greatest of the true giants, storm giants appear as well-
  proportioned humans of immense size. They have deep green
  or rich purple skin and hair, and eyes of similar colors. Fully
  grown storm giants tower above most other creatures at 26’ tall,
  and weigh upwards of 7 tons. Storm giants can breathe water as
  easily as they can breathe air.
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  APPENDIX C. BESTIARY
  Storm giants are wise and generally peaceful creatures. They
  enjoy the company of others, and often have good relations with
  neighboring creatures. They often trade with smaller humanoids
  for ﬁne foodstuffs and wines.
  They are usually on especially
  good terms with good dragons and non-evil giants, and will often
  come to their aid if necessary. Although few are foolish enough
  to do so, storm giants ﬁght ﬁercely and mercilessly against crea-
  tures which threaten them.
  Though they usually live in small immediate families of 2d2
  giants, storm giants maintain contact with others in their larger
  extended families and clans. One in ﬁve storm giants are spell
  casters with the abilities of clerics up to 9th level or of mages up
  to 7th level.
  Storm giants often make their homes in great castles built on
  storm-swept mountain peaks, enchanted clouds (as per cloud gi-
  ants), or underwater. Their lairs are always guarded by trained
  beasts.
  Combat: When driven to ﬁght, usually passive storm giants
  are ﬁerce and merciless, seeking to end combat quickly and de-
  cisively. They favor magic and ranged weapons over face-to-face
  combat. Storm giants usually do not hurl boulders as other giants
  do, but are capable of catching hurled boulders 65% of the time.
  Once caught, they may throw them back as per a cloud giant.
  Storm giants are immune to electricity. In addition to any spell-
  casting ability they may have, all storm giants may cast control
  weather and levitate (up to 19,000 pounds) twice each day, and
  control winds, lightning bolt (15d6 damage), and weather summon-
  ing once each day. A storm giant casts these spells as a 15th level
  spell caster.
  A storm giant’s weapon inﬂicts three times the damage as an
  equivalent man-sized weapon.
  GNOLL
  Climate/Terrain:
  Any temperate to tropical, except
  deserts
  Frequency:
  Uncommon
  Number Appearing:
  2d6
  Organization:
  Tribe
  Activity Cycle:
  Night
  Intelligence:
  5–7
  Treasure:
  D, (Q × 5), (S), L, M
  Alignment:
  Chaotic evil
  Armor Class:
  5
  Movement:
  9
  Hit Dice:
  2 (9 hp)
  THACO:
  19
  Attack:
  By weapon
  Saving Throws:
  Fighter 2 or by class level
  Special Traits:
  None
  Magic Resistance:
  None
  Size:
  Large (7’ tall)
  Morale:
  11
  Experience:
  35; 65 (elite); 120 (chieftain)
  Gnolls are large, bestial humanoids with hyena-like heads and
  hairy, earth-toned hides. They stand signiﬁcantly taller than hu-
  mans, although their slumped and stooped postures make them
  seem shorter.
  Nomadic by nature, gnolls often roam the countryside pillag-
  ing in hunting bands or larger tribes. They strip the land of any
  game that they can ﬁnd, and steal and loot indiscriminately. They
  prefer to lair in ruins or caves, but these lairs are rarely perma-
  nent.
  Leading by fear and intimidation alone, gnoll tribes are led by
  their strongest member. These chieftains have 4 HD, AC 3, and
  a +3 bonus to melee damage due to their great strength. Chief-
  tains often surround themselves with elite bodyguards bribed or
  cowed into a semblance of loyalty to fend off challengers. These
  elite bodyguards have 3 HD, AC 4, and a +2 bonus to melee dam-
  age.
  Gnolls speak their own language, and may be ﬂuent in the
  speech of trolls, orcs, and hobgoblins.
  Combat: Despite their fractious nature, gnolls use their hunt-
  ing instincts to ﬁght with pack-like organization.
  A powerful
  leader makes them even more effective. They are not particu-
  larly brave, and will not ﬁght on when they ﬁnd themselves over-
  matched.
  As Player Characters: Gnoll characters receive a +1 racial
  bonus to strength and −1 racial penalties to intelligence and
  charisma.
  Ability Requirements (Minimum/Maximum)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Gnoll
  6/19
  5/18
  5/18
  3/14
  3/16
  3/14
  Gnolls may progress as ﬁghters to level 11, clerics to level 9,
  and thieves to level 11. They may multiclass as ﬁghter/thieves,
  ﬁghter/clerics, and cleric/thieves.
  Gnoll thieves receive adjustments of −5% to Pick Pockets, −5%
  to Open Locks, +5% to Hide in Shadows, +5% to Detect Noise,
  and −10% to Read Languages.
  Gnolls gain 2 additional hit points at ﬁrst level due to their
  large size, but take damage as large creatures.
  GNOME
  Climate/Terrain:
  Any hills
  Frequency:
  Rare
  Number Appearing:
  4d3
  Organization:
  Clan
  Activity Cycle:
  Any
  Intelligence:
  7–19
  Treasure:
  C, (Q × 20), M × 3
  Alignment:
  Neutral good
  Armor Class:
  6 (10)
  Movement:
  6
  Hit Dice:
  1 (5 hp)
  THACO:
  20
  Attack:
  By weapon
  Saving Throws:
  Fighter 1 or by class level
  Special Traits:
  None
  Magic Resistance:
  None
  Size:
  Small (31⁄2’ tall)
  Morale:
  12
  Experience:
  65
  Gnomes are small humanoids, distantly related to dwarves.
  They are shorter and slimmer, but share many dwarven fea-
  tures and proportions. They typically have dark earth- or wood-
  colored skin and dark hair, and eyes ranging from leaf green
  to deep sapphire blue. Gnomes are well-adapted to life under-
  ground, and have infravision out to 60’. Like dwarves, gnomes
  are naturally resistant to magic. Any attempt by gnomes to use
  magical items that are not of the illusion school or speciﬁc to their
  class has a 20% chance of failure.
  Usually good-natured, gnomes enjoy humor, music, and rev-
  elry. Skilled craftspeople, gnomes are renowned as superb jew-
  elers and gem-cutters, and often rival dwarven smiths in metal-
  working. They tend to be mechanically inclined, and may put
  their knowledge to use as siege engineers or inventors of fantas-
  tic devices. Despite their resistance to magic, gnomes have an
  aptitude for illusionary magic.
  Gnomes get along well with most other humanoid races. They
  are on good terms with both elves and dwarves, and sometimes
  act as intermediaries between the two when they are at odds.
  They consider halﬂings kindred spirits, due to both their simi-
  lar sizes and their shared love of celebration. They share no love,
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  however, for the goblin-kind races, who they often compete with
  for territory.
  They especially have a deep hatred for kobolds.
  Aside from their own language, gnomes often speak the common
  language and the languages of dwarves, halﬂings, kobolds, and
  goblins, and can communicate with burrowing mammals such as
  badgers, foxes, and rabbits.
  While gnomes can be found living anywhere, they most com-
  monly live in areas of rolling hills and wooded mountainsides.
  Gnomes often build the greater portion of their towns and
  cities under the earth, with only a few buildings aboveground.
  Gnomes are rarely encountered in the cities of other races, and
  those that are tend to be merchants and craftsmen. Being in tune
  with the earth, gnomes can detect a grade or slope in a passage
  on a roll of 1–5 on a 1d6, unstable structures underground on a
  roll of 1–7 on a 1d10, the approximate depth underground on a
  roll of 1–4 on a 1d6, and the cardinal directions underground on
  a roll of 1–3 on a 1d6.
  Combat: As small creatures, gnomes prefer trickery, magic,
  and strategy to direct conﬂict. They are skilled at ﬁghting against
  goblins and kobolds, and gain a +1 to all attack rolls against these
  hated foes. Gnomes use their small size to their advantage when
  ﬁghting against gnolls, bugbears, ogres, trolls, ogre magi, giants,
  and titans; these creatures suffer a −4 penalty to all attack rolls
  when ﬁghting against gnomes.
  As Player Characters: Gnomes as player characters are de-
  scribed in Chapter 2: Player Character Races.
  GOBLIN
  Climate/Terrain:
  Any non-arctic
  Frequency:
  Uncommon
  Number Appearing:
  4d6
  Organization:
  Tribe
  Activity Cycle:
  Night
  Intelligence:
  5–10
  Treasure:
  C, K
  Alignment:
  Lawful evil
  Armor Class:
  6 (10 unarmored)
  Movement:
  6
  Hit Dice:
  1 − 1 (3 hp)
  THACO:
  20
  Attack:
  By weapon
  Saving Throws:
  0-level character
  Special Traits:
  None
  Magic Resistance:
  None
  Size:
  Small (4’ Tall)
  Morale:
  10
  Experience:
  15; 35 (chief, sub-chief)
  Goblins are small humanoids with ﬂat faces, glassy eyes, and
  fang-ﬁlled mouths. They are scrawny and short, and have gangly
  arms and bandy legs. Goblins are creatures of darkness, and have
  infravision out to 60 feet. They are sensitive to light, and suffer a
  −1 penalty to all attack rolls when in bright sunlight.
  Notorious for breeding proliﬁcally, goblins are often members
  of huge tribes. Although they have little loyalty to their kind,
  they are communal creatures and are rarely found alone. Goblin
  tribes lair in dark and disused places such as caverns or aban-
  doned mines or ruins, and are able to detect unusual stonework
  in these areas 25% of the time. Tribes are led by chiefs with 2
  HD and AC 4, who is usually guarded by sub-chiefs with 1 + 1
  HD. Each tribe will also have several family and faction leaders
  with 1 HD. The shifting loyalties of the tribe’s members leads to
  instability and a constant battle for leadership.
  Although they are capable of industry, goblin workmanship is
  usually shoddy. Some tribes survive by mining and trade, espe-
  cially in areas rich with natural resources, but most fall back to
  a lifestyle of stealing and plundering. They hate outsiders, in-
  cluding other tribes of goblins, but save their greatest hatred for
  gnomes and dwarves. Goblins speak their own language, and
  more intelligent individuals may also speak the tongues of orcs,
  kobolds, and hobgoblins.
  Goblins often keep slaves, and a tribe may have dozens or hun-
  dreds. These slaves are worked harshly and subject to brutality
  at the slightest provocation. Goblins may keep worgs as pets,
  guardians, and mounts, and show an unusual afﬁnity for these
  creatures.
  Combat: Goblins ﬁght with simple, crude tactics, and prefer to
  ambush their foes rather than face open battle.
  As Player Characters:
  Goblin characters receive −1 racial
  penalties to strength and charisma.
  Ability Requirements (Minimum/Maximum)
  Cha
  Wis
  Int
  Con
  Dex
  Str
  Goblin
  4/15
  4/17
  5/16
  3/18
  3/18
  3/16
  Goblins may progress as ﬁghters to level 10, clerics to level 9,
  and thieves to level 12. They may multiclass as ﬁghter/thieves,
  ﬁghter/clerics, and cleric/thieves.
  Goblin thieves receive adjustments of +5% to Pick Pockets,
  +10% to Find/Remove Traps, +5% to Move Stealthily, +5% to
  Hide in Shadows, −10% to Climb Walls, and −10% to Read Lan-
  guages.
  Goblins have infravision out to 60 feet, but suffer a −1 penalty
  to attack rolls when in bright sunlight. They can detect unusual
  stonework 25% of the time.
  GOLEM
  Golems are constructs animated by powerful magical forces.
  They can be made from a variety of materials, although clay,
  ﬂesh, iron, stone, and wood are by far the most commonly used in
  their construction. Golems are wholly unnatural creatures, pos-
  sess no intelligence or drive of their own, and exist only to serve
  their creators.
  CLAY GOLEM
  Clay golems are sculpted from solid blocks of clay to resem-
  ble hulking humanoids. The crudest are barely recognizable as
  such with only minimal detail, while others can be considered
  works of art in their own right, rivaling the ﬁnest sculptures
  known. Clay golems are incredibly strong, with the equivalent
  of a strength score of 20 for purposes of carrying objects, forcing
  doors, and bending bars.
  326
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  GOLEM
  Clay Golem
  Flesh Golem
  Iron Golem
  Stone Golem
  Wood Golem
  Climate/Terrain:
  Any
  Any
  Any
  Any
  Any
  Frequency:
  Very rare
  Very rare
  Very rare
  Very rare
  Very rare
  Number Appearing:
  1
  1
  1
  1
  1
  Organization:
  Solitary
  Solitary
  Solitary
  Solitary
  Solitary
  Activity Cycle:
  Any
  Any
  Any
  Any
  Any
  Intelligence:
  0
  0
  0
  0
  0
  Treasure:
  None
  None
  None
  None
  None
  Alignment:
  Neutral
  Neutral
  Neutral
  Neutral
  Neutral
  Armor Class:
  7
  9
  3
  5
  6
  Movement:
  7
  8
  6
  6
  6
  Hit Dice:
  11 (49 hp)
  9 (40 hp)
  18 (81 hp)
  14 (63 hp)
  8 (36 hp)
  THACO:
  9
  11
  3
  7
  13
  Attack:
  Slam 3d10
  2 slams 2d8
  Slam 4d10
  Slam 3d8
  2 slams 2d8
  Saving Throws:
  Fighter 11
  Fighter 9
  Fighter 18
  Fighter 14
  Fighter 8
  Special Traits:
  Haste, immune to
  slashing and
  piercing weapons,
  unhealing
  wounds, magical
  weapon needed to
  hit
  Attack type
  immunities, spell
  immunity,
  magical weapon
  needed to hit
  Poison, +3 or
  better weapon
  needed to hit
  Slow, spell
  immunity, +2 or
  better weapon
  needed to hit
  Spell immunity,
  surprise
  Magic Resistance:
  None
  None
  None
  None
  None
  Size:
  Large (8’ tall)
  Large (7’+ tall)
  Large (12’ tall)
  Large (9’+ tall)
  Large (10’ tall)
  Morale:
  19–20
  19–20
  19–20
  19–20
  19–20
  Experience:
  8,000
  5,000
  15,000
  10,000
  2,000
  Combat: Clay golems attack only at the orders of their creators,
  and have no initiative of their own. They can only be hit by mag-
  ical blunt weapons, as the malleable clay of their body quickly
  seals puncture wounds and slashes. Created from earth, they are
  vulnerable to spells that affect such. A move earth spell cast on a
  clay golem inﬂicts 3d12 points of damage and hurls it 120’ in any
  chosen direction, and an earthquake spell cast upon it prevents it
  from moving for 1 round and inﬂicts 5d10 points of damage. A
  disintegrate spell cast upon a clay golem does not have its usual
  effect, and merely slows it as per the slow spell for 1d6 rounds
  and inﬂicts 1d12 points of damage.
  Once per day, a clay golem may cast haste upon itself after at
  least 1 round of combat. This effect lasts for 3 rounds.
  The clay used to construct a clay golem is unclean, and all
  wounds inﬂicted by a ﬂesh golem do not heal normally. Only
  a heal spell cast by a priest of 17th level or higher can heal damage
  caused by a clay golem.
  The magic binding a clay golem to its creator is relatively weak.
  Each round a clay golem engages in combat, there is a 1% cumu-
  lative chance that its binding to its controller fails, causing it to
  attack all creatures in sight indiscriminately until it is killed. The
  chance that its binding fails falls back to 0% after each combat,
  but once it fails, it may never be re-established.
  FLESH GOLEM
  Flesh golems are muscular humanoid constructs stitched to-
  gether from the ﬂesh of many corpses. Unless extreme care has
  been taken to preserve its components in its creation, a ﬂesh
  golem smells of decaying ﬂesh and grave dirt. Flesh golems have
  an effective strength of 19 when carrying objects, forcing doors,
  and bending bars.
  Combat: Like other golems, ﬂesh golems are capable only of
  carrying out the will of their creators during combat, and ﬁght
  without a will of their own. They can only be harmed by magical
  weapons. Fire- and cold-based attacks slow a ﬂesh golem for 2d6
  rounds as per a slow spell, and electrical attacks heal a ﬂesh golem
  of 1 point of damage for each die of damage they would normally
  inﬂict. All other spells have no effect on a ﬂesh golem.
  The magic controlling a ﬂesh golem is fragile. Each round a
  ﬂesh golem engages in combat, there is a 1% cumulative chance
  that it breaks free from its creator’s control. Once uncontrolled,
  a ﬂesh golem will attack all nearby creatures. The chance that a
  golem becomes uncontrolled falls back to 0% after each combat.
  A golem’s creator may attempt to regain control over an uncon-
  trolled golem by force of will. Such attempts have a 10% chance
  of success each round, and require the creator to be within 60’ of
  the golem and within a line of sight.
  IRON GOLEM
  Iron golems are massive constructs of iron and steel. They can be
  sculpted in any style, but are often designed as towering, faceless
  suits of armor. Newly created iron golems shine like burnished
  metal, but quickly develop a patina of rust and corrosion unless
  they are carefully maintained. Iron golems are incredibly strong,
  and have a strength equal to 24 for purposes of carrying objects,
  forcing doors, and bending bars.
  Combat: Iron golems ﬁght at the direction of their creators and
  take no actions of their own decision. They can be harmed only
  by weapons of +3 enchantment or better. Electricity-based spells
  slow an iron golem for 3 rounds as per a slow spell, and ﬁre-based
  spells heal an iron golem of 1 point of damage for each die of
  damage they would normally inﬂict. All other spells have no
  effect on an iron golem.
  As soon as an iron golem engages in combat and every 7
  rounds thereafter that it is still ﬁghting, it breathes a cloud of
  poisonous gas that engulfs a 10’ cube in front of it. The cloud
  dissipates after one round. Creatures caught in the cloud are af-
  fected as per a cloud kill spell cast by an 18th level mage.
  STONE GOLEM
  Stone golems are humanoid statues carved from solid rock. Al-
  though they need only be rough-hewn into vaguely humanoid
  shape, most stone golems are ﬁnely sculpted, and some are works
  of art unto themselves.
  Stone golems possess great strength
  equivalent to a score of 22 for the purposes of carrying objects,
  forcing doors, and bending bars.
  Combat: Stone golems have no will of their own, and ﬁght
  only as commanded by their creators. They may be harmed only
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  by weapons of +2 enchantment or better. It is immune to all spells
  save transmute rock to mud, which slows it for 2d6 rounds as per
  a slow spell, and stone to ﬂesh, which doesn’t change its composi-
  tion but does allow it to be affected by any weapon or spell for
  1 round. A transmute mud to rock spell immediately heals a stone
  golem of all damage.
  A stone golem can cast a slow spell once every other round on
  any target within 10’.
  WOOD GOLEM
  Wood golems are humanoid constructs made of wood.
  Most
  often, a wood golem is nothing more than rough branches and
  trunks lashed together with rope, although they may instead be
  sculpted from sufﬁciently large pieces of wood. They have an
  effective strength of 17 for purposes of carrying objects, forcing
  doors, and bending bars.
  Combat: Wood golems follow the directions of their creators,
  and will not attack unless commanded. They are harmed by non-
  magical as well as magical weapons, but are immune to spells un-
  less they are cast by creatures of 4 or more hit dice or experience
  levels.
  Wood golems are difﬁcult to see in wooded surroundings, and
  incur a −2 penalty to opponents’ surprise rolls in such a setting.
  GRIFFON
  Climate/Terrain:
  Temperate or subtropical hills or
  mountains
  Frequency:
  Uncommon
  Number Appearing:
  2d6
  Organization:
  Pride
  Activity Cycle:
  Day
  Intelligence:
  2–4
  Treasure:
  C, (S)
  Alignment:
  Neutral
  Armor Class:
  3
  Movement:
  12, ﬂy 30 (MC 3, MC 4 if mounted)
  Hit Dice:
  7 (32 hp)
  THACO:
  13
  Attack:
  2 claws 1d4, bite 2d8
  Saving Throws:
  Fighter 7
  Special Traits:
  None
  Magic Resistance:
  None
  Size:
  Large (9’ long)
  Morale:
  11–12
  Experience:
  650
  Griffons are majestic ﬂying predators combining traits of lions
  and eagles. A griffon’s head, wings, and talons are those of an
  eagle and covered with brown feathers, while its body is that of
  a lion, with tawny fur.
  In the wild, they are untamed and ferocious, but can be trained
  with great effort into loyal mounts. They are strictly carnivorous,
  naturally preying on large animals. They have a strong prefer-
  ence for horseﬂesh, and are likely to ignore threats or other prey
  to attack horses or horse-like creatures.
  Much like lions, griffons live in prides of several females, one
  or two males, and their associated young. As most males are
  expelled from their prides upon reaching maturity, males may
  also be found without prides, either living alone or with one or
  two other prideless males. Prides are territorial, and each pride
  maintains a nest within their territory. Females lay eggs once a
  year; once hatched, young griffons remain with the pride until
  they reach maturity at three years of age.
  Combat: Griffons hunt in packs, and carry over such coopera-
  tion to combat. They use their great size and their ability to ﬂy to
  ambush their foes from above.
  HALFLING
  Climate/Terrain:
  Any
  Frequency:
  Uncommon
  Number Appearing:
  2d6
  Organization:
  Community
  Activity Cycle:
  Day
  Intelligence:
  11–12
  Treasure:
  B, K
  Alignment:
  Lawful good
  Armor Class:
  6 (10)
  Movement:
  6 (9 unarmored)
  Hit Dice:
  1 (4 hp)
  THACO:
  20
  Attack:
  By weapon
  Saving Throws:
  Fighter 1 or by class level
  Special Traits:
  Bow and sling skill
  Magic Resistance:
  None
  Size:
  Small (3’ tall)
  Morale:
  11–12
  Experience:
  65
  Halﬂings are small humanoids. They are of obvious human
  stock, but are roughly half the height of a human, even fully
  grown. Their hair, eyes, and skin tones span the human range.
  Halﬂings prefer to go barefoot, as their powerful feet have thick
  leathery soles and are topped with warm fur-like hair. Halﬂings
  have sharp eyes, with infravision out to 60’. Despite their small
  size, they are a durable folk, and are particularly resistant to
  magic and poison.
  As a gentle folk, halﬂings usually prefer quiet lives of close
  community and honest labor. They enjoy good food and drink
  and good company.
  While they are mostly unadventurous,
  halﬂings sometimes develop a wanderlust that drives them to ex-
  plore the unknown. Most halﬂings affected by wanderlust even-
  tually return to a simple lives, but a rare few continue to seek
  adventure.
  Though they have good relations with other races, halﬂings
  are closest to humans. They share many of the same attitudes
  as their larger cousins, and gain a +2 bonus to all reaction rolls
  when dealing with humans. While they have no great enmity to-
  wards any other race, neither do they forget previous aggression
  towards them, and distrust evil humanoids such as orcs and gob-
  lins. Halﬂings often speak the common tongue and the languages
  of gnomes, goblins, and orcs in addition to their own language.
  Halﬂings can be found anywhere humans can, but prefer to
  live in rolling countrysides and woodlands well suited for their
  preferred agricultural lifestyle. Their towns and villages are built
  in the human style, but often include a large number of un-
  derground burrow-like dwellings. Accustomed to a rural life,
  halﬂings are able to discern the cardinal directions while outside
  on a roll of 1–3 on a 1d6 and detect slight slopes while outside on
  a roll of 1–3 on a 1d4.
  Combat: Halﬂings prefer to avoid combat whenever possible,
  but rely on their small size and stealth when forced to ﬁght. They
  possess impressive stealth, and impose a −4 penalty to their op-
  ponents’ surprise rolls if they are not wearing metal armor and
  are in alone or in a group composed only of halﬂings and elves.
  Halﬂings are adept at the use of slings and hurled weapons, and
  gain a +1 bonus to all attack rolls made using them.
  As Player Characters: Halﬂings as player characters are de-
  scribed in Chapter 2: Player Character Races.
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  APPENDIX C. BESTIARY
  HARPY
  Climate/Terrain:
  Any temperate to tropical
  Frequency:
  Rare
  Number Appearing:
  2d6
  Organization:
  Flock
  Activity Cycle:
  Day
  Intelligence:
  5–7
  Treasure:
  C, (R)
  Alignment:
  Chaotic evil
  Armor Class:
  7
  Movement:
  6, ﬂy 15 (MC 3)
  Hit Dice:
  7 (32 hp)
  THACO:
  13
  Attack:
  2 talons 1d3, by weapon
  Saving Throws:
  Fighter 7
  Special Traits:
  Entrancing song, entrancing touch
  Magic Resistance:
  None
  Size:
  Man-sized (6’ tall)
  Morale:
  13–14
  Experience:
  1,400
  Known for their alluring song and their cruel nature, harpies
  are winged humanoids that prey upon travelers. Universally fe-
  male, a harpy has the face and body of a young women and the
  wings and legs of a vulture.
  They are most often ﬁlthy, with
  ragged hair, dirt-smeared skin, and a nauseating stench. They
  speak their own language, but rarely speak the tongues of other
  creatures.
  Nesting together in small ﬂocks, harpies usually claim a cave
  or similar shelter to live in. These lairs are ﬁlthy places, strewn
  with waste and the remains of the harpies’ victims. Harpies tend
  to make their lairs near roads or shipping lanes in wild areas,
  where victims are likely to happen by but organized reprisal is
  unlikely.
  Harpies have no use for most treasures, and rarely make use of
  their victims’ possessions other than clothing and jewelry. Any
  other treasure left by their victims is usually discarded amongst
  the ﬁlth of the lair. While they cooperate with their nest-mates
  to hunt and share the spoils with them, harpies do not like their
  companions, and often ﬁght with them.
  Though they feed exclusively on ﬂesh, harpies are not selec-
  tive in what they eat. They sometimes ally themselves with other
  evil humanoids, but most often consider these to be no different
  than any other potential prey. With no males of their own kind,
  they mate with other humanoids (often their victims). Children
  of these matings are always harpies.
  Combat: Harpies hunt in packs with their nest-mates. They
  kill smaller animals with their talons, and resort to crude spears
  and clubs to bring down larger animals.
  When hunting hu-
  manoids, however, harpies use their song to subdue their prey.
  All humanoids, except for elves, who hear a harpy’s song must
  save vs. spell or approach the harpy as quickly as possible. Once
  by her side, such victims are unable to do anything but listen to
  her entrancing song, and are usually killed at the harpy’s leisure.
  Entranced creatures remain so until the harpy stops singing, and
  harpies may continue to sing while engaged in combat. Crea-
  tures who are deaf or have blocked their ears with wax or similar
  substances are unaffected by a harpy’s song.
  A harpy’s touch is as potent as her song. A humanoid touched
  by an unarmed harpy must save vs. spell or be affected as one
  entranced by a harpy’s song for 1d10 + 20 hours or until the harpy
  is slain. As with her song, a harpy’s touch does not affect elves.
  HOBGOBLIN
  Climate/Terrain:
  Any non-arctic
  Frequency:
  Uncommon
  Number Appearing:
  2d10
  Organization:
  Tribe
  Activity Cycle:
  Any
  Intelligence:
  8–10
  Treasure:
  D, (Q × 5), J, M
  Alignment:
  Lawful evil
  Armor Class:
  5 (10)
  Movement:
  9
  Hit Dice:
  1 + 1 (6 hp)
  THACO:
  19
  Attack:
  By weapon
  Saving Throws:
  Fighter 1 or by class level
  Special Traits:
  None
  Magic Resistance:
  None
  Size:
  Man-sized (61⁄2’ tall)
  Morale:
  11–12
  Experience:
  35; 65 (sergeant); 120 (chief)
  Hobgoblins are human-sized goblin-kind with ﬂat faces and
  mouths full of sharp teeth. Muscular and tall, they stand upright
  despite their long apelike arms. Unlike the smaller goblins, they
  have no fear of the sunlight but still possess infravision out to 60
  feet.
  Organized and militaristic, hobgoblins organize their tribes
  like armies. While they are intensely loyal to their own tribes,
  this loyalty does not extend to other tribes. Meetings between
  tribes are fraught with the danger of open warfare, and always
  result in threats and insults. Each tribe is led with an iron ﬁst
  by a 4 HD chief with AC 2 and a +3 bonus to damage rolls. The
  chief’s commands are unquestioned and carried out by sergeants
  with 3 HD, AC 3, and a +2 bonus to damage rolls. Hobgoblins
  are aggressive and expansionist, bringing them into conﬂict with
  all other humanoids. They especially despise elves, and will go
  to extraordinary lengths to attack them.
  Hobgoblins prefer to live underground, although a minority
  of tribes build heavily fortiﬁed towns on the surface. They are
  skilled miners, able to recognize unusual stonework 40% of the
  time. They are also skilled craftsmen, manufacturing ﬁne (if not
  beautiful) weapons and armor. Hobgoblins speak their own lan-
  guage, and may also speak the languages of orcs, goblins, carniv-
  orous apes, and the common tongue.
  Combat: Hobgoblins ﬁght with discipline and strategy, and are
  adept at organized warfare.
  As Player Characters: Hobgoblin characters have a −1 racial
  penalty to charisma.
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  APPENDIX C. BESTIARY
  Ability Requirements (Minimum/Maximum)
  Cha
  Wis
  Int
  Con
  Dex
  Str
  Hobgoblin
  6/18
  6/18
  5/18
  3/18
  3/18
  3/18
  Hobgoblins may progress as ﬁghters to level 11, clerics to level
  9, and thieves to level 12. They may multiclass as ﬁghter/clerics
  and ﬁghter/thieves.
  Hobgoblin thieves receive adjustments of +5% to Open Locks,
  +5% to Find/Remove Traps, and −10% to Read Languages.
  Hobgoblins have infravision out to 60 feet. They can detect
  unusual stonework 40% of the time.
