TEXT: A RULES SUPPLEMENT FOR TALES OF HIGH ADVENTURE AND EPIC FANTASY
  Written by ALEXANDER MACRIS
  
  CREDITS
  Lead Designer: 
  Alexander Macris
  Additional Design: 
  Jeff Binder 
  Mark Bober 
  Newton Grant 
  Matt Jarmak 
  Omer Joel 
  Amy Macris 
  Charles Myers
  Playtesting: 
  Jarrod Maistros 
  Florian Hübner 
  Kelly Roberge
  Copy Editing: 
  Mark Bober  
  Matt Jarmak
  Cover Art: 
  Michael Syrigos
  Interior Art: 
  Michael Syrigos
  Cover Layout: 
  Todd Crapper
  Interior Layout: 
  Todd Crapper
  Heroic Fantasy Handbook ©2017 Autarch™ LLC. Adventurer Conqueror King System © 2011-2017 Autarch LLC. Domains at 
  War © 2013-2016 Autarch LLC. The Auran Empire™ and all proper names, dialogue, plots, storylines, locations, and characters 
  relating thereto are copyright 2011-2016 by Alexander Macris and used by Autarch LLC under license. Cover artwork is copyright 
  2017 Michael Syrigos and used under license. Some interior artwork is copyright 2017 William McAusland and used under license. 
  Some interior artwork is copyright 2017 Marc Radle and used under license.This material is protected under the copyright laws of 
  the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without 
  the written permission of the copyright owners. Autarch™, Adventurer Conqueror King™, Adventurer Conqueror King System™, 
  ACKS™, Domains at War™, Lairs & Encounters™, and Heroic Fantasy Handbook™ are trademarks of Autarch™ LLC. This 
  product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
  ISBN 978-1-941956-19-9
  978-1-941956-18-2
  UPC: AUT 1014
  www.autarch.co
  
  PATRON DEITIES
  DEMIGODS
  EMPERORS
  CONQUERORS OF TWO LANDS
  CONQUERORS LEADING PARTIES
  Charles Myers
  Jeff Binder
  Wesley E. Marshall
  Erik J
  Fred Liner
  Akim Demianenco
  Allan MacKenzie-Graham
  Ben “skean” Prior
  Brian Renninger
  Charles “The Hammer” Martel
  Chris Heath
  Christopher O’Dell
  Daniel Fertig
  Daniel Trujillo
  Diogo Nogueira
  Eric Brennan
  Fabio Milito Pagliara
  Florian Hübner 
  Frank Chaustowich
  Greg Roth
  Gregg Kern 
  His Majesty Donald II
  J. Davis
  Jacques Nel
  Jake Parker
  James Stuart
  Jarrod Maistros
  John Arendt
  Johnny F. Normal
  Joshua Ridens
  Kevin Thomas Schlüter
  K-Slacker
  Martin Nichol
  Matt Jarmak
  Matthew Nelson
  Miguel Zapico
  Morgan Hazel
  Paul Linkowski
  Paul Ryan Kuykendall
  Paul St. John
  Peter McNamara
  Phil Tate
  Scott Maynard
  Scott Sutherland
  Sean Falconi
  Ser Kevin Virden
  Sergio Fuentes
  Simon Forster
  Stephen Anderson
  Steve Dodge
  Taarkoth
  Torben van Hees
  Utz Westermann
  @Oghma_EM
  A Shadow Lord
  Adrian Romero
  Alexei McDonald
  Alfred Genesson
  Alissa Brodsky
  Allan Rodda
  Anastasiya & Paride
  Andrew Byers
  Andrew Gil
  Andrew J Garbade
  Andrew Piseck
  Andrew Ronald Johnson
  Anne Hunter
  Anthony Ragan
  Arno de Lange
  artbraune@gmail.com
  Ben and Jess Feehan
  Ben Krauskopf
  Ben Potter
  Benjamin R. Terry
  Beorhtric the Mad
  Bleddyn V Wilson
  Bob Humphrey
  Brian Babyok
  brooks.friend@gmail.com
  bruce novakowski
  bulldozers.travel@gmail.com
  Burningman the Scorched
  C. Dodd
  Cain Gillespie
  Carl Meyer
  Carlos de la Cruz
  CharlieAmra
  Chris A
  Christian Kolbe
  Cryps the Killer
  Cynin BlackBlade
  Dan
  Dan Wood
  Dan X. Barton
  Daniel Granstrand
  Daniel Stack
  darlingtont@gmail.com
  David Bowne
  David Cinabro
  David DeRocha
  David Johnston
  David Keyser
  Deon Beswick
  Derbi The Mighty...Tired.
  Derek Jones
  DM
  Doug Sims
  Douglas Meserve
  Eric Maloof
  ericswiersz@gmail.com
  Evil Eli The Vile
  Falkenberg
  Filthy Monkey
  Fletchcutus Rex
  Francisco “Blackhalo” Fonseca Jr.
  Gary Furash
  Gert-Jan van der Krogt
  Ghiliard Starmax
  Gilles Bourgeois
  Greg Boyle
  Herman Duyker
  Ian “Grendel Todd” Grey
  Ingot 9455
  Ioui
  J. Stuart Pate
  James C. Bennett
  James Crane
  James Lee Griffin
  James ME Patterson
  James T Hughes
  James Unick
  Jan Egil”Jedidiah Curzon”Bjune
  Jason “Hierax” Verbitsky
  Jason Barker
  Jay Moore
  Jay Verkuilen
  jbird9531@gmail.com
  Jeff Vandine
  Jeffrey Herold
  Jeremy Coffey
  Albert Petitti
  arndog1975@gmail.com
  Darren Wheeler
  Douglas Ghizzoni
  Kool Moe Dee
  Michael Varga of the Sneazey Weasels
  Red Julie
  BACKERS LIST
  
  J-M DeFoggi
  Joe Wetzel
  Joel T. Clark
  Jonathan Baugh
  Jonathan P. Tate
  Jonathan Steinhauer
  Joseph Harvey
  Josh Reynolds
  Josh Sharp
  Joshua Buergel
  jsmith@gold-sonata.com
  Jussi Kenkkilä
  Keith Davies
  Keith Nelson
  Ken Foster
  Kris Alexander
  Kyle Simons
  Last Redoubt
  Leah E.
  Mark A. Mikesell
  Mark Bober
  Mark Franceschini
  Mark Harvey
  Matt Walsh
  Matthew Kane
  Matthias Weeks
  Michael “Mammut” Sauer
  Michael Hengeli
  Michael Stevens
  Mike Hamann
  Mitchell Wareham
  Nacho the conqueror
  Nathan Birch
  Neil Lindgren
  Nicholas Burden
  Nigel Ray
  NniuqS
  OH
  Patrick Tarantino
  Paul Attila Nemeth
  Paul Leary
  Phaethon
  Pierre-Jean Espi
  Preston Buck
  R P Herrold
  Raymund of Tadcastre
  Resist Tyranny 
  Everywhere
  Rich Forest
  Rich Spainhour
  Richard Mundy
  Richard Rohlin
  Richard W. Sorden
  Robert Cook
  Robert Mania
  Rod Meek
  Ross Stites
  Rus Ketcham
  Samaritan
  Samuel Gaines
  Sasha Bilton
  Scott Tooker
  Scott Vandersee
  Sebastian Dietz
  Shane Dunlap
  Solthas Fallcrown
  Stephen Kissinger
  Stephen R Brandon
  Steve Huntsberry
  Steven Danielson
  Steven Dolges
  Tabiani Greystone
  Terren
  Thalji
  The Freelancing Roleplayer
  Thomas R. Taylor IV
  Tom Hudson
  Tony Digaetano
  Usualjay
  vincent furstenberger
  W. David Pattison
  Wayne Rossi
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  chickenjohn
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  E. Hamilton
  Efindel of Asperdi
  Gaelather Nihmedu
  Jeff Ruszczyk
  Jim the Sage
  João Talassa
  Jon Tzimiskes
  lampwright@gmail.com
  Mark Kernow
  Nathan Housley
  Niklas Skinner
  Paul Sudlow
  Quinn Adams
  Schneily
  The Fat Man, Eldritch
  Tomas J Skucas
  Will Barron
  CONQUERORS OF TWO LANDS (CONT’D)
  BARBARIAN CONQUERORS
  HEROIC CONQUERORS
  
  Andreas Löckher
  Dave ‘Wintergreen’ Harrison 
  David Stephenson
  Karen Ervin
  Mike O’Connor
  Nathaniel Gullion
  Newton Philis
  Sir Hamster
  Avi Levy
  David “Amarant” Jimenez
  Earl Scott Nicholson
  Gregory McWhirter
  Jared Burrell
  Kent R. Conrad
  Mike Williams
  R C Flipse
  Thomas R.
  Trevalyan
  “Danger” Will Robinson
  Adam
  Adam Armstrong
  Adam Windsor
  AdamD
  Akrono
  Alan Skinner
  Alexander Gräfe
  Alexpacio
  Alistair C
  Alkalannar Auvryndar
  André Roy
  Andrew D Devenney
  Andrew J. Luther
  Andrew Schleifer
  Anthony Hansen
  Anthony Lewis
  Aramis
  Asen Georgiev
  Ashton D
  Atlictoatl
  bara
  Bara
  Bastien Pilon
  Benjamin Charvet
  BFSH
  Billy Blank
  Blain Brigance
  Bob Dunham
  Bobby Jackson
  Boris
  Bortor
  Bryan Green
  Bryan Smart
  bwaomega
  Capheind
  Chip McKenzie
  Chris DiNote
  Chris Van Dyke
  Chris Westbrook
  Christopher Pipinou
  Christopher Stieha
  Clutterbane
  colinmnash
  Coop Dogg
  Craig Phillips
  Curt Meyer
  Daimadoshi
  Daniel Bell
  Daniel Goupil
  Daniel Hernández Garrido
  dariorclink@gmail.com
  Dave Sherohman
  David A. Nixon
  David Parlin
  Dawid “Dievas” Wojcieszynski
  Douglas Jones
  E.W. Childers
  Ed “Hardrada” Mikkelsen
  Edward Powell
  Edward Sturges
  Eric Casey
  Eric Mills
  Erik Sundqvist
  Erik Talvola
  Estanak
  F. Bob Mosdal
  Florian Hollauer
  Franz Six
  Galdor Seadancer
  Gavin Mutter
  George Kapp
  Glenn Fleetwood
  Gordon Cranford
  Gordon Walton
  gpmark68@gmail.com
  Guy Larke
  Hans Winkerbean
  HazMatt
  hereandnow
  Ian Magee
  idprism
  Imredave
  Inspector Butters
  Itamar K
  Ivar Stormling
  J. D. Beers
  Jaap de Koning
  Jacopo
  James Carter
  James Holden
  James Kerr
  Jamie Wish
  Jason Vines
  Javier Fernández Valls (Nirkhuz)
  Jay Peters
  Jean Gamba
  Jeremy McKean
  Jeroen Stolwijk
  Je’tal
  Jim Clunie
  John Anderson
  John Davis
  Jonathan A. Cohen
  Jonathan Hoffmann
  Jonathan Nichol
  Jose Fernandez
  Joseph Ashley
  Joshua Brown
  Joshua Steadmon
  Juan “Ragnar” Casanova
  Juan Cruz Balda Berrotarán
  Jus Sum Gai
  Justin C. Cain
  K.C. L’Roy
  K.L.Svarrogh
  Keith H
  NAME LEVEL ADVENTURERS LEADING PARTIES
  ADVENTURERS LEADING PARTIES
  ADVENTURERS
  
  Keith Setliff
  Kendall Fischer
  Kevin Kenson
  Kielo Maria Maja
  Krutz
  Larry Pryor
  Lempi Kurkinen
  Lester Ward
  Lichhunter
  Lloyd Rasmussen
  Lorenzo Bandieri
  Macallan Lehane
  Maeyanie
  MachinaMandala 
  Make America Nazi Free Again
  Mark Craddock
  Mark Leymaster of Grammarye
  Martin Greening
  Matías N. Caruso
  Matt Maranda
  Matteo Signorini
  Matthew Skail
  Matthias “Logan” Platzer
  Micah the Bloody Juggernaut
  Micah Sweet
  Michael De Rosa
  Michael Glass
  Michael S.
  Mikko Simonen
  Morgan Long
  Nathaniel Bennett
  Nick J.
  Nick Johnson
  Niels (Ohas Direfist) Adair
  Nose_of_Death@Yahoo.com
  Omer Golan-Joel
  Onothor, son of Ogothor
  Pat Bellavance
  Pat Slauson
  Patrick Pilgrim
  Paul Ramer
  Peter Wimsey
  Petr Vilimek
  Phil Gates-Shannon
  Philipp Kepplinger
  Phroggelator
  Pikey
  R. A. Mc Reynolds
  Rahshaad Benjamin
  Random Brown
  Raneman
  Ray W.
  RB
  Reverance Pavane
  Ricardo Dorda
  Ricardo Fuente
  Rob Brennan
  Rob Kalbach
  Robert S. Conley
  Ross Hathaway
  Ryan Randolph
  S J Jennings
  Scambonious Funk
  Sean Keefe
  Sean Trader
  Sergey Kislyak
  Sigwulf
  StargazerA5
  Steve Lord
  Steven D Warble
  Steven Thesken
  Stu White
  Tanner Yea
  Tawer Redeye
  tblist@gmail.com
  Tchazzar
  The Integralist
  The Wordsmith
  thehixsons1973@gmail.com
  Thomas Milazzo
  Thomas Tanquinus
  thubar2000
  Timothy Baker
  Tod Jeffcoat
  Tom Ladegard
  Ulf Kaupisch
  Vadis
  Viktor Haag
  White Knight Leo
  WombatDazzler
  Xavier Talonsharpe
  ADVENTURERS (CONT’D)
  
  Table of Contents
  Chapter 1: Introduction     .    .   8
  Chapter 2: Heroes  .   .   .   .   . 12
  Wisdom Modifier  .  .  .  .  .  .  13
  Healing .  .  .  .  .  .  .  .  .  .  13
  Mortal Wounds .  .  .  .  .  .  .  14
  New Character Classes .  .  .  .  15
  Chosen Gifts .  .  .  .  .  .  .  .  23
  Path of the Expeditionary .  .  .  33
  Path of the Ruffian  .  .  .  .  . 33
  Path of the Scoundrel  .  .  .  . 33
  Path of the Wayfarer .  .  .  .  .  33
  Calling of the Armiger .  .  .  .  43
  Calling of the Herald   .   .   .   .  44
  Calling of the Ranger   .  .  .  . 44
  Wizard of Artifice .  .  .  .  .  .  46
  Wizard of Fellowship .  .  .  .  .  46
  Wizard of Lore  .  .  .  .  .  .  .  47
  Wizard of Nature  .  .  .  .  .  .  49
  Sorcerer of Dominion   .   .   .   .  66
  Sorcerer of Necromancy   .   .   .  67
  Sorcerer of Summoning .  .  .  .  67
  Sorcerer of Transmogrification .  67
  Modified Proficiencies  .  .  .  .  71
  New Proficiencies .  .  .  .  .  .  74
  Chapter 3: Heroic Deeds    .   . 78
  Warrior Code    .   .   .   .   .   .   .  79
  Starting Allocation of Fate Points 81
  Spending Fate Points   .   .   .   .  81
  Recovering Fate Points .  .  .  .  82
  Acquiring Additional Fate Points 82
  Chapter 4: Heroic Adventures 84
  Critical Effects  .  .  .  .  .  .  .  85
  Clamber   .   .   .   .   .   .   .   .   .  87
  Sweeping Attack  .  .  .  .  .  . 87
  Dexterity Modifier and Thievery 88
  Encumbrance and Thievery  .  .  88
  Equipment for Thieves .  .  .  .  90
  Revised Thief Skills   .  .  .  .  . 90
  Chapter 5: Heroic Magic    .   . 92
  Eldritch Magic Research   .  .  . 93
  Eldritch and Arcane  .  .  .  .  .  93
  Corruption   .   .   .   .   .   .   .   .  93
  Sinkholes of Evil   .  .  .  .  .  . 97
  Pinnacles of Good .  .  .  .  .  .  98
  Places of Elemental Power   .   .  99
  Spell Points  .  .  .  .  .  .  .  . 102
  Spellsinging Repertoire   .  .  . 102
  Singing Spells  .  .  .  .  .  .  . 102
  Tapping Power .  .  .  .  .  .  . 103
  Spellsinging Mishaps   .   .   .   . 103
  Ceremonial Magic versus Cast Magic 
  105
  Repertoire    .   .   .   .   .   .   .   . 105
  Ceremonial Traditions  .  .  .  . 105
  Performing Ceremonies .  .  .  . 106
  The Stigma of Failure   .  .  .  . 110
  Ceremonial Magic Research .  . 110
  Ceremonial Trinkets .  .  .  .  . 111
  Ceremonial Talismans  .  .  .  . 113
  Corruption from Ceremonial Magic 114
  Trinkets, Talismans, and Scrolls . 114
  Proficiencies Aiding Ceremonial Magic 
  114
  Ceremonial Mishaps Tables  .  . 115
  Designation of Spell Types   .  . 119
  New and Updated Spells  .  .  . 122
  New and Updated Rituals .  .  . 153
  Chapter 6: Heroic Monsters 156
  New Monsters by Type .  .  .  . 157
  Chapter 7: Heroic Treasure 174
  Coin .  .  .  .  .  .  .  .  .  .  . 176
  Special Treasure   .  .  .  .  .  . 176
  Magic Items .  .  .  .  .  .  .  . 178
  Armor, Swords, and Weapons   . 183
  Miscellaneous Magic Items  .  . 187
  Potions, Philters, & Oils    .   .   . 192
  Rings    .   .   .   .   .   .   .   .   .   . 192
  Rods, Staffs, and Wands   .  .  . 193
  Scrolls  .  .  .  .  .  .  .  .  .  . 194
  Trinkets and Talismans .  .  .  . 195
  Chapter 8: Heroic Secrets  .  198
  Build Points and Class Categories 199
  Eldritch Value  .  .  .  .  .  .  . 199
  Ceremonial Value .  .  .  .  .  . 201
  Halfling Custom Classes  .  .  . 201
  The Math Behind the Math  .  . 203
  Custom Class Builds .  .  .  .  . 204
  Blast Spells  .  .  .  .  .  .  .  . 206
  Death Spells .  .  .  .  .  .  .  . 208
  Detection Spells   .  .  .  .  .  . 210
  Enchantment Spells  .  .  .  .  . 210
  Healing Spells  .  .  .  .  .  .  . 212
  Illusion Spells   .  .  .  .  .  .  . 212
  Movement Spells  .  .  .  .  .  . 212
  Protection Spells  .  .  .  .  .  . 212
  Summoning Spells    .   .   .   .   . 213
  Transmogrification Spells .  .  . 215
  Wall Spells   .   .   .   .   .   .   .   . 216
  Recommended Books   .  .  .  . 218
  Recommended Comics .  .  .  . 218
  Recommended Movies .  .  .  . 218
  DESIGNATION OF PRODUCT IDENTITY 
  219
  DESIGNATION OF OPEN GAME 
  CONTENT .  .  .  .  .  .  .  . 219
  OPEN GAME LICENSE Version 1.0a 219
  
  Quote
  - Quoted
  Chapter 1: Introduction
  ‘Heroic fantasy’ is the name I have given to… a story of action and 
  adventure laid in a more or less imaginary world, where magic 
  works and where modern science and technology have not yet been 
  discovered. The setting may... be this Earth as it is conceived to 
  have been long ago, or as it will be in the remote future, or it may 
  be another planet or another dimension. Such a story combines 
  the color and dash of the historical costume romance with the 
  atavistic supernatural thrills of the weird, occult, or ghost story. 
  When well done, it provides the purest fun of fiction of any kind. 
  It is escape fiction wherein one escapes clear out of the real world 
  into one where all men are strong, all women beautiful, all life 
  adventurous, and all problems simple…
  - L. Sprague de Camp, in the introduCtion to Conan (r.e. howard)
  
   
  How to Use This Book 
  9
  Introduction
  Heroic Fantasy Handbook
  J.R.R. Tolkien defines one end of heroic fantasy, Robert E. Howard 
  defines the other. The two exist on the same genre spectrum, as it 
  were, but still remain far removed from one another and distinct. 
  - The Demarcation of Sword and Sorcery  
  (Joseph A. McCullough V)
  The Heroic Fantasy Handbook is a rules supplement that brings 
  the flavor of heroic fantasy to your favorite role-playing game. 
  But what do we mean by “flavor of heroic fantasy”? What’s 
  “heroic fantasy,” exactly? As the quotes above make clear, 
  arguing about fantasy genres is of course a beloved pastime in 
  our community, and we make no claim to offering the, or even 
  a, definitive definition of genre. But for purposes of this book, 
  we define “heroic fantasy” as what the works of J.R.R. Tolkien 
  and Robert E. Howard have in common, once you remove what’s 
  different. 
  Now these two great luminaries are usually considered opposites 
  – Tolkien writing British literary high fantasy, Howard writing 
  American pulp swords & sorcery – and in some ways, that’s 
  true. But though they are opposites, they are opposite faces 
  of the same coin; and that coin is what we call heroic fantasy. 
  Tolkien and Howard have more in common with each other, 
  and with the epics, sagas, and heroic elegies of the past, and with 
  contemporary luminaries such as E.R. Burroughs, Clark Ashton 
  Smith, and H.P. Lovecraft, than with many of their contemporary 
  epigones. 
  What do these works have in common? They are set in a world 
  like our own world, one that often is our world, in its distant 
  past or far future. Their heroes, though men and women of 
  extraordinary talent and drive, have none of the “super powers” 
  that have become common in contemporary fantasy (especially 
  games). They do not typically teleport, fly, shoot fire, or raise the 
  dead. Magic in these works is more subtle and nuanced than in 
  contemporary fantasy. It works with what is, rather than creating 
  what is not. A magician cannot teleport straight to his friend’s 
  distant castle, though his whispered dreams might reach his 
  friend across the black gulfs of space. A magician will not fling 
  magic missiles, but he might call down lightning from a storm, 
  or capsize a boat with a wave. Working magic might require 
  lengthy ceremonies, terrible sacrifices, or the power of primeval 
  places. And those who use magic risk corruption. Even the 
  wisest can lose their mind, body, and soul if they tamper with 
  dark magic. That’s what we mean by heroic fantasy.  
  As amply demonstrated by Jeffro Johnson’s Appendix N: The 
  Literary History of Dungeons & Dragons, the original fantasy 
  role-playing was heavily influenced by writers such as Howard, 
  Tolkien, Smith, and Burroughs. But contemporary editions 
  of most d20-based RPGs draw more heavily on the tropes 
  of contemporary fantasy, and the tropes of contemporary 
  fantasy developed in a post-D&D world. Today’s fantasy games 
  have drifted far from the original heroic fantasy foundations. 
  The Heroic Fantasy Handbook cleaves away decades worth of 
  accumulated tropes, assumptions, and expectations in order 
  to unearth a more heroic way. It is a new supplement, but one 
  born of old roots.
  HOW TO USE THIS BOOK
  You must have a copy of Adventurer Conqueror King System 
  (ACKS) or a similar D20-based fantasy role-playing game to use 
  this supplement. The supplement is organized into the following 
  parts:
  Chapter 1, Introduction, details the purpose, inspiration, and 
  sources for the Heroic Fantasy Handbook.
  Chapter 2, Heroes, provides new rules for character generation 
  and 17 new character classes to expand your Adventurer 
  Conqueror King System campaigns, including the beastmaster, 
  berserker, chosen, ecclesiastic, elven spellsinger, halfling 
  bounder, halfling burglar, loremaster, Nobiran champion, 
  Nobiran wizard, occultist, runemaster, Thrassian deathchanter, 
  venturer, warmistress, Zaharan darklord, and Zaharan sorcerer. 
  Chapter 3, Heroic Deeds, adds new game mechanics designed 
  to emulate heroic tropes such as the influence of fate, the impact 
  of heroic funerals, and the influence of warrior codes. 
  Chapter 4, Heroic Adventuring, provides new rules for 
  exploration and combat that add heroic flavor to key game 
  activities. 
  Chapter 5, Heroic Magic, revised the entire magic system of the 
  game, offering a new type of magic (eldritch magic), two new 
  ways of performing magic (ceremonial magic and spellsinging), 
  and over 155 new spells. 
  Chapter 6, Heroic Monsters, includes a dozen new monsters 
  drawn from mythic, legendary, and literary inspirations.
  Chapter 7, Heroic Treasure, updates the treasure tables in ACKS 
  with new mundane and magical items with heroic flavor. 
  Chapter 8, Heroic Secrets, explains how the new races, classes, 
  spells, and magic types of the Heroic Fantasy Handbook were 
  created, so that Judges can use the ACKS toolkits to customize 
  them to their taste. 
  A NOTE FOR JUDGES
  To bring the flavor of heroic fantasy to your campaign worlds, 
  we’ve jammed the Heroic Fantasy Handbook with more tasty 
  treats than a halfling’s breakfast plate. But at Autarch, our motto 
  is that “every campaign is a law unto itself,” so it’s up to you how 
  you serve those morsels up.
  Everything in the Heroic Fantasy Handbook is compatible with 
  what’s come before in the ACKS product line, so you can easily 
  use the Handbook as a sourcebook that expands your existing 
  campaign’s selection of classes, spells, proficiencies, and items. 
  Your players can simply select from the new classes and spells 
  the same way that they select from the existing ones; there’s no 
  mechanical reason to forbid having a loremaster, a mage, a cleric, 
  and an ecclesiastic in a party if that’s what you and your players 
  enjoy. Think of this as the “splatblook” method of using the 
  Heroic Fantasy Handbook, reminiscent of modern sourcebooks 
  for recent RPGs.
  