  HUMAN
  Climate/Terrain:
  Any
  Frequency:
  Common
  Number Appearing:
  2d10
  Organization:
  Any
  Activity Cycle:
  Any
  Intelligence:
  3–18
  Treasure:
  L, M
  Alignment:
  Any
  Armor Class:
  6 (10)
  Movement:
  12
  Hit Dice:
  1 (4 hp)
  THACO:
  20
  Attack:
  By weapon
  Saving Throws:
  Fighter 1 or by class level
  Special Traits:
  None
  Magic Resistance:
  None
  Size:
  Man-sized (6’ tall)
  Morale:
  10–12
  Experience:
  15
  Humans are the most common and widespread of the hu-
  manoids. They are extremely diverse, with skin ranging from
  pale to dark, hair from white-blonde to black, and eyes from
  black to pale blue.
  Nothing if not adaptable and versatile, human societies are
  accordingly diverse.
  Each one has its own customs, beliefs,
  and ways of life. Some are cosmopolitan and advanced, ruling
  over vast territories, while others are simple families of hunter-
  gatherers who govern only themselves, but most are somewhere
  in between.
  Human relations with other races vary from one group of hu-
  mans to the next. Some are noble and befriend other good races
  such as elves and dwarves, while others are little different from
  the orcs and goblins with whom they ally.
  As their adaptability allows them to live in most parts of the
  world, humans can be found almost everywhere. Their towns
  and cities are as diverse as they are, from temporary gatherings
  of tents and huts to sprawling cities of stone and brick.
  Combat: Humans approach combat and warfare in as many
  different ways as they have cultures.
  As Player Characters: Humans as player characters are de-
  scribed in Chapter 2: Player Character Races.
  HYDRA
  Hydrae are great reptilian monstrosities. Each hydra has an im-
  mense lizard-like body armored with earth-colored scales and at
  least ﬁve dragon-like heads, although no hydrae have been re-
  ported with more than twelve heads.
  Found most often in swamps and backwaters, hydrae are fe-
  rocious predators. They are often the largest creatures in their
  areas, and indiscriminately devour any creature they can catch.
  No mere animals, they possess a certain dangerous cunning and
  cannot be trained.
  As solitary creatures, hydrae gather only to mate. Female hy-
  drae lay clutches of eggs once each year, but few hatchlings sur-
  vive to adulthood.
  Combat: Hydrae have 1 hit die per head. Hydrae with more
  than ﬁve heads have correspondingly more hit points and attacks
  each round, and lower THACOs to correspond to their hit dice.
  Each additional head adds 600 experience points to a hydra’s ex-
  perience value.
  Hydrae may attack with each head every round, although they
  may only bring up to four heads to bear against any one creature.
  Each time a hydra takes 8 points of damage, it is assumed that
  one head is severed, mangled, or otherwise killed. The death of
  a head does not affect the hydra’s other heads or its ability to act
  normally. If a hydra regains hit points through healing or magic,
  one head regenerates for each 8 hit points restored.
  CRYOHYDRA
  Cryohydrae are hydrae found in cold environments.
  All but
  identical in appearance and behavior to normal hydrae, cryohy-
  drae have dark purple and ruddy brown scales.
  Combat: In addition to all the combat abilities of a normal hy-
  dra, each head of a cryohydra can breathe a stream of icy wind
  and sleet 10’ wide and 20’ long. A cryohydra’s breath weapon
  inﬂicts 8 points of damage to creatures caught within its area,
  or 4 points of damage to those who successfully save vs. breath
  weapon.
  HYDRA
  Cryohydra
  Hydra
  Pyrohydra
  Lernaean Hydra
  Climate/Terrain:
  Any arctic
  Any swamp
  Any desert or volcanic
  Any swamp
  Frequency:
  Very rare
  Uncommon
  Rare
  Very rare
  Number Appearing:
  1
  1
  1
  1
  Organization:
  Solitary
  Solitary
  Solitary
  Solitary
  Activity Cycle:
  Any
  Any
  Any
  Any
  Intelligence:
  2–4
  2–4
  2–4
  2–4
  Treasure:
  None
  None
  None
  None
  Alignment:
  Neutral
  Neutral
  Neutral
  Neutral
  Armor Class:
  5
  5
  5
  5
  9
  9
  9
  9
  5 (23 hp)
  5 (23 hp)
  5 (23 hp)
  5 (23 hp)
  15
  15
  15
  15
  5 bites 1d6
  5 bites 1d6
  5 bites 1d6
  5 bites 1d6
  Fighter 5
  Fighter 5
  Fighter 5
  Fighter 5
  Breath weapon
  None
  Breath weapon
  Regenerate heads
  None
  None
  None
  None
  Gigantic (30’ long)
  Gigantic (30’ long)
  Gigantic (30’ long)
  Gigantic (30’ long)
  8–10
  8–10
  8–10
  8–10
  1,400
  650
  1,400
  975
  Movement:
  Hit Dice:
  THACO:
  Attack:
  Saving Throws:
  Special Traits:
  Magic Resistance:
  Size:
  Morale:
  Experience:
  330
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  LERNEAN HYDRA
  Lernaean hydrae are identical in appearance, habitat, and behav-
  ior to normal hydrae.
  Combat: Lernaean hydrae have all the combat abilities of nor-
  mal hydrae, as well as the ability to regenerate lost heads. 1d4
  rounds after a Lernaean hydra’s head is destroyed, it grows two
  additional heads and gains the corresponding 2 hit dice. Appli-
  cation of ﬁre to a destroyed head before the new heads have a
  chance t grow prevent regeneration. A Lernaean hydra can have
  a maximum of 12 heads at any one time.
  PYROHYDRA
  Pyrohydrae are found in hot and arid places. They look and act
  like normal hydrae, but can be distinguished by their rusty scales.
  Combat: In addition to all the combat abilities of a normal hy-
  dra, each head of a pyrohydra can breathe a gout of ﬁre 10’ wide
  and 20’ long. A pyrohydra’s breath weapon inﬂicts 8 points of
  damage to creatures caught within its area, or 4 points of damage
  to those who successfully save vs. breath weapon.
  INVISIBLE STALKER
  Climate/Terrain:
  Any
  Frequency:
  Very rare
  Number Appearing:
  1
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  13–14
  Treasure:
  None
  Alignment:
  Neutral
  Armor Class:
  3
  Movement:
  12, ﬂy 12 (MC 1)
  Hit Dice:
  8 (36 hp)
  THACO:
  13
  Attack:
  Whirlwind 4d4
  Saving Throws:
  Fighter 13
  Special Traits:
  Invisibility, surprise
  Magic Resistance:
  30%
  Size:
  Large (8’ tall)
  Morale:
  13–14
  Experience:
  4,000
  Invisible stalkers are natives of the elemental plane of air. As
  their name implies, they are all but invisible, detectable only as
  a shimmering refraction. Invisible stalkers understand the com-
  mon language, but only speak their own language.
  When encountered outside their home plane, invisible stalk-
  ers have almost certainly been summoned by an invisible stalker
  spell. This summoning binds an invisible stalker to service until
  it completes its given task or it is defeated in combat. Invisible
  stalkers are grudging servants. When carrying out any but the
  simplest tasks, they seek any loopholes in the wording of their
  commands that allow them to fulﬁll the letter of their tasks while
  corrupting the intent. Each day that its task persists without be-
  ing completed, an invisible stalker gains a cumulative 1% chance
  to ﬁnd a loophole in the task’s wording that allows it to abandon
  its task and return to its home plane.
  Invisible stalkers are capable trackers, and can faultlessly fol-
  low any trail less than 24 hours old.
  Combat: While loathe to enter combat on behalf of their sum-
  moners, invisible stalkers will ﬁght furiously if ordered to do
  so. They cannot be killed on any plane except for the elemen-
  tal plane of air; defeating an invisible stalker on another plane
  merely drives it back to its home plane.
  Invisible stalkers are difﬁcult to detect, and impose a −6
  penalty to the surprise rolls of their victims. Creatures unable to
  see invisible objects suffer a −2 penalty to all attack rolls against
  invisible stalkers.
  KOBOLD
  Climate/Terrain:
  Any
  Frequency:
  Uncommon
  Number Appearing:
  5d4
  Organization:
  Tribe
  Activity Cycle:
  Night
  Intelligence:
  8–10
  Treasure:
  (Q × 5), J, O
  Alignment:
  Lawful evil
  Armor Class:
  7 (10)
  Movement:
  6
  Hit Dice:
  1⁄2 (3 hp)
  THACO:
  20
  Attack:
  By weapon
  Saving Throws:
  0-level character
  Special Traits:
  None
  Magic Resistance:
  None
  Size:
  Small (3’ tall)
  Morale:
  8–10
  Experience:
  7; 15 (guard); 35 (chief)
  Kobolds are diminutive humanoids distantly related to the
  goblin-kind races. They have protruding muzzles, small horns,
  scaly hides, and rat-like non-prehensile tails.
  They are well-
  adapted to dark conditions, and have infravision out to 60’. How-
  ever, they do not like bright lights, and suffer a −1 penalty to all
  attack rolls in sunlight or similar lighting.
  Although individually weak, kobolds are almost never en-
  countered alone. They live in tribes of 9d10 × 10 individuals,
  two-thirds of which are adults and the remainder children. Each
  tribe is made of a number of families joined by a patchwork of
  ever-changing alliances and feuds under the leadership of a chief.
  Kobold chiefs have 1 + 1 HD and wear armor granting AC 5,
  and surround themselves with 2d4 guards with similar statistics.
  Kobold warbands are commanded by leaders with 1 − 1 HD and
  AC 6.
  While they are unharmed by sunlight, kobolds prefer darkness
  and often live in underground areas or dense, overgrown forests.
  They are good miners, and prefer to live in areas rich in miner-
  als or ores. They are clever and industrious, and often protect
  their lairs with sadistic traps. 65% of kobold lairs are guarded by
  animals such as boars or wolverines.
  Kobolds speak their own language of dog-like yaps and snarls,
  and the more intelligent ones may learn to speak the orcish and
  goblin languages. They do not trust outsiders, but sometimes ally
  themselves with goblins or other evil humanoids. They dislike
  fey creatures, and hold a mortal hatred for gnomes.
  Combat: Kobolds rely on overwhelming numbers and trickery
  to make up for their physical weakness. They avoid fair ﬁghts,
  and always prepare traps for their foes ahead of time whenever
  possible. They usually avoid outright battle unless they outnum-
  ber their foes two to one, but will attack gnomes on sight regard-
  less of the odds.
  As Player Characters: Kobold characters receive −1 racial
  penalties to strength and constitution.
  Ability Requirements (Minimum/Maximum)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Kobold
  3/16
  4/18
  4/15
  3/17
  3/18
  3/14
  Kobolds may progress as ﬁghters to level 8, clerics to level 9,
  and thieves to level 12. They may multiclass as ﬁghter/clerics,
  ﬁghter/thieves, and cleric/thieves.
  Kobold thieves receive adjustments of +5% to Pick Pockets,
  +5% to Move Stealthily, +10% to Hide in Shadows, +10% to De-
  tect Noise, −15% to Climb Walls, and −10% to Read Languages.
  Kobolds have infravision out to 60 feet, but suffer a −1 penalty
  to attack rolls when in bright sunlight.
  331
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  LEPRECHAUN
  Climate/Terrain:
  Temperate plains and forests
  Frequency:
  Uncommon
  Number Appearing:
  1d20
  Organization:
  Clan
  Activity Cycle:
  Any
  Intelligence:
  15–16
  Treasure:
  F
  Alignment:
  Neutral
  Armor Class:
  8
  Movement:
  15
  Hit Dice:
  1⁄2 + 1 (5 hp)
  THACO:
  20
  Attack:
  None
  Saving Throws:
  0-level character
  Special Traits:
  Invisibility, never surprised, spells
  Magic Resistance:
  80%
  Size:
  Tiny (1’ tall)
  Morale:
  11
  Experience:
  420
  Leprechauns are mischievous fey creatures. They appear to
  be unusually small halﬂings, and it is commonly rumored that
  they have both halﬂing and pixie ancestry. Their hair is often
  red and their eyes green, although all normal halﬂing or human
  colorations are possible.
  While adept at magic in general, leprechauns have a particular
  knack for illusions. They enjoy using their abilities to taunt and
  vex larger folk or to ﬁlch likely treasure. They have a weakness
  for gold, and hoard it jealously. A leprechaun will often bargain
  to regain a stolen hoard, offering his talents up to and including
  his ability to grant wishes, although they are loathe to do so.
  Leprechauns live in close-knit clans of 5d4 individuals, 10% of
  which are children. Each clan member is in close communica-
  tion with their clanmates, and knowledge learned by one soon
  spreads to the rest of the clan. Leprechauns distrust humans,
  dwarves, and other humanoids, but often treat elves, gnomes,
  and halﬂings, and fey creatures as distant kin. They speak their
  own language, as well as the languages of halﬂings, elves, and
  fey folk.
  Clans of leprechauns often live together in caves or other hid-
  den dwellings, preferably in green country.
  Their homes are
  warm, well-furnished, and well-stocked with plenty of food,
  wine, and ale.
  As they keep their hordes in their lairs, lep-
  rechauns keep the location of their lairs completely secret from
  outsiders.
  Combat: Leprechauns usually try to avoid combat, preferring
  to use their magical talents to escape from threats without ﬁght-
  ing.
  They can cast advanced illusion, invisibility, polymorph any
  object (non-living targets only, which may only be polymorphed
  into other non-living objects), and ventriloquism at will, and wish
  up to three times daily. They may never cast wish for themselves,
  only on behalf of other creatures.
  LICH
  Climate/Terrain:
  Any
  Frequency:
  Very rare
  Number Appearing:
  1
  Organization:
  Solitary
  Activity Cycle:
  Night
  Intelligence:
  19–20
  Treasure:
  A
  Alignment:
  Any evil
  Armor Class:
  0
  Movement:
  6
  Hit Dice:
  11
  THACO:
  9
  Attack:
  Touch 1d10
  Saving Throws:
  By class level
  Special Traits:
  Fear, paralysis, phylactery, spell
  immunities, spells, magical weapon
  needed to hit
  Magic Resistance:
  None
  Size:
  Man-sized (6’ tall)
  Morale:
  17–18
  Experience:
  12,000
  Among the most powerful of the undead, liches are priests
  and wizards who have attained immortality through foul necro-
  mancy. While some liches may use their magic to maintain a
  living appearance, most appear as mummiﬁed versions of their
  mortal bodies, with desiccated skin stretched tightly over their
  bones. Their eyes glow with burning pinpricks of light. Liches
  speak whatever languages they spoke in life.
  The horrible ceremonies used to become a lich require years
  of lonesome study, and most liches are solitary creatures. They
  rarely work with others, as they jealously guard their knowledge.
  Only the most powerful of spell casters can master the necessary
  rituals, and all liches are wizards or priests of at least 18th level.
  Liches often spend years or centuries securing and fortifying
  their lairs, and most rarely leave them.
  They may claim any
  place as their own, but most make their homes in forbidding
  keeps or forgotten tombs. Their lairs are storehouses of knowl-
  edge and arcane secrets, and almost always trapped against those
  who would dare steal from them.
  Becoming a lich is a long and arduous process, requiring years
  of study. The needed rituals focus on the creation of a phylac-
  tery, an arcane container crafted to keep a lich’s soul in the mor-
  tal world after death. A phylactery may be made to look like any
  object, but crafting it requires at least 1,500 gold pieces per level
  of the spell caster. It must be imbued with powerful necromantic
  magics unique to each potential lich, but often needs such spells
  as animate dead, death spell, magic jar, and reincarnation. Upon its
  completion, its crafter commits ritual suicide. If the phylactery
  is indeed ﬂawless, the crafter rises as a lich, while even a single
  mistake in its construction utterly destroys the crafter’s soul.
  Combat: Despite their fearsome combat abilities, liches prefer
  to use their magic to defend themselves. Each lich was once a
  mortal spell caster of great power, and maintains the full magical
  powers of a wizard of priest of at least 18th level.
  A lich’s aura is so powerful that all creatures with fewer than
  5 HD who see it must ﬂee in terror for 5d4 rounds unless they
  successfully save vs. spell. The intense cold of a lich’s touch par-
  alyzes its victims unless they save vs. paralysis; this paralysis is
  permanent until dispelled.
  As undead creatures, liches are immune to charm, death spell,
  polymorph, and sleep spells, as well as cold and electrical attacks.
  They may be harmed only by magical weapons.
  As long as a lich’s phylactery exists, it may never truly die. If
  killed while its phylactery remains intact, a lich’s body reforms in
  24 hours with no ill effect. To ensure their survival, liches employ
  any number of devious means to keep their phylacteries secure.
  332
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  LIZARD
  Fire
  Minotaur
  Climate/Terrain:
  Any tropical
  Tropical hills and
  mountains
  Frequency:
  Very rare
  Rare
  Number Appearing:
  1d4
  1d8
  Organization:
  Solitary
  Solitary
  Activity Cycle:
  Day
  Day
  Intelligence:
  1
  1
  Treasure:
  B, (Q × 10), (S),
  (T)
  C, (J–N), (Q)
  Alignment:
  Neutral
  Neutral
  Armor Class:
  3
  5
  Movement:
  9
  6
  Hit Dice:
  10
  8
  THACO:
  11
  13
  Attack:
  2 claws 1d8, bite
  2d8
  2 claws 2d6, bite
  3d6
  Saving Throws:
  Fighter 10
  Fighter 8
  Special Traits:
  Breath weapon,
  ﬁre immunity
  Grab, surprise
  Magic Resistance:
  None
  None
  Size:
  Gigantic (30 ’
  long)
  Gigantic (40’
  long)
  Morale:
  11–12
  8–10
  Experience:
  5,000
  3,000
  FIRE LIZARD
  Larger than any normal creature, ﬁre lizards have rusty red scales
  and heads resembling those of dragons. While they are some-
  times mistaken for dragons, they have neither the wings nor the
  intelligence of true dragon-kind.
  Despite their extraordinary features, ﬁre lizards behave much
  like their smaller mundane kin. They are solitary creatures, and
  only gather to mate. Fire lizards prefer to live in caverns and
  other subterranean areas, especially ones formed by volcanic ac-
  tivity.
  Their lairs are 10% likely to contain 1d4 eggs.
  Once
  hatched, young ﬁre lizards leave to fend for themselves.
  Some sages speculate that, due to their similar appearance and
  propensity to collect precious metals and gems, that ﬁre lizards
  are a precursor to or offshoot from the draconic lineage.
  Combat: Like most animals, ﬁre lizards avoid combat unless
  hunting or protecting their lairs or their young.
  Fire lizards are immune to normal and magical ﬁres.
  Each
  round, they may breathe a cone of ﬁre 5’ wide at its base and
  10’ wide at its full length of 15’, and can use their breath weapon
  while biting. Creatures caught in the breath weapon take 2d6
  points of damage, although a successful save vs. breath weapon
  halves this damage.
  MINOTAUR LIZARD
  Minotaur lizards are immense lizards, so named because of the
  horns adorning their heads. While their horns look threatening,
  they are not weapons for combat; minotaur lizards appear to use
  them for courtship–individuals with larger and more impressive
  horns are more likely to ﬁnd mates.
  Combat: Minotaur lizards are more aggressive than most ani-
  mals, and will hunt prey as large or larger than themselves. They
  are stealthy ambush hunters, and incur a −5 penalty to their vic-
  tims’ surprise rolls.
  On an attack roll of a natural 20, a minotaur lizard traps its vic-
  tim in its jaws and may hold it there indeﬁnitely. Creatures so
  caught take 3d6 points of damage each round thereafter. Mino-
  taur lizards usually release caught victims only when they or the
  lizard itself is dead. A victim may escape a minotaur lizard’s jaws
  with a successful strength—bend bars/lift portcullis check.
  LIZARDMAN
  Climate/Terrain:
  Temperate, subtropical, and tropical
  swamps
  Frequency:
  Rare
  Number Appearing:
  1d8 + 7
  Organization:
  Tribe
  Activity Cycle:
  Any
  Intelligence:
  5–7
  Treasure:
  D
  Alignment:
  Neutral
  Armor Class:
  5
  Movement:
  6, swim 12
  Hit Dice:
  2 + 1 (10 hp)
  THACO:
  19
  Attack:
  2 claws 1d2, bite 1d6 or by weapon
  Saving Throws:
  Fighter 2 or by class level
  Special Traits:
  None
  Magic Resistance:
  None
  Size:
  Man-sized (7’ tall)
  Morale:
  14
  Experience:
  65; 120 (subleader); 270 (warleader);
  175 (shaman levels 1–4); 650 (shaman
  levels 5–6); 975 (shaman levels 7)
  Lizardmen are strongly built reptilian humanoids with dark-
  colored scales, serpentine heads, and non-prehensile tails stretch-
  ing half as long again as they are tall. Females and males are all
  but indistinguishable to those unfamiliar with their kind. They
  are semi-aquatic, as adept at life in the water as they are on dry
  land.
  Tribes of lizardmen typically claim 4d4 × 4 individual mem-
  bers, one quarter of which are hatchlings. Each tribe is also likely
  to protect clutches of eggs equal in number to the tribe’s hatch-
  lings. A tribe is usually led by a warleader with 6 HD, and sub-
  leaders of 4 HD enforce a warleader’s will. Most tribes also have
  a shaman, with up to 7 HD and capable of casting spells as a cleric
  of up to 7th level, to tend to their spiritual needs. Rumors whisper
  that the most hostile of tribes are led by twisted, demonic kings.
  Suspicious and often hostile to outsiders, lizardmen distrust
  even those of their own kind from different tribes. While they
  are not usually evil, lizardmen do not acknowledge a difference
  between humanoids and other mammals, and may prey upon
  humanoids as they do other animals. They speak their own lan-
  guage, and may learn the languages of neighboring creatures.
  Lizardmen tend to dwell in swamp villages far from other civ-
  ilized races.
  These villages are crude, formed of simple tents
  and few permanent buildings. Each village is likely to belong
  to lizardmen of only one tribe, as their inhabitants are usually
  unwilling to live with those outside their own tribes.
  Combat: Lizardmen usually ﬁght without strategy. When they
  have the advantage of numbers, they tend to rush into combat
  and attempt to overwhelm their foes. If forced to ﬁght when out-
  numbered, they fall back on ambush tactics and stealth.
  As Player Characters: Lizardman characters receive no racial
  bonuses or penalties to their ability scores.
  Ability Requirements (Minimum/Maximum)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Lizardman
  8/18
  3/18
  6/18
  3/17
  3/18
  3/16
  Lizardman may progress as ﬁghters to level 12, clerics to level
  7, and thieves to level 9. They may multiclass as ﬁghter/clerics
  and ﬁghter/thieves.
  Lizardman thieves receive adjustments of −5% to Pick Pock-
  ets, −5% to Open Locks, +5 to Move Stealthily, +5% to Hide in
  Shadows, +5% to Detect Noise, −5 to Climb Walls, and −5% to
  Read Languages.
  Lizardmen have armor-like scales which grant them a base AC
  of 5, but armors and other protective items that grant an AC of 5
  333
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  or worse do not improve a lizardman’s AC. Due to their aquatic
  nature, they can swim at a rate of 12, receive swimming as a
  bonus non-combat skill, and take no penalties when in water.
  However, they are awkward on land, where they move at a rate
  of 6.
  LYCANTHROPE
  Lycanthropes are humanoids who can transform into animal or
  animalistic forms. Lycanthropy is a magical disease, and one that
  can be contracted a number of ways. Those born with lycan-
  thropy are true lycanthropes; their lycanthropy can be spread to
  others, while those infected by true lycanthropes or cursed with
  the disease cannot infect others.
  In their humanoid forms, lycanthropes often possess subtle
  traits of their animal forms–wererats may have beady eyes, were-
  bears may be large and hairy, and the like. In their animal forms,
  they’re all but indistinguishable from normal creatures of their
  kind, with only a slight glow to their eyes as a telltale mark. Ly-
  canthropes in their humanoid or animal forms have all the abil-
  ities and weaknesses of normal humanoids or animals of their
  kind; they gain no abilities or weaknesses from their lycanthropy.
  It is only in their hybrid form, which combines traits of both hu-
  manoid and animal, that they gain supernatural abilities. (All
  listings below reﬂect this hybrid form.) Changing forms heals a
  lycanthrope 1d6 × 10% of its maximum hit points. Lycanthropes
  revert to their natural humanoid form upon death.
  While true lycanthropes may transform at will and maintain
  control of their actions while they do so, other lycanthropes have
  no such control. Infected and cursed lycanthropes automatically
  transform to their hybrid or animal forms from dusk to dawn
  on nights of the full moon and the nights immediately preced-
  ing and following, whether they wish to or not. During these
  nights, they are overcome by insatiable bloodlust and compelled
  to hunt friend and foe alike. At dawn, they transform back to
  their humanoid forms and are left with only hazy memories of
  their actions from the night. PCs infected by lycanthropy become
  NPCs under the control of the DM while they are transformed.
  True lycanthropes transmit lycanthropy through their natural
  attacks while in hybrid or animal form. Humanoids injured by a
  true lycanthrope’s natural attacks have a 1% chance per point of
  damage taken of being infected with their attacker’s strain of ly-
  canthropy. Infected humanoids gain a 25% chance of being cured
  if they eat fresh belladonna within an hour of infection. After an
  hour, however, only a remove curse spell cast on the night before,
  of, or after a full moon has any chance to cure lycanthropy. Once
  cast, the infected lycanthrope must successfully save vs. poly-
  morph to break the curse.
  Combat: When in hybrid form, lycanthropes can only be dam-
  aged by silver or magical weapons. Lycanthropes in humanoid
  and animal forms are affected by normal weapons.
  WEREBEAR
  Werebears are humanoids capable of taking the form of gigan-
  tic bears. Their humanoid forms tend to be muscular and hairy.
  They most often take the shape of brown bears in their animal
  forms, although rare individuals take the shapes of black or po-
  lar bears. Their hybrid forms combine the head and body of a
  bear with humanoid hands and posture.
  Often a solitary people, werebears tend to prefer their own
  company to that of civilized folk. They keep contact with oth-
  ers of their kind, and will come to the defense and aid of other
  werebears. They do not often live as families, but look after any
  children they have, even if they do not raise them themselves.
  Like their ursine kin, werebears prefer to live in heavily
  wooded lands, especially those with waters rich in ﬁsh. They
  often build sturdy cabins for their homes. While they are pro-
  tective of their homes, they often allow other werebears to share
  their territories.
  Combat:
  Werebears do not enter combat lightly, but ﬁght
  ﬁercely when angered. They heal at three times as quickly as
  normal humanoids. All werebears can cast cure disease once each
  1d4 weeks.
  Werebears can call 1d6 brown bears to themselves at will. Such
  animals must be within 1 mile, and arrive in 2d6 turns.
  LYCANTHROPE
  Wereboar
  Werebear
  Weretiger
  Wererat
  Werewolf
  Climate/Terrain:
  Any sub-arctic or
  temperate
  Any
  Any
  Any
  Any
  Frequency:
  Rare
  Rare
  Very rare
  Uncommon
  Common
  Number Appearing:
  2d4
  1d4
  1d6
  4d6
  3d6
  Organization:
  Tribe
  Solitary
  Solitary
  Pack
  Pack
  Activity Cycle:
  Any
  Night
  Night
  Night
  Night
  Intelligence:
  8–10
  11–12
  8–10
  11–12
  8–10
  Treasure:
  B, S
  R, T, X
  D, Q
  C
  × 5
  B
  Alignment:
  Neutral
  Chaotic good
  Neutral
  Lawful evil
  Chaotic evil
  Armor Class:
  2
  4
  6
  3
  5
  Movement:
  9
  12
  12
  12
  15
  Hit Dice:
  7 + 3 (35 hp)
  5 + 2 (25 hp)
  3 + 1 (14 hp)
  6 + 2 (28 hp)
  4 + 3 (21 hp)
  THACO:
  13
  15
  17
  15
  15
  Attack:
  By weapon or 2
  claws 1d3, bite
  2d4
  Gore 2d6 or by
  weapon
  By weapon or 2
  By weapon
  claws 1d4, bite
  1d12
  Bite 2d8 or by
  weapon
  Saving Throws:
  Fighter 5
  Fighter 7
  Fighter 3
  Fighter 6
  Fighter 4
  Special Traits:
  Hug, lycanthropy,
  silver or magical
  weapon needed to
  hit
  Lycanthropy,
  silver or magical
  weapon needed to
  hit
  Lycanthropy,
  silver or magical
  weapon needed to
  hit
  Lycanthropy, rake,
  silver or magical
  weapon needed to
  hit
  Lycanthropy,
  silver or magical
  weapon needed to
  hit, surprise
  Magic Resistance:
  None
  None
  None
  None
  None
  Size:
  Man-sized (5’–6’
  Large (6’–9’ tall)
  tall)
  Small to
  man-sized (3’–6’
  tall)
  Man-sized to
  large (6’–9’ tall)
  Man-sized (6’ tall)
  13
  13–14
  13–14
  11–12
  12
  650
  1,400
  1,400
  270
  650
  Morale:
  Experience:
  334
  Devon Chulick (Order # )
  
  APPENDIX C. BESTIARY
  FOR GOLD & GLORY
  WEREBOAR
  In humanoid form, wereboars often resemble the boars that they
  can transform into, with muscular builds, bristly hair, and thick
  necks. Their animal forms are wild boars, unusually large but
  otherwise indistinguishable from normal animals. In their hybrid
  forms, wereboars have boar heads and feet, humanoid hands,
  and stooped bipedal postures.
  Although they tend to be short-tempered and antisocial to
  most, wereboars value the few friends they make. They tend to
  live on the fringes of civilization, which ﬁt their crude personali-
  ties and desire for solitude. Despite their distrust towards others,
  wereboars value their families and protect them at any cost.
  Wereboars often live in rough cabins or caves, and prefer to
  live in wooded areas. Their homes tend to be functional but little
  more, with few luxuries beyond the basic necessities.
  Combat: Wereboars are ﬁerce ﬁghters. They often enjoy ﬁght-
  ing, and wade into combat enthusiastically. They are especially
  ferocious when defending their families–female wereboars gain
  a +2 bonus to all attack rolls when protecting her children, and
  both males and females check morale when defending their fam-
  ilies.
  Unlike most lycanthropes, wereboars cannot be damaged by
  normal weapons in their human and animal forms.
  WERERAT
  Wererats are humanoids that can transform in to giant rats. In
  humanoid form, they tend to be thin and wiry, with beady eyes,
  ragged hair, and oversized front teeth. Their hybrid forms appear
  as bipedal rats, slightly shorter than their humanoid forms, with
  humanoid hands and postures.
  As social creatures, wererats ﬁnd comfort in the numbers of
  their packs. These packs act as their families, and while most
  packs are related by blood, pack membership is often more im-
  portant to a wererat than kinship. Wererats treat their relatives
  who do not belong to their packs as outsiders, unworthy of trust
  or friendship.
  Wererats most often live amongst humans, and often keep
  hideouts and lairs in sewers, abandoned warehouses, and other
  hidden places. Those that can afford the luxury like to live in
  the ﬁnest housing they can afford, while others live in their hide-
  outs. They greedily hoard treasure, and their homes are often
  ﬁlled with all manner of things that they consider valuable.
  Combat: Wererats are cowardly, and prefer to attack their foes
  from ambush or with overwhelming numbers. They often use
  their animal form to scout and spy on their foes, or to ﬂee if the
  ﬁght turns against them.
  Each wererat can summon and control 2d6 giant rats once each
  day as per the monster summoning I spell.
  WERETIGER
  Weretigers are humanoids who can shapechange into tigers.
  Their humanoid forms tend to be lithe and nimble, but other-
  wise show no feline traits. Likewise, their tiger forms are indistin-
  guishable from normal tigers. Their hybrid forms combine traits
  from both, with a tiger’s tail, claws, and legs but an overall hu-
  manoid body shape, and a face halfway between humanoid and
  tiger. Weretigers are usually female.
  Although they usually live alone, weretigers sometimes gather
  in small prides. They are more likely to keep the company of
  humans or tigers than that of their own kind. Tigers and other
  cats are 75% likely to be friendly towards weretigers.
  While weretigers often enjoy the company of humanoids, their
  feline nature compels them to roam the wilds. They thus prefer
  to live on the fringes of civilization. They are territorial, and of-
  ten claim areas of up to 10 square miles as their own, excluding
  humanoids, tigers, and other lycanthropes alike. Their homes are
  often small but well-appointed cabins set in the heart of their ter-
  ritories.
  Combat: Weretigers are unlikely to enter combat unless pro-
  voked or threatened. Though they are often adept at using a vari-
  ety of weapons, they also retain the unarmed combat skill of their
  hybrid and tiger forms in their humanoid forms, and may em-
  ploy a punching attack as effective as their hybrid form’s claws.
  WEREWOLF
  Werewolves are humanoids that can transform into bear-sized
  wolves.
  Their humanoid forms show no signs of their lycan-
  thropy, but their wolf forms can be distinguished from normal
  wolves by their great size and red-glowing eyes. Their hybrid
  form is humanoid in shape but covered in fur, with a lupine tail
  and legs and a face that varies from almost human to almost en-
  tirely wolf-like.
  Despite their savage nature, werewolves form tightly-knit fam-
  ilies and often join packs of several families. Most families consist
  of two adults and their children; upon reaching adulthood, were-
  wolf young leave their families to form their own.
  Often disguising themselves as traveling minstrels, perform-
  ers, or other vagabonds, werewolves tend to be nomads. Those
  that do settle in humanoid societies often dwell on the outskirts
  of civilization, while those in the wilderness tend to shelter in
  caves and burrows.
  Combat: Werewolves hunt in packs, working together to bring
  down large and dangerous foes. They are extremely stealthy, and
  incur a −2 penalty on opponents’ surprise rolls.
  They are at their most dangerous when defending their family
  members and packmates. Female werewolves gain a +3 bonus
  to all attack rolls and inﬂict maximum damage when ﬁghting to
  defend a child, and males gain a +2 bonus to all attack rolls and
  inﬂict maximum damage if they witness a female being threat-
  ened.
  MANTICORE
  Climate/Terrain:
  Any
  Frequency:
  Uncommon
  Number Appearing:
  1d4
  Organization:
  Family
  Activity Cycle:
  Any
  Intelligence:
  5–7
  Treasure:
  E
  Alignment:
  Lawful evil
  Armor Class:
  4
  Movement:
  12, ﬂy 18 (MC 5)
  Hit Dice:
  6 + 3 (30 hp)
  THACO:
  13
  Attack:
  2 claws 1d3, bite 1d8
  Saving Throws:
  Fighter 6
  Special Traits:
  Tail spikes
  Magic Resistance:
  None
  Size:
  Huge (15’ long)
  Morale:
  13–14
  Experience:
  975
  Manticores are horrid beasts combining a leonine legs, mane,
  and torso, leathery bat wings,a hairy humanoid head, and a
  mace-like tail studded with metal spikes. Manticores speak their
  own language, and rarely speak the common tongue as well.
  Typically cruel and sadistic, manticores have insatiable ap-
  petites. Most prefer the ﬂesh of humanoids over other kinds.
  Despite their cruelty and predatory nature, they sometimes
  ally themselves with other evil creatures for mutual protection.
  Amongst their own kind, manticores mate for life and form
  tightly-knit relationships, and work together for the beneﬁt of
  their families.
  335
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  Although they can live in most parts of the world, manticores
  prefer warmer climates to colder ones. They often live close to
  humanoid cities and towns, which they maraud for prey. Manti-
  cores stake out their own territories, although these often overlap
  with the territories of other manticores. They lair in caves and
  other natural shelters; these lairs often contain treasure and other
  items that have caught the curiosity of their occupants.
  Combat: Manticores often hunt in coordination with their
  mates and employ stealth and ambush to capture their prey.
  Though they use their ﬂight to their advantage in combat, they
  are clumsy ﬂiers and cannot bite while ﬂying.
  Four times each day, a manticore can attack with a volley of
  1d6 tail spikes. Each spike has a range of 180 yards with no range
  penalties, and inﬂicts 1d6 points of damage on a successful at-
  tack.
  MEDUSA
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Number Appearing:
  1d3
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  11–12
  Treasure:
  P, Q × 10, X, Y
  Alignment:
  Lawful evil
  Armor Class:
  5
  Movement:
  9
  Hit Dice:
  6 (27 hp)
  THACO:
  15
  Attack:
  Snakebite 1d4 or by weapon
  Saving Throws:
  Fighter 6
  Special Traits:
  Petriﬁcation, poison
  Magic Resistance:
  None
  Size:
  Man-sized (6’–7’ tall)
  Morale:
  13–14
  Experience:
  2,000
  Medusae are humanoid women with hair of writhing snakes
  and terrible, red-glowing eyes. Aside from these features, they
  appear as human women. Few who see a medusa clearly live to
  tell of it, for a medusa’s gaze is capable of turning any creature
  that meets it to stone. Medusae speak their own tongue as well
  as the common tongue.
  By necessity, medusae are solitary creatures, as their petrifying
  gaze hinders most interactions with others, with the exception of
  other medusae. As such, rare medusae live with others of their
  kind; these groups are usually sisters or otherwise related.
  As all medusae are female, medusae sometimes mate with
  males of other humanoid races. Children from such encounters
  are always medusae.
  Medusae often dwell in caves, ruins, or other underground ar-
  eas. Their lairs are often comfortably appointed, and some dec-
  orate their homes with their petriﬁed victims. Those that do ap-
  preciate the aesthetics of these statues, ﬁner than even the most
  skilled artist can make. Most medusae, however, shun such use
  of their victims as a certain sign of their nature to any others who
  stumble upon their lairs.
  Combat: While they are capable ﬁghters, medusae most often
  rely on their petrifying gaze to kill their foes. Any creature who
  looks into a medusa’s eyes from 30’ away or closer must save vs.
  petriﬁcation or be turned to stone. A medusa often lures unsus-
  pecting victims close enough, then reveals her deadly gaze. Foes
  who know of a medusa’s true nature may attempt to ﬁght her
  without looking directly at her, but doing so incurs a −2 penalty
  to all attack rolls and negates any dexterity bonus to armor class.
  A medusa’s gaze is effective even against foes who are ethereal
  or astral.
  Medusae are immune to the gaze of other medusae, but are
  vulnerable to the sight of their own reﬂections. A medusa who
  sees her own reﬂection in a mirror (but not in still water or other
  non-metallic reﬂective surfaces) must save vs. petriﬁcation or be
  turned to stone herself.
  A medusa’s gaze is so powerful that it remains effective after
  her death, although it becomes weaker. Creatures who meet the
  eyes of a dead medusa gain a +1 to their save vs. petriﬁcation,
  and gain an additional +1 for each day that has passed since the
  medusa’s death.
  A medusa’s serpents are venomous, and a medusa may attack
  foes within a foot of her with her serpents. Victims so bitten must
  save vs. poison or die.
  MINOTAUR
  Climate/Terrain:
  Any temperate and subtropical
  Frequency:
  Rare
  Number Appearing:
  1d8
  Organization:
  Clan
  Activity Cycle:
  Night
  Intelligence:
  5–7
  Treasure:
  C
  Alignment:
  Chaotic evil
  Armor Class:
  6
  Movement:
  12
  Hit Dice:
  6 + 3 (30 hp)
  THACO:
  13
  Attack:
  2 horns 2d8 or bite 1d4, by weapon +
  2
  Saving Throws:
  Fighter 6 or by class level
  Special Traits:
  Charge, +2 to surprise rolls
  Magic Resistance:
  None
  Size:
  Large (7’+ tall)
  Morale:
  13
  Experience:
  975; 2,000 (elder)
  Minotaurs are hulking humanoids, always male, with the mus-
  cular body of a human and the head of a bull. Their bodies are
  covered with short fur, usually brown or black. Minotaurs are
  comfortable in darkness, and have a keen sense of smell and in-
  fravision out to 60 feet. They also have an extraordinary sense of
  direction, and never get lost.
  Small clans of minotaurs are commonly led by an elder who
  has 8 + 4 HD. A clan elder directs the others in his clan while
  remaining in their lair and protecting their home. The clan el-
  ders are also responsible for raising any young minotaurs. Only
  the strongest tribe members become elders, as minotaurs value
  strength above all else. Weaker minotaurs sometimes gain re-
  spect as clerics of savage gods or wizards.
  Minotaurs are adaptable and can be found anywhere humans
  can. They take easily to life in dungeons or ruins, and especially
  prefer to live in labyrinths. They never get lost in these lairs,
  and use their unerring sense of direction to their advantage when
  stalking intruders or prey.
  More intelligent minotaurs sometimes integrate themselves
  into other humanoid societies, often in frontier or wilderness ar-
  eas where they’re valued for their strength and senses. Such in-
  dividuals are often outcasts from their tribes. With no females of
  their kind, minotaurs mate with humanoid women; all resulting
  children are minotaurs. Minotaurs speak their own crude lan-
  guage, and rarely speak the common language as well.
  Combat: Minotaurs use their great strength to its full advan-
  tage in combat, but are also cunning and clever opponents. They
  are fearless in battle, and gain a +3 bonus to morale rolls in com-
  bat. Their keen senses serve them well, granting them a +2 bonus
  to their surprise rolls. They can use their sense of smell to track
  as a ranger with 50% accuracy. Minotaurs are immune to maze
  spells.
  Minotaurs may charge opponents farther than 30 feet or farther
  from them. If successful, this attack inﬂicts double the normal
  damage of a horn attack.
  336
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  As Player Characters: Minotaur characters receive +1 racial
  bonuses to strength and constitution and −1 racial penalties to
  wisdom and charisma.
  Ability Requirements (Minimum/Maximum)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Minotaur
  12/20
  5/14
  12/20
  5/14
  3/16
  3/16
  Minotaurs may progress as ﬁghters to level 12, rangers to level
  8, mages to level 8, clerics to level 7, and thieves to level 10. They
  may multiclass as ﬁghter/mages and ﬁghter/thieves.
  Minotaur thieves receive adjustments of −5% to Pick Pockets,
  −10% to Open Locks, +5% to Hide in Shadows, +5% to Detect
  Noise, −15% to Climb Walls, and −10% to Read Languages.
  Minotaurs have thick hides which grant them a base AC Of 6,
  but armors and other protective items that grant an AC of 6 or
  worse do not improve a minotaur’s AC. They gain an additional
  6 hit points at ﬁrst level due to their large size, but take damage as
  large creatures. They have keen senses, which grant a +2 bonus to
  all surprise rolls and allow them to track creatures by scent with
  a 50% chance of success. They have infravision out to 60 feet.
  Minotaurs are immune to maze spells.
  MONGRELMAN
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Number Appearing:
  1d100
  Organization:
  Tribe
  Activity Cycle:
  Night
  Intelligence:
  5–10
  Treasure:
  C
  Alignment:
  Lawful neutral
  Armor Class:
  5
  Movement:
  9
  Hit Dice:
  1 (5 hp)
  THACO:
  19
  Attack:
  By weapon
  Saving Throws:
  Fighter 1 or by class level
  Special Traits:
  Camouﬂage, mimicry, pick pockets
  Magic Resistance:
  None
  Size:
  Man-sized (5’–7’ tall)
  Morale:
  12
  Experience:
  120; 650 (leader)
  Mongrelmen are hybrids of many differing parentages. They
  are not a uniﬁed group; one mongrelman’s bloodline may be
  vastly different from another’s, but human, orc, gnoll, ogre,
  dwarf, and goblin ancestries are usual, and others not unheard
  of. As their bloodlines differ, so too do their appearances, but
  they are universally ugly by most standards as they tend to blend
  the worst features of their parent races.
  Accustomed to being shunned by other races for their hideous
  appearances, mongrelmen gather with others of their own kind
  for protection and companionship. In their own communities,
  they are often led by the most experienced individual.
  These
  leaders have 5 HD and an AC of 4, and have a +1 bonus to all
  attack rolls. Mongrelman leaders are not always the strongest of
  their communities, but are the ones who are the most adept at
  survival.
  Amongst other races, mongrelmen are at best avoided as pari-
  ahs and outcasts, and at worst are killed or enslaved. Free mon-
  grelmen react violently to any who threaten their communities
  or attempt to enslave them. Wary of such treatment, they tend
  to avoid contact with other humanoids unless forced to by des-
  perate need. Mongrelmen speak a pidgin version of the com-
  mon tongue which borrows words from a multitude of other lan-
  guages.
  Free mongrelmen tend to live in areas abandoned or unwanted
  by other races, as far from civilization as possible. Their towns are
  crude affairs of shacks and cabins, built from whatever material
  is available.
  Combat: Mongrelmen tend to avoid combat unless they are
  defending their communities, and prefer to rely on stealth and
  subterfuge to survive.
  They are able to imitate the sounds of
  any creature they’ve encountered, although they cannot repli-
  cate supernatural effects. Mongrelmen are also skilled at camou-
  ﬂage, and can hide themselves from others with an 80% chance
  of success after spending a turn in preparation. Each additional
  turn spent increases the chance of success by 1%, to a maximum
  chance of 95%. All mongrelmen may pick pockets as per the thief
  ability with a 70% chance of success.
  As Player Characters:
  Mongrelmen characters receive −1
  racial penalties to intelligence and charisma and a +1 racial bonus
  to any other ability. When interacting with non-mongrelman hu-
  manoids, mongrelmen with charisma scores greater than 8 have
  an effective charisma of 8.
  Ability Requirements (Minimum/Maximum)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Mongrelman
  6/17
  6/18
  8/18
  3/17
  3/18
  2/16
  Mongrelmen may progress as ﬁghters to level 10, mages to
  level 10, clerics to level 10, thieves to level 12, and bards to
  level 8. They may multiclass as ﬁghter/clerics, cleric/thieves,
  mage/thieves, and cleric/mages.
  Mongrelman thieves receive adjustments of +5% to Pick Pock-
  ets, +5% to Move Stealthily, +5% to Hide in Shadows, +5% to
  Detect Noise, −5% to Climb Walls, and −5% to Read Languages.
  Furthermore, a mongrelman thief gains an additional +5% ad-
  justment to any one thief ability.
  Mongrelmen have thick hides which grant them a base AC of
  5, but armors and other protective items that grant an AC of 6 or
  worse do not improve a mongrelman’s AC. Despite their distinc-
  tive appearances, mongrelmen are skilled at blending in. They
  may mimic the sounds of any creature they have encountered, al-
  though they may not mimic special abilities such as harpy song.
  They may camouﬂage themselves by spending 1 turn in prepara-
  tion, and have an 80% chance of remaining unseen by doing so.
  All mongrelmen, regardless of class, may Pick Pockets as per the
  thief ability with a 70% chance of success.
  MUDMAN
  Climate/Terrain:
  Any enchanted pool
  Frequency:
  Very rare
  Number Appearing:
  2d6
  Organization:
  Pack
  Activity Cycle:
  Any
  Intelligence:
  0
  Treasure:
  None
  Alignment:
  Neutral
  Armor Class:
  10
  Movement:
  3
  Hit Dice:
  2 (9 hp)
  THACO:
  19
  Attack:
  See below
  Saving Throws:
  Fighter 2
  Special Traits:
  Mud throwing, suffocation
  Magic Resistance:
  None
  Size:
  Small (4’ tall)
  Morale:
  See below
  Experience:
  175
  Mudmen are magical creatures animated by the residual
  dweomers left when enchanted rivers dry out. Normally exist-
  ing in dormant, shapeless forms at the bottom of their enchanted
  337
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  pools, mudmen can take the form of rotund, oozing, and vaguely
  humanoids with vestigial ﬁngers, faces, and other ﬁne details.
  They are not intelligent or even truly alive, but bubble and moan
  senselessly.
  As magical constructs, mudmen have no purpose but to attack
  any creature unfortunate to stray too close to their pools. They do
  not eat or collect treasure, nor are they part of any natural envi-
  ronment. Any treasures they may have are the remains and pos-
  sessions of former victims, but even these are absorbed and de-
  stroyed after a month’s time. Their mud is valued by alchemists
  and researchers for the magical properties it possesses.
  Combat: In their dormant, shapeless state, mudmen cannot
  be harmed by physical attacks. Spells can affect them, but any
  damage inﬂicted is divided equally amongst all the mudmen in
  the pool. It is only when a creature intrudes on their pool that
  mudmen become active, taking their humanoid forms within a
  round of the intrusion.
  In their humanoid form, mudmen attack by hurling mud at
  their foes. This attack ignores armor, but not dexterity modiﬁers
  to armor class. On a successful hit, the mud hardens and impairs
  the victim’s movement, reducing it by 1. If a mudman comes
  within 10 feet of its victim, it will hurl itself bodily at the creature.
  Such an attack reduces the victim’s movement by 4 if successful,
  but kills the mudman. Creatures regain movement at a rate of 1
  every 5 rounds as the hardened mud ﬂakes off.
  Any creature reduced to a movement of 0 or less is completely
  engulfed in mud and begins to suffocate. In each round that the
  mud is not removed, an engulfed victim takes 1d8 points of dam-
  age, and after ﬁve rounds the victim dies of suffocation regard-
  less of damage taken. The mud can be removed from an engulfed
  creature if another creature spends a round of effort to do so.
  Mudmen are affected by dispel magic and dig spells cast on them
  or their pools as per the ﬁreball spell. Transmute mud to rock kills
  all mudmen in the effective area with no save. As they are not
  living, mudmen are immune to all poisons and mind-affecting
  spells.
  MUMMY
  Climate/Terrain:
  Any arid
  Frequency:
  Rare
  Number Appearing:
  2d4
  Organization:
  Pack
  Activity Cycle:
  Night
  Intelligence:
  5–7
  Treasure:
  D, P
  Alignment:
  Lawful evil
  Armor Class:
  3
  Movement:
  6
  Hit Dice:
  6 + 3 (30 hp)
  THACO:
  13
  Attack:
  Slam 1d12
  Saving Throws:
  Fighter 6
  Special Traits:
  Disease, fear, ﬁre vulnerability, spell
  immunities, weapon resistance,
  magical weapon needed to hit
  Magic Resistance:
  None
  Size:
  Man-sized (6’ tall)
  Morale:
  15
  Experience:
  3,000
  Mummies are desiccated corpses animated by dark rituals into
  horrible unlife. They retain some semblance of their living ap-
  pearances, but although their desiccation prevents decay, it also
  twists their features into leathery masks. The most common rit-
  uals used to animate a mummy involve wrapping a corpse in
  strips of linen, and many mummies retain these wrappings.
  At most times, mummies are content to remain quiescent in
  their resting places as their spirits travel the realms of their gods.
  It is only when their tombs are disturbed that they awaken to
  attack the intruders with unbridled hatred. They have few other
  interactions with the mortal world, as their concerns lie beyond.
  Mummies rarely leave their burial chambers. These are often
  ornate and complex vaults ﬁlled with the mummy’s mortal pos-
  sessions, treasures, and goods to serve them in the afterlife.
  Combat: Mummies are terrifying in combat, as they usually
  ﬁght only to defend their tombs or to exact revenge upon those
  who disturb them. In addition to its physical prowess, the touch
  of a mummy is cursed. Any creature struck by its natural attack
  suffers from a terrible rotting disease that permanently drains 2
  points of charisma each month; death occurs when the victim’s
  charisma falls to 0, upon which the victim’s body falls to dust
  within 6 rounds. Only a cure disease spell can fully cure the rot-
  ting touch, and the disease makes other healing difﬁcult: magical
  healing is only 10% effective, although regenerate functions nor-
  mally but does not cure the disease.
  A mummy’s appearance is supernaturally terrifying, and any
  creature that sees one must immediately save vs. spell or become
  paralyzed with fear for 1d4 rounds. Humans are oddly resistant
  to this fear effect and gain a +2 bonus to their saves.
  Mummies are immune to nonmagical weapons, and even mag-
  ical weapons only inﬂict half the usual damage. Like most un-
  dead, they are immune to charm, hold person, and sleep spells, and
  are also immune to damage from cold. They are, however, vul-
  nerable to all forms of ﬁre. A torch-sized ﬂame inﬂicts 1d3 points
  of damage, while a ﬂask of burning oil inﬂicts 1d8 damage the
  round it hits and 2d8 the round thereafter. Magical ﬁres inﬂict an
  additional point per die of damage. Mummies are also vulnera-
  ble to holy water; a vial inﬂicts 2d4 points of damage on a direct
  hit.
  NIGHT HAG
  Climate/Terrain:
  Evil planes
  Frequency:
  Very rare
  Number Appearing:
  1
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  15–16
  Treasure:
  None
  Alignment:
  Neutral evil
  Armor Class:
  0
  Movement:
  9
  Hit Dice:
  8 (36 hp)
  THACO:
  13
  Attack:
  Bite 2d6
  Saving Throws:
  Fighter 8
  Special Traits:
  Cause disease, spells, +3 or better
  weapon needed to hit
  Magic Resistance:
  65%
  Size:
  Man-sized (5’ tall)
  Morale:
  8–10
  Experience:
  9,000
  Night hags are powerful beings whose power and cruelty belie
  their appearances. Their natural forms resemble nothing more
  than withered old women with diseased violet skin, brittle black
  hair, and wicked red eyes, though their magic allows them to take
  other shapes as they choose.
  As merchants of souls, night hags wield enormous inﬂuence
  on the evil planes. It is their wares that provide the raw mate-
  rials for the armies of the demons and devils, and they sell to
  both alike. Others, such as powerful liches, also deal with them,
  trading secrets and magic for their souls and the power they pro-
  vide. Through their dealings, night hags collect vast amounts of
  knowledge and lore, and are sometimes sought for their council.
  Ever curious, night hags sometimes consort with the powers
  of the evil planes or, using their shapechanging ability, great and
  338
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  powerful mortals. Here again, they seek knowledge and secrets.
  Any children born of such liaisons are night hags themselves, and
  do not take after their fathers.
  Combat: Though night hags prefer subterfuge to combat, they
  are nevertheless capable combatants. Their great strength belies
  their withered frames. Their jagged fangs carry sickness; victims
  bitten by a hag must save vs. poison or contract a disease.
  Night hags possess potent magic, and cast spells as 8th level
  mages. A hag can cast know alignment, polymorph self, and sleep
  once each turn, magic missile ﬁve times each day, and ray of enfee-
  blement three times each day. A night hag’s sleep spell is especially
  potent, and can affect evil creatures of up to 12 HD, though vic-
  tims may save vs. spell to avoid the effect.
  Night hags may become ethereal at will. In ethereal form, they
  often visit the dreams of their victims to seduce them. Each night
  a hag visits permanently drains 1 point of constitution from her
  victim; a victim dies when his constitution falls to 0 and the hag
  claims his soul to sell.
  Night hags are immune to charm, fear, and sleep spells, and can-
  not be harmed by ﬁre or cold. They can only be damaged by sil-
  ver or cold iron weapons or weapons enchanted with a +3 bonus
  or greater.
  NIXIE
  Climate/Terrain:
  Temperate lakes
  Frequency:
  Rare
  Organization:
  Tribe
  Number Appearing:
  2d8 × 10
  Activity Cycle:
  Day
  Intelligence:
  12
  Treasure:
  C, (Q)
  Alignment:
  Neutral
  Armor Class:
  7
  Movement:
  6, swim 12
  Hit Dice:
  1⁄2 (3 hp)
  THACO:
  20
  Attack:
  By weapon
  Saving Throws:
  0-level character
  Special Traits:
  Charm
  Magic Resistance:
  25%
  Size:
  Small (4’ tall)
  Morale:
  8–10
  Experience:
  120
  Nixies are aquatic fey who resemble tiny humans with green
  skin, pointed ears, and webbed ﬁngers and toes. They are lithe
  but slender, far more at home in water than on land. Nixies can
  breathe water as easily as they can air.
  A typical tribe of nixies claims 2d4 × 10 members, with chil-
  dren comprising one third of the tribe. Each tribe is composed by
  a number of families, each related to each other through ancestry
  and intermarriage. Most lakes are home to one tribe, although
  several tribes may share larger lakes.
  Though they have little to do with creatures of the land, nixies
  often enslave larger humanoids to serve them under the waves.
  They compel these charmed slaves to serve for a year before re-
  leasing them, though they do not treat their slaves poorly. Nixies
  speak their own language and the common language.
  Nixies live freely about their lake (or portion thereof), and
  take shelter when necessary in hidden coves and caves. If nat-
  ural shelters are unavailable, they weave shelters from seaweed
  which blend in with their surroundings so well as to be all but in-
  distinguishable. Nixies often guard their shelters with giant ﬁsh
  or other aquatic creatures.
  Combat: Nixies are generally peaceful, but will ﬁght to defend
  their homes and families. They prefer to ﬁght alongside their
  tribemates. Groups of ten or more nixies can pool their magic to
  cast a charm spell once each day, of such power that the target
  must save vs. spell with a −2 penalty. The charm may be bro-
  ken with a dispel magic with a 75% chance of success while the
  charmed creature is on land, but the chance falls to 10% once the
  creature enters the water. Each nixie may cast water breathing once
  each day, which they typically use to allow their charmed slaves
  to survive underwater.
  Nixies may summon ﬁsh once each day as per a monster sum-
  moning I spell.
  They commonly use these summoned ﬁsh as
  guards or food.
  NYMPH
  Climate/Terrain:
  Any
  Frequency:
  Very rare
  Number Appearing:
  1d4
  Organization:
  Solitary
  Activity Cycle:
  Day
  Intelligence:
  16
  Treasure:
  Q, X
  Alignment:
  Neutral good
  Armor Class:
  9
  Movement:
  12
  Hit Dice:
  3 (13 hp)
  THACO:
  17
  Attack:
  None
  Saving Throws:
  Fighter 3
  Special Traits:
  Blinding appearance, spells
  Magic Resistance:
  50%
  Size:
  Man-sized (4’–6’ tall)
  Morale:
  7
  Experience:
  1,400
  Nymphs are spirits of nature which take the forms of beauti-
  ful women. Ever youthful, they possess ﬂawless skin, silky hair,
  and lithe bodies. Their delicate features resemble those of elves
  or humans, but their beauty grants them an otherworldliness all
  their own.
  Nymphs often live solitary lives, keeping only the company
  of animals and other wild creatures. No natural animal ever at-
  tacks a nymph, and most are favorably disposed to her. Nymphs
  rarely gather in places of great beauty, but even more rarely re-
  main together for long. Even apart, they often maintain contact
  with other nymphs, and share news and information with each
  339
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  other.
  On occasion, a nymph may approach good creatures for com-
  panionship or aid. Even so, they are inclined to keep their dis-
  tance, and are only 10% likely to seek out a good individual. They
  are especially interested in those whose beauty nears their own,
  however, and are 90% likely to approach towards good creatures
  with charisma scores of 18 or above. Nymphs speak their own
  language, as well as the elven and common languages.
  As beings of the natural world, nymphs live in places of wild
  beauty. They can live in all environments, and are as likely to
  be found in painted badlands and snowcapped mountains as se-
  cluded glades and clear rivers. They hold their homes in great
  regard, and will stop at nothing to protect them.
  Combat: Nymphs are peaceful creatures, but can be roused to
  incredible violence by threats to their home areas. In less extreme
  circumstances, they prefer to rely on their beauty and magic to
  defend themselves. The very sight of a nymph can strike an ob-
  server blind unless a successful save vs. spell is made. If a nymph
  is seen in the nude, an observer who fails the save is killed instead
  of blinded.
  Nymphs may cast dimension door once each day. In addition,
  all nymphs possess the spellcasting abilities of a 7th level druid.