  10 
  How to Use This Book
  
   
  A Note for Judges 
  11
  Introduction
  Heroic Fantasy Handbook
  Where the Heroic Fantasy Handbook truly shines, however, 
  is when it is used to launch a new campaign that embraces 
  the tropes and traditions of heroic fantasy. You can use the 
  Handbook to run a campaign inspired by an existing world, 
  such as Hyboria or Middle Earth, or create your own heroic 
  fantasy setting catered to your taste. Either way, we’ve offered 
  suggestions for how to accomplish that – which classes to use 
  and which to withdraw from use, what sort of treasure to place, 
  and so on. We’ve also provided all of the information you need 
  to customize and expand the material here – creating new 
  eldritch spells, or new ceremonial classes. 
  The entire Heroic Fantasy Handbook is in a sense “optional 
  rules” you can use or ignore depending on your preference. 
  Here and there, however, we’ve specifically called out some rules 
  as mutually-exclusive “Tolkienesque” and “Howardian” options. 
  Despite what we said earlier about the unity of Howard and 
  Tolkien, there are some distinct differences between them as 
  well as between the other authors of pulp that were our primary 
  inspiration. The Tolkienesque optional rules dial the game 
  towards epic fantasy, with mythic creatures such as dwarves, 
  elves, and goblins and a focus on a metaphysical struggle of 
  good versus evil. The Howardian rules dial the game towards 
  swords & sorcery, with Cthulhu-inspired cosmic horror and a 
  focus on a material struggle between civilization and barbarism. 
  Occasionally we offer optional rules inspired by Lovecraft, Smith, 
  and others as well. Gamers interested in a deeper exploration of 
  the more “gonzo” aspects of sword & sorcery genre should be 
  sure to check out Barbarian Conquerors of Kanahu, a setting 
  sourcebook for Adventurer Conqueror King System that adds 
  weird monsters, ancient technology, dinosaurs, bugmen, and 
  more.  
  However you decide to use the Heroic Fantasy Handbook we 
  hope you find it a valuable and useful addition to your fantasy 
  role-playing game campaign, and would be happy to see you 
  join us at www.autarch.co to share your campaign, classes, 
  spells, templates, and characters with our community. 
  
  Chapter 2: Heroes
  Hers was a hero, destin’d to command 
  A martial race, and rule the Latian land, 
  Who should his ancient line from Teucer draw, 
  And on the conquer’d world impose the law.
  - the aeneid, Book iV (VirgiL)
  
   
  Ability Scores 
  13
  Heroic Fantasy Handbook
  Heroes
  ABILITY SCORES
  By default, the Adventurer Conqueror King System assumes that 
  adventurers are no more or less gifted than the average person. 
  If they become great, it is because of their achievements in play, 
  not because of special advantages during character generation. 
  As a result, the ability scores for ACKS adventurers are generated 
  by rolling 3d6 in order. If the optional Generating Multiple 
  Characters rule is in effect, where players roll up five characters 
  and select the best to play with, then adventurers are perhaps 
  among the top 20% most talented people, but still drawn from 
  the common stock. In some heroic campaign settings, however, 
  the adventurers are men and women of extraordinary gifts – 
  protagonists such as Achilles, Aeneas, Aragorn, Beowulf, Conan, 
  Elric, and Red Sonja are gifted with might, confidence, and 
  power far beyond the norm. 
  To account for this, the Heroic Fantasy Handbook offers the 
  following optional methods for rolling up characters with better 
  ability scores.
  • 
  Heroic: Roll 4d6 for each ability score in order. Drop the 
  lowest die, tally the remaining dice, and record that result. 
  • 
  Legendary: Roll 5d6 for each ability score in order. Drop 
  the lowest 2 dice, tally the remaining dice, and record that 
  result. 
  Heroic characters will have ability scores in approximately 
  the same range as the top fifth of normal characters (11-14, 
  averaging 12.24). Legendary characters will have ability scores in 
  approximately the same range as the top fifth of heroic characters 
  (12-16, averaging 13.43). If desired the Judge can have players 
  roll up five characters when using either method. 
  EXAMPLE: Newton is creating an adventurer for use in a 
  heroic campaign. The Judge has decided to use the optional 
  “Legendary Ability Scores” and “Generating Multiple 
  Characters” rules. Newton therefore will generate five 
  characters; for each character, he will generate six ability 
  scores, rolling 5d6 for each in order and dropping the lowest 
  2 dice. This combination of optional rules creates very 
  powerful characters! Newton’s results are, in order for STR, 
  INT, WIS, DEX, CON, and CHA: #1 STR 13, INT 17, WIS 
  11, DEX 15, CON 13, CHA 13;  #2 STR 13, INT 11, WIS 
  15, DEX 16, CON 11, CHA 15; #3 STR 6, INT 14, WIS 16, 
  DEX 12, CON 12, CHA 13; #4  STR 14, INT 9, WIS 16, DEX 
  14, CON 17, CHA 14; #5 STR 15, INT 15, WIS 16, DEX 
  13, CON 14, CHA 17. He decides to select character #5. He 
  selects Elven Spellsinger as his character class, reducing STR 
  to 13 to increase CHA to 18. His final character has STR 13, 
  INT 15, WIS 16, DEX 13, CON 14, CHA 18.
  WISDOM MODIFIER
  In heroic fantasy campaigns, a character’s WIS modifier should 
  be applied to all saving throws, not just saving throws versus 
  magic. 
  HIT POINTS
  Hit points are a measure of a character’s ability to survive 
  in combat. Hit points are not a direct representation of the 
  character’s capacity to receive physical injury. A character with 
  40 hp cannot survive eight sword stabs to the stomach! Rather, 
  they represent a holistic combination of fighting skill, stamina, 
  luck, and the favor of the gods, all of which contribute to helping 
  the character roll with blows and survive attacks that would have 
  killed a lesser combatant. Therefore, the amount of damage a 
  weapon deals must be understood relative to the hit points of the 
  character struck. It is the percentage of hit points lost, not the raw 
  number lost, that indicates how physically wounded a character 
  or monster is. 
  However, in virtually every retro-clone (including ACKS), the 
  elegant abstraction of hit points is marred by an asymmetry 
  between damage and healing. Consider two characters, a normal 
  man with 5 hp and an epic hero with 40 hp. When the normal 
  man is dealt 4 points of damage by a sword, this is a grievous 
  blow (80% of his hit points); when the epic hero is dealt the same 
  4 points of damage, this is merely a flesh wound (10% of his hp). 
  This is exactly as it should be. Yet when the epic hero is treated 
  with cure light wounds, he recovers 1d6+1 points of damage – 
  enough to repair a light wound, as the spell suggests; while when 
  the normal man is treated with cure light wounds, he is likely to 
  recover from what we just said was a grievous blow that brought 
  him near death. To fix this asymmetry, The Heroic Fantasy 
  Handbook offers rules for proportional healing. 
  HEALING
  All beings recover hit points through rest. For each full day of 
  complete rest in reasonably sanitary conditions, a creature will 
  recover its base healing rate (BHR). If its rest is interrupted, the 
  creature will not heal that day. A creature’s base healing rate is 
  based on its maximum hit points, as shown on the Base Healing 
  Rate table. A character’s BHR should be recorded on its character 
  sheet, and updated each time the character gains additional hit 
  points. 
  Max HP
  BHR (hp/day)
  1-3
  1d2
  4-9
  1d3
  10-16
  1d4
  17-23
  1d6
  24-29
  1d8
  30-36
  1d10
  37-49
  2d6
  50-63
  2d8
  64-76
  2d10
  77-89
  2d12
  90-110
  3d10
  111-140
  4d10
  141-170
  5d10
  171+
  6d10, plus 1d10 per 30hp past 170
  
  14 
  Hit Points
  EXAMPLE: Athelstan has 12 hp. His base healing rate is 
  1d4 hp per day. With a full day of complete rest in sanitary 
  conditions, Athelstan will recover between 1 and 4 hp. If his 
  rest is interrupted, he will not heal.
  Characters with the Healing proficiency can shorten their 
  patient’s recovery time. A patient under treatment of Healing 
  recovers twice his base healing rate in hp each day of rest.
  EXAMPLE: If Athelstan were the patient of a character 
  with Healing proficiency, he would recover twice his base 
  healing rate of 1d4 hp per day of rest, i.e. 2d4 hp per day 
  of rest.  
  Healing also occurs through magic, such as potions or spells. 
  This kind of healing is instantaneous and will typically be equal 
  to one or more days of rest, as shown on the Magical Healing 
  table. Magical healing and natural healing can be combined. 
  EXAMPLE: Athelstan (with 12 hp and a base healing rate 
  of 1d4 hp) has sustained 9 points of damage, leaving him 
  with 3 hp. A cleric treats him with comfrey. Comfrey heals 
  its target by half as much as if he had rested for one day, 
  rounded up. Athelstan’s base healing rate is 1d4 hp per 
  day, so he will heal 1d4/2 hp. The result of the roll is a 3, 
  so Athelstan is healed (3 / 2) 1.5 hp, rounded up to 2 hp. 
  The cleric then casts cure moderate wounds on Athelstan. 
  Cure moderate wounds heals its target as if he had rested 
  for two days, so Athelstan will heal 2d4 hp. The result of the 
  roll is a 5, so Athelstan is healed 5 points. He now has 10 hp 
  of his maximum of 12. 
  Heroic Breakfast Memorial Rule (Optional): Once per day a 
  character can recover his base healing rate in hp by consuming 
  a meal accompanied by alcohol, coffee, or tea. This 
  recovery is in addition to any hit points gained from 
  complete rest. Halfling characters may consume a 
  second breakfast for an additional recovery of hp. 
  MORTAL WOUNDS
  When a creature’s hit points drop to 0 or fewer, the 
  creature is unconscious and possibly dead. The 
  creature’s condition will not be determined until 
  an ally treats its wounds. When this occurs, the 
  unconscious creature must roll 1d20+1d6 on the 
  Mortal Wounds table and apply any appropriate 
  modifiers listed. The modified 1d20 roll determines 
  the unconscious creature’s condition while 
  the modified 1d6 roll determines whether any 
  permanent wounds are suffered. Characters not 
  treated within 24 hours of being unconscious must 
  roll, with no bonus for treatment and at the full -10 
  penalty for being treated 1 day later. 
  Heroic Survival: In heroic fantasy campaigns, 
  heroes are considerably more likely to survive 
  mortal wounds than ordinary men. Adventurers 
  with d6 HD add +2 to their 1d20 roll on the Mortal 
  Wounds table. Adventurers with d8 HD add +4, 
  adventurers with d10 HD add +6, and adventurers 
  with d12 HD add +8.
  Some results on the Mortal Wounds table will indicate that a 
  character needs a period of bed rest to recover. During this time, 
  the character cannot recover to more than 1 hp and cannot take 
  any action other than speaking and moving at half speed. The 
  period of bed rest can be shortened with magical healing – 
  simply count the days of rest from the magical healing towards 
  Spell/Magic Item
  Effect*
  Salving Rest
  The target’s base healing rate is 
  doubled for non-magical healing.
  Cure Light Wounds
  The target is healed as if he had 
  rested for one day.
  Cure Moderate Wounds
  The target is healed as if he had 
  rested for two days.
  Cure Major Wounds
  The target is healed as if he had 
  rested for three days.
  Cure Serious Wounds
  The target is healed as if he had 
  rested for four days.
  Cure Critical Wounds
  The target is healed as if he had 
  rested for five days.
  Spirit of Healing
  Each round, the target is healed as if 
  he had rested for one day.
  Lay on Hands
  The target is healed as if he had 
  rested for one day per two levels of 
  the healer (rounded up).
  Comfrey
  The target is healed by half as much 
  as if he had rested for one day 
  (rounded up). 
  Potion of Healing
  The target is healed as if he had 
  rested for one day.
  Potion of Extra-Healing
  The target is healed as if he had 
  rested for three days.
  *These effects occur instead of the spell or magic item’s effect under 
  the ACKS core rules.
  
   
  Temporary Hit Points 
  15
  Heroic Fantasy Handbook
  Heroes
  the recovery period. However, a character cannot benefit from 
  more than one type of magical healing per day when recovering 
  from mortal wounds.  
  EXAMPLE: A fight goes badly, and Athelstan suffers 
  grievous wounds; he will require 14 days of bed rest to 
  recover. The party hires the patriarch of the local temple 
  to cast cure critical wounds on Athelstan. This heals 
  Athelstan as if he had rested for 5 days. Athelstan now 
  requires (14-5) 9 days of bed rest to recover. 
  If a character suffers permanent wounds, powerful healing 
  magic such as a restore life and limb spell, regeneration spell, 
  or ring of regeneration can eliminate any penalties caused. 
  If applied swiftly, other types of healing can also eliminate 
  the penalties from permanent wounds. If healing (magic or 
  proficiency) restores the character to 1 hit point within 1 turn 
  (10 minutes) of receiving the permanent wound, then the 
  penalties from the permanent wound will be eliminated once 
  the character completes the required bed rest. The permanent 
  wound’s effects will still be present during the recovery period, 
  however.  
  EXAMPLE: During a defense of the town from orc raiders, 
  Athelstan is reduced to -9 hp and must roll on the Mortal 
  Wounds table. The roll goes badly – grievous wounds 
  resulting in one of his arms being crushed. Fortunately, 
  the patriarch of the local temple is nearby, and able to cast 
  cure critical wounds on Athelstan just a few rounds after 
  he is injured. Since Athelstan’s base healing rate is 1d4 hp, 
  cure critical wounds heals him of 5d4 hp. The roll is a 10, 
  enough to raise him to 1 hp. When Athelstan finishes his 
  period of bed rest (2 weeks), he will regain use of his arm. 
  If a character dies, he can be revived with restore life and limb, 
  reincarnation, or other magical effect that restores the dead to 
  life. Characters treated with restore life and limb often need 
  extensive periods of time to recover, and may suffer strange side 
  effects. The character must roll 1d20+1d6 on the Tampering 
  with Mortality table and apply any appropriate modifiers 
  listed. The resulting side effects are permanent and can only be 
  removed with a wish spell. The recovery period, if any, from 
  tampering with mortality can be shorted with magical healing 
  as described above. Note that magic which can restore the 
  dead to life is very rare in campaigns using the Heroic Fantasy 
  Handbook.
  Khal Drogo Memorial Rule (Optional): In worlds where 
  wounds can fester and grow foul there is no assurance that an 
  injured hero will recover. Each day that a character rests while 
  recovering from incapacitation, he must make a saving throw 
  versus Death. Apply the character’s CON modifier to the saving 
  throw. If the save succeeds, the day counts towards his period 
  of bed rest. If the save fails, the character’s condition does 
  not improve. If the save fails by 5 or more, or with a natural 
  1, the character’s condition worsens and the period of bed rest 
  required advances by one day.  If the remaining period of bed 
  rest required ever reaches more than 45 days, the character dies 
  of sepsis, shock, or system failure. This optional rule does not 
  apply to magical healing, but if you’re using this rule, you’re 
  probably not allowing that anyway!
  TEMPORARY HIT POINTS
  Temporary hit points represent temporary blessings or 
  inspiration during which character’s fighting skill, stamina, 
  luck, and the favor of the gods is improved. Temporary hit 
  points are not actual hit points; they are a buffer against damage. 
  Characters with temporary hit points who take damage lose the 
  temporary hit points first, with any leftover damage carrying 
  over to their normal hit points. For example, if you have 5 
  temporary hit points and take 7 damage, you lose the temporary 
  hit points and then take 2 damage. A character can be at full 
  hit points and receive temporary hit points. Healing can’t 
  restore temporary hit points, and they can’t be added together. 
  If a character has 0 or fewer hit points, receiving temporary hit 
  points does not count as healing. 
  NEW & MODIFIED CHARACTER CLASSES
  In order to better represent the archetypes that appear in heroic 
  fantasy, the Heroic Fantasy Handbook introduces several new 
  campaign and racial classes. The core, campaign, and racial 
  character classes presented in the Adventurer Conqueror King 
  System and the Player’s Companion can also be used in Heroic 
  Fantasy Handbook campaigns, although we recommend that 
  some classes be modified or replaced, as noted below. To avoid 
  forcing players to flip between multiple books, we have included 
  complete descriptions of class powers such as turn undead even 
  if they have already appeared elsewhere.
  NEW CHARACTER CLASSES
  The new classes in this book include the beastmaster, 
  berserker, chosen, ecclesiastic, elven spellsinger, freebooter, 
  halfling bounder, halfling burglar, loremaster, Nobiran 
  champion, Nobiran wizard, occultist, runemaker, Thrassian 
  deathchanter, warmistress, Zaharan darklord, and Zaharan 
  sorcerer. In addition, a revised magic-free version of the 
  venturer (originally appearing in the Player’s Companion) is 
  presented.
  
  16 
  Beastmaster
  BEASTMASTER
  His straight and perfect figure, muscled as the best of the ancient 
  Roman gladiators must have been muscled, and yet with the soft 
  and sinuous curves of a Greek god, told at a glance the wondrous 
  combination of enormous strength with suppleness and speed. A 
  personification, was Tarzan of the Apes, of the primitive man, the 
  hunter, the warrior. With the noble poise of his handsome head 
  upon those broad shoulders, and the fire of life and intelligence in 
  those fine, clear eyes, he might readily have typified some demigod 
  of a wild and warlike bygone people of his ancient forest. 
  – Tarzan of the Apes (E.R. Burroughs)
  Prime Requisite:  
  STR, DEX, CON, CHA
  Requirements: 
  None
  Hit Dice: 
  1d6
  Maximum Level: 
  14
  Some kings and heroes, dreadful in aspect and demeanor, are 
  whispered to have been raised by beasts, suckled by wolves, 
  adopted by the wild. Such tales are rarely true. Most feral 
  children live short and brutish lives, dying young without ever 
  seeing another of their own kind; even if found, they have often 
  regressed into a state of savagery from which their natural 
  humanity cannot free them. But from time to time, a child, 
  abandoned or lost to civilization and adopted by beasts, may be 
  endowed with the strength and character to transcend both man 
  and beast and become something greater. Such children, if they 
  survive, become beastmasters – lords of the wild, combining 
  the ferocity and toughness of a predator with the cunning and 
  courage of a hero.  
  Beastmasters fight with the instincts and aggression of natural 
  predators. At first level, beastmasters hit an unarmored foe (AC 
  0) with an attack throw of 10+. Like fighters, they advance in 
  attack throws and saving throws by two points every three levels 
  of experience. They increase their damage from attacks by +1 
  at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th 
  level.  Beastmasters care nothing for civilized concepts such as 
  chivalric combat, preferring to attack with surprise whenever 
  possible. They may backstab as thieves of their class level. 
  However, beastmasters lack formal training in arms and armor, 
  and can wield only primitive weapons of the sort they could 
  have fashioned in the wild: spears, hand axes, daggers, bolas, 
  darts, nets, slings, saps, and staves. They may fight wielding a 
  weapon two-handed, and wielding a weapon in each had, but 
  may not use shields nor wear armor.  They may use only magic 
  items usable by fighters.
  Due to their savage upbringing, beastmasters have animal 
  reflexes, gaining +1 bonus to initiative and a +1 bonus to surprise 
  rolls. They are constantly alert to danger, and can hear noises 
  as a thief of their class level. From the unspeakable hardships 
  they have endured, beastmasters gain savage resilience. When a 
  beastmaster is required to consult the Mortal Wounds table, the 
  player may roll twice and choose the preferred result to apply. 
  Beastmasters also subtract their class level from the number of 
  days of bed rest required to recover. 
  At a young age, beastmasters learn to clamber up trees, cliffs, and 
  other vertical services with the agility of a monkey. As a result, 
  all beastmasters can climb as a thief of their class level. They 
  Beastmaster Level Progression
  Experience
  Title
  Level Hit Dice
  Damage
  Backstab
  Acrobatics
  Climbing
  Hear Noise
  0
  Savage Stripling  
  1 1d6
  +1
  x2
  20+
  6+
  14+
  2,900
  Young Hunter
  2 2d6
  +1
  x2
  19+
  5+
  13+
  5,800
  Proven Hunter
  3 3d6
  +2
  x2
  18+
  5+
  12+
  11,600
  Great Hunter
  4 4d6
  +2
  x2
  17+
  4+
  11+
  23,200
  Mighty Warrior
  5 5d6
  +2
  x3
  16+
  4+
  10+
  46,400
  Tribal Champion
  6 6d6
  +3
  x3
  15+
  4+
  9+
  95,000
  Tribal Hero
  7 7d6
  +3
  x3
  14+
  3+
  8+
  190,000
  Tribal Chieftain
  8 8d6
  +3
  x3
  13+
  3+
  7+
  310,000
  Lord of the Wild
  9 9d6
  +4
  x4
  12+
  3+
  6+
  430,000
  Lord of the Wild, 10th level
  10 9d6+2*
  +4
  x4
  11+
  3+
  5+
  550,000
  Lord of the Wild, 11th level
  11 9d6+4*
  +4
  x4
  10+
  2+
  4+
  670,000
  Lord of the Wild, 12th level
  12 9d6+6*
  +5
  x4
  9+
  2+
  3+
  790,000
  Lord of the Wild, 13th level
  13 9d6+8*
  +5
  x5
  8+
  1+
  2+
  910,000
  King of the Beasts
  14 9d6+10*
  +5
  x5
  7+
  1+
  1+
  *Hit point modifiers from constitution are ignored
  
   
  Beastmaster 
  17
  Heroic Fantasy Handbook
  Heroes
  also can perform feats of acrobatics such as 
  swinging on vines or leaping over foes. In lieu 
  of moving during a round, a beastmaster may 
  attempt a proficiency throw of 20+ to tumble 
  behind an opponent in melee. The proficiency 
  throw required for the tumble is reduced by 1 
  per level of experience the character possesses. 
  If successful, the beastmaster is now behind 
  his opponent. The opponent loses the benefit 
  of his shield, if any, and the beastmaster can 
  backstab his opponent (gaining +4 to his 
  attack throw and bonus damage based on his 
  level). Beastmasters also gain a +2 bonus to 
  saving throws where agility would help avoid 
  the situation, such as tilting floors and pit 
  traps.
  Like other predators of the night, beastmasters are naturally 
  stealthy, and opponents suffer a -1 penalty to surprise rolls 
  when encountering them. Outdoors, beastmasters are difficult 
  to spot, having the ability to seemingly disappear into woods 
  and underbrush with a proficiency throw of 3+ on 1d20. In 
  dungeons, a beastmaster who is motionless and quiet in cover 
  can escape detection with a proficiency throw of 14+ on 1d20. 
  As natives of the wild, beastmasters bring significant advantages 
  to parties on wilderness adventures. Any time the beastmaster’s 
  party is in country familiar to the beastmaster, they get a +4 bonus 
  on proficiency throws to avoid getting lost. In any terrain except 
  clear and grassland terrain, the beastmaster’s party receives a +5 
  bonus to proficiency throws to evade wilderness encounters. A 
  party guided by a beastmaster can evade wilderness encounters 
  even when surprised on a proficiency throw of 19+.  
  Once per day, a beastmaster may shout a bestial cry that can 
  be heard up to 750’ away.  Hostile ordinary animals hearing 
  the cry must immediately make a successful morale roll or run 
  away from the beastmaster. Other ordinary animals hearing the 
  beastmaster’s cry may come to his assistance. If the animal is 
  friendly to the beastmaster (e.g. if it is a henchman, a trained 
  animal, or resident within 5 miles of his encampment) it will 
  automatically run or fly to his assistance as quickly as possible. 
  Otherwise, the Judge should make a reaction roll for each 
  animal, with a Friendly result indicating the creature comes to 
  the beastmaster’s assistance. 
  Having been raised by and with animals, all beastmasters are 
  friends of birds and beasts. They understand the subtle body 
  language and moods of normal animals (though the animals 
  may not understand the character), which grants beastmasters 
  a +2 to all reaction rolls when encountering normal animals 
  and allows them to take animals as henchmen. They also can 
  identify flora and fauna with a proficiency throw of 11+.
  Conversely, all beastmasters are discomfited by civilization. 
  The sights, smells, and ways of cities are foreign and offensive 
  to them. A beastmaster suffers a penalty to reaction rolls when 
  in urban settlements equal to 7 minus the settlement’s market 
  value. 
  When purchasing starting equipment, a beastmaster may 
  only select primitive weapons, animal parts (from Lairs & 
  Encounters) blankets, healing herbs, ropes, poles, rations, 
  sacks, stakes, tents, torches, and trained animals. However, any 
  trained animals that the beastmaster begins play with may be 
  immediately recruited as henchmen if desired. Any unspent 
  coin is lost.
  When a beastmaster reaches 5th level (Mighty Warrior), his 
  animal magnetism begins to inspire the men and beasts that 
  follow him. Any henchmen of the beastmaster, and any guard 
  or hunting animals handled by the beastmaster, gain a +1 
  bonus to their morale score whenever he personally leads them. 
  This bonus stacks with any modifiers from the beastmaster’s 
  Charisma or proficiencies.
  At 9th level (Lord of the Wild), a beastmaster can establish an 
  encampment in a wilderness hex. A beastmaster’s encampment 
  is often centered on a wooden cabin or house perched in the 
  highest branches of a great tree. A beastmaster does not attract 
  followers when he establishes an encampment, but he does gain 
  the fellowship of animals: all ordinary animals within 5 miles 
  of it become kind and helpful (as per an elven fastness). 
  Beastmaster Proficiency List: Alertness, Animal Husbandry, 
  Animal Training, Berserkergang, Blind Fighting, Combat 
  Trickery (disarm, incapacitate, knock down, overrun), 
  Dungeon Bashing, Endurance, Fighting Style, Land Surveying, 
  Mountaineering, Naturalism, Navigation, Passing Without 
  Trace, Precise Shooting, Riding, Running, Skirmishing, Sniping, 
  Survival, Swashbuckling, Trapping, Wakefulness, Weapon 
  Finesse, Weapon Focus*
  *Modified or new proficiency described on p. 72.
  Template:
  Wolfpack Runner
  Proficiencies:
  Running, Tracking
  Starting Equipment:
  Bone-and-wood spear, sling with 30 
  stones,  pair of bone “claws” (hand 
  axes), wolf skin wrapped around loins 
  (15gp value), trained wolf henchman  
  Wolfpack Runner Template: This pre-generated template 
  represents a beastmaster raised by a wolf pack. The template 
  is ready for adventure.  However, if your beastmaster’s INT 
  is 13 or greater, you may pick one or more additional general 
  proficiencies before play if you’d like (see Starting Proficiencies 
  in Chapter 4 of ACKS). 
  Beastmaster Attack and Saving Throws
  Level
  Petrification  
  & Paralysis
  Poison & 
  Death
  Blast & 
  Breath
  Staffs & 
  Wands
  Spells
  Attack 
  Throw
  1
  15+
  14+
  16+
  16+
  17+
  10+
  2-3
  14+
  13+
  15+
  15+
  16+
  9+
  4
  13+
  12+
  14+
  14+
  15+
  8+
  5-6
  12+
  11+
  13+
  13+
  14+
  7+
  7
  11+
  10+
  12+
  12+
  13+
  6+
  8-9
  10+
  9+
  11+
  11+
  12+
  5+
  10
  9+
  8+
  10+
  10+
  11+
  4+
  11-12
  8+
  7+
  9+
  9+
  10+
  3+
  13
  7+
  6+
  8+
  8+
  9+
  2+
  14
  6+
  5+
  7+
  7+
  8+
  1+
  
  18 
  Berserker
  BERSERKER
  Soon the Berserkergang began to come on Valgard, he trembled 
  and frothed and gnawed the rim of his shield, he rushed forward 
  howling and slaying. His ax was a red blur, he did not feel weapons 
  bite him, and the sheer terror of his rage-twisted face froze many 
  men even while he cut them down. When the fit was over he was 
  weak, but he had heaped corpses high. 
  – The Broken Sword (Poul Anderson)
  Prime Requisite:  
  STR and CON
  Requirements:  
  None
  Hit Dice:  
  1d8
  Maximum Level:  
  14
  Berserkers are barbarian warriors blessed by pagan gods 
  with the power to enter a trance-like battle rage known as the 
  berserkergang. While enraged, a berserker fights with bear-like 
  ferocity and can shrug off blows that would fell normal men. 
  Berserkers are feared even by their allies, for in the grip of the 
  berserkergang, a man may cut down his dearest friend as easily 
  as his bitterest foe. Some berserkers find their gift brings ruin 
  on themselves, ending up as outlaws and kin-slayers without 
  family or friend; but most are recruited into warrior-cults of 
  like-minded brothers, where they learn to master their fury. 
  In time, berserkers may become famous raiders, housecarls, or 
  even great chieftains. In the Auran Empire, berserkers might be 
  reavers from the bleak wastes of northern Jutland, fierce lancers 
  from Skysostan, or savage tribesmen from the Ivory Kingdom 
  jungles of Keita, Munde, and Kushtu.
  At first level, berserkers hit an unarmored foe (AC 0) with an 
  attack throw of 10+. Like fighters, they advance in attack throws 
  and saving throws by two points every three levels of experience. 
  Berserkers increase their base damage roll from successful melee 
  attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, 
  and 12th level. Although sometimes skilled with missile and 
  especially thrown weapons, a berserker revels in close combat, 
  fighting his enemies eye to eye, not at a distance.
  Berserkers enter battle without care for life and limb, and may 
  only wear leather or lighter armor. Like their barbarian kinsmen, 
  they are limited to fighting with the traditional weapons and 
  styles of their tribe. When a berserker is created, select a region 
  of origin for the character from the Regional Origin table below 
  and note down the permitted weapons and fighting styles. 
  The Judge may create other regions of origin within his own 
  campaign setting where necessary. (Note that berserkers do 
  not share their barbarian kinsmen’s natural proficiency. Some 
  berserkers may choose to use a class proficiency to match their 
  kinsmen, while other berserkers choose to stand apart from 
  their kinsmen and learn different skills.) Berserkers may only 
  use magic items usable by fighters.
  Region
  Weapons Permitted
  Fighting Styles 
  Permitted
  Jutland
  Battle axe, club, dagger, great 
  axe, hand axe, shortbow, spear, 
  sword, two-handed sword, war 
  hammer
  Weapon & shield, 
  two-handed weapon
  Skysostan
  Composite bow, dagger, hand 
  axe, javelin, lance, net, sling, 
  short sword (scimitar), spear, 
  whip
  Weapon & shield, 
  two weapons
  Ivory 
  Kingdoms
  Bola, club, dart, dagger, hand 
  axe, javelin, net, shortbow, 
  short sword, spear
  Weapon & shield, 
  two weapons
  Like the hardy barbarians from which they are drawn, berserkers 
  resist injury with savage resilience. When a berserker is 
  required to consult the Mortal Wounds table, the player may 
  roll twice and choose the preferred result to apply. Berserkers 
  subtract their class level from the number of days of bed rest 
  required to recover.
  What sets the berserker apart from his barbarian kin is his 
  ability to enter berserkergang, the killing rage of mayhem 
  and madness. A berserker’s rage encompasses both lesser and 
  greater states. A berserker may enter a lesser berserkergang at 
  will. Entering a lesser berserkergang does not count as an action, 
  so the berserker may freely go berserker, move, and attack on 
  the same round. While in a lesser berserkergang, a berserker 
  gains a +2 bonus to attack throws and becomes immune to fear. 
  However, the berserker suffers a -2 penalty to AC and cannot 
  retreat from combat. Once it has begun, a lesser berserkergang 
  cannot be ended until combat ends. 
  While some ferocious fighters and brutal barbarians also learn 
  to enter the lesser berserkergang (by selecting the Berserkergang 
  proficiency) the greater berserkergang is unique to the berserker 
  class. A berserker may enter the greater  berserkergang only once 
  per day. (A berserker who selects ranks of the Berserkergang 
  proficiency increases the number of times per day he can enter 
  greater berserkergang by one per rank.) Entering a greater 
  berserkergang requires 1 full round (10 seconds), during which 
  time the berserker works himself into a frenzy, biting on his 
  shield, foaming at the mouth, and howling like a wild animal. 
  While in a greater berserkergang, the berserker gains a +2 bonus 
  to attack throws and damage rolls and becomes immune to fear. 
  Additionally the berserker decreases the damage from any non-
  magical attacks by 1 point per die. (Damage can be reduced to 
  0, but not less than 0, on each die. Attacks from monsters of 5 
  HD or more are considered magical attacks due to the monster’s 
  ferocity.) This protection increases to 2 points per die at 7th level 
  and 3 points per die at 13th level. 
  Berserker Level Progression
  Experience
  Title
  Level
  Hit Dice
  Damage 
  Bonus
  0
  Hunter
  1
  1d8
  +1
  2,750
  Raider
  2
  2d8
  +1
  5,500
  Marauder
  3
  3d8
  +2
  11,000
  Plunderer
  4
  4d8
  +2
  22,000
  Reaver
  5
  5d8
  +2
  44,000
  Bloodletter
  6
  6d8
  +3
  90,000
  Menace
  7
  7d8
  +3
  180,000
  Scourge
  8
  8d8
  +3
  300,000
  Warchief
  9
  9d8
  +4
  420,000
  Warchief, 10th lvl
  10
  9d8+2*
  +4
  540,000
  Warchief , 11th lvl
  11
  9d8+4*
  +4
  660,000
  Warchief , 12th lvl
  12
  9d8+6*
  +5
  780,000
  Warchief , 13th lvl
  13
  9d8+8*
  +5
  900,000
  Great Chieftain
  14
  9d8+10*
  +5
  *Hit point modifiers from constitution are ignored
  
   
  Berserker 
  19
  Heroic Fantasy Handbook
  Heroes
  EXAMPLE: Beorn is a 7th level berserker. He is struck by 
  an ogre, dealing 2d6 damage. The damage roll is a 3 and a 
  5, but Beorn reduces the damage from non-magical attacks 
  by 2 points per die, so he takes 1 and 3. Beorn therefore 
  only takes 4 damage from the ogre. The damage reduction 
  is applied per die. 
  However, a berserker in a state of greater berserkergang cannot 
  retreat from combat, and has trouble distinguishing friend 
  from foe. If a berserker in a greater berserkergang rolls a 
  natural 1 on an attack throw, he automatically hits a nearby ally 
  within 5’ in lieu of his preferred target. Once begun, a greater 
  berserkergang cannot be ended until combat ends. When 
  the greater berserkergang ends, the berserker is immediately 
  exhausted. While exhausted, the berserker cannot charge or 
  run, and suffers a -1 penalty on attack and proficiency throws. 
  A berserker can recover from exhaustion by resting for 1 turn 
  (10 minutes). 
  Outsiders may view a berserker’s rage as a curse or madness, 
  but berserkers know that their powers are actually gifts granted 
  by the pagan gods. The berserker’s relationship to the gods is 
  embodied in a totem animal such as bear totem, boar totem, 
  or wolf totem.  At 1st level (Hunter), a berserker discovers 
  the nature of his totem and gains its totem benefit, a bonus 
  proficiency related to the totem. The berserker’s totem should 
  be appropriate to the character’s ability scores and tribal 
  traditions. At a minimum, the berserker must possess an 
  ability score of at least 9 in his totem’s key ability. Over time, 
  the berserker will come to resemble his totem animal. For 
  instance, a bear berserker might become burly and hirsute, a 
  wolf berserker might become yellow-eyed, lean, and toothy, 
  and a hyena berserker may develop a hunchback and braying 
  laugh. Berserkers often organize themselves into warrior-cults 
  dedicated to their particular totem animal. 
  The Totem Animals table, below, lists the key abilities and 
  totem benefits of several sample totems. The Judge may create 
  additional totems at his discretion. Berserkers from Jutland 
  traditionally select either bear, boar, or wolf; from Skysostan, 
  either eagle, hyena, or tiger; and from the Ivory Kingdoms, bull, 
  lion, or panther. 
  Starting at 5th level (reaver), a berserker gains the ability to 
  shapechange into his totem animal. The berserker remains in 
  his new shape until he changes back. A 5th level berserker can 
  initially shapechange once per day. For example, if he begins the 
  day in human form, he can shapechange into his totem animal 
  form, but he then has to remain in totem animal form until the 
  following day, when he can change back to his human shape. 
  With each level of experience gained, the berserker can change 
  shape one additional time per day. When in totem animal form, 
  the berserker has the movement, armor class, attacks, damage, 
  and powers listed on the Totem Animals table, below. He retains 
  his normal Hit Dice, hit points, attack throws, and saving 
  throws. If the berserker is of greater Hit Dice than his animal 
  type, he will appear as a bigger, stronger version of the animal, 
  to a maximum of twice normal size. For example, a 10th level 
  berserker in lion shape would appear as a huge predator, twice 
  the mass of a normal lion. A larger-than normal totem animal 
  form increases each damage die by +1. Apart from size, the 
  berserker is indistinguishable from a normal animal. The totem 
  animal shape does not detect as magical, is not detected by spells 
  that reveal illusions, and cannot be dispelled. Changing shape 
  can be performed during combat in lieu of making an attack. 
  Alternatively, a berserker may expend a use of shapechange to 
  enter into a greater berserkergang, tapping into his animal 
  spirit to unleash his inner savagery.
  Note that while a berserker’s relationship to his totem animal 
  resembles that of a shaman’s, berserkers do not acquire an 
  actual animal companion – they merely take on some of the 
  characteristics of their totem.
  At 5th level a berserker’s animal magnetism also begins 
  to inspire those who follow him. Any henchmen and 
  mercenaries hired by the berserker gain a +1 bonus to 
  their morale score whenever he personally leads them. 
  This bonus stacks with any modifiers from the berserker’s 
  Charisma or proficiencies.
  Totem Animal
  Key Ability
  Totem Benefit
  Shapechanged Characteristics
  Bear
  STR
  Berserkergang
  Move 120’, AC3, HD 4*, #AT 3, Dmg 1d3/1d3/1d6, bear hug
  Boar
  CON
  Kin-Slaying
  Move 150', AC2, HD 3*, #AT 1, Dmg 2d4, charge
  Bull
  STR
  Dungeon Bashing
  Move 240’, AC2, HD 3*, #AT 1, Dmg 1d6
  Eagle
  CHA
  Command
  Move 480’ fly, HD 1*, AC1, #AT 2, Dmg 1d2/1d2, swoop attack
  Hyena
  DEX
  Weapon Focus
  Move 120’, AC2, HD 2+1*, #AT 1, Dmg 1d8 + bone-crush
  Lion
  CHA
  Beast Friendship
  Move 150’, AC3, HD 5*, #AT 3, Dmg 1d4+1/1d4+1/1d10
  Panther
  DEX
  Weapon Finesse
  Move 210’, AC5, HD 4*, #AT 3, Dmg 1d4/1d4/1d8
  Tiger
  STR
  Ambushing
  Move 150’, AC3, HD 6*, #AT 3, Dmg 1d6/1d6/2d6, - 2 surprise rolls
  Wolf
  CON
  Running
  Move 180’, AC2, HD 2+2*, #AT 1, Dmg 1d6
  * Berserker retains his normal HD and hp; but if berserker’s HD exceed totem animal form’s HD, increase damage die by +1
  Berserker Attack and Saving Throws
  Level
  Petrification 
  & Paralysis
  Poison 
  & Death
  Blast & 
  Breath
  Staffs & 
  Wands
  Spells
  Attack 
  Throw
  1
  15+
  14+
  16+
  16+
  17+
  10+
  2-3
  14+
  13+
  15+
  15+
  16+
  9+
  4
  13+
  12+
  14+
  14+
  15+
  8+
  5-6
  12+
  11+
  13+
  13+
  14+
  7+
  7
  11+
  10+
  12+
  12+
  13+
  6+
  8-9
  10+
  9+
  11+
  11+
  12+
  5+
  10
  9+
  8+
  10+
  10+
  11+
  4+
  11-12
  8+
  7+
  9+
  9+
  10+
  3+
  13
  7+
  6+
  8+
  8+
  9+
  2+
  14
  6+
  5+
  7+
  7+
  8+
  1+
  
  20 
  Berserker
  
   
  Chosen 
  21
  Heroic Fantasy Handbook
  Heroes
  Upon reaching 9th level (Warchief), a berserker can build or 
  claim a chieftain’s hall. When the berserker establishes his hall, 
  1d4+1x10 0th level mercenaries and 1d6 berserkers of 1st-3rd 
  level will serve him. The berserkers will be of the same region 
  and totem animal as their warchief. If hired, they must be paid 
  standard rates for mercenaries. Chieftains’ halls are otherwise 
  identical to fighters’ castles, as detailed in the Campaign chapter 
  of the ACKS Rulebook.
  At 9th level a  berserker also gains the ability to spiritwalk. 
  After 1 turn (10 minutes) of chanting, the berserker enters 
  a deep trance during which his spirit walks free of his body. 
  Once a spiritwalk begins, it continues until the berserker’s 
  spirit returns to his body, to a maximum duration of 1 hour 
  per level. A spiritwalking berserker’s spirit can assume either 
  human or totem animal shape as desired. In either shape, the 
  berserker can see and hear normally, move around at his shape’s 
  normal movement rate, and pass through solid objects without 
  difficulty. However, the spiritwalking berserker cannot see into, 
  hear sounds from, or move through an area warded by an anti-
  magic shell or protection from evil spell or similar effect. The 
  spiritwalking berserker is incorporeal and invisible, but can 
  be detected with detect invisible or true seeing, harmed by 
  spells and magic weapons if detected, and forced to return to 
  his body with dispel evil. If the berserker’s body is destroyed, 
  the character dies at the end of the spiritwalk. If the berserker’s 
  spirit is destroyed, his body falls into a catatonic slumber that 
  can only be lifted with restore life and limb, resurrection, or 
  wish. Spiritwalking is so taxing that it can be performed but 
  once per week.
  Berserker Proficiency List: Alertness, Ambushing, Beast 
  Friendship, 
  Berserkergang, 
  Blind 
  Fighting, 
  Climbing, 
  Combat Reflexes, Combat Trickery (force back, knock down, 
  overrun, wrestling), Command, Divine Blessing, Divine 
  Health, Endurance, Fighting Style, Mountaineering, Passing 
  Without Trace, Precise Shooting, Riding, Running, Seafaring, 
  Skirmishing, Sniping, Survival, Swashbuckling, Weapon 
  Finesse, Weapon Focus
  *Modified or new proficiency described on p. 72.
  Template:
  Bear-Cult Warrior
  Proficiencies:
  Fighting Style (weapon & Shield), Endurance, 
  Berserkergang
  Starting 
  Equipment:
  Bearded axe, shield, francisca, bearskin leather 
  armor, wool tunic and pants, leather belt,  low 
  boots, silver arm-bands (45gp value), wineskin 
  with strong ale, small sack, 50’ rope, grappling 
  hook, 1 weeks’ iron rations
  Bear-Cult Warrior Template: This pre-generated template 
  represents a pagan warrior of the bear-cult. The template is ready 
  for adventure.  However, if your berserker’s INT is 13 or greater, 
  you may pick one or more additional general proficiencies 
  before play if you’d like (see Starting Proficiencies in Chapter 
  4 of ACKS). 
  CHOSEN
  “My friend, it is in my heart that you were chosen by the Creator. 
  That is our hope. Lord Foul taught Drool to do the summoning 
  because he desired white gold. But Drool’s hands were on the 
  Staff, not Lord Foul’s. The Despiser could not control who was 
  summoned. So if you were chosen, you were chosen by the 
  Creator…. The Creator believes your uncoerced volition and 
  strength will save us in the end. If he is wrong, he has put the 
  weapon of his own destruction into Lord Foul’s hands.” 
  - Lord Mhoram in The Illearth War (S.R. Donaldson) 
  Prime Requisite:  
  Lowest ability score
  Requirements:  
  Any ability score 18
  Hit Dice:  
  1d6
  Maximum Level:  
  14
  Some men, whether out of desire for wealth, or fame, or power, 
  or mere wanderlust, choose to be adventurers. But others are 
  chosen, their paths guided by great powers toward heroic roads 
  that lead them to everlasting glory—or ignominious death. A 
  chosen can appear anywhere and at any time. The humblest 
  farm boy is as likely to be marked by fate as the scion of a 
  king. Chosen are, however, quite rare; fewer than 1 in 1,000 
  adventurers are chosen, and most people will live their entire 
  lives without ever seeing one. When they do appear, they 
  inevitably draw the attention of the great powers of light and 
  darkness, ever ready to anoint a new champion or preemptively 
  slay a new foe before he can come into the fullness of his power. 
  To qualify as a chosen, a character must have at least one 
  natural ability score of 18. The chosen’s prime requisite is his 
  lowest ability score. Since a character must have an ability score 
  of at least 9 in a class’s prime requisite(s) in order to choose a 
  particular class, a character must have at least 9 in every ability 
  score or he cannot become a chosen. A chosen must always 
  be of Lawful alignment. A chosen who changes to Neutral or 
  Chaotic alignment loses all his gifts. (At the Judge’s discretion, 
  Chaotic chosen may be permitted, who work for the powers of 
  darkness.)
  Chosen are blessed with an instinctive natural aptitude for 
  combat. At first level, chosen hit an unarmored foe (AC 0) with 
  an attack throw of 10+. Like fighters, they advance in attack 
  throws and saving throws by two points every three levels of 
  experience. Whether from preternatural skill or uncanny link, 
  chosen increase their base damage roll from successful melee 
  and missile attacks by +1 at 1st level and by an additional +1 
  at 3rd, 6th, 9th, and 12th level. A chosen can fight with a two-
  handed weapon, a weapon in each hand, or a weapon and 
  shield, as desired.
  Despite their talents, most chosen begin their adventuring 
  careers with limited knowledge of arms and armor. Chosen 
  may only wear hide or lighter armor, and may only fight with 
  bolas, clubs, daggers, darts, javelins, nets, slings, saps, and staffs. 
  However, a chosen may use one or more gifts (see below) to 
  train in the use of better armor or weapons, either at 1st level 
  or later. 
  Every chosen receives gifts from the powers that have chosen 
  him. Some gifts reveal themselves in overtly magical displays; 
  other gifts may manifest as merely an instinctive aptitude for 
  
  22 
  Chosen
  
   
  Chosen 
  23
  Heroic Fantasy Handbook
  Heroes
  learning of particular skills, enabling the chosen to master in 
  mere months what takes others a lifetime to learn.
  At 1st level (Innocent), a chosen begins with three gifts. With 
  each level of experienced gained thereafter, the number of 
  gifts bestowed upon by the chosen increases, as shown on the 
  Chosen Level Progression table. 
  Just as each chosen has a different destiny, so each has a different 
  set of gifts. Chosen select their gifts from the list below. All 
  selections must be approved by the Judge. Some gifts may be 
  banned from particular settings where they are inappropriate or 
  where they refer to optional rules that the Judge has opted not 
  to use. Chosen can only select the same gift multiple times at the 
  same level with the Judge’s approval.
  CHOSEN GIFTS
  Armor Training: The chosen trains to fight in armor. This gift 
  may be selected multiple times. If selected once, the chosen can 
  wear leather armor. If selected twice, the chosen can wear chain 
  mail armor. If selected thrice, the chosen can wear plate armor.
  Aura of Protection: The chosen gains a +1 bonus to AC and a +1 
  bonus on saving throws against attacks made or effects created 
  by evil creatures. The chosen’s aura of protection appears as a 
  golden halo when viewed with detect good, detect magic, or 
  true seeing.
  Boon Companion: Whenever an ally within 30’ makes an attack 
  throw, proficiency throw, or saving throw, the chosen may spend 
  a Fate Point to allow the ally to re-roll the throw. The chosen can 
  spend additional Fate Points to allow further re-rolls if desired. 
  However, the ally can never re-roll a natural 1.
  Ceremonial Magic: The chosen has learned the ceremonies of a 
  particular tradition of ceremonial magic (antiquarian, liturgical, 
  runic, sylvan, shamanic, or theurgical). The chosen must choose 
  the tradition at the time he chooses the gift. When this gift is 
  selected, the chosen becomes a 1st level ceremonialist with a 
  repertoire of one 1st level ceremony. He can perform ceremonies 
  in the tradition and create and use trinkets and talismans in the 
  tradition as a 1st level ceremonialist, and can identify trinkets 
  or talismans created by a ceremonialist of the tradition with a 
  proficiency throw of 11+ and of other traditions with an 18+. 
  This gift can be selected multiple times. Each subsequent time it 
  is selected, the chosen can either reduce the proficiency throw 
  required to identify trinkets and talismans of a tradition he 
  already knows by 4; learn another tradition; add one ceremony 
  (of any level he can perform) to his repertoire; or increase his 
  ceremonialist caster level by two, up to a maximum of his class 
  level. Spells learned from other gifts (such as Eldritch Talent) are 
  not included in the chosen’s repertoire of ceremonies. 
  Charismatic Ferocity: When attacking with one-handed melee 
  weapons or thrown weapons, the chosen may apply his CHA 
  modifier instead of his STR modifier on his damage rolls.
  Chosen Weapon: The chosen can designate a particular 
  individual weapon as his chosen weapon. The chosen weapon 
  must be given a name (e.g. “Excalibur” or “Anduril”). When the 
  chosen wields his chosen weapon, it is treated as if its magical 
  bonus to attack and damage were 1 point greater. This gift may 
  be selected multiple times, but no more than once at 1st to 4th 
  level, twice at 5th to 9th level, and thrice at 10th level and above. 
  Each time it is selected the chosen can increase the bonus of his 
  chosen weapon or designate an additional weapon as a chosen 
  weapon.
  Cleansing Touch: By touching a creature and spending a Fate 
  Point, the chosen can instantly remove a curse or dispel a 
  harmful magical effect. The chosen must be of equal or greater 
  level than the spellcaster who cast the curse or effect. 
  Courage: The chosen has mastered his fear and will never shirk 
  from his destiny. He is immune to normal and magical fear 
  effects.
  Destined: The chosen gains two Fate Points. This gift may be 
  selected multiple times.
  Determined: The chosen may spend a Fate Point after making 
  an attack throw, proficiency throw, or saving throw to set the 
  result of the throw to 10 (instead of re-rolling). The chosen 
  cannot spend a Fate Point in this manner if the original roll was 
  a natural 1, however. 
  Divine Proficiency: The chosen can select one class proficiency, 
  choosing from Divine Blessing, Divine Health, Laying on 
  Hands, Prophecy, and Sensing Evil. This gift can be selected 
  Chosen Level Progression
  Experience
  Title
  Level
  Hit Dice
  Damage
  Gifts
  0
  Innocent
  1
  1d6
  +1
  3
  2,600
  Journeyer
  2
  2d6
  +1
  4
  5,200
  Adventurer
  3
  3d6
  +2
  5
  10,400
  Hero
  4
  4d6
  +2
  6
  20,800
  Exemplar
  5
  5d6
  +2
  7
  41,600
  Champion
  6
  6d6
  +3
  8
  85,000
  Protagonist
  7
  7d6
  +3
  9
  170,000
  Epic Hero
  8
  8d6
  +3
  10
  290,000
  Chosen
  9
  9d6
  +4
  11
  410,000
  Chosen, 10th lvl
  10
  9d6+1*
  +4
  12
  530,000
  Chosen, 11th lvl
  11
  9d6+2*
  +4
  13
  650,000
  Chosen, 12th lvl
  12
  9d6+3*
  +5
  14
  770,000
  Chosen, 13th lvl
  13
  9d6+4*
  +5
  15
  890,000
  The One
  14
  9d6+5*
  +5
  16
  *Hit point modifiers from Constitution are ignored
  