  OGRE
  Ogres are brutish humanoids, not quite the size of true giants but
  towering above lesser humanoids. They are ugly by human stan-
  dards, with dull earth-toned skin covered in warts, thick oily hair,
  and heavy features. Though they have impressive physiques,
  ogres have hunched postures and knuckle-dragging gaits.
  Though they are prone to ﬁghting amongst themselves, ogres
  live in crude tribal societies. These tribes are led by the strongest
  member, who bullies the rest of the tribe into doing his bidding.
  Typical tribes have 14 + 4d8 members, one-quarter of which are
  children. Few tribes grow beyond these numbers, as only the
  most brutal and canny chieftains are able to control the inﬁghting
  that comes with additional tribe members. Most chieftains have
  7 HD, an AC of 3, and inﬂict 2d6 + 6 point of damage per hit
  with their ﬁsts. Smaller factions of each ogre tribe have their own
  leaders, who have 7 HD, an AC of 4, and inﬂict 2d6 + 3 points of
  damage per hit with their ﬁsts.
  Ogres often capture other humanoids for slaves and food, and
  make little distinction between the two. They occasionally ally
  themselves with tribes of other savage humanoids or hire them-
  selves out as mercenaries, and get along well with hill giants
  and trolls. Ogres speak their own language, and more intelligent
  ogres may learn the languages of orcs, trolls, stone giants, gnolls.
  Only rarely do ogres learn the common tongue.
  Hardy and adaptable, ogres are found everywhere.
  They
  rarely build cities or towns, and more often make do with crude
  camps as they roam the countryside for plunder and battle.
  Combat: Ogres love battle, and rush headlong into a ﬁght
  given any chance. They ﬁght with little organization, but make
  up in brutality and enthusiasm what they lack in strategy.
  As Player Characters:
  Ogre characters receive +2 racial
  bonuses to strength and constitution and −2 racial penalties to
  intelligence and charisma.
  Ability Requirements (Minimum/Maximum)
  Cha
  Wis
  Int
  Con
  Dex
  Str
  Ogre
  16/20
  2/8
  14/20
  2/8
  2/9
  2/8
  Ogres may progress as ﬁghters to level 12 and clerics to level 3.
  They may multiclass as ﬁghter/clerics.
  Ogres gain 4 additional hit points at ﬁrst level due to their great
  size, but take damage as large creatures. They have a natural
  armor class of 5, but armors and other protective items that grant
  an AC of 5 or worse do not improve an ogre’s AC.
  HALF-OGRE
  Half-ogres are the rare and unfortunate offspring of ogres and
  weaker humanoids, usually humans. They are shorter and less
  muscular than their full-blooded ogre kin, but still tower above
  humans. They look much like their ogre parents, though their
  features are usually less monstrous.
  Usually found in ogre or human society, half-ogres are only
  rarely found in large enough numbers to form their own com-
  munities. They are distrusted by both of their parent cultures,
  scorned as weaklings by ogres and feared as monsters by hu-
  mans.
  Half-ogres are rarely welcome anywhere, but some-
  times gain acceptance amongst other humanoid societies for their
  strength. Those among ogres that use their intelligence to their
  tribe’s advantage are treated marginally better than others of
  comparative weakness. Half-ogres raised among ogres speak the
  ogre language, while those raised among humans speak the com-
  mon tongue.
  Half-ogres can be found anywhere there are sizable popula-
  tions of ogres.
  Combat: Although half-ogres share their ogre ancestors’ pen-
  chant for warfare, the increased intellect they inherit from their
  OGRE
  Half-ogre
  Ogre
  Ogre Mage
  Climate/Terrain:
  Any
  Any
  Any
  Frequency:
  Very rare
  Common
  Very rare
  Number Appearing:
  1d4
  2d10
  1d6
  Organization:
  Solitary
  Tribe
  Tribe
  Activity Cycle:
  Any
  Any
  Any
  Intelligence:
  3–14
  8
  9–16
  Treasure:
  B, (Q), (S), M
  B, (Q), (S), M
  G, (R), (S)
  Alignment:
  Any
  Chaotic evil
  Lawful evil
  Armor Class:
  5
  5 (9 unarmored)
  4
  9
  12
  9, ﬂy 15 (MC 2)
  4 + 1 (19 hp)
  2 + 6 (15 hp)
  5 + 2 (25 hp)
  17
  17
  15
  By weapon
  Slam 1d10 or by weapon + 6
  Slam 1d12 or by weapon + 6
  Fighter 3 or by class level
  Fighter 4 or by class level
  Fighter 5
  None
  None
  Spells
  None
  None
  None
  Large (8’–9’ tall)
  Large (9’ tall)
  Large (101⁄2’ tall)
  12
  11–12
  13–14
  65
  175; 420 (leader, chieftain)
  1,400; 2,000 (chief)
  Movement:
  Hit Dice:
  THACO:
  Attack:
  Saving Throws:
  Special Traits:
  Magic Resistance:
  Size:
  Morale:
  Experience:
  340
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  APPENDIX C. BESTIARY
  FOR GOLD & GLORY
  human parents often grants them a measure of strategy and cun-
  ning. Ogre tribes with half-ogre members are often more orga-
  nized in combat than those without.
  As Player Characters: Half-ogre characters receive +1 racial
  bonuses to strength and constitution and −1 racial penalties to
  intelligence and charisma.
  Ability Requirements (Minimum/Maximum)
  Cha
  Wis
  Int
  Con
  Dex
  Str
  Half-ogre
  14/19
  3/12
  14/19
  3/15
  2/15
  2/11
  Half-ogres may progress as ﬁghters to level 12 and clerics to
  level 4. They may multiclass as ﬁghter/clerics.
  Half-ogres gain 4 additional hit points at ﬁrst level due to their
  great size, but take damage as large creatures. They have a nat-
  ural armor class of 8, but armors and other protective items that
  grant an AC of 8 or worse do not improve a half-ogre’s AC.
  OGRE MAGE
  Ogre magi are huge humanoids distantly related to ogres. They
  greatly resemble their lesser kin, though they have blue or red
  skin, upright postures, jutting tusks, and small horns protruding
  from their foreheads.
  Amongst their own kind, ogre magi form small family-based
  clans of 4d4 individuals, a quarter of which are children. Clan
  members are very protective of each other, especially of the chil-
  dren. Each clan is led by a chief with 6 + 6 HD and who saves as
  a 9 HD creature, who is often the strongest member of the clan
  but is always the wisest and richest.
  Ogre magi often associate with ogres.
  They dominate their
  lesser cousins and other savage humanoids, using them as slaves
  or battle fodder. Ogre magi speak their own language, as well as
  the ogre and common languages.
  Combat: Much smarter than normal ogres, ogre magi ﬁght
  with a discipline and organization that their lesser brethren lack.
  They often ﬁght alongside others of their tribes and work to pro-
  tect each other in combat. Ogre magi have a +1 bonus to their
  morale checks. They regenerate 1 hit point each round, and can
  restore severed limbs if the lost limb is held to the wound.
  Ogre magi can cast darkness (in a 10’ radius), ﬂy (with a dura-
  tion of 12 turns), invisibility, and polymorph self (to a bipedal form
  between 4’ and 12’ tall) at will, and cast charm person, cone of cold
  (60’ long, 20’ wide at its furthest extent, 8d8 points of damage),
  gaseous form, and sleep once each day. Ogre magi cast these spells
  as if they are 8th level mages.
  OOZE
  Oozes are mindless creatures of without a permanent form. In-
  stead, most ﬂow like molasses, and are able to squeeze through
  cracks and openings. Most are scavengers that consume what-
  ever detritus they come across, while others are active hunters.
  BLACK PUDDING
  Black puddings are amorphous masses of black slime. They de-
  vour plant and animal matter, both living and dead. When a
  black pudding reaches a diameter of 8 feet, it divides into mul-
  tiple puddings.
  Combat: Black puddings dissolve metal as easily as organic
  material. Armor struck by a black pudding dissolves in a matter
  of minutes–chain mail corrodes to uselessness in one round, plate
  armor in two rounds, and enchantment slows the decay by one
  round per plus of enchantment. Metal weapons which strike a
  pudding also decay within a round as well, though enchantments
  delay the corrosion as per enchanted armor.
  Black puddings are immune to damage from acid, cold, and
  poison. Electricity and physical blows cause puddings to divide
  into multiple puddings, smaller than the original but just as ca-
  pable. Black puddings never check for morale.
  BROWN PUDDING
  Brown puddings are amorphous masses of brown slime. They
  feed on organic matter. Brown puddings divide into smaller pud-
  dings upon reaching their maximum size of 8 feet in diameter.
  Combat: Brown puddings cannot dissolve metal, but can di-
  gest wood and leather at an alarming pace. Leather armor struck
  by a brown pudding dissolves within a single round, regardless
  of enchantment, as do wooden weapons.
  OOZE
  Brown Pudding
  Black Pudding
  Gray Ooze
  Gelatinous Cube
  Ochre Jelly
  Climate/Terrain:
  Any swamp
  Any underground
  Any underground
  Any underground
  Any underground
  Frequency:
  Uncommon
  Uncommon
  Rare
  Uncommon
  Uncommon
  Number Appearing:
  1d4
  1d4
  1d3
  1
  1d3
  Organization:
  Solitary
  Solitary
  Solitary
  Solitary
  Solitary
  Activity Cycle:
  Any
  Any
  Any
  Any
  Any
  Intelligence:
  0
  0
  1
  0
  0
  Treasure:
  None
  None
  None
  None
  None
  Alignment:
  Neutral
  Neutral
  Neutral
  Neutral
  Neutral
  Armor Class:
  6
  5
  8
  8
  8
  Movement:
  6
  6
  6
  1
  3
  Hit Dice:
  10 (45 hp)
  11 (50 hp)
  4 (18 hp)
  3 + 3 (17 hp)
  6 (27 hp)
  THACO:
  11
  9
  17
  17
  15
  Attack:
  Touch 3d8
  Touch 5d4
  Touch 2d8
  Touch 2d4
  Touch 1d10 + 2
  Saving Throws:
  Fighter 10
  Fighter 11
  Fighter 3
  Fighter 4
  Fighter 6
  Special Traits:
  Attack type
  immunities,
  corrosion,
  damage-based
  reproduction
  Attack type
  immunities,
  corrosion,
  damage-based
  reproduction
  Electricity
  immunity, engulf,
  paralyzation,
  surprise, spell
  immunities
  Attack type
  immunities,
  corrosion, spell
  immunity
  Electricity-based
  reproduction
  Magic Resistance:
  None
  None
  None
  None
  None
  Size:
  Small to large
  (3’–8’ diameter)
  Small to large
  (3’–8’ diameter)
  Man-sized (4’–7’
  Large (10’ cube)
  diameter)
  Man-sized to large
  (4’–12’ diameter)
  Morale:
  See below
  See below
  10
  10
  10
  Experience:
  8,000
  7,000
  650
  2,000
  420
  341
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  Brown puddings are immune to damage from acid, cold, and
  poison. Electricity and physical blows cause puddings to divide
  into multiple puddings, smaller than the original but just as ca-
  pable. Brown puddings never check for morale.
  GELATINOUS CUBE
  Gelatinous cubes are transparent blocks of slime, roughly cubic in
  proportion. In the darkened corridors that the cubes often haunt,
  their transparency makes them very difﬁcult to see. Unlike other
  oozes, gelatinous cubes have a set shape and cannot ﬂow through
  small openings. Gelatinous cubes feed on whatever organic de-
  bris they happen to come across. They are incapable of digesting
  metal and stone, and sometimes carry metal objects, gems, and
  jewelry inside them. After several particularly large meals, they
  reproduce by budding smaller cubes off of themselves.
  Combat: The touch of a gelatinous cube is anesthetic, and crea-
  tures touched by a cube must save vs. paralysis or be paralyzed
  for 5d4 rounds. Paralyzed victims are engulfed and digested, and
  take 2d4 points of damage each round unless pulled from the
  cube.
  Due to their transparency, gelatinous cubes incur a −3 penalty
  to their opponents’ surprise rolls.
  They are not harmed by
  electricity, and are immune to mind-affecting spells, polymorph
  spells, and effects which cause paralyzation. Gelatinous cubes
  are slowed as per the slow spell if they fail to save against cold-
  based attacks.
  GRAY OOZE
  Gray oozes resemble outcroppings of wet gray stone. At rest,
  they spread out into puddles around six inches deep and sev-
  eral feet wide. When active, they can form themselves into more
  compact shapes and lash out with whip-like tendrils. Gray oozes
  reproduce by leaving small egg-like shells in damp places; after a
  few days the small oozes devour their leathery shells to hunt for
  themselves.
  Combat: Gray oozes can digest metal in addition to organic
  material. Armor struck by a gray ooze dissolves in a matter of
  minutes–chain mail corrodes to uselessness in one round, plate
  armor in two rounds, and enchantment slows the decay by one
  round per plus of enchantment. Metal weapons which strike an
  ooze also decay within a round as well, though enchantments de-
  lay the corrosion as per enchanted armor. Gray oozes are immune
  to ﬁre, cold, and all spells.
  OCHRE JELLY
  Ochre jellies resemble rusty orange slime molds. They are usually
  found individually, although multiple jellies may be found where
  food is plentiful. The typically feed on carrion and refuse, and
  reproduce by division.
  Combat: An ochre jelly’s touch digests ﬂesh; they feed by en-
  gulﬁng their prey and dissolving them over a span of hours. They
  take no damage from electricity; when struck by an electricity-
  based attack, an ochre jelly divides into 2d2 smaller jellies. Each
  smaller jelly inﬂicts 1d6 + 1 damage on a successful hit. Given
  enough time and nutrition, these smaller jellies grow to full size.
  ORC
  Orcs are man-sized humanoids. They tend to be tall and mus-
  cular, although their stooped postures tend to disguise their full
  height. They have bristly hair and dull eyes, prominent brows,
  and ﬂat upturned noses. Great tusks protrude from their lips.
  Orcs are accustomed to darkness and suffer a −1 penalty to at-
  tack rolls in bright sunlight, but have infravision out to 60 feet.
  Orcish culture is brutal and savage, and prizes strength above
  all else. The strong dominate the weak, who are seen as ﬁt only
  to serve the wishes and whims of their betters. Orcish tribes are
  led by the strongest warriors, such chiefs have 3 HD, AC 4, and
  a +2 bonus to damage due to their tremendous strength. Each
  chief commands the loyalty of several sub-chiefs with 2 HD, AC
  4, and a +1 damage bonus who enforce his will. Large tribes may
  have shamans equivalent to clerics and mages of up to 5th level.
  Although not strong in the physical sense, the magical might of
  the shamans is accorded the same respect as the strength of the
  chiefs and sub-chiefs.
  Due to their warlike nature, orcs are often in conﬂict with other
  creatures. Orcs ﬁght one another as readily as they ﬁght others,
  but hold a special hatred for dwarves and elves. Orcs occasion-
  ally ally themselves with other savage humanoids. Pragmatic orc
  leaders, especially those of tribes living near strong civilizations,
  understand the necessity of alliances for survival. Orcs speak
  their own language, and smarter individuals may learn the com-
  mon, goblin, hobgoblin, and ogre languages.
  Although orcs are found everywhere, they prefer to make their
  lairs underground to protect themselves from the light of the sun.
  Accustomed to life underground, they have become skilled min-
  ers, and receive a 35% chance to detect new or unusual construc-
  tions underground and a 25% chance to detect sloping passages.
  ORC
  Half-orc
  Orc
  Orog
  Climate/Terrain:
  Any
  Any
  Any
  Frequency:
  Very rare
  Common
  Uncommon
  Number Appearing:
  3d10 ×
  1
  10
  2d4 × 10
  Organization:
  Solitary
  Tribe
  Tribe
  Activity Cycle:
  Any
  Night
  Night
  Intelligence:
  3–14
  8–9
  10–12
  Treasure:
  C, (O), (Q ×
  (O), (Q
  10), (S), L
  × 10), (S), L
  C, (O), (Q × 10), (S), L
  Alignment:
  Any
  Lawful evil
  Lawful evil
  Armor Class:
  6 (10 unarmored)
  6 (10 unarmored)
  4 (10 unarmored)
  Movement:
  9 (12 unarmored)
  9 (12 unarmored)
  6 (12 unarmored)
  Hit Dice:
  1 (5 hp)
  1 (5 hp)
  3 (14 hp)
  THACO:
  19
  19
  17
  Attack:
  By weapon
  By weapon
  By weapon + 3
  Saving Throws:
  Fighter 1 or by class level
  Fighter 1 or by class level
  Fighter 3
  Special Traits:
  None
  None
  None
  Magic Resistance:
  None
  None
  None
  Size:
  Man-sized (6’ tall)
  Man-sized (6’ tall)
  Man-sized (6’–7’ tall)
  Morale:
  12
  11–12
  13–14
  Experience:
  15; 35 (sub-chief); 65 (chief,
  shaman levels 1–2); 175 (shaman
  levels 3–4); 420 (shaman level 5)
  15
  65; 120 (sub-chief); 175 (chief)
  342
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  Combat: Orcs are aggressive and skilled in battle. They ﬁght
  with tactics honed through centuries of conﬂict and passed down
  from generation to generation. They follow the civilized rules of
  engagement only when they are advantageous, and are quick to
  break them when they are not. When led into battle by a tribal
  chief or subchief, all orcs within 60 feet of their leader’s battle
  standard gain a +1 to all attack and morale rolls.
  As Player Characters: Orc characters receive a +1 racial bonus
  to constitution, a −1 racial penalty to dexterity, and a −2 racial
  penalty to charisma.
  Ability Requirements (Minimum/Maximum)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Orc
  6/18
  3/17
  8/19
  3/16
  3/16
  3/12
  Orcs may progress as ﬁghters to level 10, clerics to level 9,
  and thieves to level 11. They may multiclass as ﬁghter/clerics,
  ﬁghter/thieves, and cleric/thieves.
  Orc thieves receive adjustments of −5% to Pick Pockets, +5%
  to Hide in Shadows, +5% to Detect Noise, +5% to Climb Walls,
  and −10% to Read Languages.
  Orcs are accustomed to darkness and have infravision out to
  60 feet, but suffer a −1 penalty to attack rolls when in bright sun-
  light. They are skilled miners, and can detect new stonework 33%
  of the time and graded or sloping passages 25% of the time.
  HALF-ORC
  Orcs are not discriminating in which creatures they mate with,
  and the resulting orc hybrids are not unusual. The most com-
  mon among these are individuals with orc and human parentage.
  These half-orcs often resemble their orcish parents, though they
  tend to have smaller tusks, slimmer builds, and straighter pos-
  tures. A rare few are able to pass as human, though even these
  have some orcish traits. Like full-blooded orcs, half-orcs have in-
  fravision out to 60 feet, but suffer no penalties for being in bright
  lights.
  Half-orcs can be found in both orcish and human societies.
  Those that live with orcs are often bullied and abused for their rel-
  ative weakness, though some earn respect with their human cun-
  ning. Those that live among humans are often shunned, though
  they may ﬁnd acceptance as soldiers or guardsmen. Indepen-
  dent half-orcs sometimes shun the cultures of both ancestries,
  and gather in tribes of their own or live as hermits.
  Combat: Half-orcs share much of the combat discipline of orcs
  and the intelligence of humans. They make excellent soldiers,
  and smarter individuals often excel in positions of leadership.
  As Player Characters: Half-orc characters receive +1 racial
  bonuses to strength and constitution and a −2 racial penalty to
  charisma.
  Ability Requirements (Minimum/Maximum)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Half-orc
  6/19
  3/17
  13/19
  3/17
  3/14
  3/12
  Half-orcs may progress as ﬁghters to level 10, clerics to level
  4, and thieves to level 8. They may multiclass as ﬁghter/clerics,
  ﬁghter/thieves, and cleric/thieves.
  Half-orc thieves receive adjustments of −5% to Pick Pockets,
  +5% to Open Locks, +5% to Find/Remove Traps, +5% to Detect
  Noise, +5% to Climb Walls, and −10% to Read Languages.
  Half-orcs are have infravision out to 60 feet.
  OROG
  Orogs are the rare half-breeds of orcs and ogres. Although they
  greatly resemble their orcish parents, they have some of the
  stature of their ogre ancestry, as they stand a foot taller and are
  much more muscular than their pure-blooded kin.
  Although orogs are most commonly found in orcish tribes in
  close alliances with nearby ogre tribes, ogre blood can persist
  in tribes who have had no recent contact with ogres for gener-
  ations. Orogs are present in 10% of orcish tribes; when present,
  they make up 10% of the tribe’s population. Sub-chiefs with 4 HD
  lead bands of up to 20 orog warriors, and all orogs in a tribe are
  led by a chief with 5 HD who may also be the chief of the greater
  tribe. As strong warriors, they are afforded great respect by their
  kin.
  Combat: Orogs often act as an orcish tribe’s elite warriors and
  shock troops. As they lack some of the discipline of their lesser
  kin, they rarely act as commanders or tacticians.
  OTYUGH
  Climate/Terrain:
  Any subterranean
  Frequency:
  Uncommon
  Number Appearing:
  1
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  5–10
  Treasure:
  None
  Alignment:
  Neutral
  Armor Class:
  3
  Movement:
  6
  Hit Dice:
  6 (27 hp)
  THACO:
  15
  Attack:
  2 tentacles 1d8, bite 1d4 + 1
  Saving Throws:
  Fighter 6
  Special Traits:
  Disease, grab, never surprised
  Magic Resistance:
  None
  Size:
  Large (6’–7’ diameter)
  Morale:
  14
  Experience:
  975
  Otyughs are ﬁlth-dwelling monsters resembling bloated slugs
  with three pillar-like legs. Each has a tentacle-like appendage
  rising from its body which bears three eyes, and a maw lined with
  razor-sharp teeth below the tentacle. Two other tentacles, these
  lined with thorny spikes, sprout from its body. Though their ﬂesh
  is pale, they are most often covered in ﬁlth which obscures their
  true coloration.
  343
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  As solitary creatures, otyughs are almost always found alone.
  They only rarely gather with their own kind to mate, and show
  little interest in each other at other times.
  Few creatures are
  willing to tolerate the stench and ﬁlth of an otyugh and its lair.
  Instead, other creatures sometimes persuade otyughs to guard
  areas or treasures for them in exchange for gifts of food and
  promises of shelter. Otyughs speak their own non-verbal lan-
  guage, which conveys meaning through scents and movements.
  Otyughs are capable of crude telepathy which they use to com-
  municate with other creatures.
  Otyughs make their lairs underground, and prefer to live in
  cesspools, refuse heaps, and other such ﬁlthy places. They feed
  on the waste left behind by other creatures, but occasionally sup-
  plement their diets with unsuspecting creatures that wander too
  close.
  Combat: Otyughs usually do not seek combat, and ﬁght only
  to defend themselves or to catch prey. They prefer to ambush
  their foes and prey from the safety of their lairs where they can
  take advantage of familiar surroundings. They have very keen
  senses, and are never surprised.
  An otyugh may grab an opponent after a successful tenta-
  cle attack. Opponents held in this manner are bashed against
  the ground or walls for 2d2 points of damage each round, but
  may break free with a successful strength—force doors check.
  Grabbed creatures with a strength of 18 or greater may automat-
  ically free themselves with one round of effort. An otyugh gains
  a +2 bonus to attack grabbed opponents with their bite attack.
  As creatures who thrive in ﬁlth, otyughs are carriers of disease.
  Any creature bitten by an otyugh has a 90% chance of contracting
  a ﬁlth-borne disease.
  OWLBEAR
  Climate/Terrain:
  Temperate forests
  Frequency:
  Rare
  Number Appearing:
  2d8
  Organization:
  Pack
  Activity Cycle:
  Night
  Intelligence:
  5–7
  Treasure:
  C
  Alignment:
  Neutral
  Armor Class:
  5
  Movement:
  12
  Hit Dice:
  5 + 2 (24 hp)
  THACO:
  15
  Attack:
  2 claws 1d6, bite 2d6
  Saving Throws:
  Fighter 5
  Special Traits:
  Hug
  Magic Resistance:
  None
  Size:
  Large (8’ tall)
  Morale:
  11–12
  Experience:
  975
  Almost certainly the result of demented magical experiments,
  owlbears are bizarre patchwork creatures with a bear’s body
  and an owl’s head. Their heads and backs are feathered with
  yellowish-brown to dusky black plumage, and their bodies are
  covered in shaggy brown or black fur.
  Owlbears are naturally vicious and aggressive.
  They view
  most other creatures as prey and hunt them ferociously. Though
  they are intelligent, they cannot be reasoned with as their hunger
  knows no bounds. Adult owlbears live as mated pairs; together,
  they raise their hatchlings until they’re large enough to fend for
  themselves. Owlbears speak a crude language of screeches and
  roars.
  Territorial in the extreme, each pair of owlbears protects their
  territory from all intruders. They are often found living in the
  tangled depths of ancient forests. Rare owlbears sometimes make
  their lairs in ruins or dungeons; these are often bound there to
  guard treasures or discourage intruders.
  Combat:
  Owlbears attack without provocation and know
  nothing of fear. Their hunger makes them incredibly ferocious,
  and owlbears do not retreat even if they fail a morale check.
  An owlbear may draw victims into a deadly hug if it succeeds
  on a claw attack with an attack roll of 18 or higher. Hugged crea-
  tures automatically take 2d8 points of damage each round. While
  hugging, an owlbear cannot attack with its claws, but may still
  bite opponents. Hugged creatures may break free with a success-
  ful strength—bend bars/lift portcullis check.
  PHASE SPIDER
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Number Appearing:
  1d4
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  5–7
  Treasure:
  E
  Alignment:
  Neutral
  Armor Class:
  7
  Movement:
  6, climb 15
  Hit Dice:
  5 + 5 (27 hp)
  THACO:
  15
  Attack:
  Bite 1d6
  Saving Throws:
  Fighter 6
  Special Traits:
  Etherealness, poison
  Magic Resistance:
  None
  Size:
  Huge (14’ long)
  Morale:
  15
  Experience:
  1,400
  Phase spiders are strange arachnid creatures native to the ethe-
  real plane. Their bodies are spiderlike, but in place of a spider’s
  head they possess a slender, elongated humanoid face with black
  spider eyes.
  Alien to the prime material plane, phase spiders rarely con-
  sider creatures native to the prime as more than prey. They are
  mostly solitary, but sometimes gather amongst others of their
  kind.
  These communal webs can stretch for miles and house
  dozens of spiders. Phase spiders seem to enjoy each other’s com-
  pany, and may hunt in pairs or small packs. They speak their
  own language, but rarely learn any other.
  Capable of transversing the planes, phase spiders have no need
  to make lairs on the prime material plane. Instead, they spread
  their webs in the prime’s dark places to hunt, and drag their prey
  back to the safety of the ethereal plane.
  Combat: Phase spiders are crafty hunters. They are able to
  move from the ethereal plane to the prime material and back at
  will, and use this ability to their advantage. On the prime mate-
  rial plane, a phase spider gains a −3 bonus to all initiative rolls,
  and if it wins initiative by more than 4, it may attack and return
  to the ethereal plane before its opponents can retaliate. When
  attacking, a phase spider prefers to enter the prime material be-
  hind its victim and gain a +4 bonus to its attack roll. When on the
  ethereal plane, phase spiders gain only a −1 bonus to its initiative
  rolls.
  A phase spider’s bite is venomous. Victims bitten must save vs.
  poison with a −2 penalty or suffer the effects of type F poison.
  344
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  PIXIE
  Climate/Terrain:
  Temperate forests
  Frequency:
  Very rare
  Number Appearing:
  5d4
  Organization:
  Commune
  Activity Cycle:
  Night
  Intelligence:
  15–16
  Treasure:
  R, S, T, X
  Alignment:
  Neutral
  Armor Class:
  5
  Movement:
  6, ﬂy 12 (MC 2)
  Hit Dice:
  1⁄2 (3 hp)
  THACO:
  20
  Attack:
  By weapon
  Saving Throws:
  0-level character or by class level
  Special Traits:
  Invisibility, spells
  Magic Resistance:
  25%
  Size:
  Tiny (11⁄2’ tall)
  Morale:
  11
  Experience:
  650
  Pixies are diminutive fey creatures.
  Although they are nat-
  urally invisible, they resemble tiny elves with moth-like wings
  when they wish to be seen, although their features are sharper
  and more feral.
  A mischievous people, pixies enjoy taunting and tricking the
  larger folk. They often use their invisibility and magical talents
  to mislead travelers and vex those who wander into their woods.
  They are rarely malicious, and are more likely to release the vic-
  tims of their pranks after they’ve had their fun than to seriously
  harm them. It is only when their lives or homes are threatened
  that they retaliate with lethal force. Pixies speak their own tongue
  and the common tongue.
  Pixies live in close family or tribal groups. Though they may
  wander far from their homes, pixies always maintain a loyal con-
  nection to their communities. Pixie tribes may be rivals to one
  another, though these rivalries rarely escalate beyond pranks and
  friendly mockery.
  Wild and fey, pixies live in the deep wild forests far from civi-
  lized lands. They often make their homes in dry caves or hollow
  trees, but spend much of their time out under the open sky.
  Combat: Pixies prefer to rely on their invisibility and magic to
  avoid ﬁghts. Pixie weapons are tiny, and inﬂict half the damage
  of their man-sized counterparts. They often use enchanted ar-
  rows; in the hands of a pixie, these provide a +4 bonus to attack
  rolls. Arrows may inﬂict 1d4 + 1 points of damage, cause sleep
  for 1d6 hours unless a struck creature makes a save vs. spell,
  or cause complete memory loss unless a struck creature makes a
  save vs. spell. Memory loss caused by pixie arrows cannot be
  reversed by any means less than heal or limited wish spells.
  Pixies are naturally invisible as per an improved invisibility spell,
  but may become visible at will. A dispel magic spell succeeding
  against 8th level magic forces a pixie to become visible for one
  round.
  Pixies can cast dispel magic and polymorph self at will, and ad-
  vanced illusion, confusion, dancing lights, dispel magic, ESP, and
  know alignment once a day. One in ten pixies may also cast irre-
  sistible dance once a day. Pixies cast these spells as 8th level mages.
  As Player Characters:
  Pixie characters receive +1 racial
  bonuses to dexterity and charisma and −1 racial penalties to
  strength and constitution.
  Ability Requirements (Minimum/Maximum)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Pixie
  3/14
  8/19
  7/16
  6/18
  3/16
  3/18
  Pixies may progress as ﬁghters to level 7 and thieves to level
  12. They may multiclass as ﬁghter/thieves.
  Pixie thieves receive adjustments of +5% to Pick Pockets, −10%
  to Open Locks, +5% to Move Stealthily, +10% to Hide in Shad-
  ows, and +5% to Detect Noise.
  Pixies have a natural armor class of 5, but armors and other
  protective items that grant an AC of 5 or worse do not improve
  an pixie’s AC. Pixies can ﬂy with a speed of 12 and a maneuver
  class of 2.
  Pixies, regardless of class, may cast invisibility and polymorph
  self at will, and advanced illusion, confusion, dancing lights, dispel
  magic, ESP, and know alignment once each day. Pixies cast theses
  spells as 8th level mages.
  Pixies require twice as much experience as normal to gain class
  levels.
  RAKSHASA
  Climate/Terrain:
  Tropical forests and jungles
  Frequency:
  Rare
  Number Appearing:
  1d4
  Organization:
  Solitary
  Activity Cycle:
  Night
  Intelligence:
  11–12
  Treasure:
  F
  Alignment:
  Lawful evil
  Armor Class:
  −4
  Movement:
  15
  Hit Dice:
  7 (32 hp)
  THACO:
  13
  Attack:
  2 claws 1d3, bite 1d4 + 1
  Saving Throws:
  Fighter 7
  Special Traits:
  Spells, spell immunity, magical
  weapon needed to hit
  Magic Resistance:
  None
  Size:
  Man-sized (6’ tall)
  Morale:
  15–16
  Experience:
  3,000; 10,000 (maharajah)
  Rakshasas are evil spirits which have taken humanoid form.
  Each rakshasa looks unique, but all are fearsome. Though hu-
  manoid, they commonly have animal features such as ape-like
  heads or tiger claws. More powerful rakshasas may have mul-
  tiple heads, and all possess wicked fangs regardless of shape.
  Skilled in illusion, rakshasas often disguise their true forms to
  hide among their victims.
  Some sages claim that rakshasas exist only to torment hu-
  manoid victims. Whether or not this is true, most certainly do
  ﬁnd great pleasure in doing so. These rakshasa are murderers,
  man-eaters, and worse. A very few rakshasas turn their backs
  on such brutality, and may even rise to prominence as heroes
  amongst humanoid-kind. All rakshasas, however, are creatures
  of honor and arrogance. They hold themselves to strict codes of
  behavior, and even the most brutal keeps his word once given.
  Although they consider themselves superior to all others, their
  honor extends even to dealings with those they prey upon. Rak-
  shasa speak their own language, and often speak other tongues
  as well.
  Amongst their own kind,
  rakshasas maintain a highly-
  structured, rigid society. Each rakshasa knows his place in the
  hierarchy, and very few refuse to fulﬁll their roles. Rakshasa so-
  cieties are led by the most powerful of their kind; these rulers
  are often titled as rukhs, rajahs, or maharajahs. A full 15% of rak-
  shasas are honored warriors who often serve as protectors of their
  clans. These rukhs are slightly more powerful than their kin, and
  are unaffected by weapons of a +1 enchantment or less, take only
  half damage by weapons of +2 or +3 enchantment, and cast spells
  as a 9th level caster. Rakshasa clan leaders, or rajahs, share the
  weapon immunities of the rukhs, cast spells as 11th level casters,
  and have the capabilities of both a 6th level priest and an 8th level
  wizard. The most powerful rakshasa clans are led by mahara-
  345
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  jahs, who share the weapon immunities of the rukhs, cast spells
  as 13th level casters, have the capabilities of both a 9th level priest
  and a 13th level wizard, and have 13 + 39 HD. Rakshasa children
  are rare, and as such, are treasured and protected by their parents
  and clans.
  Combat: Despite the sadistic pleasure that rakshasas take in
  combat, they ﬁght with honor and intelligence.
  Even in the
  bloodlust of battle, rakshasas are loathe to dishonor themselves
  with dirty tricks, preferring to savage their opponents with their
  superior strength and skill. Rakshasas are immune to spells of 7th
  level or lower, cannot be harmed by non-magical weapons, and
  take only half damage from weapons of +1 or +2 enchantment. A
  rakshasa hit by a blessed crossbow bolt is instantly slain.
  Rakshasas may cast ESP at will, but only to determine a crea-
  ture’s trusted and loved companions. In addition, rakshasas may
  cast spells at 7th level caster ability, and may know up to four
  1st level wizard spells, three 2nd level wizard spells, two 3rd level
  wizard spells, and three 1st level priest spells. Many rakshasas
  prefer to learn illusion and shape-changing spells.
  REMORHAZ
  Climate/Terrain:
  Any arctic
  Frequency:
  Very rare
  Number Appearing:
  1
  Organization:
  Solitary
  Activity Cycle:
  Day
  Intelligence:
  1
  Treasure:
  D
  Alignment:
  Neutral
  Armor Class:
  0, 2 (head), 4 (underbelly)
  Movement:
  12
  Hit Dice:
  7 (32 hp)
  THACO:
  13
  Attack:
  Bite 4d6
  Saving Throws:
  Fighter 7
  Special Traits:
  Destroy weapons, swallow whole
  Magic Resistance:
  75%
  Size:
  Huge (21’ long)
  Morale:
  13–14
  Experience:
  6,000
  Remorhaz are strange centipede-like creatures. Their bodies
  are segmented like a worm, and are supported by dozens of ar-
  mored legs.
  Small, non-functional wings sprout from behind
  their heads, which bear compound eyes and vicious pincers.
  They are typically light blue in color, though other shades are
  sometimes encountered. Regardless of color, all have a streak of
  white running the length of their backs. Remorhaz have infravi-
  sion out to 60 feet.
  Despite being solitary creatures, remorhaz tolerate others of
  their kind unless prey becomes scarce. They only truly gather
  when instinct drives them to mate or when protecting their
  young.
  They mate once a year, after which the female lays a
  clutch of eggs. Remorhaz eggs are scrupulously guarded by their
  mothers, both from predators and from the encroaching cold of
  their environments. Once hatched, the young remain with their
  mother for up to four months, after which they are driven away
  to fend for themselves.
  As vicious predators, remorhaz see most other creatures as
  food. Their prodigious size affords them few predators, and they
  have been known to attack creatures as large as frost giants and
  white dragons when lesser prey is scarce.
  Remorhaz most often lair in caves or complexes of tunnels
  melted into ice and snow. Both are likely to be extremely slip-
  pery from the refreezing of ice and snow melted by the remor-
  haz’s heat. Remorhaz use their lairs for shelter and to raise their
  hatchlings. Any treasure found within a lair is likely the former
  possessions of the remorhaz’s victims.
  Combat: Remorhaz often lurk in ambush beneath the snow
  and ice, relying on surprise to make up for their relative lack
  of speed. When attacking, they secrete a substance that causes
  their backs to ﬂare up with intense heat. Non-magical weapons
  that strike a remorhaz’s back while it is in combat instantly melt,
  and creatures that touch its back in combat suffer 10d10 points of
  damage.
  On an attack roll of a natural 20, a remorhaz may swallow its
  opponents whole. Creatures so swallowed are killed instantly by
  the intense heat and crushing pressure of the creature’s insides.
  A remorhaz rears back before attacking, and any creature with
  better initiative than the remorhaz attacking it from the front may
  strike at the remorhaz’s soft underbelly. Attacking the remor-
  haz from the front after it has attacked will strike the remorhaz’s
  head.
  Particularly large remorhaz may have extra hit dice. Remor-
  haz with more than 7 HD have correspondingly more hit points
  and lower THACOs. Each additional HD adds 1,000 experience
  points to a remorhaz’s experience value.
  SALAMANDER
  Climate/Terrain:
  Plane of ﬁre
  Frequency:
  Rare
  Number Appearing:
  1d4 + 1
  Organization:
  Pack
  Activity Cycle:
  Any
  Intelligence:
  13–14
  Treasure:
  F
  Alignment:
  Chaotic evil
  Armor Class:
  5
  Movement:
  9
  Hit Dice:
  7 + 7 (39 hp)
  THACO:
  13
  Attack:
  Tail 2d6, by weapon
  Saving Throws:
  Fighter 8
  Special Traits:
  Fire immunity, heat, spell immunity,
  magical weapon needed to hit
  Magic Resistance:
  None
  Size:
  Man-sized (7’ long)
  Morale:
  13
  Experience:
  4,000
  Salamanders are ﬁery creatures native to the elemental plane
  of ﬁre. They are humanoid from the waist up but have the lower
  bodies of giant snakes. Their skin resembles burnished copper or
  brass, and their hair twists and dances like ﬂames. Salamanders
  have eyes like pits of orange ﬂame, though their color changes
  to an unusual green when they are angered or otherwise feeling
  strong emotion.
  On their home plane, salamanders war with efreet, elementals,
  and each other, vying for dominance and power. They hate all
  others, but grudgingly respect those more powerful than them–
  though they watch their betters closely for moments of weakness
  in which to strike. Away from the plane of ﬁre, their hatred for
  others is unchecked by any sort of respect, as they consider crea-
  tures who cannot survive the ﬁres of their home as weak and be-
  neath them. Salamanders speak the common tongue of the plane
  of ﬁre.
  Away from their home plane, salamanders are most often
  found in places with abundant heat or ﬁre, such as volcanic vents
  or lava lakes. They dislike the cold, and prefer temperatures of at
  least 300◦. Due to the intense heat of their lairs, salamanders al-
  most never keep combustible items such as those made of wood
  or paper as treasure.
  Combat: Salamanders are often sadistic and take pleasure in
  combat. They prefer metal weapons such as spears and swords,
  and use surrounding ﬁres or lava to their advantage when ﬁght-
  ing opponents who do not share their immunity. A salamander’s
  body heat is so great that all successful attacks made with a metal
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  FOR GOLD & GLORY
  weapon or a tail attack inﬂict 1d6 points of scalding damage in
  addition to their normal damage. Creatures resistant or immune
  to ﬁre damage do not take the additional scalding damage.
  Salamanders are immune to non-magical weapons and ﬁre-
  based damage. Creatures of 4 + 1 HD can damage them as nor-
  mal, even without magical weaponry. They are unaffected by
  charm, hold monster, and sleep spells. They are vulnerable to cold,
  and take an additional 1 point of damage per die of damage from
  cold-based attacks.
  SATYR
  Climate/Terrain:
  Temperate forests
  Frequency:
  Uncommon
  Number Appearing:
  2d4
  Organization:
  Band
  Activity Cycle:
  Any
  Intelligence:
  11–12
  Treasure:
  I, S, X
  Alignment:
  Neutral
  Armor Class:
  5
  Movement:
  18
  Hit Dice:
  5 (22 hp)
  THACO:
  15
  Attack:
  Horns 2d4 or by weapon
  Saving Throws:
  Fighter 5 or by class level
  Special Traits:
  Music, stealth, +2 to surprise rolls
  Magic Resistance:
  50%
  Size:
  Man-sized (5’ tall)
  Morale:
  13
  Experience:
  975; 1,400 (virtuoso)
  Satyrs, also known as fauns, are fey creatures, universally
  male, with the upper body of a human and the legs and horns
  of a goat. They usually have wild hair ranging from red to black
  and deeply tanned skin. Their legs are covered in dark fur, and
  their horns and hooves are black. Satyrs have infravision out to
  60 feet.
  Outgoing an boisterous, satyrs welcome any who wish to join
  in their revels.
  They are especially likely to welcome comely
  women and those bearing good food and drink. Satyrs get along
  well with centaurs, elves, and fey creatures, but distrust orcs,
  goblins, and other savage humanoids who seek exploit their
  woodland homes. As all satyrs are male, they mate with hu-
  manoids of other races; male children born of these unions are
  invariably satyrs as well. They particularly lust after nymphs and
  dryads. Satyrs speak their own tongue, as well as the common,
  elven, and centaur tongues.
  Usually far too wild for society, satyrs organize themselves in
  loose confederations. While all the satyrs in an area will gather
  for revels and come to each other’s defense, no satyr presumes
  to rule his fellows. Satyr young are allowed to join their elders
  upon reaching adolescence.
  Satyrs most often live in untamed forests, where they can feast,
  drink, and indulge undisturbed by more civilized races. They
  rarely build lairs of their own, and instead make their homes in
  hollowed trees or dry caves. On occasion, satyrs will venture
  closer to civilization, usually out of curiosity or to procure wine
  and other strong drink.
  Combat: Although most satyrs would rather avoid battle in
  favor of more pleasurable pursuits, they can become belligerent
  and aggressive when threatened or their bacchanals are inter-
  rupted. They ﬁght by instinct, and give little thought to strategy
  or discipline.
  Satyrs are stealthy and silent when they choose to be, and can
  hide in the thickets and underbrush of their forests as per a thief’s
  Hide in Shadows ability with a 90% chance of success. Further-
  more, they incur a −2 penalty to their opponents’ surprise rolls,
  while their own keen senses grant them a +2 bonus to their own
  surprise rolls.
  Although most satyrs enjoy music, around 10% of satyrs are so
  virtuosic that they can produce magical effects with their perfor-
  mances. When playing an instrument, usually pipes or similar,
  a virtuoso may cast cause fear, charm, or sleep. All creatures, save
  satyrs, within 60 feet must save vs. spell or fall under the effect
  of the chosen spell. Those who fail the save are affected for 1d6
  hours or until the effect is dispelled. A bard’s Counter Song ability
  can prevent the effects of a virtuoso’s music. Satyrs often employ
  cause fear and sleep in battle and charm to entrance likely lovers.
  As Player Characters: Satyr characters have +1 racial bonuses
  to dexterity and constitution and −1 racial penalties to intelli-
  gence and charisma.
  Ability Requirements (Minimum/Maximum)
  Cha
  Wis
  Int
  Con
  Dex
  Str
  Satyr
  6/18(75) 8/19
  7/19
  3/17
  3/18
  3/17
  Satyrs may progress as ﬁghters to level 11 and thieves to level
  11. They may multiclass as ﬁghter/thieves.
  Satyr thieves receive adjustments of +5% to Pick Pockets, −5%
  to Open Locks, +5% to Move Stealthily, +5% to Hide in Shadows,
  −10% to Climb Walls, and −5% to Read Languages.
  Satyrs have infravision out to 60 feet. They have a natural ar-
  mor class of 5, but armors and other protective items that grant
  an AC of 5 or worse do not improve an satyr’s AC. They can use
  their horns in combat instead of using weapons, and gore oppo-
  nents for 2d4 points of damage.
  A satyr possessing a set of satyr pipes may use them to cast
  either charm, sleep, or cause fear once each day.
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  APPENDIX C. BESTIARY
  SHADOW
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Number Appearing:
  2d10
  Organization:
  Band
  Activity Cycle:
  Night
  Intelligence:
  5–7
  Treasure:
  F
  Alignment:
  Chaotic evil
  Armor Class:
  7
  Movement:
  12
  Hit Dice:
  3 + 3 (16 hp)
  THACO:
  17
  Attack:
  Touch 1d4 + 1
  Saving Throws:
  Fighter 3
  Special Traits:
  Spell immunities, strength drain,
  magical weapon needed to hit
  Magic Resistance:
  None
  Size:
  Man-sized (6’ tall)
  Morale:
  See below
  Experience:
  975
  Shadows are incorporeal undead, and appear as vague silhou-
  ettes of their original bodies formed of the darkest blackness.
  While motionless, they can lay ﬂat against walls, ﬂoors, or other
  surfaces, where they are all but indistinguishable from normal
  shadows. In dark and shadowy areas, they remain hard to see,
  but they stand out in brightly lit areas.
  Longing for their lost lives, shadows jealously despise all living
  creatures. They feed upon the life force of the living, but prefer
  that of humanoid victims. A humanoid victim killed by a shadow
  is likely to become a shadow himself. Despite their intelligence,
  shadows cannot speak, though they may be able to understand
  languages that they spoke while living.
  With little to do with each other, shadows are ambivalent to-
  wards their own kind. When found together they are likely to be
  “families”–an elder shadow and its victims, now shadows them-
  selves.
  Shadows haunt dark areas where they can easily hide. They
  keep no treasure, as it enrages them and reminds them of their
  former lives, and dispose of any found after slaying their victims.
  Combat: Shadows attack all living creatures who venture too
  close without provocation or mercy.
  The touch of a shadow
  drains 1 point of strength from its victim. Humanoids reduced to
  0 hp or a strength of 0 by a shadow are doomed to rise as shadows
  themselves under the command of their killers; all other crea-
  tures killed by a shadow remain dead, while all other creatures
  reduced to a strength of 0 fall unconscious. Strength lost from a
  shadow’s touch returns at a rate of 1 point every 2d4 rounds.
  Shadows are 90% invisible in darkened areas, although they
  are instantly noticeable in direct lantern light or brighter illu-
  mination. They are immune to non-magical weapons and cold-
  based attacks. As undead creatures, they are unaffected by charm,
  hold person, and sleep spells. Shadows never check for morale.
  SKELETON
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Number Appearing:
  3d10
  Organization:
  None
  Activity Cycle:
  Any
  Intelligence:
  0
  Treasure:
  None
  Alignment:
  Neutral
  Armor Class:
  7
  Movement:
  12
  Hit Dice:
  1 (4 hp)
  THACO:
  19
  Attack:
  By weapon
  Saving Throws:
  Fighter 1
  Special Traits:
  Cold immunity, half damage from
  slashing and piercing weapons, spell
  immunities
  Magic Resistance:
  None
  Size:
  Man-sized (6’ tall)
  Morale:
  See below
  Experience:
  120
  Skeletons are the reanimated skeletal remains of humanoid
  creatures, reinforced with negative energy. They bear no ﬂesh,
  musculature, or ligaments, and are instead held together through
  magical force. Skeletons vary in size, depending on the remains
  of the humanoids they were created from.
  As mindless constructs of necromantic magics, skeletons have
  no interactions with other creatures, save to follow commands
  from their creators. With no intelligence to guide them, they carry
  out all instructions as literally as possible, and are typically un-
  able to follow commands more complex than a few phrases.
  Skeletons are most commonly created in places where the dead
  are abundant, such as graveyards or battleﬁelds. They are of-
  ten tasked by their creators to guard remote and abandoned
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  APPENDIX C. BESTIARY
  FOR GOLD & GLORY
  locations–while they are certainly capable of guarding inhabited
  locations, their presence is not tolerated by civilized folk.
  Combat: When commanded to attack, skeletons do so in the
  most obvious ways possible, without regards to strategy, intelli-
  gence, or fear.
  As they lack ﬂesh and blood, slashing and piercing weapons
  inﬂict only half damage against skeletons. As undead creatures,
  they are immune to charm, fear, hold person, and sleep spells, and
  take no damage from cold-based attacks. They are vulnerable to
  holy water, and suffer 2d4 points of damage per vial that strikes
  them. Skeletons never check for morale.
  SPECTER
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Number Appearing:
  1d6
  Organization:
  Solitary
  Activity Cycle:
  Night
  Intelligence:
  13–14
  Treasure:
  Q × 3, X, Y
  Alignment:
  Lawful evil
  Armor Class:
  2
  Movement:
  15, ﬂy 30 (MC 2)
  Hit Dice:
  7 + 3 (34 hp)
  THACO:
  13
  Attack:
  Touch 1d8
  Saving Throws:
  Fighter 7
  Special Traits:
  Energy drain, magical weapon
  needed to hit, spell immunities
  Magic Resistance:
  None
  Size:
  Man-sized (6’ tall)
  Morale:
  15
  Experience:
  8,000
  Specters are ghostly spirits of humanoid creatures, readily vis-
  ible but translucent. They appear as they did in life, and are rec-
  ognizable to those familiar with their mortal forms.
  Recalling their former lives clearly and keenly, specters long
  for what they’ve lost in undeath.
  They disdain light and the
  living, and envy the true dead their rest. Unlike lesser spirits,
  specters retain the full extent of their memories and intelligence,
  though their personalities are twisted with envy and hatred.
  On rare occasions, several specters come to haunt the same lo-
  cation. These are usually a master and the thralls created from its
  victims. The master specter has complete control over the wills of
  his thralls. Thralls often hate and resent their masters, but can do
  nothing against their masters’ wishes. However, should a master
  specter be destroyed, his thralls become free-willed.
  Specters prefer a solitary existence far from the reminders of
  living civilization, and tend to lurk in ruins and other forgotten
  places. Though they are not permanently harmed by sunlight,
  they seek shelter from it and the painful memories it brings.
  Combat: Specters are intelligent and wise, and plan their at-
  tacks carefully. In battle, their cunning strategies serve to aug-
  ment their already formidable capabilities. Even so, they are most
  feared for their life-draining touch. Each successful attack drains
  two levels or hit dice from a specter’s victim. Any humanoid
  drained of all levels or hit dice by a specter dies and rises as a
  specter himself. He will be a thrall to the specter who killed him
  if killed by a free-willed specter, or to his killer’s master if killed
  by a thrall. The new specter’s master immediately gains full hit
  points for all hit dice it possesses. Thralls gain their free will if
  their masters are killed. Newly risen specters retain all memo-
  ries of their previous lives, although they lose all class abilities or
  racial traits.
  Specters are immune to non-magical weapons, poisons, par-
  alyzation, and cold-based attacks, and are unaffected by charm,
  hold person, and sleep spells. Despite these resistances, they are
  powerless in full sunlight, and are harmed by holy water–each
  vial inﬂicts 2d4 points of damage on a successful hit. A raise dead
  spell destroys a specter immediately unless he successfully saves
  vs. spell.
  SPRITE
  Climate/Terrain:
  Any forest
  Frequency:
  Rare
  Number Appearing:
  10d10
  Organization:
  Tribe
  Activity Cycle:
  Day
  Intelligence:
  11–12
  Treasure:
  C
  Alignment:
  Neutral good
  Armor Class:
  6
  Movement:
  9, ﬂy 18 (MC 2)
  Hit Dice:
  1 (5 hp)
  THACO:
  19
  Attack:
  By weapon
  Saving Throws:
  Fighter 1
  Special Traits:
  Invisibility, spells
  Magic Resistance:
  None
  Size:
  Tiny (1’ tall)
  Morale:
  11–12
  Experience:
  175
  Sprites are tiny fey folk, slender with sharp elven features
  and insectile wings. With their wispy bodies and large, colorful
  wings, sprites may be mistaken for butterﬂies if not seen clearly.
  They are usually only seen by outsiders when they wish to be
  seen.
  As a playful and peace-loving folk, sprites have good relations
  with elves, fae, and other peaceful forest creatures. However,
  they are ﬁercely protective of their forest home, and do not suffer
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  APPENDIX C. BESTIARY
  the presence of those who would exploit it lightly. They usually
  do no lasting harm to woodsmen, hunters, or others who exploit
  it out of necessity; these who wander into their domains are of-
  ten put to sleep and moved a good distance away after beings
  stripped of their tools. They show no such mercy for those who
  deliberately and maliciously harm the forest, however, and seek
  to kill such intruders. Sprites speak their own language, and may
  learn the languages of neighboring forest creatures like pixies,
  elves, and dryads.
  Sprites live in large tribes led by the most proﬁcient warriors.
  Leaders make the important decisions for their clans, negotiate
  with outside groups, and, when necessary, lead their clans into
  battle.
  Each clan knows several others and readily assists its
  neighbors in times of trouble. Even in peaceful times, clans of-
  ten gather together to sing and dance in the moonlight and enjoy
  each other’s company.
  Though they are creatures of the wild, sprites rarely live as far
  from civilization as the more reclusive of fey-folk do. They prefer
  to live in open woodlands and enjoy both the shadowy stands
  of trees and the bright glens and meadows. Sprites often build
  simple shelters in the trees and under the hillsides.
  Combat: Though nominally directed in battle by their tribal
  leaders, sprites often disregard orders in combat and ﬁght as they
  see ﬁt. Sprite weapons are tiny, and do half the damage of equiv-
  alent man-sized weapons.
  They often drug their arrows with
  sleeping draughts–creatures struck by these treated arrows must
  save vs. poison or fall into a deep, dreamless sleep for 1d6 hours,
  and cannot be awakened before the draught wears off.
  Sprites may cast invisibility and detect good/evil (within a 50 yard
  radius) at will. While invisible, they incur a −4 penalty to oppo-
  nents’ attack rolls and gain a +2 bonus to their own attack rolls.
  TARRASQUE
  Climate/Terrain:
  Any
  Frequency:
  Unique
  Number Appearing:
  1
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  2
  Treasure:
  See below
  Alignment:
  Neutral
  Armor Class:
  −3
  Movement:
  9
  Hit Dice:
  70 (320 hp)
  THACO:
  −5
  Attack:
  2 claws 1d12, 2 horns 1d10, bite 5d10,
  tail 2d12
  Saving Throws:
  Fighter 70
  Special Traits:
  Fear, ﬁre immunity, lunge, magic
  reﬂection, regeneration, severing,
  magical weapon needed to hit
  Magic Resistance:
  None
  Size:
  Gigantic (50’ long)
  Morale:
  15
  Experience:
  77,000
  Thought to be unique, the tarrasque is an immense beast ri-
  valed in size only by the eldest of dragons. Though it stands on
  two legs, its hunched posture is more that of an animal than a
  humanoid creature. Jagged horns adorn its head, and sword-like
  teeth ﬁll its gaping maw. An immense tail serves to balance its
  bulk, and its hide is armored with scales and spines.
  The only one of its kind, the tarrasque’s origin is unknown.
  Sages have alternately theorized that it is retribution sent by the
  gods, the living manifestation of nature’s wrath, the result of an
  ancient and powerful curse, and many other possibilities.
  No record of the tarrasque has ever mentioned it as partaking
  in any activity other than rampaging destruction. It seems driven
  by blind instinct to devour and destroy all in its path. Fortunately,
  it is only active for a 5d4 days at a time, after which it must sleep
  for 5d4 months before it can resume its destruction. Once each
  dozen periods of activity or so, it is particularly wakeful and re-
  mains active for 2d3 months, after which it must sleep for 4d4
  years.
  During its time of activity, the tarrasque is capable of traveling
  several hundred miles, and is all but unhindered by even moun-
  tains and oceans. It does not rest during this time, only succumb-
  ing to sleep once it returns to hibernation. It lairs wherever it
  ﬁnds itself upon the onset of hibernation, typically by digging
  into the earth and burying itself.
  Combat: The tarrasque attacks by instinct, and does not con-
  sider such subtleties as tactics or reason. Rather, it is driven solely
  by hunger. The very sight of the tarrasque is terrifying–creatures
  with less than 3 HD or levels become paralyzed in fright until
  the it moves on. Creatures with greater than HD or levels ﬂee in
  panic, although those with greater than 7 HD or greater may save
  vs. paralyzation to resist ﬂight.
  The tarrasque’s bite attack acts as a sword of sharpness. It may
  lunge forward with a movement rate of 15 for one attack each
  turn. Horn attacks made during a lunge inﬂict twice the nor-
  mal damage, and any creatures caught in the tarrasque’s path are
  trampled for 4d10 points of damage.
  The tarrasque is immune to ﬁre- and heat-based damage, and
  cannot be harmed by non-magical weapons. While not resistant
  to magic, the tarrasque’s hide reﬂects bolt, ray, and missile spells
  such as magic missile and lightning bolt. One-sixth of the time, such
  spells are reﬂected back at its caster, and all other times the spell
  is reﬂected harmlessly away. Touch spells and spells that affect
  an area rather than a single target are not reﬂected.
  Even when it is damaged, the tarrasque regenerates at a rate
  of 1 hit point each round. Slaying the tarrasque is more difﬁcult
  than simply reducing it to 0 hit points–its remains must ﬁrst be
  reduced to −30 hit points, after which a wish must be cast to per-
  manently destroy it. If this is not done, the tarrasque will eventu-
  ally regenerate to full power.
  TITAN
  Climate/Terrain:
  Any
  Frequency:
  Very rare
  Number Appearing:
  1d10
  Organization:
  Group
  Activity Cycle:
  Any
  Intelligence:
  19–21
  Treasure:
  E, Q × 10, R
  Alignment:
  Chaotic good
  Armor Class:
  0
  Movement:
  36
  Hit Dice:
  20 (90 hp)
  THACO:
  5
  Attack:
  By weapon + 14
  Saving Throws:
  Fighter 20
  Special Traits:
  Devastating attack, etherealness,
  spells, magical weapon needed to hit
  Magic Resistance:
  50%
  Size:
  Gigantic (25’ tall)
  Morale:
  17–18
  Experience:
  23,000
  Titans are immense humanoids, towering over even the tallest
  of storm giants. Aside from their great size, they resemble ﬂaw-
  less humans of great physical beauty.
  Too few to commonly encounter others of their own kind, ti-
  tans generally gather in groups no larger than their immediate
  families.
  In lieu of extended family groups, some titans have
  been known to claim the very gods as their kin. Though they are
  certainly not gods themselves, the legends of more than one cul-
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  ture do speak of titanic creatures of nigh-godlike power. Perhaps
  these “greater” titans are intermediaries between their lesser kin
  and the true gods.