  24 
  Chosen
  multiple times, selecting an additional proficiency each 
  time, to a maximum limit of three selections. Note that some 
  proficiencies available with this gift are not useful unless the 
  chosen has selected the Eldritch Talent gift.
  Eldritch Talent: The chosen manifests the ability to cast an 
  eldritch spell at certain intervals. The spell selected may be of 
  any level, up to the chosen’s level of experience. The spell is cast 
  as if the chosen were of the minimum caster level for the spell. 
  The frequency with which the chosen can cast is determined 
  by the spell’s level. 1st – once per hour; 2nd – once per 8 hours; 
  3rd – once per day; 4th – once per week; 5th – once per month; 
  6th – once per year.  The chosen does not have a spellbook and 
  cannot change his repertoire. This gift does not allow the chosen 
  to use scrolls or magic items usable only by mages or clerics. This 
  proficiency can be selected multiple times to gain the ability to 
  cast additional spells. (In traditional ACKS campaigns, arcane 
  or divine magic can be substituted for eldritch magic.)
  Eldritch Warrior: When the chosen successfully strikes a target 
  with a melee attack, he can expend a spell to increase damage. 
  Damage is increased by 1d6 per level of the spell expended. The 
  chosen must have gained spellcasting abilities from the Eldritch 
  Talent gift before selecting this gift.
  Farseeing: The chosen can see the fates of mortals. He may 
  determine how many Fate Points a character has after 10 
  minutes (1 turn) of casual interaction or observation. Once per 
  week, the chosen may cast fate (as the spell) with a casting time 
  of 10 minutes (1 turn).
  Friends of Birds and Beasts: The chosen can understand the 
  subtle body language and moods of normal animals (though 
  the animals may not understand the character). This gives the 
  chosen a +2 to all reaction rolls when encountering normal 
  animals, and allows him to take animals as henchmen. The 
  chosen can also identify flora and fauna with a proficiency 
  throw of 11+. 
  Gift of Tongues: The chosen has a gift for learning new tongues. 
  Each time this gift is selected, he may learn four additional 
  languages.
  Hard to Kill: When a chosen is required to consult the Mortal 
  Wounds table, the player may roll twice and choose the preferred 
  result to apply.  The chosen also subtract his class level from the 
  number of days of bed rest required to recover.
  Healing Touch: By touching a creature and spending a Fate 
  Point, the chosen can instantly heal the creature by an amount 
  equal to his Base Healing Rate or the creature’s Base Healing 
  Rate, whichever is less.
  Inspiring: By reciting heroic lays or stirring words for a few 
  moments before a battle (one round), a chosen can grant his 
  allies within a 50' radius a +1 bonus to attack throws, damage 
  rolls, morale rolls (for monsters or NPCs allied with the 
  character), and saving throws against magical fear. The bonus 
  lasts for 10 minutes (1 turn). A chosen can inspire courage 
  in any given character once per day per class level.  A chosen 
  cannot inspire courage on characters who are already engaged 
  in combat.
  Invulnerable: The chosen is blessed with partial invulnerability 
  to harm. Any damage the chosen suffers from non-magical 
  attacks is reduced by 1 point per die. The damage reduction is 
  applied per die. Damage can be reduced to 0, but not less than 
  0, on each die. Attacks from monsters of 5 HD or more are 
  considered magical attacks due to the monster’s ferocity. This 
  gift can be selected up to three times. Each additional time the 
  gift is selected, damage suffered is reduced by 1 additional point 
  per die, to a maximum of 3 points per die.
  Lion-Hearted: If the chosen is serving as a commander or hero 
  on the battlefield with an army, the army automatically stands 
  firm on its first morale roll, or rallies if it would have stood firm. 
  This benefit is lost for the duration of the battle, however, if the 
  chosen himself routs, flees, or leads from the rear (see Domains 
  at War: Battles, p. 42).
  Lucky: When re-rolling attack throws, proficiency throws, or 
  saving throws using Fate Points, the chosen may roll the die 
  twice and choose the better value.
  Keen Eyes: The chosen can detect hidden and secret doors with 
  a proficiency throw of 8+ on 1d20 when actively searching, or 
  14+ on casual inspection.
  Magical Music: The chosen gains the ability to sing spells. He 
  gets two spell points and has one 1st level eldritch spell in his 
  repertoire, which he casts as a 1st level spellsinger. This gift 
  can be selected multiple times. Each time the gif its selected, 
  the character can either increase his caster level by two, up to 
  a maximum of his class level; or gain two spell points and add 
  one additional eldritch spell (of any level he can spellsing) to 
  his repertoire. Spells learned from other gifts (such as Eldritch 
  Talent) are not included in the chosen’s repertoire of spellsinging 
  spells. 
  Magical Proficiency: The chosen can select one class proficiency, 
  choosing from Alchemy, Arcane Dabbling, Battle Magic, 
  Collegiate Wizardry, Elementalism, Loremastery, Magical 
  Engineering, Prestidigitation, Quiet Magic, Sensing Power, 
  Soothsaying, Transmogrification, or Unflappable Casting. 
  This gift can be selected multiple times, selecting an additional 
  proficiency each time, to a maximum limit of three selections. 
  Note that some proficiencies available with this gift are not 
  useful unless the chosen has selected the Eldritch Talent gift.
  Martial Proficiency: The chosen can select one class proficiency, 
  choosing from Alertness, Blind Fighting, Combat Reflexes, 
  Combat Trickery, Fighting Style, Precise Shooting, Skirmishing, 
  Swashbuckling, Weapon Finesse, and Weapon Focus. This 
  gift can be selected multiple times, selecting an additional 
  proficiency each time, to a maximum limit of three selections. 
  Martial Talent: The chosen has a native aptitude for weapons. 
  The chosen gains a +1 bonus to attack throws with his choice of 
  either melee or missile attacks. This gift can be selected twice, 
  once for melee and once for missile attacks.
  Martial Training: The chosen has had training in use of arms. 
  This gift may be selected multiple times. Each time it is selected, 
  choose one of the following types of weapons and add these 
  to the list of weapons permitted to the character: (1) axes; (2) 
  bows/crossbows; (3) flails/hammers/maces; (4) swords/daggers; 
  (5) spears/pole arms; (6) any four weapons.
  
   
  Chosen 
  25
  Heroic Fantasy Handbook
  Heroes
  Meditative Focus: The chosen can go into a state of intense Zen-
  like focus once per day per level of experience. While in focus, 
  the character gains a +1 bonus to all attack throws, proficiency 
  throws, saving throws, and initiative rolls. A meditative focus 
  lasts for 1 turn (10 minutes).
  Military Genius: The chosen commands the battlefield like a god 
  of war. He gains a permanent +1 bonus to his strategic ability, 
  leadership ability, and morale modifier when commanding 
  troops on the battlefield. 
  Mystical Bloodline: The chosen is the scion of an otherworldly or 
  inhuman power. When this gift is selected, the chosen’s lifespan 
  is extend to three times longer than normal, and he ceases to 
  show further signs of aging. He also gains the elf’s immunity 
  to paralysis. When this gift is selected, the chosen’s ancestry 
  manifests somehow in his appearance (pointed ears, golden 
  eyes, a strange birthmark, or other unusual trait.)
  Scion of Kings: The blood of ancient lords flows in the chosen’s 
  veins. The character may hire one more henchman than his 
  Charisma would otherwise permit, and the base morale score 
  of any henchmen is increased by 1.  
  Second Sight: The chosen has a connection to the hidden world, 
  and can see innately or magically invisible creatures within 60’. 
  Invisible creatures are aware that the chosen can see them, and 
  may often take a particular interest in him as a result. Second 
  Sight does not provide the ability to see characters hiding 
  in shadows, secret doors, traps, or other creatures or objects 
  hidden through cover and concealment, but does provide a +4 
  bonus to saving throws to disbelieve illusions.  
  Student of War: The chosen can select one proficiency, choosing 
  Command, Military Strategy, Leadership, or Siege Engineering. 
  This gift can be selected multiple times, selecting an additional 
  proficiency or proficiency rank each time.
  Sworn Foe: When this gift is selected, the chosen must designate 
  one specific individual monster or NPC by its name or unique 
  physical characteristic (e.g. “the six-fingered man”). That creature 
  becomes his sworn foe. The chosen gains a +2 bonus to attack 
  throws and saving throws when confronting his sworn foe. If 
  the chosen lands a successful attack on his sworn foe (including 
  spells), the chosen can spend a Fate Point to deal double damage 
  with the attack. If the sworn foe lands a successful attack on the 
  chosen, the chosen can spend a Fate Point to halve the damage 
  dealt by the attack. Once a chosen defeats his sworn foe, he may 
  name a new sworn foe at any time thereafter. A sworn foe must 
  have HD or levels of experience at least equal to those of the 
  chosen; if the chosen ever surpasses his sworn foe in level or 
  HD, he must select a new foe.
  Thievery Proficiency: The chosen can select one class proficiency, 
  choosing from Acrobatics, Alertness, Ambushing, Cat Burglary, 
  Climbing, Contortionism, Eavesdropping, Lip Reading, 
  Lockpicking, Passing Without Trace, Running, Skulking, and 
  Trap Finding. This gift can be selected multiple times, selecting 
  an additional proficiency each time, to a maximum limit of 
  three selections. 
  Thievery Training: The chosen can select one thief skill, choosing 
  from Find Traps, Hide in Shadows, Move Silently, Open Locks, 
  Pick Pockets, and Remove Traps. Thereafter the chosen can 
  perform this skill as a thief of his level. This proficiency may 
  be selected multiple times to gain additional thief skills, to a 
  maximum limit of three selections. 
  Tribulating Adversary: Whenever an enemy within 30’ makes 
  an attack throw, proficiency throw, or saving throw, the chosen 
  may spend a Fate Point to force the enemy to re-roll the throw. 
  The chosen can spend additional Fate Points to allow further 
  re-rolls if desired. However, the chosen can never force a re-roll 
  of a natural 20.
  Wholeness of Body: The chosen is immune to all forms of poison, 
  including magical poisons.
  When a chosen reaches 5th level (Exemplar), his sense of 
  destiny inspires others to follow him. Any henchmen and 
  mercenaries hired by the chosen gain a +1 bonus to their morale 
  score whenever he personally leads them. This bonus stacks 
  with any modifiers from the chosen’s Charisma, proficiencies, 
  or class powers.
  At 9th level (Chosen), a chosen can establish a stronghold and 
  become a protector of men. When he does so, up to 1d4+1x10 
  0th level mercenaries will come to apply for jobs and training. If 
  hired, they must be paid standard rates for mercenaries.
  Chosen Proficiency List: Alertness, Arcane Dabbling, Armor 
  Training, Beast Friendship*, Blind Fighting, Combat Reflexes, 
  Combat Trickery (force back, overrun, sunder), Command, 
  Diplomacy, Divine Blessing, Endurance, Farseeing*, Fighting 
  Style, Goblin-Slaying, Healing*, Laying on Hands*, Leadership, 
  Military Strategy, Mystic Aura, Passing Without Trace, 
  Chosen Attack and Saving Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Attack Throw
  1
  15+
  14+
  16+
  16+
  17+
  10+
  2-3
  14+
  13+
  15+
  15+
  16+
  9+
  4
  13+
  12+
  14+
  14+
  15+
  8+
  5-6
  12+
  11+
  13+
  13+
  14+
  7+
  7
  11+
  10+
  12+
  12+
  13+
  6+
  8-9
  10+
  9+
  11+
  11+
  12+
  5+
  10
  9+
  8+
  10+
  10+
  11+
  4+
  11-12
  8+
  7+
  9+
  9+
  10+
  3+
  13
  7+
  6+
  8+
  8+
  9+
  2+
  14
  6+
  5+
  7+
  7+
  8+
  1+
  
  26 
  Ecclesiastic
  Prophecy*, Running, Second Sight*, Skirmishing, Weapon 
  Finesse, Weapon Focus* 
  *Modified or new proficiency described on p. 72.
  Template:
  Inheritor
  Proficiencies:
  Weapon Focus (swords), Manual of Arms, 
  Armor Training, Chosen Weapon, Martial 
  Training (swords/daggers)
  Starting Equipment:
  Chosen sword +1 in finely-made scabbard 
  (25gp value), dagger, leather armor, shield, 
  armiger’s tunic and pants, low leather boots, 
  leather belt, backpack, 2 flasks of military oil, 
  2 weeks’ iron rations, 15gp 
  Inheritor Template: This pre-generated template represents 
  the inheritor of a chosen weapon handed down by a heroic 
  ancestor. The template is ready for adventure. However, if 
  your chosen’s INT is 13 or greater, you may pick one or more 
  additional general proficiencies before play if you’d like (see 
  Starting Proficiencies in Chapter 4 of ACKS). 
  ECCLESIASTIC
  Armed with holy water and aspergillus, and accompanied by 
  many of the towns-people carrying torches, staves and halberds, 
  the priest was led by Maspier to the place of the horror; and there 
  they had found the body of Mazzal, with fearfully mangled face, 
  and throat and bosom lined with bloody lacerations. The demoniac 
  assailant had flown, and it was not seen or encountered again that 
  night; but those who had beheld its work returned aghast to their 
  homes, feeling that a creature of nethermost hell had come to visit 
  the city, and perchance to abide therein. Consternation was rife 
  on the morrow, when the story became generally known; and rites 
  of exorcism against the invading demon were performed by the 
  clergy in all public places and before thresholds. 
  – The Maker of Gargoyles (C. A. Smith)
  Prime Requisite: 
  WIS
  Requirements: 
  None
  Hit Dice: 
  1d4
  Maximum Level: 
  14
  Ecclesiastics are human men and women dedicated to the 
  service of a religious order. If your Judge has not specified 
  particular religious orders in his campaign, the default 
  ecclesiastic is assumed to be a member of the Temple of the 
  Winged Sun, devoted to Ammonar, God of Law and Light. 
  Whatever order they serve, the majority of ecclesiastics never 
  adventure, preferring to dedicate themselves to ministry, 
  prayer, and sacramental duties. Only a few venture forth 
  from their parishes into the dangers of the world, traveling as 
  mendicants, proselytizers, missionaries, or crusaders. Most of 
  these ecclesiastics lose their lives or their faith to darkness or 
  decadence. Those ecclesiastics who succeed in bringing the 
  light of faith into dark places are recorded by later generations 
  as saints and prophets of their god.
  Ecclesiastics receive little combat training. At first level, 
  ecclesiastics hit an unarmored foe (AC 0) with an attack throw 
  of 10+. They advance in attack throws only two points every six 
  levels of experience (i.e. the same as mages), but they advance 
  in saving throws by two points every four levels of experience 
  (i.e. as clerics). They may only fight with quarterstaffs, clubs, 
  daggers, or darts. They are unable to use shields, fight with two 
  weapons, or wear any kind of armor. 
  Although they cannot cast spells like clerics, ecclesiastics may 
  learn and perform eldritch ceremonies in the liturgical 
  tradition starting at 1st level (Acolyte). An ecclesiastic’s selection 
  of ceremonies is limited to the ceremonies in his repertoire. 
  An ecclesiastic’s repertoire can include a number of eldritch 
  ceremonies up to the number and level of ceremonies listed for 
  his level, increased by his Intelligence bonus. More information 
  on ceremonial magic, and individual spell descriptions, can be 
  found in the Heroic Magic chapter (p. 105).
  As they advance in level, ecclesiastics may add new ceremonies 
  to their repertoire by visiting a temple of their order and 
  spending one game week per ceremony. Each ecclesiastic’s order 
  will require that the ecclesiastic learn particular ceremonies at 
  each level, and will refuse to teach certain ceremonies it deems 
  sacrilegious. Ecclesiastics who wish to learn such ceremonies 
  must find or research them on their own. The specific 
  ceremonies taught by any given order should be determined by 
  the Judge based on his setting. 
  EXAMPLE: Balbus, an ecclesiastic, has advanced to 2nd 
  level, increasing his repertoire from one to two 1st level 
  ceremonies. He visits the local Temple of the Winged Sun 
  and impudently inquires of his Patriarch whether he might 
  learn choking grip or weave smoke. After a stern lecture 
  on upholding Light and Law, Balbus is offered a choice of 
  illumination or command word.  
  Ecclesiastics must uphold the doctrines of their faith in order 
  to remain members of their religious order. If an ecclesiastic is 
  found breaking the rules of his order, he may be disciplined or 
  even separated from his order. An ecclesiastic who is separated 
  from his order may not return to the order when they advance 
  in level to learn new ceremonies, and will not receive aid or 
  followers when building a cathedral (see below). Other penalties 
  are entirely up to the Judge.
  Ecclesiastics are among the most educated and respected 
  members of their society. All ecclesiastics learn theology at a 
  seminary or monastery (as per the Theology proficiency). They 
  can automatically identify religious symbols, spell signatures, 
  trappings, and holy days of their own faith, and can recognize 
  those of other faiths with a proficiency throw of 11+. Rare or 
  occult cults may be harder to recognize (Judge’s discretion). 
  An ecclesiastic may select additional ranks in the Theology 
  proficiency to improve his proficiency throw if desired. 
  Ecclesiastics can comfort and console the wounded, helping 
  the faithful to better endure pain and suffering while they heal. 
  Each use of the ability requires 1 turn (10 minutes), during 
  which the target creature is reassured through prayer and 
  pastoral guidance. Once comforted and consoled, the creature’s 
  base healing rate from resting is doubled for the next day. An 
  ecclesiastic cannot comfort and console wounded creatures 
  of a different alignment or religion, nor can he comfort and 
  console creatures of animal intelligence. This ability only applies 
  to healing from resting. It does not stack with the effects of the 
  salving rest spell nor with rallying the faithful.
  
   
  Ecclesiastic 
  27
  Heroic Fantasy Handbook
  Heroes
  By reciting a sermon or singing a hymn of battle, an ecclesiastic 
  can rally the faithful. Rallying the faithful requires  a few 
  moments of oration (one round), and grants allied creatures 
  within 30’ a pool of temporary hit points equal to the lower 
  of the ecclesiastic’s or the subject’s base healing rate. These 
  temporary hit points last for one turn (10 minutes) or until lost 
  to damage, whichever comes first. To benefit from this spell, 
  the subjects must either be of the same alignment and religion 
  of the ecclesiastic, or must have personally benefited from his 
  magic in the past. An ecclesiastic can rally the faithful once per 
  day per level.  
  EXAMPLE: Balbus, now a 5th level ecclesiastic, has a base 
  healing rate of 1d8. He is adventuring with Athelstan (a 
  paladin with 12 hp and a base healing rate of 1d4) and 
  Raknar Red-Handed (a barbarian with 17 hp and a base 
  healing rate of 1d6). The adventurers confront an ogre, 
  which hits Raknar for 8 points of damage, reducing him 
  to 9 hp. On his action, Balbus rallies the faithful, granting 
  Athelstan and Balbus temporary hit points. Each character 
  receives the temporary hit points equal to the lower of 
  Balbus’ or their own base healing rate; for both characters 
  that is their own healing rate. Athelstan rolls 1d4 and 
  receives 2 temporary hit points, putting him at 12 hp and 
  2 temporary hp. Balbus rolls 1d6 and receives 6 temporary 
  hp, putting him at 9 (of 17) hp and 6 temporary hp. These 
  temporary hp will be lost first if the adventurers are hit. 
  Otherwise they will last one turn.
  Finally, all ecclesiastics have the ability to turn undead, calling 
  upon the liturgy of their faith to drive back, and even destroy, 
  undead. The potency of this ability is determined by level. On 
  the Turning Undead table, there will be a dash, a “T”, a “D”, or a 
  number corresponding to the type of undead monster and the 
  level of the ecclesiastic. A dash means that the ecclesiastic has 
  not attained high enough level to turn the undead type. A “T” 
  means that the ecclesiastic automatically turns the undead, and 
  a “D” means that the undead will be destroyed automatically. A 
  number indicates that the player must roll that number or higher 
  on 1d20 in order to turn the undead. If this roll is successful, or 
  there is a “T” in the chart, the player rolls 2d6 and the result 
  equals the number of total Hit Dice of undead monsters turned. 
  A “D” in the chart requires the same roll to determine how many 
  HD of undead are destroyed. No matter what the dice roll result, 
  at least one undead monster will always be turned or destroyed, 
  as appropriate, on a successful use of turning. 
  Turned undead flee the area for 10 rounds by the best and 
  fastest means available to them. If they cannot flee, they cower 
  in terror, taking no actions and suffering a -2 penalty to AC. 
  If the ecclesiastic attacks turned undead in melee combat, the 
  Ecclesiastic Turning Undead 
  Ecclesiastic Level
  Undead Type
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  Skeleton
  10+
  7+
  4+
  T
  T
  D
  D
  D
  D
  D
  D
  D
  D
  D
  Zombie
  13+
  10+
  7+
  4+
  T
  T
  D
  D
  D
  D
  D
  D
  D
  D
  Ghoul
  16+
  13+
  10+
  7+
  4+
  T
  T
  D
  D
  D
  D
  D
  D
  D
  Wight
  19+
  16+
  13+
  10+
  7+
  4+
  T
  T
  D
  D
  D
  D
  D
  D
  Wraith
  -
  19+
  16+
  13+
  10+
  7+
  4+
  T
  T
  D
  D
  D
  D
  D
  Mummy
  -
  -
  19+
  16+
  13+
  10+
  7+
  4+
  T
  T
  D
  D
  D
  D
  Spectre
  -
  -
  -
  19+
  16+
  13+
  10+
  7+
  4+
  T
  T
  D
  D
  D
  Vampire
  -
  -
  -
  -
  19+
  16+
  13+
  10+
  7+
  4+
  T
  T
  D
  D
  Infernal*
  -
  -
  -
  -
  -
  19+
  16+
  13+
  10+
  7+
  4+
  T
  T
  D
  *This category includes very powerful undead, or unholy beings such as demons and devils
  Ecclesiastic Level Progression
  Ceremony Progression
  Experience
  Title
  Level
  Hit Dice Special Abilities
  1
  2
  3
  4
  5 
  6
  0
  Catechist
  1
  1d4
  Comfort & console, rally the faithful, 
  theology, turn
  1
  -
  -
  -
  -
  -
  1,250
  Acolyte
  2
  2d4
  -
  2
  -
  -
  -
  -
  -
  2,500
  Priest
  3
  3d4
  -
  2
  1
  -
  -
  -
  -
  5,000
  Curate
  4
  4d4
  -
  2
  2
  -
  -
  -
  -
  10,000
  Vicar
  5
  5d4
  Magic research (minor)
  2
  2
  1
  -
  -
  -
  20,000
  Rector
  6
  6d4
  -
  2
  2
  2
  -
  -
  -
  40,000
  Prelate
  7
  7d4
  -
  3
  2
  2
  1
  -
  -
  80,000
  Bishop
  8
  8d4
  -
  3
  3
  2
  2
  -
  -
  180,000
  Patriarch
  9
  9d4
  Cathedral, magic research
  3
  3
  3
  2
  1
  -
  280,000
  Patriarch, 10th lvl
  10
  9d4+1*
  -
  3
  3
  3
  3
  2
  -
  380,000
  Patriarch, 11th lvl
  11
  9d4+2*
  Magic research (advanced)
  4
  3
  3
  3
  2
  1
  480,000
  Patriarch, 12th lvl
  12
  9d4+3*
  -
  4
  4
  3
  3
  3
  2
  580,000
  Patriarch, 13th lvl
  13
  9d4+4*
  -
  4
  4
  4
  3
  3
  2
  680,000
  Saint
  14
  9d4+5*
  -
  4
  4
  4
  4
  3
  3
  *Hit point modifiers from constitution are ignored
  
  28 
  Ecclesiastic
  
   
  Ecclesiastic 
  29
  Heroic Fantasy Handbook
  Heroes
  turning effect is broken, but he can use spells or missile weapons 
  against them, and other characters may attack them in any 
  fashion, without breaking the turning effect. Destroyed undead 
  are immediately turned to ash. 
  There is no limit to how often an ecclesiastic may attempt to 
  turn undead each day, but if an attempt to turn undead fails 
  during an encounter, the ecclesiastic may not attempt to turn 
  undead again for the remainder of that encounter.
  Certain chaotic sects teach their ecclesiastics to control undead 
  rather than turn them. The undead are controlled for 1 turn per 
  level of the character. If the undead would have been destroyed, 
  the undead are controlled for 1 day per level of the ecclesiastic 
  instead. Controlled undead behave as if charmed, obeying the 
  ecclesiastic as if they were friends. However, if the controlled 
  undead are turned or destroyed by an ecclesiastic during the 
  duration of the control, the control is dispelled immediately. If 
  the duration of the control ends without incident, the undead 
  will flee (as if turned).
  An ecclesiastic can use any magic items usable by mages or 
  clerics. When an ecclesiastic reaches 5th level (Vicar), he 
  may begin to research spells, scribe scrolls, and brew potions. 
  Ecclesiastics may collect and use divine power as clerics in order 
  to fuel their magical research. 
  At 9th level (Patriarch), he is able to create more powerful magic 
  items such as weapons, rings, and staffs. Also upon attaining 
  9th level (Patriarch), an ecclesiastic may establish or build a 
  cathedral. So long as the ecclesiastic is currently a member in 
  good standing of his order, he may buy or build his cathedral at 
  half the normal price due to aid from his order. Once a cathedral 
  is established, the ecclesiastic’s reputation will spread and he will 
  attract 5d6x10 0th level soldiers armed with various weapons, 
  plus another 1d6 ecclesiastics of 1st-3rd level of the same 
  religion to serve the order. They are completely loyal (morale 
  +4). While in the ecclesiastic’s service, his followers must be 
  provided food and lodging, but need not be paid wages. The 
  Judge determines which proportions of followers are archers, 
  infantry, etc. Ecclesiastic’s cathedrals are otherwise identical to 
  cleric’s fortified temples, as detailed in the Campaign chapter of 
  the ACKS Rulebook.
  At 11th level, an ecclesiastic may learn and cast ritual eldritch 
  pells of great power (6th and 7th level), craft magical constructs, 
  and create magical cross-breeds. If chaotic, the ecclesiastic will 
  become able to create necromantic servants and even become 
  undead himself.
  Ecclesiastic Proficiency List: Alchemy, Animal Husbandry, 
  Apostasy*, Beast Friendship, Ceremonial Magic*, Command, 
  Divine Blessing, Divine Health, Farseeing*, Healing*, 
  Knowledge, Laying on Hands*, Loremastery, Magical 
  Engineering, Magical Music*, Mystic Aura, Naturalism, 
  Performance, Personal Talisman*, Prestidigitation, Profession, 
  Prophecy*, Quiet Magic, Righteous Turning, Second Sight*, 
  Sensing Evil, Sensing Power, Unflappable Casting
  *Modified or new proficiency described on p. 72.
  Template:
  Priest 
  Proficiencies:
  Divine 
  Blessing, 
  Performance 
  (oration)
  Starting Equipment:
  Bronze-shod staff, white cassock, 
  gold silk sash, high boots, backpack, 
  liturgical implements (level 1), holy 
  symbol (winged sun of Ammonar), 
  holy book (The Laws of the Light), 2 
  weeks’ iron rations, 1gp
  Priest Template: This pre-generated template represents a 
  devout priest from an organized religious order. The template 
  is ready for adventure. However, if your ecclesiastic’s INT is 
  13 or greater, you may pick one or more additional general 
  proficiencies before play if you’d like (see Starting Proficiencies 
  in Chapter 4).
  Ecclesiastic Saving Throws
  Ecclesiastic Attack Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs &Wands
  Spells
  Level
  Attack Throw
  1-2
  13+
  10+
  16+
  13+
  15+
  1-3
  10+
  3-4
  12+
  9+
  15+
  12+
  14+
  4-6
  9+
  5-6
  11+
  8+
  14+
  11+
  13+
  7-9
  8+
  7-8
  10+
  7+
  13+
  10+
  12+
  10-12
  7+
  9-10
  9+
  6+
  12+
  9+
  11+
  13+
  6+
  11-12
  8+
  5+
  11+
  8+
  10+
  13- 14
  7+
  4+
  10+
  7+
  9+
  
  30 
  Elven Spellsinger
  ELVEN SPELLSINGER
  In that hour Lúthien came, and standing upon the bridge that 
  led to Sauron’s isle she sang a song that no walls of stone could 
  hinder. Beren heard, and he thought that he dreamed; for the stars 
  shone above him, and in the trees nightingales were singing. And 
  in answer he sang a song of challenge… Then all strength left him 
  and he fell down into darkness. But Lúthien heard his answering 
  voice, and she sang then a song of greater power. The wolves 
  howled, and the isle trembled. 
  – Of Beren and Lúthien, The Silmarillion (J.R.R. Tolkien)
  Prime Requisite: 
  INT and CHA
  Requirements: 
  INT 9
  Hit Dice: 
  1d4
  Maximum Level: 
  12
  According to elven myth, the world began with a song – a 
  mighty anthem sung by the gods themselves by which all things 
  were created. Whether this myth is true, not even the wisest 
  sages can say; but it is true that elf-song can carry great magical 
  power, through which the world can be re-made in accordance 
  with the will of the singer. Elves who have mastered this art 
  are known as spellsingers, and they are counted among the 
  mightiest of magicians. Though most elven spellsingers live out 
  their long lives in the high fastnesses of their people, some enter 
  the realms of men, called forth by a desire to experience awe and 
  terror, a quest for rare and forgotten magic, or merely the lure 
  of adventure. 
  Elven spellsingers receive limited combat training. At first level, 
  spellsingers hit an unarmored foe (AC 0) with an attack throw 
  of 10+. They advance in attack throws only two points every 
  six levels of experience (i.e. the same as mages), though they 
  advance in saving throws by two points every four levels (i.e. 
  as clerics). They may fight with daggers, swords, short swords, 
  composite bows, long bows, and quarterstaffs. They may fight 
  wielding a weapon two-handed but are unable to use shields, 
  fight with two weapons, or wear any kind of armor.  
  The voices of all elves sound lilting and lyrical to the ears of men; 
  that of the spellsinger is beautiful enough to work magic. Every 
  elven spellsinger begins with one rank of Perform (singing) 
  proficiency; additional ranks may be accumulated as class 
  or general proficiency selections. Because of her irresistible 
  voice, an elven spellsinger gains a +2 bonus to reaction rolls 
  with creatures she speaks to. If this bonus results in a total of 12 
  or more, the subjects act as if charmed while in her presence. 
  Creatures with a WIS greater than the spellsinger’s CHA are 
  immune to this power (and the elven spellsinger will know they 
  are immune).
  All elven spellsingers practice the art of spellsinging from 
  which they derive their name. Spellsinging is a method of 
  casting eldritch spells by reciting lyrics laced with words of 
  power. Spellsingers perform magic by spending spell points 
  (SP)  rather than by expending daily spell castings. Each spell 
  costs a certain number of spell points to sing. The higher the 
  level of the spell, the more points it costs. The Spell Point Costs 
  table describes each spell’s cost.  The spellsingers’ use of spell 
  points gives them the flexibility to choose to cast a large number 
  Elven Spellsinger Level Progression
  Spell Points  & Repertoire 
  Progression
  Experience
  Title
  Level
  Hit 
  Dice
  Special Abilities
  Spell 
  Points
  1
  2
  3
  4
  5
  6
  0
  Glamourer
  1
  1d4
  Perform, Irresistible voice, spellsinging
  2
  2
  -
  -
  -
  -
  -
  2,700
  Charmer
  2
  2d4
  -
  3
  3
  -
  -
  -
  -
  -
  5,400
  Beguiler
  3
  3d4
  -
  5
  3
  1
  -
  -
  -
  -
  10,800
  Spellbinder
  4
  4d4
  -
  7
  3
  2
  -
  -
  -
  -
  21,600
  Bewitcher
  5
  5d4
  Magic research (minor)
  10
  3
  2
  1
  -
  -
  -
  43,200
  Ensorceller
  6
  6d4
  -
  15
  3
  3
  2
  -
  -
  -
  85,000
  Illusionist
  7
  7d4
  -
  21
  4
  3
  2
  1
  -
  -
  170,000
  Enchanter
  8
  8d4
  -
  29
  4
  3
  3
  2
  -
  -
  370,000
  Spellsinger
  9
  9d4
  Fastness, magic research
  38
  4
  4
  3
  2
  1
  -
  570,000
  Spellsinger, 10th lvl
  10
  9d4+1* -
  50
  4
  4
  3
  3
  2
  -
  770,000
  Spellsinger, 11th lvl
  11
  9d4+2* Magic research (advanced)
  64
  5
  4
  4
  3
  2
  1
  970,000
  Spellsinger, 12th lvl
  12
  9d4+3* -
  81
  5
  4
  4
  3
  3
  2
  *Hit point modifiers from constitution are ignored
  
   
  Elven Spellsinger 
  31
  Heroic Fantasy Handbook
  Heroes
  of low level spells, a small number of high level spells, or any 
  combination in between. See p. 102 of the Heroic Magic chapter 
  for details on spellsinging. 
  Spell Level
  Spell Point Cost
  1st
  1
  2nd 
  2
  3rd 
  3
  4th 
  5
  5th 
  7
  6th 
  10
  Spellsingers recover their spell points in the same way 
  spellcasters recover their daily spell castings, by spending eight 
  hours resting without interruption and one hour concentrating 
  on prayer or study. Spell points can only be recovered by resting 
  once every 24 hours. Spellsingers can also tap ambient magic to 
  fuel their spells without expending their own SPs. See p. 104 of 
  the Heroic Magic chapter for details on tapping ambient magic.
  Like other eldritch casters, a spellsinger’s spell selection is 
  limited to the spells in his repertoire. A spellsinger’s repertoire 
  can include a number of spells up to the number and level of 
  spells listed for his level, increased by his Intelligence bonus, 
  and functions exactly like an arcane/eldritch caster’s repertoire 
  in all respects. Unlike other casters, however, spellsingers can 
  cast spells that are not in their repertoire by extemporaneously 
  singing spells. See p. 103 of the Heroic Magic chapter for details 
  on extemporaneous spellsinging. 
  When an elven spellsinger reaches 5th level (Spellbinder), she 
  may begin to research spells, scribe magical scrolls, and brew 
  potions. Elven spellsingers may collect and use divine power as 
  clerics in order to fuel their magical research. When an elven 
  spellsinger reaches 9th level (Spellsinger), she is able to create 
  more powerful magic items such as weapons, rings, and staffs. 
  At 9th level, an elven spellsinger can also establish a fastness in 
  a natural setting, such as a forest or glen. Rather than impose 
  upon nature, this keep must blend seamlessly with it. A total 
  of 3d6x10 1st level elven NPCs will move in to help with it and 
  defend the fastness at no cost to the character. Additional rules 
  for elven fastnesses are detailed in the Campaign chapter of 
  ACKS.
  At 11th level, an elven spellsinger may learn and cast ritual spells 
  of great power (7th, 8th, and 9th level), craft magical constructs, 
  and create magical cross-breeds. If chaotic, the spellsinger may 
  create necromantic servants and become undead, though such a 
  choice is understandably rarer among the ageless elves. 
  Like other elves, spellsingers gain a +1 bonus to surprise rolls 
  when in the wilderness due to their attunement to nature. Elves 
  have keen eyes that allow them to detect hidden and secret doors 
  with a proficiency throw of 8+ on 1d20 when actively searching, 
  or 14+ on casual inspection. Because of their connection to 
  nature, elves are completely unaffected by the paralysis ghouls 
  can inflict, and the target values for all their saving throws 
  versus Petrification/Paralysis and Spells are reduced by 1. (These 
  adjustments are already factored into the saving throws on the 
  table below.) All elves can speak the Common, Elven, Gnoll, 
  Hobgoblin, and Orc languages.
  Elven Spellsinger Proficiency List: Alchemy*, Art*, Beast 
  Friendship, Bright Lore of Aura*, Ceremonial Magic*, 
  Contemplation*, Craft*, Diplomacy, Familiar, Farseeing*, 
  Healing, Knowledge, Laying on Hands*, Loremastery, Magical 
  Engineering, Magical Music*, Mastery of Charms and Illusions*, 
  Naturalism, Quiet Magic, Passing Without Trace, Performance, 
  Prophecy*, Prestidigitation, Second Sight*, Sensing Evil, Sensing 
  Power, 
  Swashbuckling, 
  Transmogrification, 
  Unflappable 
  Casting, Wakefulness
  *Modified or new proficiency described on p. 72.
  Template:
  Siren
  Proficiencies:
  Mastery of Charms and Illusions, 
  Seduction
  Starting Equipment:
  Silk stitched spellbook with 
  ensorcellement, dagger, blue silk cloak, 
  veil, sash, white silk dress, long leather 
  gloves, silver bangles (10gp value), silver 
  earrings (10gp), high boots, backpack, 
  quill and ink, 2 weeks’ iron rations, 4gp
  Siren Template: This pre-generated template represents an 
  alluring enchantress. The template is ready for adventure. 
  However, if your spellsinger’s INT is 13 or greater, you may pick 
  one or more additional general proficiencies and starting spells 
  before play if you’d like. 
  Elven Spellsinger Saving Throws
  Spellsinger Attack Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs &Wands
  Spells
  Level
  Attack Throw
  1-2
  12+
  10+
  16+
  13+
  14+
  1-3
  10+
  3-4
  11+
  9+
  15+
  12+
  13+
  4-6
  9+
  5-6
  10+
  8+
  14+
  11+
  12+
  7-9
  8+
  7-8
  9+
  7+
  13+
  10+
  11+
  10-12
  7+
  9-10
  8+
  6+
  12+
  9+
  10+
  11-12
  7+
  5+
  11+
  8+
  9+
  
  32 
  Freebooter
  FREEBOOTER
  They lived by thievery, robbery, bodyguarding, brief commissions 
  as couriers and agents—commissions they always, or almost 
  always, fulfilled punctiliously—and by showmanship, the 
  Mouser entertaining by legerdemain, juggling, and buffoonery, 
  while Fafhrd with his gift for tongues and training as a singing 
  skald excelled at minstrelsy. They never worked as cooks, clerks, 
  carpenters, tree-fellers, or common servants...  
  – The Circle Curse, in Swords Against Death (Fritz Leiber)
  Prime Requisite:   
  DEX 
   
  (plus one ability score determined by path)
  Requirements: 
  None
  Hit Dice: 
  1d4
  Maximum Level: 
  14
  Freebooters are a motley assortment of adventurers who live and 
  die for plunder. Some freebooters are dauntless expeditionaries 
  who raid tombs for ancient treasures. Others may be brutal 
  ruffians who rob and ravage the weak and foolish, cunning 
  scoundrels with the charisma to convince their marks to hand 
  over their wealth willingly, or hardy wayfarers who exact a toll 
  on any who cross the roads and trails of their wilderness homes. 
  Whatever their particular path to plunder, wayfarers share a 
  lust for adventure, a taste for gold, and a willingness to resort to 
  subterfuge and backhanded tactics without hesitation.  
  Like thieves, freebooters often belong to a criminal guild which 
  offers shelter and information between heists. At the Judge’s 
  discretion, a freebooter may have to forfeit a portion of his 
  earnings to the guild in exchange for protection. In the Auran 
  Empire, freebooters are everywhere, from the slums of the ports 
  of Kushtu to the highest halls of the Senate in Aura. 
  Freebooters are ruthless, dirty combatants. At first level, 
  freebooters hit an unarmored foe (AC 0) with an attack throw of 
  10+. Like fighters, they advance in attack throws by two points 
  every three levels of experience. However they advance in saving 
  throws like thieves, by two points every four levels of experience. 
  All freebooters may wear leather armor or lighter, and may wield 
  crossbows, daggers, shortbows, short swords, and swords, as 
  well as five other weapons determined by their path (see below). 
  They may fight wielding a weapon two-handed and wielding a 
  weapon in each hand, but may not use shields.  They may only 
  use magic items usable by thieves.
  Lacking the staying power of fighters, freebooters prefer to strike 
  from ambush and finish their foes quickly. A freebooter whose 
  opponent is unaware of his presence can backstab him. When 
  backstabbing, the freebooter receives an attack bonus of +4 and, 
  if successful, deals additional damage for every four levels he 
  has attained. A freebooter at 1st through 4th levels does double 
  the normal damage, at 5th-8th levels does triple the normal 
  damage, at 9th-12th levels does quadruple the normal damage, 
  and at 13th level or higher does quintuple the normal damage. 
  Freebooters increase their damage from their choice of either 
  missile or melee attacks by +1 at 1st level, and by an additional 
  +1 at 3rd, 6th, 9th, and 12th level. The freebooter must choose 
  which type of attack will receive the damage bonus at 1st level, 
  and may not change the choice as he advances (i.e. they may 
  choose to be either melee or missile specialists). 
  A freebooter’s plundering pursuits are shaped by his path to 
  wealth. There are four paths to wealth available to a freebooter: 
  Expeditionary, Ruffian, Scoundrel, and Wayfarer. Each path 
  offers a different set of abilities reflecting that path’s preferred 
  methods to accumulate wealth. When a freebooter is created, 
  select a path for the character from the Paths to Wealth table 
  below, and write down the proficiencies and powers of the 
  path. Each path teaches the use of a selection of five additional 
  weapons, trains the character in four thief skills, and grants 
  five bonus proficiencies. Note that each path has its own prime 
  requisite in addition to DEX.
  Path
  Description
  Expeditionary
  A looter of tombs and a delver of dungeons, 
  skilled in scouting, trap-finding, and lock-picking.
  Ruffian
  A cut-throat and killer, skilled in breaking and 
  entering, robbery, and intimidation.
  Scoundrel
  A gentleman thief, skilled in subterfuge and 
  disguise.
  Wayfarer
  A highwayman, outrider, or scout, skilled in 
  hunting, trapping, and survival. 
  Freebooter Level Progression
  Experience
  Title
  Level
  Hit Dice
  Damage Bonus
  Backstab
  0
  Scrounger
  1
  1d4
  +1
  x2
  2,150
  Looter
  2
  2d4
  +1
  x2
  4,300
  Pilferer
  3
  3d4
  +2
  x2
  8,600
  Purloiner
  4
  4d4
  +2
  x2
  17,200
  Defalcator
  5
  5d4
  +2
  x3
  34,400
  Ransacker
  6
  6d4
  +3
  x3
  70,000
  Plunderer
  7
  7d4
  +3
  x3
  140,000
  Freebooter
  8
  8d4
  +3
  x3
  240,000
  Freebooter Captain
  9
  9d4
  +4
  x4
  340,000
  Freebooter Captain, 10th level
  10
  9d4+2*
  +4
  x4
  440,000
  Freebooter Captain, 11th level
  11
  9d4+4*
  +4
  x4
  540,000
  Freebooter Captain, 12th level
  12
  9d4+6*
  +5
  x4
  640,000
  Freebooter Captain, 13th level
  13
  9d4+8*
  +5
  x5
  740,000
  Prince of Plunder
  14
  9d4+10*
  +5
  x5
  *Hit point modifiers from constitution are ignored
  
   
  Freebooter 
  33
  Heroic Fantasy Handbook
  Heroes
  At the Judge’s discretion, a freebooter may follow a unique path, 
  outside of the four listed above. The player and Judge should 
  collaborate to choose five weapons, four thief skills, and five 
  bonus proficiencies that are appropriate to the freebooter.
  PATH OF THE EXPEDITIONARY
  Prime Requisite: WIS
  Weapons: hand axe, pole arm, spear, staff, war hammer
  Thief Skills: Find Traps, Open Locks, Move Silently, 
  Remove Traps
  Bonus Proficiencies: Alertness, Climbing, Dungeon 
  Bashing, Mapping, Trap Finding
  The expeditionary is a looter of tombs and a delver of dungeons. 
  He often serves as point-man on dungeon delves due to his 
  ability to find both secret doors and traps more effectively than 
  almost any other adventurer. His ability to climb walls and 
  move silently allows him to scout ahead undetected by listening 
  guards, while his training in disarming traps, opening locks, 
  and bashing doors enables him to penetrate almost any obstacle 
  in his path to plunder. Expeditionaries are also excellent map-
  makers and most treasure maps are created by them.
  PATH OF THE RUFFIAN
  Prime Requisite: STR 
  Weapons: battle axe, club, morning star, sap, whip
  Thief Skills: Hide In Shadows, Move Silently, Open Locks, 
  Pick Pockets
  Bonus Proficiencies: Dungeon Bashing, Fighting Style 
  (ruffian’s choice), Intimidation, Skulking, Swashbuckling
  The ruffian is a cut-throat and killer. A ruffian can cut the purses 
  of passersby, skulk in the shadows to waylay unsuspecting 
  victims, break into homes and burglarize their valuables, or 
  simply rely on his threatening demeanor and martial prowess to 
  rob victims at sword-point. Most freebooters are ruffians, and 
  they can be found in great numbers in any den of scum and 
  villainy.
  PATH OF THE SCOUNDREL
  Prime Requisite: CHA
  Weapons: arbalest, dart, mace, sap, whip
  Thief Skills: Hide In Shadows, Move Silently, Open Locks, 
  Pick Pockets
  Bonus Proficiencies: Cat Burglary, Climbing, Disguise, 
  Eavesdropping, Lip Reading
  The scoundrel is a gentleman thief. His ability to scale walls, 
  open locks, hide in shadows, and move silently enables him to 
  function as nigh-undetectable cat burglar, stealing his victims’ 
  most precious treasures without need for violence. An expert 
  in disguise, he can blend in to any crowd, where his graceful 
  sleight-of-hand can relieve his marks of their important papers 
  and burdensome purses. Skilled eavesdroppers and lip readers, 
  scoundrels often work as spies and secret agents, uncovering 
  secrets that the powerful wish to keep hidden.
  PATH OF THE WAYFARER
  Prime Requisite: CON
  Weapons: bola, hand axe, longbow, net, staff
  Thief Skills: Climb Walls, Hear Noise, Hide In Shadows, 
  Move Silently
  Bonus Proficiencies: Land Surveying, Running, Sniping, 
  Skirmishing, Tracking
  The wayfarer is a highwayman, outrider, and scout. He excels 
  at hit-and-run attacks, sniping from the cover of darkness and 
  brush, then falling back swiftly and silently into the wilderness. 
  He has the ability to move through the wilderness at great speed, 
  and can navigate mountainous terrain, climb trees, and scale 
  precipices that halt pursuers. If inclined to law, wayfarers may 
  use their expertise in tracking and land surveying to discover 
  monster lairs in the wilderness for adventuring parties or local 
  garrisons.
  While each path of freebooter knows different thief skills, all 
  follow the same progression of improvement, as shown on the 
  Freebooter (Thief) Skill Progression table, below.
  Freebooter (Thief) Skills
  Level
  Open Locks
  Find/Remove 
  Traps
  Pick Pockets*
  Move Silently
  Climb Walls
  Hide in 
  Shadows
  Hear Noise
  1
  18+
  18+
  17+
  17+
  6+
  19+
  14+
  2
  17+
  17+
  16+
  16+
  5+
  18+
  13+
  3
  16+
  16+
  15+
  15+
  5+
  17+
  12+
  4
  15+
  15+
  14+
  14+
  4+
  16+
  11+
  5
  14+
  14+
  13+
  13+
  4+
  15+
  10+
  6
  12+
  13+
  12+
  12+
  4+
  14+
  9+
  7
  10+
  11+
  10+
  10+
  3+
  12+
  8+
  8
  8+
  9+
  8+
  8+
  3+
  10+
  7+
  9
  6+
  7+
  6+
  6+
  3+
  8+
  6+
  10
  4+
  5+
  4+
  4+
  3+
  6+
  5+
  11
  3+
  3+
  2+
  2+
  2+
  4+
  4+
  12
  2+
  2+
  -1+
  2+
  2+
  3+
  3+
  13
  1+
  2+
  -3+
  1+
  1+
  2+
  2+
  14
  1+
  1+
  -5+
  1+
  1+
  1+
  1+
  *-1 penalty on the proficiency throw per each level the freebooter is lower than the victim.
  
  34 
  Freebooter
  
   
  Halfling Bounder 
  35
  Heroic Fantasy Handbook
  Heroes
  When a freebooter attains 9th level (Freebooter Captain), he 
  can establish a hideout, and 2d6 freebooter apprentices of 1st 
  level will come to work with the character. The freebooters will 
  be of the same path as their captain. If hired, they must be paid 
  standard rates. Additional rules for hideouts are detailed in the 
  Campaign chapter.
  Freebooter Proficiency List: Acrobatics, Alertness, Arcane 
  Dabbling, Blind Fighting, Bribery, Cat Burglary, Ceremonial 
  Magic, 
  Combat 
  Reflexes, 
  Combat 
  Trickery 
  (disarm, 
  incapacitate), Contortionism, Fighting Style, Lip Reading, 
  Lockpicking, Loremastery, Magical Music, Martial Training, 
  Mountaineering, Passing Without Trace, Precise Shooting, 
  Running, Skirmishing, Skulking, Sniping, Swashbuckling, Trap 
  Finding, Weapon Finesse, Weapon Focus*
  *Modified or new proficiency described on p. 72.
  Template:
  Spelunker (Expeditionary path)
  Proficiencies:
  Mountaineering, Caving
  Starting 
  Equipment:
  Crossbow, case with 20 bolts, 10’ pole, short sword, 
  2 throwing daggers, sturdy leather armor, tanned 
  brown cloak, thick tunic and pants, leather belt, 
  low boots, backpack, 2 large treasure sacks, thieves’ 
  tools, grappling hook, 50’ rope, tinderbox, lantern, 
  small hammer, 12 iron spikes, 2 flasks of military 
  oil, wineskin, 2 weeks’ iron rations
  Spelunker Template: This pre-generated template represents a 
  brave spelunker, expert in delving into the deepest caves and 
  caverns. The template is ready for adventure.  However, if your 
  spelunker’s INT is 13 or greater, you may pick one or more 
  additional general proficiencies before play if you’d like (see 
  Starting Proficiencies in Chapter 4 of ACKS). 
  HALFLING BOUNDER
  The Shirriffs was the name that [halflings] gave to their police… 
  There were in all the Shire only twelve of them, three in each 
  Farthing. A rather larger body, varying at need, was employed ‘to 
  beat the bounds’, and to see that Outsiders of any kind, great or 
  small, did not makes themselves a nuisance. At the time when this 
  story begins, the Bounders, as they were called, had been greatly 
  increased. There were many reports and complaints of strange 
  persons and creatures prowling about the borders, or over them: 
  the first sign that all was not quite as it should be, and always had 
  been except in tales and legends of long ago! 
  - The Fellowship of the Rings (J.R.R. Tolkien)
  Prime Requisite: 
  STR, DEX
  Requirements: 
  DEX 9
  Hit Dice: 
  1d6
  Maximum Level: 
  8
  Halflings are a race of diminutive and insular humanoids noted 
  for their love of food, wealth, and comfort and their dislike of 
  big people, strangers, and travel. Descending from human and 
  dwarven stock, they stand about 3’ tall, with ruddy skin, dark 
  hair, and brown or black eyes.  Among the most hirsute of the 
  humanoid races, halflings cultivate their body hair the way 
  dwarves cultivate their beards. Well-groomed foot hair is the 
  mark of a halfling of fine breeding. Halflings live in hill burrows 
  with big, round windows which are known as a “halfling holes”, 
  and are a compromise between a dwarven heritage that craves 
  the security of thick earth overhead and a human bloodline 
  clamoring for sun and space. Halflings organize themselves in 
  small, close-knit communities known as shires, typically made 
  up of 500 to 600 halflings but sometimes having as many as 
  3,000 denizens.
  The safety and security of the shire is entrusted to the bounders, 
  a militia-like organization of volunteers that watch over the 
  areas outside the shire, and help keep order within. Bounders 
  tend to be among the biggest and boldest halflings around, 
  and as such are more likely than other members of their 
  homebodied race to be found as adventurers. Some bounders 
  adventure from an excess of wanderlust, others in order to bring 
  to justice a trespasser against the shire, and others in order to 
  gain the wealth needed to become respected gentlemen of their 
  community. 
  Freebooter Saving Throws
  Freebooter Attack Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Level
  Attack Throws
  1-2
  13+
  13+
  16+
  14+
  15+
  1
  10+
  3-4
  12+
  12+
  15+
  13+
  14+
  2-3
  9+
  5-6
  11+
  11+
  14+
  12+
  13+
  4
  8+
  7-8
  10+
  10+
  13+
  11+
  12+
  5-6
  7+
  9-10
  9+
  9+
  12+
  10+
  11+
  7
  6+
  11-12
  8+
  8+
  11+
  9+
  10+
  8-9
  5+
  13- 14
  7+
  7+
  10+
  8+
  9+
  10
  4+
  11-12
  3+
  13
  2+
  14
  1+
  