  As beings of immense power, titans have few foes that dare
  face them. They deal often with giants, and get along especially
  well with storm giants. When encountered, titans are 35% likely
  to be accompanied by 1d4 storm giants who are trusted com-
  panions and friends. Titans are curious creatures, and may seek
  out experts of other races who share their interests. Titans speak
  their own language, and are conversant in all giant languages,
  the common tongue, and the languages of all forest creatures.
  Titans make their homes in any place that suits their desires,
  and those that would prevent them from doing so are rare indeed.
  They seem to have an afﬁnity for superlatives–the highest moun-
  taintops, the deepest forests, or the widest plains. Regardless of
  location, their homes tend to be grand palaces, ﬁt for royalty but
  built in titanic size.
  Combat: Titans rarely ﬁnd reason to ﬁght, but are more than a
  match for any creatures foolish enough to engage them in com-
  bat. Titans wield monstrously large weapons which inﬂict ﬁve
  times the damage of equivalent man-sized weapons. They of-
  ten wield their namesake mauls of the titans, and may attack twice
  each round with such weapons. In addition to their normal melee
  attacks, titans may attack once every other round with a special
  devastating attack. Unique to each titan, this attack inﬂicts 10d6
  points of damage and is capable of feats of great destruction. Ti-
  tans cannot be harmed by non-magical weapons.
  Titans are highly talented in magical skills. First and foremost,
  each titan has the abilities of either a 20th level mage or a 20th
  level priest. Furthermore, all titans may cast the following spells
  at will, one each round: advanced illusion, alter self, animal sum-
  moning II, astral spell, bless, charm monster, commune with nature,
  cure light wounds, eye bite, ﬁre storm, hold monster, hold undead, in-
  visibility, levitate, light, mirror image, pass without trace, produce ﬁre,
  protection from evil, 10’ radius, remove fear, remove curse, shield, speak
  with plants, summon insects, and whispering wind. Titans may enter
  the ethereal plane twice each day.
  TREANT
  Climate/Terrain:
  Any forest
  Frequency:
  Rare
  Number Appearing:
  1d20
  Organization:
  Grove
  Activity Cycle:
  Any
  Intelligence:
  11–12
  Treasure:
  Q × 5, X
  Alignment:
  Chaotic good
  Armor Class:
  0
  Movement:
  12
  Hit Dice:
  7 (32 hp)
  THACO:
  13
  Attack:
  2 branches 2d8
  Saving Throws:
  Fighter 7
  Special Traits:
  Animate trees, ﬁre vulnerability,
  siege damage
  Magic Resistance:
  None
  Size:
  Huge (13’–18’ tall)
  Morale:
  15–16
  Experience:
  3,000
  Treants are intelligent plants, all but indistinguishable from
  trees when still. Upon closer inspection, their branches become
  arms and their roots feet, and their faces formed of creases and
  whorls in their bark become apparent. Treants resemble the trees
  common to the areas in which they live–those native to boreal
  forests might resemble spruces or larches, while those native to
  pastoral woodlands might look like oaks or hickories.
  While treants are often happy to spend days or even weeks in
  individual contemplation, they are not solitary beings. Each tre-
  ant knows each other treant in his forest, if only by reputation.
  On rare occasions, all treants in a forest may gather to discuss
  matters or share news of great importance. Contact between tre-
  ants of different forests is infrequent, and travel from one forest
  to another even rarer.
  Living for many centuries, treants ﬁnd other races dangerously
  hasty and unfortunately short-lived. As such, they tend to live
  apart from other races–even the elves that share their woodlands
  are as children to them. Treants do not trust dwarves or goblin-
  kind, as these tend to exploit and destroy the forests that they
  claim as their own. Treants speak their own language, and addi-
  tionally speak at least the elf, dwarf, and common tongues.
  As kin to the trees, treants prefer to live in ancient and pri-
  mordial forests which have never known the touch of the axe.
  They need no shelter, but live under sun and storm alike among
  the trees they protect. Each treant claims a territory in the forest,
  which they guard against evil and destruction.
  Combat: As with everything else, treants are slow to decide
  whether or not to enter combat, and are slow to anger. However,
  once committed to battle, they are fearsome ﬁghters.
  Each treant may animate up to two normal trees to movement.
  As long as they remain within 60’ of the treant that animated
  them, animated trees may move at a rate of 3 and attack as a
  12 HD treant. An animated tree must spend one round to uproot
  itself before it can move or attack.
  Treants are vulnerable to ﬁre, and have a −4 penalty to all
  saves against ﬁre-based attacks. Furthermore, all ﬁre-based at-
  tacks against treants gain a +4 bonus to hit and a +1 bonus to
  damage inﬂicted.
  A treant may damage on buildings and fortiﬁcations, with each
  strike inﬂicting siege damage to structures as per a battering ram.
  Treants grow in size and strength as they age, and older tre-
  ants often gain extra hit dice with age. Treants with more than 7
  HD have correspondingly more hit points and lower THACOs.
  Treants with 9–10 HD inﬂict 3d8 points of damage with each at-
  tack, and treants with 11–12 HD inﬂict 4d6 points of damage with
  each attack. Each additional HD adds 1,000 experience points to
  a treant’s experience value.
  TRITON
  Climate/Terrain:
  Any ocean
  Frequency:
  Rare
  Number Appearing:
  6d10
  Organization:
  Commune
  Activity Cycle:
  Day
  Intelligence:
  13+
  Treasure:
  C, (S), (T), M Q
  Alignment:
  Neutral good
  Armor Class:
  5
  Movement:
  Swim 15
  Hit Dice:
  3 (14 hp)
  THACO:
  17
  Attack:
  By weapon
  Saving Throws:
  Fighter 3
  Special Traits:
  Attract/repel sea creatures
  Magic Resistance:
  90%
  Size:
  Medium (7’ tall)
  Morale:
  13
  Experience:
  650; 975 (4 HD); 1,400 (5 HD); 2,000
  (6–7 HD); 3,000 (8 HD); 4,000 (9 HD);
  975 (spell caster level 3); 1,400 (spell
  caster level 4); 2,000 (spell caster level
  5); +1,000/level over 5th (spell caster)
  Tritons are aquatic humanoids, perhaps native to the elemen-
  tal plane of water.
  Their features are handsome and human-
  like, though they have ﬁsh-like skin covered with silvery scales,
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  webbed hands, and ﬁnned legs.
  Community holds a great importance to the triton race, and
  they usually live in large social groups composed of several fam-
  ilies. One in ten tritons is stronger than usual with 4–6 HD, and
  one in twenty is exceptional with 7–8 HD. Each community is led
  by a triton with 9 HD and an AC of 2. 2% of all tritons are mages
  of up to 10th level, and 4% are priests of up to 11th level. Mages
  and priests are revered and respected members of their commu-
  nities, valued for their talents and knowledge. Each community
  has half again as many children as adults.
  Tritons are friendly towards other good sea creatures, but dis-
  trust most creatures native to the land. Though they are not mali-
  cious towards land-dwellers, they only rarely come to their assis-
  tance, and then only in the direst of circumstances. Tritons speak
  their own language.
  Under the waves, tritons build great undersea castles on rocky
  outcroppings or carve them from deep caves. These dwellings
  are opulent and beautiful, often adorned with the wealth of the
  seas. From these castles, each triton community rules over vast
  stretches of ocean. they live on the elemental plane of water much
  as they do in the oceans of the prime material, though their king-
  doms are even more extensive.
  Combat: Tritons are usually paciﬁstic and tend to avoid com-
  bat, though they ﬁght ﬁercely in seeking vengeance for wrongs
  done to them.
  Great warriors and leaders among the tritons often possess
  conch shell horns. When blown, these instruments can summon
  6d10 HD worth of sea animals to them or drive away a similar
  number as per the fear spell. Even creatures who successfully
  save against the fear gain a −5 penalty to all attack rolls against
  all tritons until the effect expires.
  TROLL
  Two-headed
  Troll
  Troll
  Climate/Terrain:
  Any
  Any
  Frequency:
  Very rare
  Uncommon
  Number Appearing:
  1d3
  1d12
  Organization:
  Group
  Group
  Activity Cycle:
  Any
  Night
  Intelligence:
  8–10
  5–7
  Treasure:
  D, Q
  D, Q
  Alignment:
  Chaotic evil
  Chaotic evil
  Armor Class:
  4
  4
  Movement:
  12
  12
  Hit Dice:
  6 + 6 (33 hp)
  10 (45 hp)
  THACO:
  13
  11
  Attack:
  2 claws 1d4 + 4,
  bite 1d8 + 4 or by
  weapon +5
  2 claws 1d4 + 4, 2
  bites 1d12 or by
  weapon +6
  Saving Throws:
  Fighter 10
  Fighter 7
  Special Traits:
  Hurl boulders,
  regeneration
  Hurl boulders,
  regeneration
  Magic Resistance:
  None
  None
  Size:
  Large (10’ tall)
  Large (9’ tall)
  Morale:
  15–16
  14
  Experience:
  6,000
  1,400
  TROLL
  Trolls are terrifying and savage humanoids, as tall as an ogre
  but achingly thin, and usually hunched to a much lesser height.
  Despite their slender builds, they are immensely strong. Their
  spongy skin is most often greenish-gray in color, and their wiry
  hair is black and greasy. Their eyes are as black pits with strange
  white pupils, and their mouths are ﬁlled with jagged fangs. Fe-
  male trolls are noticeably larger than their male counterparts.
  Trolls can see through infravision
  Possessing little civilization, trolls rarely come together in
  numbers beyond families or small tribal groups. Most often, the
  strongest female leads her subjects through intimidation and vio-
  lence, though she may resort to her superior intellect when baser
  methods of domination fail. These troll chieftainesses may be-
  come clerics of up to 7th level, and draw their power from faith
  in dark and vile entities. Leadership of each group is typically
  gained through vicious combat, though due to their particular
  trollish nature, such combats are almost never fatal. Instead, a
  chieftainess must concern herself with both new challengers to
  her leadership as well as her predecessors.
  The ravenous hunger and foul habits of troll-kind often pre-
  vents them from forming alliances with other creatures. The most
  intelligent of their kind sometimes hire themselves out to power-
  ful and unscrupulous employers as mercenaries in exchange for
  food and plunder. They see creatures less powerful than them-
  selves as ﬁt only for food or sport. Due to their strength and re-
  generative ability, trolls fear very few creatures, even those much
  stronger than themselves. Trolls speak their own tongue, which
  might have once been a language unto itself but has since become
  a pidgin of mostly giant, goblin, and orc languages.
  Unfortunately common, trolls can plague any land, though
  they prefer dense forests and cave-pocked mountains where shel-
  ter from the sun is easy to ﬁnd. They prefer to lair in caves, al-
  though they often resort to digging crude dens when caves are
  unavailable. Troll lairs are horrifying places, covered in ﬁlth and
  strewn with the remains and belongings of their victims.
  Combat: Trolls ﬁght for pleasure. Due to their regenerative
  capabilities, they rarely concern themselves with their own safety,
  instead preferring to risk temporary injury in exchange for more
  immediate bloodshed and carnage.
  Trolls possess truly remarkable regenerative properties. Within
  three rounds of injury, a troll heals damage at a rate of 3 hit points
  each round until completely healed. Even damage that would kill
  another creature does not stop the regeneration; a troll reduced to
  0 or fewer hit points falls into an comatose state and is unable to
  act, but continues to regenerate and rises to ﬁght again once he
  has more than 0 hit points. Only damage inﬂicted by ﬁre or acid
  cannot be regenerated, such wounds must heal normally. A troll
  reduced to 0 or fewer hit points with acid or ﬁre, or a body treated
  with acid or burned dies permanently.
  On a roll of a natural 20, a hit with an edged weapon against
  a troll severs an appendage (roll 1d6; 1–2: arm, 3–4: leg; 5: head,
  6: GM’s choice). Severed appendages may attack as if still at-
  tached to their bodies, and a headless body may still attack with-
  out penalty as long as its severed head maintains a clear view
  of the battle. If held ﬁrmly to their bodies, severed appendages
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  may be reattached within 24 hours of severing; afterwards, the
  appendage dies and the troll must regenerate a new appendage.
  Missing limbs and heads require 1 week to regrow if they are
  not reattached. If a troll corpse is chopped into small pieces and
  scattered, the largest piece remaining regenerates into a complete
  body. Despite rumors to the contrary, severed appendages cannot
  regenerate new bodies and produce more trolls.
  On rare occasions, trolls hurl boulders at their foes before clos-
  ing in for melee. A troll can hurl a boulder up to 20 yards, and a
  successful hit inﬂicts 1d8 points of damage.
  TWO-HEADED TROLL
  Two-headed trolls are the rare children of a trolls and ettins.
  Aside from possessing two heads, two-headed trolls strongly
  favor their troll parentage, though their skin tends towards a
  brownish color and they stand slightly taller than their one-
  headed kin.
  Too rare to form their own tribes, two-headed trolls associate
  with both their parent races.
  Regardless of which race they
  live among, they take advantage of their greater intelligence
  and strength to seize power, and often lead tribes of their pure-
  blooded kin.
  Combat: Like their one-headed kin, two-headed trolls regener-
  ate damage, albeit at a slower rate. Beginning three rounds after
  injury, two-headed trolls heal 1 point of damage each round un-
  til fully healed. Likewise, they are just as susceptible to severed
  appendages as normal trolls, and share a vulnerability to ﬁre and
  acid.
  Two-headed trolls gain heightened senses from their second
  heads, and are surprised only on a roll of 1 on a 1d10.
  TUNNEL LURK
  Climate/Terrain:
  Any underground
  Frequency:
  Rare
  Number Appearing:
  1d4
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  8–10
  Treasure:
  G
  Alignment:
  Chaotic evil
  Armor Class:
  2
  Movement:
  6, burrow 6
  Hit Dice:
  8 + 8 (44 hp)
  THACO:
  11
  Attack:
  2 claws 3d4, bite 1d10
  Saving Throws:
  Fighter 9
  Special Traits:
  Confusing gaze, surprise
  Magic Resistance:
  None
  Size:
  Large (8’ tall)
  Morale:
  13
  Experience:
  4,000
  Tunnel lurks are subterranean predators with hulking ape-like
  bodies covered with chitinous black shell. A tunnel lurk’s head
  resembles that of a four-eyed beetle with strong pincers. Each
  limb is bound with thick muscle and ends in a great claw. Tunnel
  lurks are at home in the lightless depths of the earth, and possess
  infravision out to 90’.
  Despite their intelligence, tunnel lurks are believed to be soli-
  tary creatures, gathering only brieﬂy to mate.
  Female tunnel
  lurks are protective of their young, and guard them closely. Tun-
  nel lurks speak a strange language of their own. Between this lan-
  guage, their unusual intelligence, and their commonly shared be-
  haviors, some sages speculate that tunnel lurk society is far more
  complex than it appears, and that there may even be communi-
  ties of the creatures hidden deep within the earth.
  Tunnel lurks do not interact with other creatures other than
  as predators. Rarely, a tunnel lurk will ally itself with another
  powerful creature if promised a regular source of prey, though
  such alliances last only as long as the prey lasts, and allies that
  fail to uphold their end of the deal often ﬁnd themselves as prey
  themselves.
  Whether in natural caves or self-excavated tunnels, tunnel
  lurks always live far beneath the earth. They fear the sun and are
  unwilling to surface in all but the most extreme circumstances.
  Combat: Tunnel lurks are frighteningly intelligent foes, and
  stalk their foes and concoct elaborate plans before attacking.
  They prefer to lie in wait and ambush their prey, although they
  are capable in face-to-face combat. When ambushing prey, tunnel
  lurks incur a −5 penalty to their opponents’ surprise rolls.
  Tunnel lurks are capable of burrowing with ease through even
  solid stone. They can burrow through soft earth at a movement
  rate of 60, while solid stone slows them to a burrowing move-
  ment rate of 10. Unless cornered, a tunnel lurk rarely continues
  a ﬁght that turns against it and often ﬂees by tunneling away. In
  dire situations, a tunnel lurk may attempt to cause a cave-in, with
  a 25% chance of success each round, and dig out later.
  Creatures meeting a tunnel lurk’s scintillating gaze are affected
  as per a confusion spell.
  UNICORN
  Climate/Terrain:
  Temperate forests
  Frequency:
  Rare
  Number Appearing:
  1d6
  Organization:
  Family
  Activity Cycle:
  Day
  Intelligence:
  8–10
  Treasure:
  (X)
  Alignment:
  Chaotic good
  Armor Class:
  2
  Movement:
  24
  Hit Dice:
  4 + 4 (22 hp)
  THACO:
  15
  Attack:
  2 hooves 1d6, horn 1d12
  Saving Throws:
  Fighter 5
  Special Traits:
  Charge, spell immunities, stealth,
  teleport
  Magic Resistance:
  None
  Size:
  Large (8’ long)
  Morale:
  14
  Experience:
  975
  Unicorns are noble and proud equines. Their bodies are sleek
  but powerful, and their features are slender and elegant. A uni-
  corn’s hooves are cloven like those of a goat, and male unicorns
  have goat-like beards. Unicorns are famous for their spiraling
  horns which grow from their foreheads.
  Families of unicorns usually consist of a mated pair and their
  children. Such families remain together for a long time, and even
  once the children are grown and form their own families, they
  maintain contact with their parents and siblings. A small number
  of unicorns prefer a solitary life, although such solitude rarely
  lasts a lifetime.
  Only rarely do unicorns involve themselves in the affairs of
  other creatures.
  They tend to live peacefully with those who
  share their forests as long as the forests are treated with respect.
  Unicorns do not usually hinder others from passing through their
  territories, nor do they frown upon those who hunt game or fell
  trees out of necessity. Those who destroy or exploit the forests,
  however, are driven away or killed. On rare occasions, solitary
  unicorns may allow individuals of pure heart and spirit (usually,
  but not always women) to ride them, serving faithfully and to the
  best of their abilities. Unicorns speak their own language, as well
  as those of the elves and other sylvan creatures.
  Each family of unicorns claims and protects a portion of forest.
  They make no permanent lairs, but rest in glens and meadows as
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  their wandering takes them through their territories.
  Combat: Unicorns are usually paciﬁstic, though they respond
  viciously and ruthlessly towards those who threaten their lives
  or their territories. Their horns act as magical weapons, and they
  gain a +2 bonus to all attacks made using their horns. From a
  distance of 30 feet or more, a unicorn may use his horn to charge
  an opponent. A successful attack made during a charge inﬂicts
  3d12 points of damage. A unicorn may not attack with his hooves
  while charging.
  Once each day, a unicorn may cast teleport to bring himself and
  any rider to any location within 360 yards away. Unicorns are
  immune to poison, and are unaffected by charm monster, death
  spell, and hold monster spells. Unicorns save as wizards of 11th
  level.
  VAMPIRE
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Number Appearing:
  1d4
  Organization:
  Solitary
  Activity Cycle:
  Night
  Intelligence:
  15–16
  Treasure:
  F
  Alignment:
  Chaotic evil
  Armor Class:
  1
  Movement:
  12, ﬂy 18 (MC 2) (bat form)
  Hit Dice:
  8 + 3 (39 hp)
  THACO:
  13
  Attack:
  Touch 1d6 + 4 or by weapon + 4
  Saving Throws:
  Fighter 8
  Special Traits:
  Charm, electricity resistance, energy
  drain, magical weapon needed to hit,
  shapechanging, spell immunities,
  vulnerability to sunlight
  Magic Resistance:
  None
  Size:
  Man-sized (5’–6’ tall)
  Morale:
  16
  Experience:
  11,000
  Vampires are undead humanoids cursed to live forever as
  bloodthirsty parasites. Unlike most undead, they retain their liv-
  ing personalities and mannerisms, and are untouched by the rav-
  ages of decomposition. Though they are able to pass as living
  creatures, they cast no reﬂections, have no shadows, and draw
  no breath.
  As solitary and secretive beings, vampires tend to distrust oth-
  ers of their own kind as rivals and competitors for prey. When
  vampires are found in the company of their own, they are usually
  lord and spawn–an elder vampire and his victims, now vampires
  themselves.
  Thirsting for blood, vampires prey upon the living and their
  hunger knows no bounds. They commonly live amongst their
  prey, posing as a mortals to gain access to their victims. They
  covet positions of power and nobility, as such status allows them
  greater access to their prey and greater opportunities to dispose
  of their victims. They speak the languages they spoke in life,
  and may learn additional languages through centuries of undead
  study.
  Vampires often dwell where they did in life, and place spe-
  cial importance in their lairs. As they are particularly vulnerable
  during the daytime, their lairs are well-protected from sunlight
  and trapped against intruders. Vampires often make their lairs
  in abandoned ruins, mausoleums, and other places of death and
  neglect.
  Combat: As creatures both driven by unending hunger and
  possessing the patience of immortality, vampires may ﬁght with
  savage ferocity or cold calculation. They are unnaturally strong,
  with a strength of at least 18/76 for purposes of physical feats,
  and gain a +2 bonus to all attack rolls. When touching a creature
  with his bare skin, a vampire may drain two levels or hit dice
  from his victim. Humanoids reduced to zero levels or hit dice,
  or drained of blood, rise as vampires themselves one night after
  their death unless their bodies are destroyed in the intervening
  time. These vampire spawn possess all vampiric abilities, but
  have half the usual hit dice and are under the absolute control
  of their lord. Should a vampire lord be destroyed, his spawn be-
  come fully-ﬂedged, independent vampires themselves. Vampires
  retain any class abilities that they possessed during life.
  A vampire can charm his victims as per the spell, simply by
  meeting their gaze. Saves against the effect are made with a −2
  penalty. Each vampire can shapechange at will to take the form of
  a large bat, and can assume gaseous form as per the spell at will. A
  vampire can summon bats or rats as per the summon swarm spell
  or wolves as per a monster summoning III spell at will, and may
  climb any surface as if affected by a permanent spider climb spell.
  Vampires are immune to non-magical weapons, and suffer
  only half damage from electrical attacks. An injured vampire re-
  generates 3 hit points each round until fully healed. A vampire
  reduced to 0 hit points is not destroyed, but is forced into gaseous
  form and must retreat to his cofﬁn to rest for at least 8 hours be-
  fore regenerating his physical form. If he cannot reach his cofﬁn
  within 2 hours, his essence dissipates and he is destroyed.
  Despite their great powers, vampires suffer from many weak-
  nesses. A vampire cannot enter a private home without express
  permission, although once granted, he may freely come and go
  until permission is withdrawn. Vampires are repelled by garlic
  and strongly presented holy symbols and mirrors, and cannot ap-
  proach within 10 feet of such objects. Holy water damages them
  for 2d4 points of damage per vial. If exposed to direct sunlight,
  a vampire is rendered powerless and is utterly destroyed after a
  full round of exposure. A vampire loses one-third of his hit points
  each round he is submerged in running water, and is destroyed
  at the end of the third round of submersion. A wooden stake
  driven through a vampire’s heart renders him comatose but does
  not otherwise harm him. Full destruction of a staked vampire is
  guaranteed only by beheading him and stufﬁng his mouth with
  garlic or holy wafers.
  WATER SERPENT
  Climate/Terrain:
  Any water
  Frequency:
  Very rare
  Number Appearing:
  1d3
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  11–12
  Treasure:
  I, (O), (P), (Y)
  Alignment:
  Chaotic evil
  Armor Class:
  4
  Movement:
  Swim 12
  Hit Dice:
  3 + 3 (16 hp)
  THACO:
  15
  Attack:
  None
  Saving Throws:
  Fighter 3
  Special Traits:
  Drowning, ﬁre resistance, resistant to
  slashing and piercing weapons
  Magic Resistance:
  None
  Size:
  Large (10’ long)
  Morale:
  13
  Experience:
  650
  Water serpents are weird creatures of elemental water. Distinct
  from true elementals, they appear as little more than bodies of
  water in their usual state. Only when they attack do they become
  more and take a vague serpentine form, mostly featureless but
  for a gaping maw and hints of eyes.
  On the prime material plane, water serpents tend to be isolated
  and solitary creatures. Only through accident or design are they
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  found in greater numbers. Their intelligence implies that they
  have a society of their own, perhaps on the elemental plane of
  water, though evidence for such is scant.
  Water serpents all but invariably attack those they encounter,
  though they may be bargained with should a means of com-
  munication with them be established. Most water serpents on
  the prime material plane have been summoned from their home
  plane by magical means. Such imprisonment may account for
  their vicious natures. Water serpents speak their own language.
  As summoned creatures, water serpents may be found any-
  where there are those capable of binding them to the prime ma-
  terial plane. Their habits on their home plane are little known.
  Combat: Water serpents tend to attack indiscriminately, and
  often take advantage of ambush tactics. When in their normal
  form, they hide in suitable bodies of water, and are only de-
  tectable through the use of a detect invisible spell or similar magic.
  Such spells reveal the presence of the creatures, although the dan-
  ger that they pose may not be readily apparent.
  When attacking, a water serpent transforms into its serpentine
  form. It may attack two rounds after it begins its transformation.
  Far stronger than creatures of comparable toughness, water ser-
  pents attack as 6 HD creatures. On a successful attack, a water
  serpent’s victim must save vs. paralyzation or be pulled into the
  serpent’s body. Each round thereafter, the victim must save vs.
  paralyzation or drown.
  Water serpents are resistant to attacks from slashing and pierc-
  ing weapons, and take only 1 point of damage from each success-
  ful hit. Bludgeoning weapons inﬂict damage as normal. They are
  resistant to ﬁre-based attacks, taking no damage if they success-
  fully save and only half damage if they fail, and are affected by
  cold-based attacks as per a slow spell.
  A water serpent has a 50% chance to take control of a water ele-
  mental merely by touching it. Controlled water elementals retain
  their normal abilities. Once an elemental resists control, it may
  never again be controlled by a water serpent.
  When reduced to 0 hit points or less, a water serpent does not
  die but is merely dispersed into the surrounding water. After two
  rounds, a dispersed serpent may reform to full strength. A purify
  water spell is required to permanently kill a water serpent.
  WIGHT
  Climate/Terrain:
  Any
  Frequency:
  Uncommon
  Number Appearing:
  2d8
  Organization:
  Solitary
  Activity Cycle:
  Night
  Intelligence:
  8–10
  Treasure:
  B
  Alignment:
  Lawful evil
  Armor Class:
  5
  Movement:
  12
  Hit Dice:
  4 + 3 (21 hp)
  THACO:
  15
  Attack:
  Bite 1d4
  Saving Throws:
  Fighter 4
  Special Traits:
  Energy drain, magical weapon
  needed to hit, spell immunities
  Magic Resistance:
  None
  Size:
  Man-sized (4’–7’ tall)
  Morale:
  14
  Experience:
  1,400
  Wights are undead creatures spawned by great pain and sor-
  row. Though they are recognizable to those familiar with their
  former living selves, undeath has twisted them into mockeries
  of the living. Their ﬂesh is dry and desiccated, their hands are
  gnarled and claw-like, and their eyes burn with an unholy light.
  While they are evil and ravenous, wights maintain a semblance
  of cunning and social consciousness that they possessed while
  living. Even so, they are solitary creatures–their hatred for them-
  selves translates to hatred for others of their kind. Only rarely do
  wights gather together; these are almost always an elder and his
  children, created from his victims.
  Wights are jealous and hateful towards the living, and seek to
  sate their hatred with violence and death. They are unnatural
  creatures, and animals sensing their unnatural presence ﬂee or
  hide if possible. Wights retain the ability to speak the languages
  that they knew during life, though they rarely choose to speak.
  Although they are not harmed by it, wights hate sunlight and
  make their lairs in dark, lightless places. They prefer desolate
  and abandoned surroundings such as ruins or graveyards. They
  never live too far from civilization, however, as they must feed
  upon the living.
  Combat: Wights ﬁght to assuage the hatred and jealousy that
  consumes them. As they are harmed by few things, they often
  allow their anger to drive them to recklessness in combat.
  Wights are immune to weapons not forged from silver or mag-
  ically enchanted. They are unaffected by charm, hold person, and
  sleep spells, and take no damage from cold-based attacks. Wights
  are cannot be poisoned or paralyzed. They are, however, vulner-
  able to holy water, which burns them for 2d4 points of damage
  per vial, and to spells such as raise dead and resurrection, which
  instantly kill them. Though they are unharmed by sunlight, they
  cannot attack while fully exposed to it.
  The touch of a wight may drain its victims of 1 level or hit
  die. Humanoid creatures slain by a wight’s energy drain rise
  as wights themselves, with half normal hit dice and under the
  absolute control of the one who slew them. If their master is
  slain, these ﬂedgling wights become free-willed and gain their
  full strength.
  WILL O’ WISP
  Climate/Terrain:
  Any swamp
  Frequency:
  Uncommon
  Number Appearing:
  1d3
  Organization:
  Solitary
  Activity Cycle:
  Night
  Intelligence:
  15–16
  Treasure:
  (Z)
  Alignment:
  Chaotic evil
  Armor Class:
  −8
  Movement:
  Fly 18 (MC 1)
  Hit Dice:
  9 (40 hp)
  THACO:
  11
  Attack:
  Shock 2d8
  Saving Throws:
  Fighter 9
  Special Traits:
  Magic immunity
  Magic Resistance:
  None
  Size:
  Small (2’–4’ diameter)
  Morale:
  17
  Experience:
  3,000
  Spirit-like and ethereal, will o’ wisps appear as balls of softly-
  glowing light. They may change their color and intensity or even
  mute their glow entirely, and often take on forms to lure crea-
  tures to their doom. From a distance, they are often mistaken for
  ﬂickering lanterns or candles.
  Will o’ wisps only rarely gather amongst their own kind. De-
  spite their preference for solitude, they are capable of working in
  concert to hunt and trap their victims.