  36 
  Halfling Bounder
  Halfling Bounder Level Progression
  Experience
  Level
  Title
  Hit Dice
  Damage 
  Bonus
  0
  1
  Halfling Bounder
  1d6
  +1
  2,000
  2
  Halfling Reeve
  2d6
  +1
  4,000
  3
  Halfling Constable
  3d6
  +2
  8,000
  4
  Halfling Bailiff
  4d6
  +2
  16,000
  5
  Halfling Steward
  5d6
  +2
  32,000
  6
  Halfling Warden
  6d6
  +3
  65,000
  7
  Halfling Marshall
  7d6
  +3
  130,000
  8
  Halfling Sheriff
  8d6
  +3
  Halfling bounders are the best-trained combatants of their race. 
  At first level, bounders hit an unarmored foe (AC 0) with an 
  attack throw of 10+. They advance in attack throws and saving 
  throws by two points every three levels of experience (i.e. the 
  same as fighters). In addition, they gain an accuracy bonus of 
  +1 to all attack throws with missile weapons. 
  They are trained with battle axes, bolas, crossbows, daggers, 
  hand axes, javelins, slings, short bows, short swords, and swords. 
  They can fight with a small weapon and halfling-size shield, with 
  a small weapon in each hand, or with a medium-sized weapon 
  used  two-handed. Due to their careful aim, they increase their 
  base damage roll from successful missile and melee attacks by 
  +1 at 1st level, and by an additional +1 at 3rd and 6th level. 
  Bounders can wear any armor. 
  Despite their combat training, halfling bounders prefer not 
  to confront powerful enemies alone. A bounder may instead 
  placate his opponents use disarming  words, glib talk, or 
  submissive body language, until help arrives. The bounder 
  may not attack while placating, but may walk at half speed, 
  or perform an action in lieu of moving, such as standing up 
  from being knocked down, picking an item off the ground, or 
  retrieving an item from a pack or sack. A halfling bounder may 
  not placate if he, or any other halflings in his party, have already 
  attacked an opponent during the present encounter. 
  When a halfling bounder is placating, any opponent attempting 
  to strike or otherwise directly attack him must attempt a saving 
  throw versus Spells. If the save succeeds, the opponent can 
  attack the halfling bounder normally that round. If the save fails, 
  the opponent will not attack the bounder that round and will 
  attack another creature instead. Area effects may still affect the 
  halfling. Mindless creatures and fantastic creatures of animal 
  intelligence cannot be placated, but ordinary animals and all 
  sapient creatures are susceptible to a halfling burglar's cringing 
  placation. 
  Halfling bounders are ever alert for threats to their shire. Their 
  nervous watchfulness grants bounders a +1 bonus to initiative 
  and a +1 bonus against surprise. As they must constantly patrol 
  the perimeter of the shire, halfling bounders learn to maintain a 
  bounding march that affords them a movement rate of 120’ per 
  turn and 24 miles per day. 
  Like burglars, halfling bounders are difficult to spot outdoors, 
  having the ability to seemingly disappear into woods and 
  underbrush with a proficiency throw of 3+ on 1d20. In 
  dungeons, a halfling bounder who is motionless and quiet in 
  cover can escape detection with a proficiency throw of 14+ on 
  1d20. 
  All halflings are perceived as child-like by members of the 
  larger races. A halflings suffer a -2 penalty to loyalty and morale 
  with non-halfling henchman, but gains a +2 bonus to loyalty 
  and morale with halfling henchman. This modifier does not 
  affect their reaction rolls, as some people like kids.
  Due to their dwarven ancestry, halflings gain a +1 bonus on 
  saving throws versus Petrification/Paralysis and Spells. These 
  adjustments are already factored into the saving throws on the 
  Halfling Burglar Attack and Saving Throws table below. 
  As naturally chatty folk, all halfling characters will speak 
  the Common tongue, their native tongue, and three bonus 
  languages, selected from the following list based on their shire’s 
  Halfling Bounder Attack and Saving Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Attack Throw
  1
  14+
  14+
  16+
  16+
  16+
  10+
  2-3
  13+
  13+
  15+
  15+
  15+
  9+
  4
  12+
  12+
  14+
  14+
  14+
  8+
  5-6
  11+
  11+
  13+
  13+
  13+
  7+
  7
  10+
  10+
  12+
  12+
  12+
  6+
  8
  9+
  9+
  11+
  11+
  11+
  5+
  
   
  Halfling Burglar 
  37
  Heroic Fantasy Handbook
  Heroes
  proximity to other races and realms: Bugbear, Dwarf, Elf, 
  Gnome, Goblin, Human (various), Hobgoblin, Kobold, Orc.
  Halflings have notoriously large appetites and are famous for 
  their heroic breakfasts. Once per day a halfling can recover 
  his base healing rate in hp by consuming a meal accompanied 
  by alcohol, coffee, or tea. This recovery is in addition to any hit 
  points gained from complete rest.
  Halfling crave comfort and security far to much to be able 
  to descend into dastardly wickedness. They are difficult to 
  corrupt, suffering only ½ the usual amount of Corruption from 
  spending time in sinkholes of evil (p. 98), using evil magic items 
  (p. 94), or from the effects of corrupting dreams (p. 132). 
  While spiritually strong, halflings are physically weak and 
  suffer a -4 penalty to proficiency throws to open doors and 
  other feats of strength. For the same reason halflings are easily 
  encumbered. They can only carry 3 stone without becoming 
  encumbered. When carrying 4 stone their encounter movement 
  rate is reduced to 90’. When carrying 5-6 stone, their encounter 
  movement rate is reduced to 60’. When carrying 7 stone or more, 
  their encounter movement rate is reduced to 30’. A halfling can 
  carry a maximum of 12 stone, modified by his Strength bonus 
  or penalty.
  Because of their small size, halflings can get underfoot of large, 
  clumsy creatures. Monsters of larger than man-sized suffer a -2 
  penalty to their attack throws against halflings.
  Halfling bounders cannot attain 9th level, and therefore never 
  attract followers by establishing a stronghold.
  Halfling Bounder Proficiency List: Acrobatics, Alertness, 
  Ambushing, Animal Training, Blind Fighting, Combat Reflexes, 
  Combat Trickery (disarm, knockdown, incapacitate, underrun), 
  Command, Contortionism, Craft*, Diplomacy, Endurance, 
  Fighting Style, Goblin-Slaying, Land Surveying, Leadership, 
  Lip Reading, Mapping, Military Strategy, Mountaineering, 
  Navigation, Passing Without Trace, Precise Shooting, Riding, 
  Signaling, Skirmishing, Sniping, Swashbuckling, Tracking, 
  Weapon Finesse, Weapon Focus*
  *Modified or new proficiency described on p. 72.
  Template:
  Kennelmaster
  Proficiencies:
  Precise Shot, Animal Training (dogs)
  Starting Equipment:
  Shortbow, quiver with 20 arrows, 
  short sword, 3 daggers, chainmail 
  armor, small shield, tanned brown 
  cloak, thick tunic and pants, leather 
  belt, backpack, blanket, lantern, 3 
  flasks of common oil, 2 weeks’ iron 
  rations,  waterskin, 3 cute but fierce 
  hunting dogs
  Kennelmaster 
  Template: 
  This 
  pre-generated 
  template 
  represents a halfling kennelmaster trained to fight alongside 
  his dogs. The Template is ready for adventure. However, if your 
  halfling bounder’s INT is 13 or greater, you may pick one or 
  more additional general proficiencies before play if you’d like 
  (see Starting Proficiencies in Chapter 4 of ACKS). 
  HALFLING BURGLAR
  His small hand would not close about it for it was a large and 
  heavy gem; but he lifted it, shut his eyes, and put it in his deepest 
  pocket. "Now I am a burglar indeed!" thought he. "But I suppose 
  I must tell the dwarves about it-some time. They did say I could 
  pick and choose my own share; and I think I would choose this, if 
  they took all the rest! 
  – Bilbo Baggins, in The Hobbit (J.R.R. Tolkien)
  Prime Requisite: 
  DEX
  Requirements: 
  DEX 9
  Hit Dice: 
  1d4
  Maximum Level: 
  10
  Legend has it that the first halfling burglar was nothing of the sort, 
  merely some hapless shire-dweller drawn into an expedition by 
  the machinations of a meddlesome Nobiran wizard and a band 
  of dwarven delvers. Legend also has it that the halfling later 
  returned home from his expeditions richer than any halfling in 
  history and established himself as a leading gentleman in his 
  shire. The tale has two endings; in the happy version of the tale, 
  the halfling burglar ended his years in luxurious retirement, 
  training his nephew and nephew’s friends in the tricks he had 
  learned. The tragic ending claims that the burglar was corrupted 
  by dark magic and abandoned his friends and family to dwell 
  forever in cavernous darkness.
  Learned sages are confident this story is just a faery-tale, and 
  that no such halfling ever existed. Nevertheless, the tale’s 
  influence has been profound. More than one young halfling, 
  despite belonging to a race utterly unsuited for adventuring, has 
  left the comforts of his family hobbit-hole to seek out fame and 
  
  38 
  Halfling Burglar
  fortune. Of course, most of these halflings are never seen again, 
  but sometimes – not often, mind you, but just often enough – a 
  halfling burglar will return, baggage laden with gold, brimming 
  with tales of adventurer and excitement. Such halflings typically 
  establish themselves as bourgeois gentlemen in their shire, 
  and furtively train other young halflings in their skills. Their 
  disciples may in time become adventurers themselves, though 
  as often as not they simply use their craft to trespass, annoy, and 
  meddle in the affairs of their betters. More law-abiding halflings 
  are thus quick to point out to visiting strangers where “that sort” 
  can be found, and generally cheer when they are recruited to 
  join adventuring parties.
  Halfling burglars are good combatants, as far as halflings 
  go, although not as skilled as halfling bounders. At first level, 
  burglars hit an unarmored foe (AC 0) with an attack throw of 
  10+. They advance in attack throws and saving throws by two 
  points every four levels of experience (i.e. the same as thieves). 
  They are trained with bolas, daggers, darts, slings, short bows, 
  and short swords. They can fight with a halfling-size shield or 
  with a weapon in each hand, but cannot fight two-handed. 
  Burglars never wear armor heavier than leather. Because they 
  stay constantly light on their feet, all halfling burglars gain 
  Swashbuckling as a bonus proficiency, providing a +1 bonus to 
  AC at 1st level, increasing to +2 AC at 7th level. 
  When outdoors, halfling burglars are difficult to spot, having 
  the ability to seemingly disappear into woods and underbrush 
  with a proficiency throw of 3+ on 1d20. In dungeons, a halfling 
  who is motionless and quiet in cover can escape detection with 
  a proficiency throw of 14+ on 1d20. 
  Halfling Burglar Level Progression
  Experience
  Level
  Title
  Hit Dice
  0
  1
  Hairfootpad
  1d4
  1,175
  2
  First-Story Halfling
  2d4
  2,350
  3
  Snooper
  3d4
  4,700
  4
  Prowler
  4d4
  9,400
  5
  Sneaker
  5d4
  18,800
  6
  Filcher
  6d4
  40,000
  7
  Pilferer
  7d4
  80,000
  8
  Burglar
  8d4
  155,000
  9
  Bourgeois Burglar
  9d4
  235,000
  10
  Bourgeois Burglar, 10th level
  9d4+2*
  *Hit point modifiers from constitution are ignored
  When confronted by enemies, a halfling burglar may placate 
  them use disarming  words, glib talk, or submissive body 
  language to avoid being attacked. The burglar may not attack 
  while placating, but may walk at half speed, or perform an 
  action in lieu of moving, such as standing up from being 
  knocked down, picking an item off the ground, or retrieving an 
  item from a pack or sack. A halfling burglar may not placate if 
  he, or any other halflings in his party, have already attacked an 
  opponent during the present encounter. 
  When a halfling burglar is placating, any opponent attempting 
  to strike or otherwise directly attack him must attempt a saving 
  throw versus Spells. If the save succeeds, the opponent can 
  attack the halfling burglar normally that round. If the save fails, 
  the opponent will not attack the burglar that round and will 
  attack another creature instead. Area effects may still affect the 
  halfling. Mindless creatures and fantastic creatures of animal 
  intelligence cannot be placated, but ordinary animals and all 
  sapient creatures are susceptible to a halfling burglar's cringing 
  placation. 
  Uncharitable human adventurers often claim that a halfling 
  burglar’s abilities are limited to dodging, hiding, and pleading 
  for his life. In actuality, halfling burglars have a range of other 
  skills that are useful for trespassing, pilfering, eavesdropping, or 
  being a meddling nuisance. These skills improve as the burglar 
  gains levels according to the progression on the Halfling Burglar 
  Skills table, above. 
  All halflings are perceived as child-like by members of the 
  larger races. A halflings suffer a -2 penalty to loyalty and morale 
  with non-halfling henchman, but gains a +2 bonus to loyalty 
  and morale with halfling henchman. This modifier does not 
  affect their reaction rolls, as some people like kids.
  Due to their dwarven ancestry, halflings gain a +1 bonus on 
  saving throws versus Petrification/Paralysis and Spells. These 
  adjustments are already factored into the saving throws on the 
  Halfling Burglar Attack and Saving Throws table below. 
  As naturally chatty folk, all halfling characters will speak 
  the Common tongue, their native tongue, and three bonus 
  languages, selected from the following list based on their shire’s 
  proximity to other races and realms: Bugbear, Dwarf, Elf, 
  Gnome, Goblin, Human (various), Hobgoblin, Kobold, Orc.
  Halflings have notoriously large appetites and are famous for 
  their heroic breakfasts. Once per day a halfling can recover 
  his base healing rate in hp by consuming a meal accompanied 
  by alcohol, coffee, or tea. This recovery is in addition to any hit 
  points gained from complete rest.
  Halfling crave comfort and security far to much to be able 
  to descend into dastardly wickedness. They are difficult to 
  corrupt, suffering only ½ the usual amount of Corruption from 
  spending time in sinkholes of evil (p. 98), using evil magic items 
  (p. 94), or from the effects of corrupting dreams (p. 132). 
  While spiritually resilient, halflings are physically weak and 
  suffer a -4 penalty to proficiency throws to open doors and 
  other feats of strength. For the same reason halflings are easily 
  encumbered. They have a base movement rate of just 90’ and 
  can only carry 3 stone without becoming encumbered. When 
  carrying 4 stone their encounter movement rate is reduced to 
  60’. When carrying 5-6 stone, their encounter movement rate is 
  reduced to 45’. When carrying 7 stone or more, their encounter 
  movement rate is reduced to 30’. A halfling can carry a maximum 
  of 12 stone, modified by his Strength bonus or penalty.
  Because of their small size, halflings can get underfoot of large, 
  clumsy creatures. Monsters of larger than man-sized suffer a -2 
  penalty to their attack throws against halflings.
  When a burglar attains 9th level (Bourgeois Burglar), he can 
  establish a hidey-hole, and 2d6 halfling burglar apprentices of 
  1st level will offer to work for him. If hired, they must be paid 
  standard rates for ruffians. Many burglars use these followers to 
  start a profitable crime syndicate, and thereafter stay at home, 
  
   
  Halfling Burglar 
  39
  Heroic Fantasy Handbook
  Heroes
  get fat, and pretend to be respectable bourgeoisie of their shire. 
  A burglar’s hidey-hole is otherwise identical to a thief’s hideout. 
  See the Hideouts & Hijinks section of Chapter 7 of ACKS. 
  Halfling Burglar Proficiency List: Acrobatics, Alertness, 
  Ambushing, Arcane Dabbling*, Bargaining, Blind Fighting, Cat 
  Burglary, Caving, Combat Reflexes, Combat Trickery (disarm, 
  knockdown, underrun), Contortionism, Craft*, Gambling, Lip 
  Reading, Lockpicking, Mapping, Mountaineering, Navigation, 
  Passing Without Trace, Precise Shooting, Riding, Running, 
  Skirmishing, Skulking, Sniping, Swashbuckling, Trap Finding, 
  Trapping, Weapon Finesse, Weapon Focus*
  *Modified or new proficiency described on p. 72.
  Template:
  Rumormonger
  Proficiencies:
  Skulking, Lip Reading
  Starting Equipment: Shortbow, quiver with 20 arrows, short sword, 
  3 daggers, leather armor, tanned brown cloak, 
  thick tunic and pants, leather belt, adventurer’s 
  harness, ear trumpet, lantern, 3 flasks of 
  common oil, thieves’ tools, 2 weeks’ iron 
  rations,  waterskin, 2gp
  Rumormonger Template: This pre-generated template 
  represents a meddlesome rumormonger skilled at listening in 
  to other’s conversations. The Template is ready for adventure. 
  However, if your halfling burglar’s INT is 13 or greater, you may 
  pick one or more additional general proficiencies before play if 
  you’d like (see Starting Proficiencies in Chapter 4 of ACKS).
  LOREMASTER
  And the loremasters among them learned also the High Eldarin 
  tongue of the Blessed Realm, in which much story and song was 
  preserved from the beginning of the world; and they made letters 
  and scrolls and books, and wrote in them many things of wisdom 
  and wonder in the high tide of their realm, of which all is now 
  forgot. 
  – Akallabêth, in The Silmarillion (J.R.R. Tolkien)
  Prime Requisite: 
  INT and WIS
  Requirements: 
  None
  Hit Dice: 
  1d4
  Maximum Level: 
  14
  Loremasters pursue knowledge and preserve ancient wisdom 
  handed down from time immemorial. Most loremasters live 
  ascetic lives devoted to annotating and studying the books and 
  scrolls collected by their predecessors. But the boldest and most 
  ambitious become adventurers, delving into the dungeons and 
  tombs of past kingdoms in search of knowledge which has been 
  lost. Wielding secrets forgotten for centuries, these loremasters 
  become the most powerful of their kind, legends whose deeds 
  will become the subject of study by the annalists of the future. 
  Because of their devotion to study, loremasters receive limited 
  combat training. At first level, loremasters hit an unarmored 
  foe (AC 0) with an attack throw of 10+. They advance in attack 
  throws only two points every six levels of experience (i.e. half 
  as fast as fighters), though they advance in saving throws by 
  two points every four levels (i.e. as clerics). They may only fight 
  Halfling Burglar Attack and Saving Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Attack Throw
  1-2
  12+
  13+
  16+
  14+
  14+
  10+
  3-4
  11+
  12+
  15+
  13+
  13+
  9+
  5-6
  10+
  11+
  14+
  12+
  12+
  8+
  7-8
  9+
  10+
  13+
  11+
  11+
  7+
  9-10
  8+
  9+
  12+
  10+
  10+
  6+
  Halfling Burglar Skills
  Level
  Open Locks
  Find & Remove 
  Traps
  Pick Pockets*
  Move Silently
  Climb Walls
  Hear Noise
  1
  18+
  18+
  17+
  17+
  6+
  14+
  2
  17+
  17+
  16+
  16+
  5+
  13+
  3
  16+
  16+
  15+
  15+
  5+
  12+
  4
  15+
  15+
  14+
  14+
  4+
  11+
  5
  14+
  14+
  13+
  13+
  4+
  10+
  6
  12+
  13+
  12+
  12+
  4+
  9+
  7
  10+
  11+
  10+
  10+
  3+
  8+
  8
  8+
  9+
  8+
  8+
  3+
  7+
  9
  6+
  7+
  6+
  6+
  3+
  6+
  10
  4+
  5+
  4+
  4+
  3+
  5+
  * -1 penalty on the proficiency throw per each level the burglar is lower than the victim.
  
  40 
  Halfling Burglar
  with quarterstaffs, clubs, daggers, and darts. They are unable to 
  use shields, fight with two weapons, or wear any kind of armor. 
  For these reasons, loremasters are quite vulnerable to physical 
  danger, and in an adventuring group they should be protected.
  The books and scrolls of interest to the loremaster are virtually 
  never written in the Common tongue so loremasters soon 
  become familiar with even the most obscure scripts, codes, 
  and languages. At 1st level, a loremaster may read languages 
  unfamiliar to them (including ciphers, treasure maps, and dead 
  languages, but not magical writings) with a proficiency throw 
  of 5+ on 1d20. If the roll does not succeed, the loremaster may 
  not try to read that particular piece of writing until he reaches a 
  higher level of experience.
  From careful study of ancient annals and legends, loremasters 
  can decipher occult mysteries, remember ancient history, 
  identify historic artifacts, and similar tasks. At 1st level, a 
  loremaster must make a proficiency throw of 18+ on 1d20 to 
  succeed in loremastery. The proficiency throw for loremastery 
  reduces by 1 per level. 
  Most importantly, the scholarly pursuits of loremasters allow 
  them to learn and perform eldritch ceremonies in the 
  theurgical tradition. A loremaster’s selection of ceremonies 
  is limited to the ceremonies in his repertoire. A loremaster’s 
  repertoire can include a number of eldritch ceremonies up to 
  the number and level of ceremonies listed for his level, increased 
  by his Intelligence bonus. A loremaster can use any magic items 
  usable by mages or clerics, and can make trinkets to aid his 
  performance of ceremonies. More information on ceremonial 
  magic, and individual spell descriptions, can be found in the 
  Heroic Magic chapter (p. 105).
  As they advance in level, loremasters may add new ceremonies 
  to their repertoire by visiting an athenaeum or other place 
  of learning (see below) and spending one game week per 
  ceremony. Particular athenaeums may only offer particular 
  ceremonies at each level, either due to the limitations of their 
  libraries or doctrinal beliefs. Loremasters who wish to learn 
  unavailable ceremonies must find or research them on their 
  own. The specific ceremonies taught at any given athenaeum 
  should be determined by the Judge based on his setting. 
  As part of his training in ceremonial magic, every loremaster 
  creates a personal talisman to aid him in performing 
  ceremonies. The  loremaster’s personal talisman provides a +1 
  bonus to ceremony throws for ceremonies of one particular 
  type. (The loremaster may choose from death & necromancy; 
  detection; elemental air; elemental earth; elemental fire; 
  elemental water; enchantment & illusion; healing; movement; 
  protection; summoning; and transmogrification). When the 
  loremaster advances to 3rd level, his personal talisman can 
  Loremaster Level Progression
  Ceremony Progression
  Experience
  Title
  Level
  Hit 
  Dice
  Special Abilities
  1
  2
  3
  4
  5
  6
  0
  Learner
  1
  1d4
  Loremastery, personal talisman, read languages
  2
  -
  -
  -
  -
  -
  2,000
  Disciple
  2
  2d4
  -
  3
  -
  -
  -
  -
  -
  4,000
  Scholastic
  3
  3d4
  Personal talisman 2
  3
  1
  -
  -
  -
  -
  8,000
  Archivist
  4
  4d4
  -
  3
  2
  -
  -
  -
  -
  16,000
  Scholar
  5
  5d4
  Magic research (minor)
  3
  2
  1
  -
  -
  -
  32,000
  Antiquarian
  6
  6d4
  -
  3
  3
  2
  -
  -
  -
  65,000
  Annalist
  7
  7d4
  -
  4
  3
  2
  1
  -
  -
  130,000
  Savant
  8
  8d4
  -
  4
  3
  3
  2
  -
  -
  230,000
  Loremaster
  9
  9d4
  Athenaeum, magic research
  4
  4
  3
  2
  1
  -
  330,000
  Loremaster, 10th lvl
  10
  9d4+1*
  4
  4
  3
  3
  2
  -
  430,000
  Loremaster, 11th lvl
  11
  9d4+2* Magic research (advanced), personal talisman 3
  5
  4
  4
  3
  2
  1
  530,000
  Loremaster, 12th lvl
  12
  9d4+3* -
  5
  4
  4
  3
  3
  2
  630,000
  Loremaster, 13th lvl
  13
  9d4+4* -
  5
  5
  4
  4
  3
  2
  730,000
  Sage
  14
  9d4+5* -
  6
  5
  4
  4
  3
  3
  *Hit point modifiers from constitution are ignored
  
   
  Nobiran Champion 
  41
  Heroic Fantasy Handbook
  Heroes
  increase its bonus by +1 for ceremonies of one particular type 
  (e.g. increase the bonus to +2 for the current type or add a bonus 
  of +1 with a new type). When the loremaster reaches 11th level, 
  his personal talisman can increase its bonus by another +1 for 
  ceremonies of one particular type (e.g. increase a +2 bonus to 
  +3 for a current type, or increase a +1 bonus to +2 for a current 
  type, or add a bonus of +1 with a new type). If desired, the 
  loremaster may increase the bonus afforded by, or number of 
  ceremony types covered by, his personal talisman by  selecting 
  the Personal Talisman proficiency (see p. 78). More information 
  on talismans can be found in the Ceremonial Talismans section 
  of the Heroic Magic chapter  (p. 114). 
  When a loremaster reaches 5th level (Scholar), he may begin 
  to research ceremonies, scribe scrolls, brew potions, and make 
  talismans. Loremasters may collect and use divine power as 
  clerics in order to fuel their magical research.
  When a loremaster reaches 9th level (Loremaster), he is able 
  to create more powerful magic items such as weapons, rings, 
  and staffs. A loremaster may also build an athenaeum, typically 
  a great library, when he reaches 9th level. He will then attract 
  1d6 apprentices of 1st-3rd level plus 2d6 normal men seeking 
  to become loremasters. Their intelligence scores will be above 
  average, but many will become discouraged from the rigorous 
  mental training and quit after 1d6 months. While in the 
  loremaster’s service, apprentices must be provided food and 
  lodging, but need not be paid wages. If the loremaster builds 
  a menagerie beneath or near his athenaeum, monsters may 
  be collected therein. Loremaster’s athenaeum and menageries 
  are otherwise identical to mages’ sanctums and dungeons, as 
  detailed in the Campaign chapter of the ACKS Rulebook.
  At 11th level, a loremaster may create learn and cast ritual 
  eldritch spells of great power (7th, 8th, and 9th level), craft 
  magical constructs, and create magical cross-breeds. If chaotic, 
  the loremaster may create necromantic servants and become 
  undead. 
  Loremaster Proficiency List: Alchemy*, Battle Magic, 
  Beast Friendship, Black Lore of Zahar, Bright Lore of Aura*, 
  Ceremonial Magic*, Collegiate Wizardry, Contemplation*, 
  Craft*, Diplomacy, Elementalism, Elven Bloodline, Engineering, 
  Familiar, Farseeing*, Healing, Knowledge, Magical Engineering, 
  Mystic Aura, Naturalism, Personal Talisman*, Prestidigitation, 
  Prophecy*, Second Sight*, Sensing Power, Transmogrification, 
  Soothsaying*, Unflappable Casting
  *Modified or new proficiency described on p. 72.
  Template:
  Magical Scholar 
  Proficiencies:
  Magical Engineering, Collegiate Wizardry
  Starting Equipment: Well-kept ceremonial codex with slumber, 
  rune-etched staff, blue mage’s cassock, 
  leather belt, low boots, backpack, theurgical 
  implements (level 1), quill and ink, 1 week’s 
  iron rations, 55gp
  Magical Scholar: This pre-generated template represents a 
  curious magical scholar from an organized guild of mages. The 
  template is ready for adventure. However, if your loremaster’s 
  INT is 13 or greater, you may pick one or more additional 
  general proficiencies and starting spells before play if you’d like 
  (see Starting Proficiencies in Chapter 4 and Spell Repertoire 
  in Chapter 5 of ACKS). 
  NOBIRAN CHAMPION
  “Many evil things there are that your strong walls and bright 
  swords do not stay. You know little of the lands beyond your 
  bounds. Peace and freedom, you say? The North would have 
  known them little but for us. Fear would have destroyed them. 
  But when dark things come from the houseless hills, or creep from 
  the sunless woods, they fly from us.” 
  – Aragorn, in The Lord of the Rings (J.R.R. Tolkien)
  Prime Requisite:  
  STR and CHA
  Requirements: 
  STR 11, INT 11, WIS 11, 
   