  As they feed upon the fear and of other creatures, will o’ the
  wisps prefer to lure their victims into dangerous mires where
  they die slow and lingering deaths. Though they are highly intel-
  ligent, their minds are alien in comparison to other creatures, and
  they rarely even attempt to communicate with others. Amongst
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  APPENDIX C. BESTIARY
  themselves, they “speak” through subtle variations in their color
  and brightness. Rarely, a wisp may learn to produce a keening
  sound with which it may approximate the speech of other crea-
  tures.
  Will o’ wisps often dwell in bleak and forbidding swamplands,
  where their light can lure desperate and weary travelers. They
  need no lairs and collect no treasure, though the remains and pos-
  sessions of their victims often collect in likely mires and pits.
  Combat: When able to lure their victims to death by drown-
  ing or entrapment, will o’ wisps try to avoid direct combat. If
  pressed, they use their speed and maneuverability to their ad-
  vantage in combat. Will o’ wisps are vulnerable to physical at-
  tacks, but are immune to all spells save maze, magic missile, and
  protection from evil.
  WINTER WOLF
  Climate/Terrain:
  Any arctic
  Frequency:
  Very rare
  Number Appearing:
  2d4
  Organization:
  Pack
  Activity Cycle:
  Any
  Intelligence:
  8–10
  Treasure:
  I
  Alignment:
  Neutral evil
  Armor Class:
  5
  Movement:
  18
  Hit Dice:
  6 (27 hp)
  THACO:
  15
  Attack:
  Bite 2d4
  Saving Throws:
  Fighter 6
  Special Traits:
  Breath weapon, cold immunity, ﬁre
  vulnerability
  Magic Resistance:
  None
  Size:
  Large (7’–12’ long)
  Morale:
  13
  Experience:
  975
  Winter wolves are intelligent and evil lupine creatures. Al-
  though they resemble their common cousins, they are terrifyingly
  large, comparable in size to a warhorse. They are strikingly beau-
  tiful, with white or silver pelts and icy blue eyes.
  Like their mundane relatives, winter wolves are pack animals.
  Each pack is led by an alpha wolf, to whom the rest of the pack
  is subservient. Alpha wolves need not be the strongest of their
  pack, but as their leadership is often contested by other pack
  members, they are usually the smartest and most ruthless. Win-
  ter wolf packs are territorial, and drive other packs from the lands
  they claim.
  Winter wolves are ﬁerce hunters who prey on most other
  creatures, intelligent and animal alike. Like worgs, they some-
  times ally themselves with savage humanoids, although such
  alliances are rarer.
  Winter wolves are sometimes hunted by
  other creatures, who highly prize their beautiful pelts. Naturally,
  the wolves take a dim view towards such exploitation. Winter
  wolves can speak the language of worgs and communicate with
  normal wolves, and also speak their own tongue.
  Just as with their lesser kin, each pack of winter wolves claims
  a territory in which it lives. They make their lairs in caves or dug-
  out dens, and maintain several lairs throughout their territories.
  Though winter wolves are only found in arctic climates, they may
  be found in any type of land within.
  Combat: Winter wolves employ the same pack hunting strate-
  gies that mundane wolves use, although their greater intelligence
  makes them far more dangerous. Unlike their lesser cousins, they
  hunt for cruelty as well as for hunger. Once each turn, a win-
  ter wolf may breathe a blast of brutally cold air and sleet with
  a 10’ radius. Any creature caught in the area of a winter wolf’s
  breath suffers 6d4 points of damage, although a successful save
  vs. breath weapon reduces this damage by half. Winter wolves
  are immune to cold-based attacks, but suffer an additional point
  of damage per damage die from ﬁre-based attacks.
  WOLFWERE
  Climate/Terrain:
  Any forest
  Frequency:
  Rare
  Number Appearing:
  1d3
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  13–16
  Treasure:
  B, S × 1⁄2, T
  Alignment:
  Chaotic evil
  Armor Class:
  3
  Movement:
  15
  Hit Dice:
  5 + 1 (24 hp)
  THACO:
  15
  Attack:
  Bite 2d6 or by weapon
  Saving Throws:
  Fighter 5
  Special Traits:
  Song, magical weapon needed to hit
  Magic Resistance:
  10%
  Size:
  Man-sized (4’–7’ tall)
  Morale:
  14
  Experience:
  3,000
  Wolfweres are shapechanging wolves who can assume hu-
  manoid forms. Their natural forms are all but indistinguishable
  from giant wolves, perhaps with only unusually intelligent eyes
  to set them apart. They can take any humanoid form, although
  they cannot duplicate the appearance of speciﬁc individuals. A
  wolfwere’s most horrifying form, however, is a grotesque mix of
  lupine and humanoid features, with the look of a wolf but stand-
  ing on two legs and with disturbingly human hands and eyes.
  Unlike most lupine creatures, wolfweres are usually solitary
  creatures. Though they occasionally band together to hunt more
  effectively, they prefer to stalk their victims–and enjoy the spoils
  of their hunts–alone. Wolfweres mate for life, and may bear a
  litter of children once each year.
  Although wolfweres are relatively antisocial towards their
  own kind, they enjoy the company of wolves and worgs. They
  are 50% likely to be encountered in the presence of a worg
  pack, and 25% likely to be encountered with mundane wolves.
  Wolfweres often lead the packs of their lesser cousins, and may
  take their mates from their numbers. Wolfweres prey upon hu-
  manoids, often employing their shapechanging abilities to get
  close and ingratiate themselves into humanoid communities be-
  fore striking. Despite their similarities, wolfweres detest were-
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  APPENDIX C. BESTIARY
  FOR GOLD & GLORY
  wolves, and often go to any length to slay these rivals. Wolfweres
  can communicate with wolves and speak the language of worgs.
  Wolfweres prefer to live in wild forests, and only venture into
  civilized areas when hunting humanoid creatures. Even when
  they do not live with wolves or worgs, they tend to lair as their
  lesser cousins do.
  Combat: Wolfweres employ many of the same hunting and
  stalking strategies as wolves, but their greater intelligence and
  bloodthirstiness make them even more dangerous. They are vi-
  cious ﬁghters in their lupine and mixed forms and skilled with
  weapons in their humanoid forms.
  Wolfweres prefer to ﬁght in their mixed forms, as they can em-
  ploy both savage biting attacks and wield a weapon. Their hu-
  manoid forms lack the vicious teeth needed to bite, and their
  lupine forms lack hands capable of holding a weapon. In hu-
  manoid form, wolfweres are capable of enchanting their victims
  with a strange but compelling music, either sung or played on
  an instrument such as a lute or set of pipes. Creatures hearing a
  wolfwere’s song must save vs. spell or fall to a magical weariness
  for 1d4 + 4 rounds, during which time they are affected as per a
  slow spell.
  Wolfweres are unharmed by non-magical weapons. They have
  a particular dislike of the wolfsbane herb, however, and will not
  approach it.
  WORG
  Climate/Terrain:
  Any forest
  Frequency:
  Rare
  Number Appearing:
  3d4
  Organization:
  Pack
  Activity Cycle:
  Any
  Intelligence:
  5–7
  Treasure:
  None
  Alignment:
  Neutral evil
  Armor Class:
  6
  Movement:
  18
  Hit Dice:
  3 + 3 (16 hp)
  THACO:
  17
  Attack:
  Bite 2d4
  Saving Throws:
  Fighter 3
  Special Traits:
  None
  Magic Resistance:
  None
  Size:
  Man-sized (4’–7’ long)
  Morale:
  11
  Experience:
  120
  Worgs are gigantic relatives of normal wolves which possess
  an unusual cunning. They resemble hulking, muscular wolves
  the size of ponies, with ﬂat snouts and wary, calculating eyes.
  Like normal wolves, worgs form packs led by the strongest and
  meanest individual. Packs of worgs are most often on poor terms
  with other packs, and ﬁghting often erupts when rival packs
  meet.
  Although worgs consider most humanoids as prey, they get
  along well with goblins.
  Worg packs often ally themselves
  with goblin tribes, providing each other with mutual protection.
  Worgs often serve as mounts for goblins, and are always willing
  to assist them in combat. Worgs speak their own language, but
  can often understand goblin speech.
  When not lairing with goblins, worgs make their homes in
  dank, dark forests. They usually dig dens or claim existing caves
  as their own, driving off their previous occupants if necessary.
  Combat: Worgs ﬁght and hunt in packs, much like normal
  wolves.
  WRAITH
  Climate/Terrain:
  Any
  Frequency:
  Uncommon
  Number Appearing:
  2d6
  Organization:
  Pack
  Activity Cycle:
  Night
  Intelligence:
  11–12
  Treasure:
  E
  Alignment:
  Lawful evil
  Armor Class:
  4
  Movement:
  12, ﬂy 24 (MC 2)
  Hit Dice:
  5 + 3 (25 hp)
  THACO:
  15
  Attack:
  Touch 1d6
  Saving Throws:
  Fighter 5
  Special Traits:
  Energy drain, magical weapon
  needed to hit, spell immunities
  Magic Resistance:
  None
  Size:
  Man-sized (6’ tall)
  Morale:
  15
  Experience:
  4,000
  Wraiths are spectral beings of pure negative energy. They ap-
  pear as insubstantial, shadowy ﬁgures, and may be barely rec-
  ognizable as the individuals they once were in life. They may
  retain echoes of their worldly possessions, especially items that
  had great meaning to them, but these accouterments are just as
  ghostly as they are themselves.
  Animated by hatred and spite, wraiths are the undead hu-
  manoid spirits of exceptional evil. They often form packs of sev-
  eral wraiths, whether through the death and undeath of several
  like-minded individuals or through the creation of new wraiths
  by existing wraiths. They hold onto some memories of their for-
  mer lives, and may seek to create spawn from those they loved
  or hated while alive.
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  APPENDIX C. BESTIARY
  As undead creatures, wraiths have no natural interactions with
  other creatures. Their hatred drives them to harm and slay the
  living, though they do not need to do so to maintain their undead
  states. They may be forced to serve by powerful beings such as
  greater undead or evil priests and wizards. Wraiths are unable to
  speak, but can understand the languages that they spoke in life.
  Wraiths often frequent the places of their deaths. They may be
  particularly attached to their former bodies or possessions, and
  may jealously guard these relics. Wraiths are intelligent, and of-
  ten focus their attacks on destroying the weak before facing the
  strong.
  Combat: Wraiths ﬁght not for self-defense or sustenance, but
  out of sheer hatred for others. They are particularly dangerous
  when guarding their former possessions.
  A wraith’s touch drains one level or hit die from its victims.
  Humanoids killed by a wraith rise as wraiths themselves, with
  half the hit dice of their killers. These new wraiths are under
  the complete control of the one who turned them. If the master
  wraith is killed, its minions instantly gain their full strength and
  free will.
  Wraiths are immune to normal weapons and cold-based at-
  tacks, and silver weapons only inﬂict half damage to them. They
  are unaffected by charm, hold person, and sleep spells, as well as
  poison and paralyzation. They are, however, vulnerable to holy
  water and sunlight–holy water inﬂicts 2d4 points of damage per
  vial, and sunlight renders them powerless.
  WYVERN
  Climate/Terrain:
  Temperate, subtropical, and tropical
  mountains, forests and jungles
  Frequency:
  Uncommon
  Number Appearing:
  1d6
  Organization:
  Solitary
  Activity Cycle:
  Dusk and dawn
  Intelligence:
  5–7
  Treasure:
  E
  Alignment:
  Neutral
  Armor Class:
  3
  Movement:
  6, ﬂy 24 (MC 5)
  Hit Dice:
  7 + 7 (38 hp)
  THACO:
  13
  Attack:
  Bite 2d8, sting 1d6 or 2 talons 1d6
  Saving Throws:
  Fighter 8
  Special Traits:
  Poison
  Magic Resistance:
  None
  Size:
  Gigantic (35’ long)
  Morale:
  14
  Experience:
  4,000
  Distantly related to dragons, wyverns are reptilian carnivores
  with voracious appetites. They appear to be massive lizards with
  leathery bat-like wings in place of their forearms and a tail tipped
  with a scorpion-like stinger. Their jaws are lined with rows of
  sharp teeth.
  Wyverns are solitary creatures, and only gather to mate and
  raise young. Although they are not social with others of their
  kind, neither do they seek out conﬂict with each other. Combat
  between wyverns is rare, and usually stems from young wyverns
  ﬁghting over territory.
  Infamous for raiding farms, villages, and other small settle-
  ments for food and plunder, wyverns are widely feared where
  they are found. They are, however, intelligent enough to real-
  ize that the cooperative nature of most humanoids makes them
  stronger than their size alone would indicate, and tend to leave
  larger settlements alone. They occasionally ally themselves with
  evil dragons, although such alliances are usually far more ad-
  vantageous for the dragons. Although they can hiss and growl,
  wyverns cannot speak.
  Wyverns tend to lair in spacious caverns, and maintain a large
  hunting territory around their lairs. Due to their large appetites,
  they usually require territories in excess of 500 square miles.
  Combat: Wyverns take advantage of their ﬂight and mobility
  in combat, and rarely land unless they must to defend their lairs.
  They are aggressive and direct, and give little thought to strategy
  other than ambush. They are remarkably quiet when on wing,
  and incur a −2 penalty to opponents’ surprise rolls.
  A wyvern’s stinger is venomous, and carries type F poison.
  When airborne, a wyvern can snatch up a man-sized or smaller
  creature with a successful talon attack; large creatures can be
  snatched up if both talon attacks succeed.
  A wyvern gains a
  +4 bonus to all bite and sting attack rolls against caught victims.
  Caught victims may break free with a successful strength—bend
  bars/lift portcullis check. After making an attempt to snatch up
  a foe, a wyvern requires 1 round to circle back for another attack.
  XORN
  Climate/Terrain:
  Any subterranean
  Frequency:
  Very rare
  Number Appearing:
  1d4
  Organization:
  Solitary
  Activity Cycle:
  Any
  Intelligence:
  8–10
  Treasure:
  O, P, Q × 5, X, Y
  Alignment:
  Neutral
  Armor Class:
  −2
  Movement:
  9, burrow 9
  Hit Dice:
  7 + 7 (39 hp)
  THACO:
  13
  Attack:
  3 claws 1d3, bite 4d6
  Saving Throws:
  Fighter 8
  Special Traits:
  Surprise, cold and ﬁre immunity,
  electrical resistance, half damage
  from edged weapons
  Magic Resistance:
  None
  Size:
  Man-sized (5’ tall)
  Morale:
  16
  Experience:
  9,000
  Xorn are strange creatures native to the elemental plane of
  earth.
  They look quite alien, with three eyes spaced equally
  around a barrel-shaped body supported by three powerful legs.
  Their bodies are topped by a large, toothy maw, and three thin
  arms join their bodies below their eyes. Their hides are stony and
  rough.
  Little is know of xorn society. They are only rarely found on
  the prime material plane, and are unlikely to meet others of their
  own kind. On their native plane, they may gather together in
  small clans or tribes.
  If found on the prime material plane, xorn are likely to have
  been summoned by powerful magic. Such summoned creatures
  invariably seek to return to their home plane. Xorn speak their
  own language.
  When stranded on the prime material plane, xorn seek the
  depths of the earth. They often dig extensive burrows in search of
  pure stone and minerals, which they feed upon, and make these
  burrows their homes. They do collect gemstones, but never for
  long–these are savored as delicacies and invariably consumed.
  Combat: Xorn usually ﬁght only in self-defense. Their enthu-
  siasm for gemstones may be mistaken for hostility by creatures
  carrying large amounts of gems.
  A xorn’s stony skin acts as camouﬂage, and xorn incur a −5
  penalty to opponents’ surprise rolls in rocky surroundings. Xorn
  may pass into stone at will and remain in the stone for 1d3
  rounds. A phase door spell cast on a xorn while it is in stone slays
  it immediately.
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  FOR GOLD & GLORY
  Xorn are immune to ﬁre-based and cold-based attacks.
  Electricity-based attacks inﬂict no damage if a xorn successfully
  saves against them, and only half damage if it fails. A xorn’s
  stony hide deﬂects slashing weapons, which inﬂict only half
  damage, while bludgeoning and piercing weapons inﬂict dam-
  age as normal.
  Xorn are particularly vulnerable to certain spells. A move earth
  spell hurls a xorn up to 30 feet in any direction and stuns it for
  1 round, while a stone to ﬂesh or rock to mud spell raises its armor
  class to 8 for 1 round. A pass wall spell cast on a xorn inﬂicts 1d10
  + 10 points of damage.
  YETI
  Climate/Terrain:
  Arctic hills and mountains
  Frequency:
  Very rare
  Number Appearing:
  1d6
  Organization:
  Clan
  Activity Cycle:
  Day
  Intelligence:
  8–10
  Treasure:
  D
  Alignment:
  Neutral
  Armor Class:
  6
  Movement:
  15
  Hit Dice:
  4 + 4 (22 hp)
  THACO:
  15
  Attack:
  2 claws 1d6 or by weapon
  Saving Throws:
  Fighter 5
  Special Traits:
  Camouﬂage, cold immunity, heat
  vulnerability, squeeze
  Magic Resistance:
  None
  Size:
  Large (8’ tall)
  Morale:
  13
  Experience:
  650
  Yeti are shaggy humanoid creatures native to cold and moun-
  tainous environments. They resemble huge apes covered with
  white fur. Though yetis normally move about on all fours, they
  are capable of standing upright on two feet.
  Barely civilized, yetis live in simple clans of one or more fam-
  ilies and possess very little further social organization. Clans are
  often isolated from each other, and have few opportunities to in-
  teract. Young yetis leave their home clans upon reaching matu-
  rity, and may join other clans or form new clans of their own.
  Always hungry, yeti consider most creatures outside of their
  clans to be food. Though they may form alliances with others,
  they never consider their allies as more than temporarily neces-
  sary. Yeti speak their own language.
  Each yeti clan has a lair, usually a mountain cave or tunnel
  in the ice. Lairs are shared by all members of a clan and are pro-
  tected at all times, with at least one member of the clan remaining
  behind while the others hunt and forage. Yeti hoard the treasures
  taken from their prey in their lairs.
  Combat: Yeti are ﬁerce ﬁghters, driven by a never-ending
  hunger.
  They prefer ambush tactics to direct confrontation.
  When in snowy surroundings, yeti are only 25% likely to be de-
  tected. Their ambushes are terrifying, and opponents surprised
  by yeti must save vs. paralyzation or stunned by fright and un-
  able to act for 3 rounds.
  While capable of using weapons made by others, yeti cannot
  craft their own.
  Any weapons they possess are scavenged or
  plundered from other humanoid creatures. When attacking un-
  armed, yeti may grapple a victim on an attack roll of a natural 20.
  Grappled creatures are squeezed for 2d8 points of damage each
  round, and may free themselves with a successful strength—
  force doors check.
  Yeti are immune to cold-based damage, but suffer 50% more
  damage than usual from ﬁre-based attacks.
  ZOMBIE
  Juju Zombie
  Zombie
  Climate/Terrain:
  Any
  Any
  Frequency:
  Very rare
  Rare
  Number Appearing:
  1d4
  3d8
  Organization:
  Solitary
  None
  Activity Cycle:
  Night
  Night
  Intelligence:
  5–7
  0
  Treasure:
  None
  None
  Alignment:
  Neutral evil
  Neutral
  Armor Class:
  8
  6
  Movement:
  9
  6
  Hit Dice:
  3 + 12 (25 hp)
  2 (9hp)
  THACO:
  15
  19
  Attack:
  Slam 3d4
  Slam 1d8
  Saving Throws:
  Fighter 4
  Fighter 2
  Special Traits:
  Slow movement,
  spell immunities
  Climb walls,
  electricity
  immunity, spell
  immunities,
  magical weapon
  needed to hit,
  half damage
  from
  bludgeoning and
  piercing
  weapons
  Magic Resistance:
  None
  None
  Size:
  Man-sized (6’
  tall)
  Man-sized (6’
  tall)
  Morale:
  See below
  See below
  Experience:
  65
  975
  ZOMBIE
  Zombies are mindless animated corpses. As the magic that an-
  imates them does not prevent their decay, zombies are often
  bloated, rotting, or desiccated, depending on their surrounding
  environment. Zombies vary in size depending on the kind of
  corpses they are animated from.
  As mindless creatures, zombies have no society and make no
  contact with other creatures unless ordered to by their creators.
  With no intelligence of their own, and carry out any orders given
  to them in an extremely literal manner. Zombies cannot speak.
  Often created in places of death, zombies are found in grave-
  yards, masoleums, and the like. Though they may be ordered to
  other places, their presence is not welcome in civilized areas.
  Combat: When ordered to attack, zombies do so without fear
  and as directly as possible. Zombies are immune to charm, death
  spell, hold person, and sleep spells, and are unaffected by poison
  or cold-based attacks. They are vulnerable to holy water, and
  take 2d4 points of damage per vial. Zombies do not check for
  initiative, and always act last in a round. Zombies never check
  for morale.
  JUJU ZOMBIE
  Juju zombies are the undead remains of humanoids killed
  through the use of energy drain spells. They appear much like
  normal zombies, with leathery, desiccated skin. Their eyes, how-
  ever, hold a spark of hateful intelligence.
  Unlike normal zombies, juju zombies are intelligent. Due to
  the unlikely situations needed for their creation, however, they
  are almost always found individually. Their all-consuming ha-
  tred drives them to destroy all living creatures. Juju zombies can
  speak the languages that they knew while living, though they
  rarely choose to do so.
  Juju zombies prefer to live far from the living, often in aban-
  doned constructions or forgotten ruins.
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  FOR GOLD & GLORY
  APPENDIX C. BESTIARY
  Combat: Juju zombies may act on their own free will, and
  often ﬁght with hateful desperation. They are capable of using
  weapons, including missile weapons. Despite their appearances,
  they are rather dexetrous, and can climb walls as a thief with a
  92% chance of success. Juju zombies never check for morale.
  Juju zombies cannot be harmed by non-magical weapons, and
  take only half damage from bludgeoning and piercing weapons.
  They are immune to electricity-based attacks and magic missile
  spells. Fire-based attacks inﬂict only half damage to juju zombies.
  Like normal zombies, juju zombies are unaffected by charm, death
  spell, hold person, and sleep spells, but are also immune to all mind-
  affecting spells and illusions. Juju zombies are very strongly tied
  to the negative material plane, and are turned as 7 HD undead.