  DEX 11, CON 11, CHA 11
  Hit Dice: 
  1d8
  Maximum Level: 
  14
  Civilization is ever under threat – barbarians, beastmen, the 
  very forces of Chaos itself ever assail the realms of man. Against 
  these threats, the Nobiran champion stands firm and ever-
  watchful, shield high and sword in hand. Descended from the 
  very heroes who first carved the realm from the wilderness, 
  Nobiran champions are sometimes found among the old 
  nobility, but most are lonely wanderers who protect realms that 
  have forgotten their kings of old. 
  Note: Nobirans are a race of divinely-blessed men from 
  the Auran Empire campaign setting. Outside of the Auran 
  Empire campaign setting, Nobirans could be used to 
  model any demi-human race of exceptional power and 
  nobility, such as the half-human, half-divine demigods 
  of Greek myth, the Aasimar of the Forgotten Realms, or 
  the Dúnedain of Tolkien’s Middle Earth. In settings where 
  normal men cannot become spellcasters, Nobirans can also 
  Loremaster Saving Throws
  Loremaster Attack Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Level
  Attack Throw
  1-2
  13+
  10+
  16+
  13+
  15+
  1-3
  10+
  3-4
  12+
  9+
  15+
  12+
  14+
  4-6
  9+
  5-6
  11+
  8+
  14+
  11+
  13+
  7-9
  8+
  7-8
  10+
  7+
  13+
  10+
  12+
  10-12
  7+
  9-10
  9+
  6+
  12+
  9+
  11+
  13+
  6+
  11-12
  8+
  5+
  11+
  8+
  10+
  13- 14
  7+
  4+
  10+
  7+
  9+
  
  42 
  Nobiran Champion
  
   
  Nobiran Champion 
  43
  Heroic Fantasy Handbook
  Heroes
  represent those mortals born with a gift for magical talent 
  arising from benign or divine sources.
  Some Nobiran champions eventually become renowned for 
  their glorious deeds and claim high places as leaders of men. 
  Others, scorned by the very people they defend, defect to the 
  Enemy and become terrible foes of the realm. Most die in 
  forlorn battles, remembered only by the brothers, sons, and 
  comrades who pick up the swords of the fallen and continue to 
  fight the long defeat.
  Nobiran champions are raised to be warriors from a young age. 
  At first level, champions hit an unarmored foe (AC 0) with an 
  attack throw of 10+. Like fighters, they advance in attack throws 
  and saving throws by two points every three levels of experience. 
  All Nobiran champions may wear chainmail armor or lighter, 
  and may wield daggers, lances, javelins, pole arms, spears, short 
  swords, swords, and two-handed-swords, as well as five other 
  weapons determined by their calling (see below). They may 
  fight wielding a weapon and shield, wielding a weapon two-
  handed, and wielding a weapon in each hand.  They may use 
  any magic item usable by fighters.
  Nobiran champions increase their damage from their choice 
  of either missile or melee attacks by +1 at 1st level, and by an 
  additional +1 at 3rd, 6th, 9th, and 12th level. The champion 
  must choose which type of attack will receive the damage bonus 
  at 1st level, and may not change the choice as he advances (i.e. 
  they may choose to be either melee or missile specialists). 
  A champion’s martial talents are shaped by his calling of 
  arms. There are three callings of arms available to a champion: 
  Armiger, Herald, and Ranger. Each calling offers a different set of 
  abilities reflecting that calling’s specific viewpoint on the duties 
  of a champion. When a Nobiran champion is created, select a 
  calling for the character from the Calling of Arms table below, 
  and write down the proficiencies and powers of the calling. Each 
  calling teaches the use of a selection of five additional weapons, 
  adds four proficiency selections to the Nobiran Champion 
  Proficiency List as potential class proficiency choices, and 
  unlocks four special abilities earned as the character advances 
  in level.
  College
  Description
  Armiger
  The realms of man are defended, not with words or 
  wits, but with warriors with steel armor and iron will. 
  It is the calling of the armiger to devote himself to the 
  study of armored combat on the battlefield. 
  Herald
  The agents of chaos ceaselessly sow discord and 
  hatred, and through their treachery wars can be lost 
  even if every battle is won. It is the calling of the 
  herald to forge the alliances and craft the strategies 
  that unite kingdoms and win wars.  
  Ranger
  Dark things lurk at the borders of civilization, ever 
  encroaching when they sense weakness. It is the 
  calling of the ranger to hunt them down in their 
  forests, swamps, and hidden places before they can 
  threaten the heartland.
  CALLING OF THE ARMIGER
  Class Proficiencies: Combat Trickery (knock down), 
  Dungeon Bashing, Martial Training, Riding
  Weapons: battle axe, flail, great axe, morning star, war 
  hammer
  1st level: The armiger has devoted himself to the study of 
  armored combat. This armor training permits him to wear 
  banded, lamellar, and/or plate armor rather than just chainmail.
  3rd level: Years of fighting in a panoply of steel has taught 
  the armiger to endure heavy loads. He reduces his effective 
  encumbrance by 2 stone for purposes of determining his 
  movement rate. 
  7th level: The armiger has learned to mitigate damage by 
  absorbing the blow on his armor or shield. When an armiger 
  mitigates damage, the damage dealt by the attack is reduced to 
  1 point. The excess damage is absorbed by the armiger’s armor 
  or shield, which is reduced in effectiveness (AC) by 1 point per 
  10 points of damage mitigated (rounded up). In addition, if 
  the amount of damage mitigated is greater than the armiger’s 
  current hit points, then he is also knocked prone. The armiger 
  cannot mitigate damage if he is backstabbed, frightened, 
  helpless, infuriated, mesmerized, prone, surprised, or stunned. 
  Special maneuvers cannot be mitigated, nor can damage from 
  critical hits, magic, or area of effect attacks. Armor and/or 
  shields that are reduced to 0 or less effectiveness are ruined and 
  Nobiran Champion Level Progression
  Experience
  Title
  Level
  Hit Dice
  Damage
  Special Abilities
  0
  Bulwark
  1
  1d8
  +1
  Calling of arms, Nobiran
  2,625
  Warder
  2
  2d8
  +1
  -
  5,250
  Defender
  3
  3d8
  +2
  Calling of arms
  10,500
  Protector
  4
  4d8
  +2
  -
  21,000
  Guardian
  5
  5d8
  +2
  Battlefield prowess
  42,000
  Sentinel
  6
  6d8
  +3
  -
  85,000
  Justiciar
  7
  7d8
  +3
  Calling of arms
  170,000
  Champion
  8
  8d8
  +3
  -
  360,000
  Captain
  9
  9d8
  +4
  Study of war, stronghold
  550,000
  Captain, 10th level
  10
  9d8+2*
  +4
  -
  740,000
  Captain, 11th level
  11
  9d8+4*
  +4
  Calling of arms
  930,000
  Captain, 12th level
  12
  9d8+6*
  +5
  -
  1,120,000
  Captain, 13th level
  13
  9d8+8*
  +5
  Oneness of lord and land
  1,310,000
  Great Captain
  14
  9d8+10*
  +5
  -
  *Hit point modifiers from constitution are ignored
  
  44 
  Nobiran Champion
  cannot be repaired. Otherwise an armorer with a workshop can 
  repair the damage to an armiger’s armor and shield at a cost of 
  10gp per point of effectiveness.
  11th level: The armiger is a lion-hearted leader whose courage 
  inspires his men to fight on. If the armiger is fighting on the 
  battlefield with an army, the army automatically stands firm 
  on its first morale roll, or rallies if it would have stood firm. 
  This benefit is lost for the duration of the battle, however, if the 
  armiger himself routs, flees, or leads from the rear (see Domains 
  at War: Battles, p. 42). 
  CALLING OF THE HERALD
  Class Proficiencies: Armor Training, Leadership, Mystic 
  Aura, Siege Engineering
  Weapons: battle axe, composite bow, flail, mace, war 
  hammer
  1st level: The herald has the ability to inspire courage. Inspiring 
  courage requires  a few moments of oration (one round), and 
  grants the herald’s allies within a 50' radius a +1 bonus to attack 
  throws, damage rolls, morale rolls (for monsters or NPCs allied 
  with the character), and saving throws against magical fear. 
  The bonus lasts for 10 minutes (1 turn). The herald can inspire 
  courage in any given character once per day per class level. The 
  herald cannot inspire courage in characters who are already 
  engaged in combat or in characters of different alignment.
  3rd level: As an envoy to lords and rulers, the herald has become 
  conversant in the tongues of all the great civilizations. The 
  character gains the ability to speak, read, and write four bonus 
  languages. The languages chosen must be in common use by 
  his realm’s historical allies or enemies (Judge’s discretion).
  7th level: The herald knows that the greatest victories come 
  without fighting. In lieu of moving or attacking on his initiative, 
  the herald may demand surrender from a group of hostile 
  creatures. The group can be of any size, but the creatures must 
  be able to see, hear, and understand the herald, and must be 
  either outnumbered or surprised by the herald and his allies 
  in order to be affected. Affected creatures must make an 
  immediate morale roll with a penalty equal to the herald’s CHA 
  bonus. A result of Retreat or Fighting Withdrawal will lead to 
  their immediate surrender. If the demand fails, a herald may not 
  demand surrender from the same creature or creatures again 
  until other circumstances have triggered a morale roll by the 
  creature or creatures. This ability can be used at the start of a 
  D@W battle if the opposing army is surprised or outnumbered 
  by the herald’s army.
  11th level: The herald is a clarion commander who can rouse 
  the populace in times of danger. When the herald issues a call to 
  arms to his vassals, he can ask them to muster their full garrison 
  without provoking a Henchman Morale roll. When the herald 
  levies the peasant militia of his domain, or when his vassals 
  levy their militias in response to his call to arms, morale of the 
  domain does not suffer a penalty. All militia levied by the herald, 
  or by his vassals in response to the herald’s call to arms, gain a +1 
  bonus to their morale scores, for the duration of the call. (This 
  bonus does not stack if both the ruler and a vassal are heralds.) 
  CALLING OF THE RANGER
  Class Proficiencies: Ambushing, Land Surveying, Precise 
  Shooting, Sniping
  Weapons: composite bow, hand axe, long bow, staff, short 
  bow 
  1st level: The ranger is difficult to spot in the wilderness, having 
  the ability to seemingly disappear into woods and underbrush 
  with a proficiency throw of 3+ on 1d20. In dungeons, the ranger 
  can escape detection with a proficiency throw of 14+ on 1d20 if 
  he remains quiet and motionless. 
  3rd level: Years of pursuing his foe have taught the ranger to be 
  a highly proficient tracker. He gains the Tracking proficiency, if 
  he does not have it already. If he already has one or more ranks 
  of Tracking, then this class power grants the ranger the ability to 
  move at full speed while tracking.
  7th level: The ranger is an expert scout trained to find monster 
  lairs in the wilderness (see Lairs & Encounters, p. 13). When 
  searching a hex, the ranger receives a searching throw to 
  discover a lair every 30 minutes instead of every hour (or every 
  15 minutes if aerial). When first arriving in a hex, the ranger 
  may attempt to assess the total number of lairs in the hex as if 
  he had Land Surveying proficiency. If the ranger already has 
  or later gains Land Surveying, this class power stacks with the 
  proficiency to grant the ranger a +4 bonus to his assessment 
  throws.
  11th level: The ranger is a cunning and flexible reconnoiter 
  who excels in scouting and screening the enemy. Whenever 
  the ranger is commander of the scouting or screening units 
  in an army, or its overall leader, the army treats any opposing 
  Nobiran Champion Attack and Saving Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Attack Throw
  1
  13+
  12+
  14+
  14+
  15+
  10+
  2-3
  12+
  11+
  13+
  13+
  14+
  9+
  4
  11+
  10+
  12+
  12+
  13+
  8+
  5-6
  10+
  9+
  11+
  11+
  12+
  7+
  7
  9+
  8+
  10+
  10+
  11+
  6+
  8-9
  8+
  7+
  9+
  9+
  10+
  5+
  10
  7+
  6+
  8+
  8+
  9+
  4+
  11-12
  6+
  5+
  7+
  7+
  8+
  3+
  13
  5+
  4+
  6+
  6+
  7+
  2+
  14
  4+
  3+
  5+
  5+
  6+
  1+
  
   
  Nobiran Champion 
  45
  Heroic Fantasy Handbook
  Heroes
  army as if it were one row more proximate on the Results of 
  Reconnaissance Rolls table. If the opposing army is already 
  in the same 6-mile hex, then the army treats its degree of 
  success as one column better instead. Any opposing army 
  treats the ranger’s army as if it were one row less proximate for 
  reconnaissance results, or if already at maximum distance, as if 
  its degree of success were one column worse.
  Note: The 11th level class power for each calling is designed 
  for use with the Domains at War rules for mass combat. 
  The 7th level class power for the ranger calling is designed 
  for use with the Lairs & Encounters rules for wilderness 
  exploration. If the Judge is not using these rules in his 
  campaign, then the Nobiran champion should receive a 
  bonus class proficiency instead of the listed class power.
  At 5th level (Guardian), a Nobiran champion’s battlefield 
  prowess inspires others to follow him. Any henchmen and 
  mercenaries hired by the champion gain a +1 bonus to their 
  morale score whenever he personally leads them. This bonus 
  stacks with any modifiers from the champion’s Charisma, 
  proficiencies, or class powers.
  When a Nobiran champion reaches 9th level (Captain), he 
  undertakes a study of war. The Nobiran champion gains one 
  rank in one of the following proficiencies: Command, Military 
  Strategy, Leadership, or Siege Engineering. Such military 
  knowledge is quite timely, because at 9th level a champion can 
  also found or capture a stronghold and become a protector of 
  men. When he does so, up to 1d4+1x10 0th level mercenaries 
  and 1d6 Nobiran champions of 1st-3rd level will come to apply 
  for jobs and training. If hired, they must be paid standard rates 
  for mercenaries.
  When he reaches 13th level (Captain), a Nobiran champion 
  achieves oneness of land and lord. The Nobiran champion’s 
  hit points are increased by 2 x the current morale score of his 
  domain (a negative morale score will decrease his hp). Provided 
  the champion remains Lawful, healthy, and free of corrupting 
  weaknesses (see p. 96), his domain’s Land Value is increased 
  by 2gp, as if it were benefitting from a Harvest ritual. If the 
  champion is Neutral, but otherwise healthy and uncorrupted, 
  there is no effect. If the champion is suffering from a curse, 
  disease, or corrupting weakness, then his domain’s Land Value 
  is decreased by 2gp, as if it were suffering from a Ravage ritual. 
  This class power has no effect if the champion is not the ruler of 
  a domain.
  In addition to the abilities they gain from their class, Nobiran are 
  also born with certain gifts. The blood of ancient kings flows in 
  Nobiran veins. All Nobirans may hire one more henchman than 
  their Charisma would otherwise permit, and the base morale 
  score of any henchmen is increased by 1.  Due to the favor of 
  the gods, all Nobirans receive a +2 bonus to all saving throws. 
  (This adjustment is already factored into the saving throws on 
  the Nobiran Champion Saving Throws table below.) Nobirans 
  are also ageless, enjoying a lifespan three times longer than 
  that of normal men, free from decrepitude and weariness. Like 
  elves, they are immune to ghoul paralysis. Finally, they enjoy 
  divine health that renders them immune to all forms of disease, 
  including magical diseases caused by spells, mummies, or 
  lycanthropes.  
  Nobiran Champion Proficiency List: Alertness, Arcane 
  Dabbling, Beast Friendship, Blind Fighting, Combat Reflexes, 
  Combat Trickery (force back, overrun, sunder), Command, 
  Diplomacy, Endurance, Farseeing*, Fighting Style, Goblin-
  Slaying, Healing, Laying on Hands, Military Strategy, 
  Passing Without Trace, Prophecy*, Running, Second Sight*, 
  Skirmishing, Weapon Finesse, Weapon Focus* 
  *Modified or new proficiency described on p. 72.
  Template:
  Warden (Ranger calling)
  Proficiencies:
  Beast Friendship, Tracking
  Starting Equipment:
  Sturdy longbow, quiver with 20 arrows, 
  iron-tipped spear, archaic sword, dagger, 
  chain mail armor, wind-battered fur 
  cloak, wool tunic and pants, leather belt, 
  low boots, backpack, lantern, tinderbox, 
  2 flasks of common oil, blanket, 50’ rope, 
  12 iron spikes, small hammer, wineskin, 1 
  week’s iron rations, 7gp
  Warden Template: This pre-generated template represents 
  a keen-eyed ranger, friend to birds and beast, defending the 
  borders of civilization. The template is ready for adventure. 
  However, if your Nobiran champion’s INT is 13 or greater, you 
  may pick one or more additional general proficiencies before 
  play if you’d like (see Starting Proficiencies in Chapter 4 of 
  ACKS). 
  
  46 
  Nobiran Wizard
  NOBIRAN WIZARD
  “You need not thank me,” said the lady, with a dulcet smile. “I am 
  Moriamis, the enchantress, and the Druids fear my magic, which 
  is more sovereign and more excellent than theirs, though I use it 
  only for the welfare of men and not for their bale or bane.” 
  – The Holiness of Azédarac (C.A. Smith)
  Prime Requisite: 
  INT and WIS
  Requirements: 
  STR 11, INT 11, WIS 11, 
   
  DEX 11, CON 11, CHA 11
  Hit Dice: 
  1d4
  Maximum Level: 
  14
  Gifted from birth with power beyond other men, Nobiran 
  wizards are feared and respected by all. The blood of gods and 
  great heroes runs in their veins, and their lives are not those of 
  mortals. A Nobiran wizard has no need for the potions, fetishes, 
  and ceremonies of a shaman or occultist. Even the lowliest 
  wizard can utter a word of power to sunder the sword of his foe, 
  or kindle flame with a gesture. The mightiest wizards can shatter 
  the gate of a fortress with a blow from their staff, and summon up 
  a thunder-storm with a song. Some Nobiran wizards succumb 
  to the temptations of their great power, and are counted among 
  the enemies of men; but most use their knowledge to advise, 
  guide, and protect the realm from the evils that assail it.
  At first level, Nobiran wizards hit an unarmored foe (AC 0) 
  with an attack throw of 10+. Like mages, they advance in 
  attack throws and saving throws by two points every six levels 
  of experience. Nobiran wizards are limited to fighting with the 
  weapons taught by their college (see below), and are unable to 
  use shields, fight with two weapons, or wear any kind of armor.
  The earliest manifestation of a wizard’s gift is prestidigitation, 
  the ability to magically accomplish simple illusions and sleight 
  of hand tricks suitable for impressing peasants, such as lighting a 
  candle or shaping a smoke ring, at will. To perform these effects, 
  the wizard merely must be able to perform the task physically, 
  and be free to speak and gesture. He may use prestidigitation to 
  pick pockets as a thief of one half his class level.
  As they grow in power, Nobiran wizards are able to learn and 
  cast eldritch spells. The number and levels of spells the wizard 
  can use in a single day are listed on the Wizard Spell Progression 
  table. A wizard’s spell selection is limited to the spells in his 
  repertoire. A wizard’s repertoire can include a number of spells 
  up to the number and level of spells listed for his level, increased 
  by his Intelligence bonus. All wizards can use any magic items 
  usable by mages or clerics.  More information on casting 
  eldritch spells, and individual spell descriptions, can be found 
  in the Magic chapter (p. 94, 120).
  A wizard’s advancement in the magical arts is shaped by his 
  college of wizardry. The origin of the colleges of wizardry is 
  lost in the mists of time. However, the colleges of Artifice, 
  Fellowship, Lore, and Nature are believed to be the oldest of the 
  colleges. Graduates of these colleges are known for their white, 
  grey, blue and brown robes, respectively. 
  When a Nobiran wizard is created, select a college for the 
  character from the College table below, and write down the 
  proficiencies and powers of the college. Each college teaches 
  the use of a selection of four weapons for self-defense, four 
  proficiency selections which are added to the Wizard Proficiency 
  List as potential class proficiency choices, and five special 
  abilities earned as they advance in level. (Chaotic wizard may 
  also select one of the paths of the Zaharan sorcerer, if desired.)
  College
  Description
  Artifice
  The college of Artifice sees magic as a mechanical 
  process to be studied systematically in order to 
  decipher its operations and improve upon them. 
  Its wizards frequently seek out the company of 
  dwarves, who share their fascination with artificial 
  things made with metal and fire.
  Fellowship
  The college of Fellowship teaches that magic is 
  a manifestation of the divine spark within every 
  sapient creature. Its wizards are often found in 
  adventuring parties, carrying divine light into the 
  shadowed places of the world.
  Lore
  The college of Lore teaches that magic is governed 
  by secret laws and esoteric principles. Its wizards 
  seek out forgotten knowledge and share insights 
  with sages and scholars. 
  Nature
  The college of Nature views magic as a force of 
  nature, created and sustained by life. Its wizards 
  live in the wild places of earth, and find friendship 
  with birds, beasts, elves, and shamans.
  WIZARD OF ARTIFICE
  Class Proficiencies: Bargaining, Bribery, Command, Siege 
  Engineering 
  Weapons: Dagger, dart, staff, whip
  1st level: The wizard has studied the craft of magic and the 
  methods by which it is worked into objects. The wizard gains 
  one rank of Magical Engineering proficiency.
  3rd level: The mechanisms of war are among the most intricate 
  ever crafted by man, and worthy of deep study. The wizard gains 
  one rank of Siege Engineering proficiency.
  5th level: The science of making reveals the art of unmaking. 
  Once per day the wizard can cast dispel magic (as the 3rd level 
  spell). The casting time is one round (10 seconds).
  9th level: Years of careful laboratory work begin to pay off as the 
  wizard develops flawless precision. When conducting ordinary 
  magic research (i.e. not using experimental methods), the 
  wizard avoids automatic failures on unmodified die rolls of 2-3. 
  An unmodified die roll of 1 is still an automatic failure, however. 
  11th level: The wizard is capable of creating marvelous machines 
  that blend science and magic. The wizard is able to design and 
  build constructs at half the usual base time and cost.
  WIZARD OF FELLOWSHIP
  Class 
  Proficiencies: 
  Command, 
  Divine 
  Blessing, 
  Leadership, Military Strategy
  Weapons: Club, dagger, dart, staff
  1st level: The wizard is an ever-present reminder of light and 
  hope in a dark world. He gains the ability to inspire courage. 
  Inspiring courage requires  a few moments of oration (one 
  round), and grants the wizard’s allies within a 50' radius a +1 
  bonus to attack throws, damage rolls, morale rolls (for monsters 
  or NPCs allied with the caster), and saving throws against 
  magical fear. The bonus lasts for 10 minutes (1 turn). The 
  