  360
  Devon Chulick (Order # )
  
  INDEX
  0-level Characters, 91
  Ability Checks, 4, 35
  as Saving Throw, 60
  Thieves, 25
  Ability Scores, 4, 7
  Adjustments for Reincarnation, 177
  Aging Effects, 15
  and Wishes, 206
  Class Requirements, 17
  Dual-class Requirements, 28
  Generation, 7
  Modifying Saving Throws, 60
  of 0-level Characters, 91
  Racial Adjustments, 11
  Racial Requirements, 11
  Acid, 59
  Item Saving Throws, 62
  Acrobatics, 36
  Activity Cycle, 299
  Aerial Servant, 300
  Age, 15
  Adjustments for Reincarnation, 177
  and Wishes, 206
  Alignment, 4, 29, 299
  Animals, 29
  Changing Alignment, 30
  Alter Self
  Druids, 23
  Ambidexterity, 31
  Animal Empathy
  Rangers, 20
  Animal Handling, 36
  Animals, 46, 301
  Barding, 46
  Encumbrance, 52
  Monstrous, 303
  Treasure, 87, 209
  Appraise, 36
  Armor, 50, 51
  Brawling and Wrestling, 57
  Donning Armor, 51
  Effects on Swimming, 76
  for Smaller and Larger Humanoids, 51
  Magical Armor, 87, 285
  Special Armor, 286
  Armor Class, 4, 299
  Effects of Blindness, 66
  Effects of Charging, 57
  Effects of Darkness, 77
  Effects of Defensive Roll, 36
  Effects of Dexterity, 8
  Effects of Encumbrance, 52
  Effects of Facing, 56
  Effects of Single-weapon Melee Weaponry Method, 32
  Effects of Surprise, 83
  Effects of Weapon/Shield Melee Weaponry Method, 32
  from Armor, 50
  from Shields, 50
  Touch Spells, 58
  Armor Class Modiﬁer, 8
  Arquebus, 47
  Arrows, 50
  Artifacts & Relics, 296
  Attack Roll, 4, 55
  Effects of Blindness, 66
  Effects of Called Shots, 56
  Effects of Darkness, 77
  Effects of Dexterity, 8
  Effects of Weaponry Specialization, 32
  Modiﬁers, 56
  Non-lethal Combat, 58
  Overbearing, 58
  Touch Spells, 58
  Aura of Protection
  Paladins, 18
  Baboon, 301
  Backstab
  Thieves, 26
  Badger, 301
  Bardic Skills
  Bards, 27
  Barding, 46
  Bards, 27
  Basilisk, 304
  Greater, 304
  Pyrolisk, 305
  Bat, 301
  Bear, 301
  Black, 301
  Brown, 301
  Becoming Lost, 75
  Behir, 305
  Bend Bars/Lift Portcullis, 7
  Using Bows Made for Exceptional Strength, 50
  Blind-Fight, 36
  Blindness, 66
  Boar, 301
  Body Shields, 50
  Bonus Spells
  for High Wisdom, 10
  Specialist Mages, 21
  Bows, 50
  Brawling and Wrestling, 57
  Brawling-Attack, 33
  Breath Weapons, 62
  Brownie, 305
  Bucklers, 50
  Buffalo, 301
  Bugbear, 306
  Camel, 46, 301
  Carts and Carriages, 47
  Casting Time, 55, 56, 96, 101
  Cat, 301
  cc-by Content, 368
  Centaur, 306
  Centipede
  Giant, 303
  Chance to Learn Spell, 9
  Chaos, 29
  361
  Devon Chulick (Order # )
  
  INDEX
  FOR GOLD & GLORY
  Charge, 57
  Charioteer, 36
  Chariots, 47
  Charisma, 10
  Charm Immunity
  Druids, 23
  Charmed Creatures, 62
  Chimera, 307
  Gorgimera, 307
  Chipmunk, 301
  Circle of Power
  Paladins, 18
  Class Groups, 17
  Class Restrictions, 11
  Clerics, 22
  Climate and Terrain, 299
  Climb Walls
  Bards, 27
  Thieves, 26
  Climbing, 36, 76
  Climbing Tools, 77
  Climbing Speed, 76
  Clothing, 44, 210
  Cockatrice, 307
  Code of Conduct
  Paladins, 18
  Rangers, 20
  Coins, 43, 209
  Combat, 55
  Aerial, 73
  Attack Modiﬁers, 56
  Combat Sequence, 55
  Facing and Space, 56
  Mounted Combat, 65
  Movement, 57
  Multiple Attacks, 56
  Non-lethal Combat, 58
  Spell Casting, 56, 58
  Time in Combat, 55
  Two-weapon Fighting, 56
  Underwater Combat, 66
  Combat Methods, 32
  Combat Skill Aptitude
  Fighters, 18
  Combat Skill Points, 31
  Combat Skills, 31
  Combat Skill Points, 31
  of 0-level Characters, 91
  Unskilled Penalties, 31
  Weaponry Skills, 31
  Combat Speed, 47, 55
  Combat Training
  Dwarves, 12
  Gnomes, 13
  Commodities, 210
  Concealed Doors, 78
  Constitution, 8
  and Swimming, 76
  Saving Throw Modiﬁers, 60
  Corpse Ravager, 308
  Couatl, 308
  Counter Song
  Bards, 27
  Cover and Concealment, 58
  Cow, 301
  Cross-country Running, 36
  Crossbows, 50
  Crow, 301
  Cure Disease
  Paladins, 18
  Cursed Armor, 285
  Cursed Items, 87, 211
  Cursed Weapons, 287
  Damage, 5, 55
  Brawling and Wrestling, 57
  Damaging Objects, 62
  Massive Damage, 67
  Non-lethal, 58
  Siege Damage, 65
  Weapon Damage, 47
  Damage Modiﬁer, 7
  Darkness, 77
  Deafness, 66
  Death, 67
  Death through Massive Damage, 67
  from Poison, 67
  Raising the Dead, 67
  Demi-human, 5
  Demon, 308
  Dretch, 309
  Marilith, 309
  Detect Evil
  Paladins, 18
  Detect Nature
  Druids, 23
  Detect Noise
  Bards, 27
  Thieves, 26
  Devil, 309
  Pit Fiend, 310
  Spigazu, 310
  Dexterity, 8
  Saving Throw Modiﬁers, 60
  Dimensional Space, 79
  Prime, 79
  Disease, 68
  Disguise, 37
  Divine Grace
  Paladins, 18
  Divine Health
  Paladins, 18
  Diving, 76
  Dog, 46, 301
  Death, 304
  Donkey, 46, 301
  Doors, 78
  Secret and Concealed, 78
  Dragon, 310
  Chromatic, 313
  Black, 313
  Blue, 313
  Green, 313
  Red, 314
  White, 314
  Metallic, 315
  Brass, 314
  Bronze, 315
  Copper, 316
  Gold, 316
  Silver, 316
  Druidic Language
  Druids, 23
  Druidic Philosophy
  Druids, 24
  Druidic Society
  Druids, 23
  Druids, 23
  Dryad, 317
  Dual-class Characters, 5, 28
  Dwarf, 11, 317
  Eagle, 301
  Effective Area, 101
  Elemental, 318
  Air, 318
  Earth, 318
  Fire, 318
  362
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  INDEX
  Water, 319
  Elemental Resistance
  Druids, 23
  Elephant, 46, 301
  Elf, 12, 319
  Enchantment Resistance
  Elves, 13
  Half-elves, 14
  Encounter Actions, 55
  Encounters, 55, 81
  Encounter Checks, 83
  Frequency, 81, 299
  Number Appearing, 299
  Planned, 81
  Random, 81
  Reactions, 84
  Treasure, 299
  Encumbrance, 51
  Endurance, 37
  Energy Drain, 5, 66
  on Dual- and Multi-class Characters, 28
  Equipment, 43
  Etiquette, 37
  Ettin, 320
  Evil, 29
  Experience, 5, 85, 300
  Expert Pull
  Elves, 13
  Expert Tracking
  Rangers, 19
  Extra-dimensional Space, 79
  Falcon, 301
  Falling, 66
  Favored Enemy
  Dwarves, 12
  Gnomes, 13
  Rangers, 19
  Ferret, 301
  Fighters, 17
  Find/Remove Traps
  Thieves, 25
  Followers
  Bards, 28
  Clerics, 23
  Rangers, 20
  Force Doors, 7
  Forgery, 37
  Fox, 301
  Frog
  Giant, 304
  Full Plate, 50
  Gaining Spells
  Wizards, 20
  Gaze Attacks, 62
  Gazer, 320
  Gemstones, 210
  Genie, 321
  Djinni, 321
  Efreeti, 321
  Ghoul, 322
  Ghast, 322
  Giant, 322
  Cloud, 322
  Fire, 323
  Frost, 323
  Hill, 324
  Stone, 324
  Storm, 324
  Gnoll, 325
  Gnome, 13, 325
  Goat, 301
  Goblin, 326
  Golem, 326
  Clay, 326
  Flesh, 327
  Iron, 327
  Stone, 327
  Wood, 328
  Good, 29
  Griffon, 328
  Groundhog, 301
  Half-elf, 13, 319
  Halﬂing, 14, 328
  Harpy, 329
  Hawk, 301
  Healing, 68
  Natural, 68
  Healing (Proﬁciency), 37
  Hearing, 78
  Height and Weight, 15
  Helmets, 51
  Henchmen, 5, 93
  Hibernate
  Druids, 23
  Hide in Shadow
  Rangers, 19
  Thieves, 26
  Hierophant Druids, 24
  Hirelings, 5, 91
  Assassins, 91
  Expert Hirelings, 91
  Sages, 92
  Soldiers, 92
  Spies, 91
  Wages, 93
  Hit Dice, 5, 299
  Hit Point Modiﬁer, 8
  Hit Points, 5
  Hobgoblin, 329
  Holding One’s Breath, 76
  Holy Items, 44
  Holy Water, 59
  Hornet
  Giant, 304
  Horse, 46, 301
  Human, 15, 330
  Hurled-weapon Method, 33
  Hydra, 330
  Cryo-, 330
  Lernaean, 330
  Pyro-, 331
  Illusion Immunity, 9
  Illusions, 95
  Improved Research
  Specialist Mages, 21
  Incite Emotion
  Bards, 27
  Indirect Missiles, 59
  Infravision, 5, 77
  Initiative, 5, 55
  Flying, 74
  Insanity, 66
  Inspire Courage
  Bards, 27
  Intelligence, 9, 299
  Inter-dimensional Space, 79
  Intra-dimensional Space, 79
  Invisibility, 78
  Invisible Stalker, 331
  Jackal, 301
  Jaguar, 301
  Jewelry & Trinkets, 211
  363
  Devon Chulick (Order # )
  
  INDEX
  FOR GOLD & GLORY
  Melee Attack Modiﬁer, 7
  Melee Weaponry Methods, 32
  Mental Defense Modiﬁer, 10
  Merchant’s Scales, 45
  Mink, 303
  Minotaur, 336
  Mirrors, 78
  Missile Attack Modiﬁer, 8
  Missile Combat, 58
  Missile-weapon Method, 33
  Mole, 303
  Mongrelman, 337
  Monkey, 303
  Monsters as Player Characters, 300
  Morale, 63, 300
  Animals, 63
  of Henchmen and Hirelings, 94
  Mounted Travel, 71
  Move Stealthily
  Rangers, 19
  Thieves, 26
  Movement, 57, 71, 299
  Aerial, 73
  Mudman, 337
  Mule, 46
  Multi-class Characters, 5, 28
  Mummy, 338
  Natural Attacks, 56, 61
  Nature Cunning
  Halﬂings, 14
  Night Hag, 338
  Nixie, 339
  Non-aligned Creatures, 30
  Non-combat Skills, 35
  Additional Skills, 35
  Aiding Another, 36
  Learning Skills, 35
  of 0-level Characters, 91
  Using Skills, 35
  Non-dimensional Space, 79
  Non-encumbered Weight, 7
  Nymph, 339
  Objects of Art, 210
  Ogre
  Half-, 340
  Ogre mage, 341
  Oil, 45, 59
  Ooze, 341
  Black Pudding, 341
  Brown Pudding, 341
  Gelatinous Cube, 342
  Gray Ooze, 342
  Ochre Jelly, 342
  Open Game Content, 367
  Open Locks
  Thieves, 25
  Orc, 342
  Half-, 343
  Orog, 343
  Organization, 299
  Ostrich, 303
  Otyugh, 343
  Overbearing, 58
  Overland Movement, 71
  Owl, 303
  Owlbear, 344
  Paladins, 18
  Paralysis, 67
  Perform, 38
  Jumping, 37
  Keen Senses
  Elves, 13
  Half-elves, 14
  Knockout
  Brawling and Wrestling, 57
  Knowledge, 38
  Kobold, 331
  Lances, 50
  Langauages Known, 9
  Languages, 11
  Ancient, 38
  Druidic, 23
  Modern, 38
  Thieves’ Cant, 26
  Lanterns, 44
  Law, 29
  Lay on Hands
  Paladins, 18
  Leopard, 303
  Leprechaun, 332
  Level Limits, 11
  Lich, 332
  Light, 77
  Lion, 303
  Lizard, 333
  Fire, 333
  Minotaur, 333
  Lizardman, 333
  Local History
  Bards, 27
  Locks, 45
  Lordship
  Fighters, 18
  Lore
  Bards, 28
  Loyalty Modiﬁer, 10
  Lycanthrope, 334
  Werebear, 334
  Wereboar, 334
  Wererat, 335
  Weretiger, 335
  Werewolf, 335
  Lycanthropy, 70
  Lynx, 303
  Mages, 21
  Magic Resistance, 60, 300
  Dwarves, 12
  Gnomes, 13
  Halﬂings, 14
  Magical Armor, 285
  Magical Item Malfunction Chance
  Dwarves, 12
  Gnomes, 13
  Magical Items, 87, 211
  Crafting, 88, 89
  Destroying, 90
  Recharging, 90
  Usage Limits, 88
  Magical Weapons, 287
  Magnifying Glasses, 45
  Mancatchers, 50
  Maneuver Classes, 74
  Manticore, 335
  Maximum Number of Henchmen, 10
  Maximum Number of Spells Learned, 9
  Maximum Spell Level, 9
  Maximum Weight, 7
  Medium Shields, 50
  Medusa, 336
  364
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  INDEX
  Phase Spider, 344
  Pick Pockets
  Bards, 27
  Thieves, 25
  Pig, 303
  Pixie, 345
  Plane Shift
  Druids, 23
  Planes of Existence, 78
  Play Instrument
  Bards, 27
  Pocket Dimensions, 79
  Poison, 59, 67
  Poison Immunity
  Druids, 23
  Poison Resistance, 9
  Dwarves, 12
  Halﬂings, 14
  Polearms, 50
  Pony, 46, 303
  Potions
  Brewing, 89
  Potions & Oils, 212
  Prayer
  Priests, 22
  Priest Spells, 96
  Paladins, 18
  Rangers, 20
  Priests, 21
  Prime Requisite, 17
  Provisions, 45
  Public Domain Content, 368
  Publishing Your Own Works, 367
  Quivers, 45
  Rabbit, 303
  Raccoon, 303
  Races, 5, 11
  and Reincarnation, 177
  and Wishes, 206
  Rakshasa, 345
  Ranged Weaponry Methods, 32
  Ranger Abilities, 19
  Rangers, 19
  Rat, 303
  Giant, 304
  Raven, 301
  Reaction Modiﬁer, 10
  Read Languages
  Bards, 27
  Thieves, 26
  Read Lips, 39
  Read/Write Languages, 39
  Bards, 27
  Redistributing For Gold & Glory, 367
  Regeneration, 9
  Remorhaz, 346
  Restricted Spell Casting
  Druids, 23
  Resurrection Chance, 9
  Retreat, 57
  Reversible Spells, 100
  Riding, 39
  Rings, 223
  Roads and Trails, 72
  Rods, 229
  Rogues, 24
  Running, 71
  Saddles, 47
  Salamander, 346
  Satyr, 347
  Saving Throws, 5, 59, 101
  Item Saving Throws, 62
  of 0-level Characters, 91
  Of Creatures, 300
  Saving Throw Priorities, 60
  Schools Allowed
  Specialist Mages, 21
  Schools of Magic, 21, 95, 100
  Scorpion
  Huge, 304
  Large, 304
  Scourges, 50
  Scrolls, 218
  Cursed Scrolls, 223
  Map Scrolls, 219
  Protection Scrolls, 221
  Scribing, 88
  Spell Scrolls, 220
  Secret Doors, 78
  Services, 45
  Set Snares and Traps, 39
  Shadow, 348
  Sheep, 303
  Shield Bash, 32
  Shields, 51
  Single-weapon Method, 32
  Size, 5, 300
  Skeleton, 348
  Skunk, 303
  Sleds, 47
  Sling Training
  Halﬂings, 14
  Small Shields, 50
  Snake, 303
  Speak to Woodland Creatures
  Druids, 23
  Spears, 50
  Special Mount
  Paladins, 18
  Special Traits, 300
  Specialist Mages, 21
  Specter, 349
  Speed, 5
  Speed Classes, 74
  Spell Book
  Wizards, 20
  Spell Casting, 56, 96
  Bards, 27
  Spell Components, 100
  Spell Duration, 101
  Spell Failure Percentage, 10
  Spell Focus
  Specialist Mages, 21
  Spell Immunity, 10
  Spell Mastery
  Specialist Mages, 21
  Spell Range, 100
  Spell Study
  Specialist Mages, 21
  Spellcraft, 39
  Spells, 95
  Priest Spells, 96
  Research, 96
  Wizard Spells, 95
  Spheres of Inﬂuence, 100
  Clerics, 23
  Druids, 23
  Priests, 22
  Spider
  Giant, 304
  Huge, 304
  Large, 304
  365
  Devon Chulick (Order # )
  
  INDEX
  FOR GOLD & GLORY
  Sprite, 349
  Spyglasses, 45
  Squirrel, 303
  Staff Slings, 50
  Stag, 303
  Starting Money, 43
  Starting Spells
  Wizards, 20
  Staves, 233
  Stealth
  Elves, 13
  Halﬂings, 14
  Stone Cutting
  Dwarves, 12
  Gnomes, 13
  Strength, 7
  Stronghold
  Clerics, 23
  Thieves, 26
  Stun, 67
  Surprise, 5, 83
  Effects of Dexterity, 8
  Surprise Modiﬁer, 8
  Survival, 40
  Swimming, 40, 76
  Diving, 76
  Sword Expertise
  Elves, 13
  Swords
  Bastard, 50
  System Shock, 9
  Tarrasque, 350
  Temporal Dimensional Space, 79
  THACO, 5, 55, 299
  of 0-level Characters, 91
  Thief Abilities
  Racial Adjustments
  from Reincarnation, 177
  Thieves, 24
  Thieves’ Cant
  Thieves, 26
  Thieves’ Picks, 45
  Thieving Skills
  Thieves, 25
  Tiger, 303
  Time, 71
  Timeless Body
  Druids, 23
  Titan, 350
  Tracking, 40
  Rangers, 19
  Trades, 40
  Treant, 351
  Treasure, 87
  Triton, 351
  Troll, 352
  Two-headed, 353
  Tunnel Lurk, 353
  Turn Undead, 5, 61
  Clerics, 23
  Dominate Undead, 61
  Paladins, 18
  Two-handed Method, 32
  Two-weapon Fighting, 56
  Two-weapon Method, 32
  Rangers, 19
  Unarmed Combat Methods, 33
  Unarmed Combat Specialization, 33
  Unicorn, 353
  Use Rope, 40
  Use Scrolls
  Bards, 28
  Thieves, 26
  Vampire, 354
  Vehicles, 71
  Vision, 77
  Underwater, 76
  Wands, 236
  Warriors, 17
  Wasp
  Giant, 304
  Water Clocks, 46
  Water Serpent, 354
  Water Travel, 72
  Weapon Immunity, 61
  Weapon/Shield Method, 32
  Weaponry by Type, 31
  Weaponry Groups, 31
  Weaponry Specialization, 32
  Weapons, 47
  Magical Weapons, 87, 287
  Special Weapons, 288
  Weasel, 303
  Weather, 73
  Wight, 355
  Wild Shape
  Druids, 23
  Will o’ Wisp, 355
  Wisdom, 10
  Saving Throw Modiﬁers, 60
  Wizard Spells, 95
  Wizards, 20
  Wolf, 303
  Winter, 356
  Wolfwere, 356
  Wolverine, 303
  Wondrous Items
  Bags & Bottles, 259
  Books & Tomes, 243
  Boots & Gloves, 255
  Candles, Dusts, & Stones, 264
  Cloaks & Robes, 251
  Girdles & Helms, 257
  Household Items & Tools, 269
  Jewels & Jewelry, 246
  Musical Instruments, 272
  Odd Curios, 275
  Woodland Stride
  Druids, 23
  Worg, 357
  Wraith, 357
  Wrestling, 33
  Wyvern, 358
  Xorn, 358
  Yak, 46, 303
  Yeti, 359
  Zombie, 359
  Juju, 359
  366
  Devon Chulick (Order # )
  
  APPENDIX D
  LEGAL
  For Gold & Glory™ BY JUSTEN BROWN
  With Contributions and Editing By:
  Moses Wildermuth, Chris
  Knowles, and Dan Hyland
  Additional Proofreading By:
  Warren E. Raper III and Adam
  Delway
  Based on Original Rules By:
  David “Zeb” Cook, Steve Winter,
  and Jon Pickens
  Copyright © 2009–2014 Justen Brown. All rights reserved. For
  Gold & Glory™ and FG&G™ are trademarks of Justen Brown. All
  ideas expressed within are a work of ﬁction intended for enter-
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  PUBLISHING YOUR OWN WORKS FOR For Gold &
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  For Gold & Glory™ COMPATIBILITY-STATEMENT
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  licly display, transmit or otherwise distribute; (d) “Open
  Game Content” means the game mechanic and includes the
  methods, procedures, processes and routines to the extent
  such content does not embody the Product Identity and is
  an enhancement over the prior art and any additional con-
  tent clearly identiﬁed as Open Game Content by the Con-
  tributor, and means any work covered by this License, in-
  cluding 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, di-
  alogue, incidents, language, artwork, symbols, designs, de-
  pictions, likenesses, formats, poses, concepts, themes and
  graphic, photographic and other visual or audio represen-
  tations; names and descriptions of characters, spells, en-
  chantments, personalities, teams, personas, likenesses and
  special abilities; places, locations, environments, creatures,
  equipment, magical or supernatural abilities or effects, lo-
  gos, symbols, or graphic designs; and any other trademark
  or registered trademark clearly identiﬁed as Product iden-
  tity by the owner of the Product Identity, and which specif-
  ically excludes the Open Game Content; (f) “Trademark”
  367
  Devon Chulick (Order # )
  
  FOR GOLD & GLORY
  APPENDIX D. LEGAL
  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, trans-
  late 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 Con-
  tent that contains a notice indicating that the Open Game
  Content may only be Used under and in terms of this Li-
  cense. You must afﬁx such a notice to any Open Game Con-
  tent 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 ex-
  act terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are con-
  tributing original material as Open Game Content, You rep-
  resent that Your Contributions are Your original creation
  and/or You have sufﬁcient rights to grant the rights con-
  veyed by this License.
  6. Notice of License Copyright: You must update the COPY-
  RIGHT NOTICE portion of this License to include the exact
  text of the COPYRIGHT NOTICE of any Open Game Con-
  tent 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 Prod-
  uct Identity, including as an indication as to compatibil-
  ity, except as expressly licensed in another, independent
  Agreement with the owner of each element of that Prod-
  uct Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark
  in conjunction with a work containing Open Game Con-
  tent 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 Li-
  cense with every copy of the Open Game Content You Dis-
  tribute.
  11. Use of Contributor Credits: You may not market or adver-
  tise the Open Game Content using the name of any Contrib-
  utor unless You have written permission from the Contrib-
  utor 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 1.0a 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 Red-
  man, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wy-
  att, based on original material by E. Gary Gygax and Dave Arne-
  son.
  For Gold & Glory™, Copyright 2014; Justen Brown.
  END OF LICENSE
  CREATIVE COMMONS ATTRIBUTION-SHAREALIKE
  4.0 INTERNATIONAL
  The For Gold & Glory™ logo is made available under the
  terms of the Creative Commons Attribution-ShareAlike 4.0 In-
  ternational license, https://creativecommons.org/licenses/by-
  sa/4.0/, by Chris Knowles and Dan Hyland.
  The
  layout
  and
  formatting
  of
  this
  book
  is
  made
  Com-
  Creative
  the
  of
  terms
  the
  under
  available
  license,
  International
  Attribution-ShareAlike
  mons
  4.0
  Dan
  by
  https://creativecommons.org/licenses/by-sa/4.0/,
  Hyland. To obtain the LATEX sources used to create this book,
  contact djhyland@gmail.com.
  CREATIVE COMMONS ATTRIBUTION 3.0
  UNPORTED
  The OSR Compatible logo is a derivative of the OSR
  logo by Stuart Robertson, made available under the terms
  of the Creative Commons Attribution 3.0 Unported License,
  http://creativecommons.org/licenses/by/3.0/. The OSR Com-
  patible logo is made available under the terms of the Creative
  Commons Attribution 3.0 Unported License by Wayne Rossi
  (http://osrcompatible.org).
  368
  Devon Chulick (Order # )
  
  APPENDIX D. LEGAL
  FOR GOLD & GLORY
  PUBLIC DOMAIN
  Cover: Detail of La Belle Dame Sans Merci by Walter Crane, 1865.
  Page iv: Detail of Tristan and Isolde with the Potion by John
  William Waterhouse, 1916.
  Page viii: Detail of Hercules Vanquishing the Hydra of Lerma by
  Guido Reni, 1620.
  Page 6: Bogatyrs by Viktor Vasnetsov, 1898.
  Page 9: Detail of La Pia de Tolomei by Dante Gabriel Rossetti,
  1868–1880.
  Page 12: Detail of The Forging of the Sampo by Akseli Gallen-
  Kallela, 1893.
  Page 12: Detail of Vanity by Frank Cadogan Cowper, 1907.
  Page 13:
  Detail of Gnom, Eisenbahn betrachtend by Carl
  Spitzweg, 1848.
  Page 14: Detail of A Nymph in the Forest by Charles-Amable
  Lenoir, date unknown.
  Page 14: Detail of The Farmer’s Daughter by John Everett Millais,
  1863.
  Page 15: Portrait of an African Man by Jan Mostaert, 1530.
  Page 17: A Midsummer Night’s Dream by Gustave Dor´e, 1869.
  Page 18: Detail of The Moorish Warrior by William Merritt
  Chase, 1876.
  Page 21: Detail of Morgan le Fay by Frederick Sandys, 1864.
  Page 22: Detail of Priestess of Delphi by John Collier, 1891.
  Page 26: Detail of Der beim Diebstahl ertappte Hausdiener by Con-
  stant Wauters, 1845.
  Page 28: Detail of Britomart by Walter Crane, 1900.
  Page 30: At the First Touch of Winter, Summer Fades Away by
  Valentine Cameron Prinsep, 1897.
  Page 33: Detail of The Wrestlers by William Etty, 1835–1845.
  Page 35: Detail of God Speed! by Edmund Leighton, 1900.
  Page 38: Detail of The Missal by John William Waterhouse, 1902.
  Page 43: Detail of The Bard by John Martin, 1817.
  Page 45: Detail of Galileo Galilei che mostra l’utilizzo del cannoc-
  chiale al Doge di Venezia by Giuseppe Bertini, 1858.
  Page 53: Detail of A Peddler Selling Ribbons from a Donkey by
  John Young Hunter, 1903.
  Page 54: Detail of In Time of Peril by Edmund Leighton, 1897.
  Page 60: Detail of Beguiling of Merlin by Edward Burne-Jones,
  1874.
  Page 69: Vityaz at the Crossroads by Viktor Vasnetsov, 1882.
  Page 70: Detail of Varusschlacht by Otto Albert Koch, 1909.
  Page 72: Last Resort by Raden Saleh, 1842.
  Page 81: Sadak in Search of the Waters of Oblivion by John Martin,
  1812.
  Page 87: Detail of The Accolade by Edmund Leighton, 1901.
  Page 89:
  Detail of The Alchemist Discovering Phosphorus by
  Joseph Wright of Derby, 1771.
  Page 111: Detail of Apollo Slaying Python by Eugene Delacroix,
  1851.
  Page 118: Detail of Circe Invidiosa by John William Waterhouse,
  1892.
  Page 120: Detail of Magic Scene by Andrea Locatelli, circa 1741.
  Page 125: Detail of The Dream of Ossian by Jean Auguste Do-
  minique Ingres, 1813.
  Page 127: Detail of The Last Day of Pompeii by Karl Brullov, 1833.
  Page 133: Detail of Who Knoweth the Spirit of Man by Byam
  Shaw, 1901.
  Page 134: Detail of Lesbia and Her Sparrow by Edward Poynter,
  1907.
  Page 140:
  Detail of Der Fischer und die Sirene by Frederic
  Leighton, 1856–1858.
  Page 146: Detail of Sir Galahad by Joseph Noel Paton, 1888.
  Page 167: Detail of Dream Idyll (A Valkyrie) by Edward Robert
  Hughes, 1902.
  Page 170: Detail of Beata Beatrix by Dante Gabriel Rossetti,
  1863.
  Page 173: Detail of Shadrach, Meshach, and Abednego by Simeon
  Solomon, 1863.
  Page 185: The Will o’ the Wisp and the Snake by Hermann Hen-
  drich, 1823.
  Page 191: Detail of Hercules on the Pyre by Guido Reni, 1617.
  Page 199: Detail of The Crystal Ball by John William Water-
  house, 1902.
  Page 202:
  Detail of In India.
  Himalayas Snow by Vasily
  Vereshchagin, 1874–1876.
  Page 208: Detail of Die Toteninsel by Arnold B¨ocklin, 1883.
  Page 212: Detail of The Love Potion by Evelyn de Morgan, 1903.
  Page 214: Detail of Medea by Evelyn de Morgan, 1889.
  Page 221: Detail of Vanitas Still Life by Edwaert Colyer, 1693.
  Page 236: Detail of Victory O Lord! by John Everett Millais,
  1871.
  Page 254: Detail of On the Fourth Day Comes the Astrologer from
  His Crumbling Old Tower by N. C. Wyeth, 1916.
  Page 263: Detail of Still Life with an Aquamanile, Fruit, and a
  Nautilus Cup by Willem Kalf, 1660.
  Page 266: Detail of The Crystal Gazer by Beatrice Offor, circa
  1900.
  Page 270: Detail of The Flying Carpet by Viktor Vasnetsov, 1880.
  Page 286: Joan of Arc by John Everett Millais, 1865.
  Page 296: Detail of Three Swordhilts by John Everett Millais,
  1838–1839.
  Page 297: Detail of Ahimelech Giving the Sword of Goliath to David
  by Aert de Gelder, circa 1680.
  Page 299: Detail of Magic Circle by John William Waterhouse,
  1886.
  Page 299: Detail of Dobrynya Nikitich Fights the Seven-Headed
  Zmey Gorynych by Viktor Vasnetsov, 1913–1918.
  Page 303: Detail of Leopard by Jean-Baptiste Oudry, 1741.
  Page 306: Detail of Centauress by John La Farge, circa 1887.
  Page 312: Dragen by Theodor Severin Kittelsen, 1904.
  Page 314: Detail of Perseus and Andromeda by Frederic Leighton,
  1891.
  Page 319: Detail of Ophelia by Arthur Hughes, 1852.
  Page 321: Detail of The Fisherman and the Genie by Edmund Du-
  lac, 1907.
  Page 321: Detail of The Princess Burns the Elfrite to Death by
  Edmund Dulac, 1914.
  Page 324: Detail of Norandino and Lucina Discovered by the Ogre
  by Giovanni Lanfranco, circa 1624.
  Page 326: Detail of Snowdrop and the Seven Little Men by John
  Dickson Batten, 1897.
  Page 329: Detail of The Birds of Joy and Sorrow by Viktor Vas-
  netsov, 1896.
  Page 332: Detail of Rusalki by Witold Pruszkowski, 1877.
  Page 343: Detail of The Nightmare by John Henry Fuseli, 1781.
  Page 339: Detail of N¨acken by Ernst Josephson, 1882.
  Page 347: Detail of Pan with Pipes, Italian school, 17th century.
  Page 348: Detail of Dark Thoughts by Arthur Hughes, 1899.
  Page 348: Detail of Il trionfo della morte, unknown artist, circa
  1446.
  Page 349: Take the Fair Face of Woman, and Gently Suspending,
  With Butterﬂies, Flowers, and Jewels Attending, Thus Your Fairy is
  Made of Most Beautiful Things by Sophie Gengembre Anderson,
  1847.
  Page 352: Detail of Vodn`ık v zimˇe by Jaroslav ˇSpillar, 1899.
  Page 356: Detail of Will o’ the Wisp by Arthur Hughes, date
  unknown.
  Page 357: Detail of Moonlight, Wolf by Frederic Remington,
  circa 1909.
  Page 360: Detail of The Fallen Angels Entering Pandemonium,
  from ‘Paradise Lost’, Book 1, formerly attributed to John Martin,
  circa 1841.
  Page 370: Detail of Heptu Bidding Farewell to the City of Obb by
  John Duncan, 1909.
  369
  Devon Chulick (Order # )
  
  Devon Chulick (Order # )
  
  Character Record Sheet
  Character:
  Class:
  Level:
  Alignment:
  Race:
  Sex:
  Age:
  Height:
  Weight:
  Hair:
  Eyes:
  Appearance:
  Skin:
  Religion:
  Homeland:
  Family:
  ABILITIES
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Melee
  Attack Mod
  Damage
  Mod
  Non
  Encumb.
  Max
  Weight
  Force
  Doors
  Bend/
  Lift
  Surprise
  Mod
  Missile
  Attack Mod
  AC
  Mod
  HP
  Mod
  System
  Shock
  Resurrection
  Chance
  Poison
  Resist
  Regen-
  eration
  Languages
  Known
  Max Spell
  Level
  Max
  Number
  Learn
  Spell
  Illusion
  Immunity
  Mental
  Defense Mod
  Bonus
  Spells
  Spell
  Failure
  Spell
  Immunity
  Maximum
  Henchmen
  Loyalty
  Mod
  Reaction
  Mod
  SAVES
  Paralyzation/
  Poison/Death
  Rod/Staﬀ/
  Wand
  Petriﬁcation/
  Polymorph
  Breath
  Weapon
  Spells
  MOVEMENT
  Base Rate
  Light
  Moderate
  Heavy
  Severe
  Run × 2
  Run × 3
  Run × 4
  Run × 5
  (
  )
  (
  )
  (
  )
  (
  )
  ARMOR CLASS
  Surprised
  Shieldless
  Rear
  AC
  HIT POINTS
  HP
  WOUNDS
  WEAPONS
  Weapon
  Attack Mod.Dmg. Mod. Small/Man
  Large
  Range
  Weight
  Size
  Type
  Speed
  Damage
  THACO
  THACO
  MODIFIERS
  NON-COMBAT SKILLS/LANGUAGES
  Attack Rate
  Skill
  Ranks
  Check
  COMBAT SKILLS
  Skill
  Ranks
  Check
  EXPERIENCE
  CURRENT
  NEXT LEVEL
  For Gold & Glory
  ™
  For Gold & Glory
  ™
  Old School Roleplaying
  Devon Chulick (Order # )
  
  GEAR
  Item
  THIEF SKILLS
  Pick Pockets
  Open Locks
  Find/Remove Traps
  Move Stealthily
  Hide in Shadows
  Detect Noise
  Climb Walls
  Read Languages
  SPECIAL ABILITIES
  SPELLS
  Spells
  per Level
  TREASURE
  TURNING UNDEAD
  1st
  Total Weight Carried
  Backstab
  Under 1 HD
  1 HD
  2HD
  3 HD
  4 HD
  5 HD
  6 HD
  7 HD
  8 HD
  9 HD
  10 HD
  11+ HD
  Special
  Weight
  Item
  Weight
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  NOTES
  Spheres/Schools Available:
  Devon Chulick (Order # )
  
  Devon Chulick (Order # )
  
  Within these pages lie the keys to open worlds of wonder and 
  adventure! Whether you are exploring dank dungeons, forging 
  mighty kingdoms, or questing to save the world, For Gold & Glory™ 
  contains all that you need to run a complete game. Inside these 
  covers, you will find rules to:
  • Create heroic characters and guide them as they advance in power.
  • Equip characters with everything needed to survive the perils of 
  adventure.
  • Guide characters through encounters, whether through wits and 
  skill or strength of arms.
  • Reward characters with glittering wealth and wondrous treasures.
  • Challenge all characters, whether novices or veterans, with over 
  140 creatures both fair and foul.
  For players and game masters alike, For Gold & Glory™ is 
  compatible with the second edition of the “advanced” version of the 
  world’s most popular role-playing game.
  For Gold & Glory
  ™
  For Gold & Glory
  ™
  Old School Roleplaying
  Devon Chulick (Order # )
  
SOURCE: textdata/thevault/For Gold & Glory (osr)/For Gold & Glory 2e Core Rules.pdf