   
  Nobiran Wizard 
  47
  Heroic Fantasy Handbook
  Heroes
  wizard can inspire courage in any given character once per day 
  per class level. The wizard cannot inspire courage in characters 
  who are already engaged in combat or in characters of different 
  alignment.
  3rd level: The wizard is ready to take the battle to the enemy. He 
  gains the Martial Training proficiency, learning the use of short 
  swords, swords, and two-handed swords.
  5th level: Though he may take a humble mien as he walks among 
  the common man, a wizard in the fullness of his power is a 
  luminous being that the dark cannot stand against. Once per 
  day the wizard can cast inspire awe (as the 3rd level spell). The 
  casting time is one round (10 seconds).
  9th level: The wizard is blessed with an aura of protection that 
  grants a +1 bonus to AC and a +1 bonus on saving throws against 
  attacks made or effects created by evil creatures. The wizard’s 
  aura of protection appears as a golden halo when viewed with 
  magic.
  11th level: The powers of darkness cannot stand before the 
  wizard’s bright lore. The character can turn undead as an 
  ecclesiastic of one-half his class level. If the character casts spells 
  that require a saving throw versus Paralysis, his targets suffer 
  a -2 penalty on the save. When the character casts protection 
  spells, the spell effects are calculated as if he were two class levels 
  higher than his actual level of experience. This class power 
  stacks with the Bright Lore of Aura class proficiency (see p. 75). 
  WIZARD OF LORE
  Class Proficiencies: Mapping, Navigation, Riding, 
  Seafaring
  Weapons: Dagger, dart, sling, staff
  1st level: The wizard has undertaken a careful study of ancient 
  annals and occult mysteries. He gains the Loremastery 
  proficiency. 
  3rd level: Few books and scrolls of interest to the wizard are 
  written in the Common tongue, so the wizard must master 
  obscure scripts, codes, and languages. He may read languages 
  (including ciphers, treasure maps, and dead languages, but not 
  magical writings) with a proficiency throw of 5+ on 1d20. If 
  the roll does not succeed, the wizard may not try to read that 
  particular piece of writing until he reaches a higher level of 
  experience.
  5th level: In his studies, the wizard has learned ancient runes of 
  power. Once per day, he can cast glyphs of warding (as the 3rd 
  level spell). The casting time ins one round (10 seconds).
  9th level: The wizard can unveil esoteric meaning hidden in 
  mundane texts. The gp value of the wizard’s library is doubled 
  for purposes of magical research, and he is eligible for a bonus 
  of up to +5 (instead of +3) from library value.
  11th level: By studying astrology and metaphysics, the wizard 
  masters the lore of the stars and spheres. The wizard is able to 
  learn and cast ritual magic at half the usual base time and cost.
  Nobiran Wizard Level Progression
  Wizard Spell Progression
  Experience
  Title
  Level
  Hit Dice Special Abilities
  1
  2
  3
  4
  5
  6
  0
  Initiate
  1
  1d4
  Nobiran, college, prestidigitation
  2
  -
  -
  -
  -
  -
  2,625
  Adept
  2
  2d4
  -
  3
  -
  -
  -
  -
  -
  5,250
  Theurgist
  3
  3d4
  College
  3
  1
  -
  -
  -
  -
  10,500
  Magician
  4
  4d4
  -
  3
  2
  -
  -
  -
  -
  21,000
  Thaumaturge
  5
  5d4
  Magic research (minor), college
  3
  2
  1
  -
  -
  -
  42,000
  Enchanter
  6
  6d4
  -
  3
  3
  2
  -
  -
  -
  85,000
  Conjurer
  7
  7d4
  -
  4
  3
  2
  1
  -
  -
  170,000
  Mage
  8
  8d4
  -
  4
  3
  3
  2
  -
  -
  360,000
  Wizard
  9
  9d4
  Magic research, college, tower
  4
  4
  3
  2
  1
  -
  550,000
  Wizard, 10th level
  10
  9d4+1*
  -
  4
  4
  3
  3
  2
  -
  740,000
  Wizard, 11th level
  11
  9d4+2*
  Magic research (advanced), college
  5
  4
  4
  3
  2
  1
  930,000
  Wizard, 12th level
  12
  9d4+3*
  -
  5
  4
  4
  3
  3
  2
  1,120,000
  Wizard, 13th level
  13
  9d4+4*
  -
  5
  5
  4
  4
  3
  2
  1,310,000
  Wizard of the Council
  14
  9d4+5*
  -
  6
  5
  4
  4
  3
  3
  *Hit point modifiers from constitution are ignored
  Nobiran Wizard Saving Throws
  Nobrian Wizard Attack Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Level
  Attack Throw
  1-2
  11+
  8+
  14+
  11+
  15+
  1-3
  10+
  3-4
  10+
  7+
  13+
  10+
  14+
  4-6
  9+
  5-6
  9+
  6+
  12+
  9+
  13+
  7-9
  8+
  7-8
  8+
  5+
  11+
  8+
  12+
  10-12
  7+
  9-10
  7+
  4+
  10+
  7+
  11+
  13+
  6+
  11-12
  6+
  3+
  9+
  6+
  10+
  13- 14
  5+
  2+
  8+
  5+
  9+
  
  48 
  Nobiran Wizard
  
   
  Nobiran Wizard 
  49
  Heroic Fantasy Handbook
  Heroes
  WIZARD OF NATURE
  Class Proficiencies: Animal Husbandry, Contemplation, 
  Divine Health, Survival
  Weapons: Club, dagger, sling, staff
  1st level: As a friend of birds and beasts, the wizard can 
  understand the subtle language of normal animals. He gains a 
  +2 to all reaction rolls when encountering animals, and may 
  take them as henchmen. He can identify flora and fauna with 
  a proficiency throw of 11+. This class power stacks with Beast 
  Friendship proficiency (see p. 73).
  3rd level: The ways of the wild include the art of the hunt. The 
  wizard gains Martial Training proficiency, learning the use of 
  short bows, short swords, and spears.
  5th level: So close has the wizard grown to his wild kin that their 
  shape is as natural to him as his own skin. Once per day, the 
  wizard can cast skinchange (as the 3rd level spell). The casting 
  time is one round (10 seconds).
  9th level: The spirits of nature reward the wizard with an 
  animal companion. A wizard of nature’s animal companion is 
  mechanically identical to a shaman’s totem animal, including 
  totem benefit (see Player’s Companion, p. 38) 
  11th level: Due to his attunement to nature, the wizard gains a 
  +1 bonus to surprise rolls when in the wilderness. All ordinary 
  animals within 5 miles of the wizard’s home or sanctum become 
  kind and helpful, knowing him as a steward of the wild.
  When a Nobiran wizard of any college reaches 5th level 
  (Thaumaturge), he may begin to research spells, scribe magical 
  scrolls, and brew potions. Nobiran Wizards may collect and use 
  divine power as clerics in order to fuel their magical research.
  When a wizard reaches 9th level (Wizard), he is able to create 
  more powerful magic items such as weapons, rings, and staffs. A 
  Nobiran wizard may also build a wizard’s tower when he reaches 
  9th level. He will then attract 1d6 apprentice wizards of 1st-3rd 
  level plus 2d6 young Nobirans seeking to become wizards. Their 
  intelligence scores will be above average, but many will become 
  discouraged from the rigorous mental training and quit after 
  1d6 months. While in the wizard’s service, apprentices must 
  be provided food and lodging, but need not be paid wages. 
  If the wizard builds a dungeon beneath or near his tower, 
  monsters will start to arrive to dwell within, followed shortly by 
  adventurers seeking to fight them. 
  At 11th level, a Nobiran wizard may learn and cast ritual spells 
  of great power (7th, 8th, and 9th level), craft magical constructs, 
  and create magical cross-breeds. If chaotic, a Nobiran wizard 
  may create necromantic servants and even become undead 
  himself, though few of their long-lived race choose to do so. 
  The Nobiran’s ancestry offers more gifts than just spellcasting. 
  The blood of ancient kings flows in every Nobiran. The character 
  may hire one more henchman than his Charisma would 
  otherwise permit, and the base morale score of any henchmen 
  is increased by 1.  Due to the favor of the gods, all Nobirans 
  receive a +2 bonus to all saving throws. (This adjustment is 
  already factored into the saving throws on the Nobiran Wizard 
  Saving Throws table below.)   They are also ageless, enjoying 
  a lifespan three times longer than that of normal men, free 
  from decrepitude and weariness. Like elves, they are immune 
  to ghoul paralysis. They also enjoy divine health that renders 
  them immune to all forms of disease, including magical diseases 
  caused by spells, mummies, or lycanthropes.  
  Wizard Proficiency List: Alchemy*, Battle Magic, Beast 
  Friendship*, Black Lore of Zahar*, Bright Lore of Aura*, 
  Ceremonial 
  Magic*, 
  Collegiate 
  Wizardry, 
  Crafting*, 
  Elementalism, Familiar, Healing, Language, Laying on Hands, 
  Magical Engineering, Mastery of Charms and Illusions*, Mystic 
  Aura, Naturalism, Quiet Magic, Second Sight*, Sensing Evil, 
  Sensing Power, Soothsaying*, Transmogrification, Unflappable 
  Casting,
  *Modified or new proficiency described on p. 72.
  Template:
  Servant of Fire (Fellowship path)
  Proficiencies:
  Elementalism, Theology
  Starting 
  Equipment:
  Red leather spellbook with blinding flash, holy 
  symbol (ivory torch), gnarled oaken quarterstaff, 
  5 darts, flame red cassock with hood, leather belt, 
  low boots, backpack, quill and ink, flask of holy 
  water, 2 weeks’ iron rations, 7gp
  Servant of Fire: This pre-generated template represents an 
  elementalist in the service of light and law. The template is ready 
  for adventure. However, if your wizard’s INT is 13 or greater, 
  you may pick one or more additional general proficiencies and 
  starting spells before play if you’d like (see Starting Proficiencies 
  in Chapter 4 and Spell Repertoire in Chapter 5 of ACKS).
  Note: Judges may wish to allow human wizards that cast 
  eldritch spells. Human wizards are identical to Nobiran 
  wizards, except that they use the mage experience point 
  progression and lose the Nobiran racial powers (don’t 
  forget to increase the target value of all of their saving 
  throws by 2 points).  If the Judge has Axioms Issue 1, he 
  can also use the alternative wizard class in that book, but 
  should replace the arcane spells with eldritch spells and the 
  eldritch spell progression.
  
  50 
  Occultist
  OCCULTIST
  “I will rouse them, will waken them, will learn their forgotten 
  wisdom, the knowledge locked in those withered skulls. By the lore 
  of the dead we shall enslave the living! Aye, kings and generals and 
  wizards of eld shall be our helpers and our slaves. Who shall stand 
  before us?” 
  – Thutothmes, in The Hour of the Dragon (R.E. Howard)
  Prime Requisite: 
  INT and WIS
  Requirements: 
  None
  Hit Dice: 
  1d4
  Maximum Level: 
  14
  A loremaster seeks knowledge; an occultist seeks power, and 
  stops at nothing in this pursuit. He will make alliances with 
  dark beings, pursue forbidden lore, and even sacrifice his own 
  humanity for the sake of eldritch might. Many occultists become 
  adventurers to plumb the secrets of dusty tombs, forgotten 
  crypts, and hidden sanctums. Few do so for heroic motives. 
  These practices leave occultists reviled and condemned in 
  every Lawful society. More sinister societies revere and respect 
  the occultist, and many assume positions of power in those 
  civilizations.
  Occultists consider physical combat beneath them, and undergo 
  little training in it. At first level, occultists hit an unarmored foe 
  (AC 0) with an attack throw of 10+. They advance in attack 
  throws only two points every six levels of experience (i.e. the 
  same progression as mages), though they advance in saving 
  throws by two points every four levels (i.e. as clerics). They may 
  only fight with daggers, darts, quarterstaffs, or whips. They are 
  unable to use shields, fight with two weapons, or wear any kind 
  of armor. For these reasons, occultists tend to avoid personally 
  fighting, and many occultists prefer for their party members or 
  minions to do the dirty work. 
  The chief power of occultists is their ability to learn and 
  perform eldritch ceremonies in the chthonic tradition. An 
  occultist’s selection of ceremonies is limited to the ceremonies 
  in his repertoire. The number and levels of ceremonies the 
  occultist can include in his repertoire is summarized on the 
  Occultist Ceremony Progression table, but is increased by 
  his Intelligence bonus. An occultist can use any magic items 
  usable by mages or clerics, , and can make trinkets to aid his 
  performance of ceremonies. More information on ceremonial 
  magic, and individual spell descriptions, can be found in the 
  Heroic Magic chapter (p. 105).
  As they advance in level, occultists may add new ceremonies 
  to their repertoire by visiting a cult temple (see below) and 
  spending one game week per ceremony. Particular cult temples 
  may only offer particular ceremonies at each level, either due to 
  the limitations of their libraries or doctrinal beliefs. Occultists 
  who wish to learn unavailable ceremonies must find or research 
  them on their own. The specific ceremonies taught at any given 
  cult temple should be determined by the Judge based on his 
  setting. 
  As part of his training in ceremonial magic, every occultist creates 
  a personal talisman to aid him in performing ceremonies. The 
  occultist’s personal talisman provides a +1 bonus to ceremony 
  throws for ceremonies of one particular type. (The occultist may 
  choose from death & necromancy; detection; elemental air; 
  elemental earth; elemental fire; elemental water; enchantment 
  & illusion; healing; movement; protection; summoning; and 
  transmogrification).  When the occultist advances to 3rd 
  level, his personal talisman can increase its bonus by +1 for 
  ceremonies of one particular type (e.g. increase the bonus to 
  +2 for the current type or add a bonus of +1 with a new type). 
  When the occultist reaches 11th level, his personal talisman 
  can increase its bonus by another +1 for ceremonies of one 
  particular type (e.g. increase a +2 bonus to +3 for a current type, 
  or increase a +1 bonus to +2 for a current type, or add a bonus 
  of +1 with a new type). If desired, the occultist may increase 
  the bonus afforded by or number of ceremony types covered 
  by his personal talisman by  selecting the Personal Talisman 
  proficiency (see p. 76). More information on talismans can be 
  found in the Ceremonial Talismans section of the Heroic Magic 
  chapter  (p. 114).
  The occultist also begins to unlock the secrets of the dark arts at 
  1st level. He may control undead as a Chaotic cleric of one half 
  his class level (round up). If the occultist casts spells that require 
  a saving throw versus Death, his targets suffer a -2 penalty on 
  the save. When the occultist casts necromancy spells, the spell 
  effects are calculated as if he were two levels higher than his 
  actual caster level.  This class power stacks with the Black Lore 
  of Zahar proficiency (see p. 73).
  When an occultist reaches 5th level (Warlock), he may begin 
  to research ceremonies, scribe scrolls, brew potions, and make 
  talismans. Like clerics, occultists may collect and use divine 
  power in order to fuel their magical research. He also learns 
  to contact dark powers such as demons and evil spirits. These 
  beings possess near omniscience, but contact with them can be 
  mind-shattering. Contacting the dark powers takes 1 turn (10 
  minutes) and is so taxing that the occultist may only do so once 
  per week. The effect is resolved as per the 5th level black eldritch 
  spell contact other sphere.
  At 9th level (Occultist) an occultist gains the ability to create 
  magic items such as weapons, rings, and staffs as a mage. He 
  also learns to summon infernal creatures to perform tasks 
  for him. It takes 1 turn (10 minutes) for the summoning to be 
  completed, during which time the warlock may take no other 
  actions. The creature summoned might be an invisible stalker 
  (as per the ACKS core rules), a chaos hulk, or other Chaotic 
  creature of the Judge’s devising. The summoned creature will 
  serve until dispel evil is cast on the creature, it is slain, or its task 
  is fulfilled. Infernal creatures resent being summoned and may 
  attempt to pervert their instructions if the task is protracted or 
  dangerous. A warlock may perform a summoning but once per 
  month.
  At this time he may also establish a cult temple. The occultist 
  may buy or build his cult temple at half the normal price due 
  to patronage from those eager to secure his occult intervention. 
  Once a cult temple is established, the occultist’s reputation will 
  spread and he will attract 5d6x10 0th level soldiers armed with 
  various weapons, plus another 1d6 occultists of 1st-3rd level 
  of the same tradition to serve his cult. The occultist’s followers 
  are completely loyal (morale +4), and need not be paid wages. 
  Occultists’ cult temples are otherwise identical to cleric’s 
  fortified temples, as detailed in the Campaign chapter of the 
  ACKS Rulebook.
  
   
  Occultist 
  51
  Heroic Fantasy Handbook
  Heroes
  At 11th level, an occultist may cast ritual arcane spells of great 
  power (7th, 8th, and 9th level), craft magical constructs, create 
  magical cross-breeds, create necromantic servants, and become 
  undead. Of those few occultists who reach this level of power, 
  many sacrifice body and soul in pursuit of power and become 
  undead.
  Occultist 
  Proficiency 
  List: 
  Alchemy*, 
  Battle 
  Magic, 
  Ceremonial Magic*, Collegiate Wizardry, Contemplation*, 
  Craft*, Elementalism, Elven Bloodline, Engineering, Familiar, 
  Farseeing*, Healing, Knowledge, Language, Loremastery, 
  Magical Engineering, Mastery of Charms and Illusions*, 
  Mystic Aura, Naturalism, Personal Talisman*, Prestidigitation, 
  Prophecy*, Second Sight*, Sensing Evil, Sensing Power, 
  Transmogrification, Soothsaying*, Unflappable Casting
  *Modified or new proficiency described on p. 72.
  Template:
  Corrupt Scholar
  Proficiencies:
  Loremastery, Knowledge (occult)
  Starting Equipment:
  Bloodstained ceremonial codex with 
  summon manes, rune-etched staff, 
  silver dagger, chthonic implements (level 
  1), grey occultist’s cassock, leather belt, 
  low boots, backpack, quill and ink, 1 
  week’s iron rations, 25gp
  Corrupt Scholar Template: This pre-generated template 
  represents a former loremaster corrupted by investigation into 
  blasphemous, alien powers.  The template is ready for adventure. 
  However, if your occultist’s INT is 13 or greater, you may pick 
  one or more additional general proficiencies and starting spells 
  before play if you’d like. 
  Occultist Level Progression
  Occultist Ceremony Progression
  Experience
  Level
  Title
  Hit Dice
  Special Abilities
  1
  2
  3
  4
  5
  6
  0
  1
  Spiritualist
  1d4
  Personal talisman, secrets of 
  the dark arts
  2
  -
  -
  -
  -
  -
  2,000
  2
  Medium
  2d4
  3
  -
  -
  -
  -
  -
  4,000
  3
  Incantationist
  3d4
  Personal talisman 2
  3
  1
  -
  -
  -
  -
  8,000
  4
  Malefactor
  4d4
  3
  2
  -
  -
  -
  -
  16,000
  5
  Warlock
  5d4
  Contact dark powers, magic 
  research (minor)
  3
  2
  1
  -
  -
  -
  32,000
  6
  Cursebringer
  6d4
  -
  3
  3
  2
  -
  -
  -
  65,000
  7
  Necromancer
  7d4
  -
  4
  3
  2
  1
  -
  -
  130,000
  8
  Black Magician
  8d4
  -
  4
  3
  3
  2
  -
  -
  230,000
  9
  Occultist
  9d4
  Cult temple, magic research, 
  summon infernal creature 
  4
  4
  3
  2
  1
  -
  330,000
  10
  Occultist, 10th level
  9d4+1*
  4
  4
  3
  3
  2
  -
  430,000
  11
  Occultist, 11th level
  9d4+2*
  Magic research (advanced), 
  personal talisman 3
  5
  4
  4
  3
  2
  1
  530,000
  12
  Occultist, 12th level
  9d4+3*
  -
  5
  4
  4
  3
  3
  2
  630,000
  13
  Occultist, 13th level
  9d4+4*
  5
  5
  4
  4
  3
  2
  730,000
  14
  Hierophant
  9d4+5*
  -
  6
  5
  4
  4
  3
  3
  *Hit point modifiers from constitution are ignored
  Occultist Saving Throws
  Occultist Attack Throws
  Level
  Petrification & 
  Paralysis
  Poison &Death
  Blast & Breath
  Staffs & Wands
  Spells
  Level
  Attack Throw
  1-2
  13+
  10+
  16+
  13+
  15+
  1-3
  10+
  3-4
  12+
  9+
  15+
  12+
  14+
  4-6
  9+
  5-6
  11+
  8+
  14+
  11+
  13+
  7-9
  8+
  7-8
  10+
  7+
  13+
  10+
  12+
  10-12
  7+
  9-10
  9+
  6+
  12+
  9+
  11+
  13+
  6+
  11-12
  8+
  5+
  11+
  8+
  10+
  13- 14
  7+
  4+
  10+
  7+
  9+
  
  52 
  Occultist
  
   
  Runemaker 
  53
  Heroic Fantasy Handbook
  Heroes
  RUNEMAKER
  “There are cure runes, and aid runes, and ale runes, and peerless 
  power runes, for all to use unspoiled and unprofaned, to bring 
  about good fortune. Enjoy them if you have learned them, until 
  the gods perish.” 
  – Brynhild, in The Saga of the Volsungs (Chapter 21)
  Prime Requisite: 
  STR and WIS
  Requirements: 
  None
  Hit Dice: 
  1d6
  Maximum Level: 
  14
  Runemakers are warriors skilled in the lore of runes, magic 
  sigils that contain eldritch power. Though unable to cast spells 
  in the manner of a mage or wizard, runemakers can accomplish 
  many of the same feats through their runes. Through rune-
  lore, runemakers can see the future, curse their enemies, and 
  perform other miraculous deeds.  
  Runemakers are skilled combatants, albeit not as good as 
  fighters. At first level, runemakers hit an unarmored foe (AC 
  0) with an attack throw of 10+. They advance in attack throws 
  and saving throws by two points every four levels of experience 
  (a progression mid-way between fighters and mages). Because 
  runemakers lack the broad professional training of the fighter, 
  they may only wear chain mail or lighter armor, and are limited 
  to fighting with the traditional weapons of their homeland. 
  When a runemaker is created, select a region of origin for 
  the character from the Regional Origin table below, and note 
  down the permitted weapons, bonus proficiency, and fighting 
  styles. The regions below are identical to those presented for 
  the barbarian class in the Player’s Companion. The Judge may 
  create other regions of origin for runemakers within his own 
  campaign setting where necessary.
  Region
  Bonus 
  Proficiency
  Weapons 
  Permitted
  Fighting Styles 
  Permitted
  Jutland
  Climbing
  Battle axe, dagger, 
  shortbow, spear, 
  sword, war hammer
  Weapon & 
  shield, two-
  handed weapon
  Skysostan
  Precise 
  Shooting
  Composite bow, 
  hand axe, javelin, 
  lance, short sword 
  (scimitar), spear
  Weapon & 
  shield, two 
  weapons
  Ivory 
  Kingdoms
  Running
  Bola, club, dart, hand 
  axe, net, spear
  Weapon & 
  shield, two 
  weapons
  Those who study runes known that gods and men alike are 
  ruled by fate. At 1st level (Runelearner), a runemaker can cast 
  the runes to receive an augury (as the spell) about what fate has 
  in store. It takes one round to cast the runes. A runemaker must 
  have access to his runic implements (see New Equipment, p. 78) 
  in order to cast the runes, and he can do so only once every 8 
  hours. (Note that “casting” in this context is analogous to the 
  casting of dice, not the casting of spells).  
  Starting at 2nd level (Runecarver), a runemaker begins to learn 
  and perform eldritch ceremonies in the runic tradition. The 
  runemaker’s selection of ceremonies is limited to the ceremonies 
  in his repertoire. The number and levels of ceremonies the 
  runemaker can include in his repertoire is shown on the 
  Runemaker Ceremony Progression table, but is increased by his 
  Intelligence bonus. Runemakers can use any magic items usable 
  by mages or clerics. More information on ceremonial magic, 
  and individual spell descriptions, can be found in the Magic 
  chapter (p. 105).
  At 3rd level (Runegiver), a runemaker can curse an enemy with 
  ill fate once per day, by either chanting the curse or activating 
  a curse-pole. Chanting a curse takes one round (10 seconds) 
  and must be done when the target is nearby (within 30’) and in 
  earshot. In combat, chanting a curse must be declared before 
  initiative is rolled, and it fails if the runemaker’s concentration 
  is interrupted before the process is completed (as with casting a 
  spell). Chanting a curse can be a dangerous practice, since most 
  targets take unkindly to being cursed! 
  As a safer alternative, the runemaker can activate a curse-pole. 
  A curse-pole is an 8’-10’ wooden staff carved with the target’s 
  name and topped with an animal’s severed head or skull. 
  Assuming materials are at hand, it takes 1 hour to carve a curse-
  pole, 1 turn (10 minutes) to raise it, and finally 1 round (10 
  seconds) to activate it. The runemaker can be freely interrupted 
  while carving or raising the curse-pole without this affecting 
  the success or failure of his efforts, but if he is interrupted while 
  activating the curse-pole, the curse fails and the whole process 
  must be begun again. A curse-pole can be carved anywhere, but 
  it must be raised and activated within sight of the entrance to 
  the target’s home. A curse-pole cannot be moved once raised, 
  but it can be camouflaged or hidden with magic once placed.
  Once the curse is chanted or curse-pole is activated, the target 
  must make a saving throw versus Spells. If the target fails the 
  saving throw, he is cursed and immediately begins to suffer the 
  runemaker’s choice of one of the following three ill fates:
  • 
  -4 decrease to an ability score (minimum 1)
  • 
  -4 penalty on attack and saving throws
  • 
  Prime requisite halved (minimum 1)
  A curse cannot be dispelled, but it can be removed with a 
  remove curse spell. A curse caused by a curse-staff can also be 
  removed if the curse-staff is moved or broken. A runemaker can 
  have only one curse in effect at a time; if he curses an enemy 
  while a prior curse is still in effect, the prior curse is immediately 
  removed. Calling down a curse is considered grey magic for 
  purposes of corruption (see p. 94).
  When a runemaker reaches 5th level (Runecrafter), he may 
  begin to research ceremonies, scribe scrolls, and brew potions. 
  Runemakers may collect and use divine power as clerics in 
  order to fuel their magical research. Also at 5th level, the 
  runemaker’s widespread renown inspires his hirelings to strive 
  for glory themselves. Any henchmen and mercenaries hired by 
  the runemaker gain a +1 bonus to their morale score whenever 
  he personally leads them. This bonus stacks with any modifiers 
  from the runemaker’s Charisma or proficiencies.
  At 9th level (Runelord), he is able to create more powerful 
  magic items such as weapons, rings, and staffs. A runemaker 
  may also build or claim a chieftain’s hall when he reaches 9th 
  level. When the runemaker establishes his hall, 1d4+1x10 0th 
  level mercenaries and 1d6 runemakers of 1st-3rd level seeking 
  the secrets of the runes will join his service. If hired, they must 
  be paid standard rates for mercenaries. Runemakers’ halls 
  
  54 
  Runemaker
  are otherwise identical to fighters’ castles, as detailed in the 
  Campaign chapter of the ACKS rulebook. 
  At 11th level (Runelord), a runemaker may, learn and cast 
  ritual spells of great power (7th, 8th, and 9th level), craft 
  magical constructs, and create magical cross-breeds. If chaotic, 
  the runemaker may create necromantic servants and become 
  undead. 
  Any time after reaching 11th level, the runemaker can choose 
  to learn the wisdom of the ages. Learning the wisdom of the 
  ages, however, requires a terrible sacrifice – the runemaker must 
  either pluck out his own eye, chop off his own hand, slice off 
  his own ears, or cut off his own nose. The injury must be self-
  inflicted, and if it is ever healed (through magic) the runemaker 
  loses the wisdom of the ages irrevocably. A runemaker who 
  learns the wisdom of the ages gains insight into secrets of the 
  past, the present, and the future that are hidden from all except 
  the gods. In game terms, the runemaker may cast commune 
  once per week (note that commune is a ritual-level spell in 
  Heroic Fantasy Handbook campaigns).
  Runemaker Proficiency List: Armor Training, Battle Magic, 
  Beast Friendship, Ceremonial Magic*, Combat Reflexes, 
  Combat Trickery (disarm, knock down), Command, Craft*, 
  Divine Blessing, Divine Health, Endurance, Farseeing*, Fighting 
  Style, Healing, Laying on Hands, Martial Training, Personal 
  Talisman*, Prestidigitation, Prophecy*, Running, Second 
  Sight*, Skirmishing, Swashbuckling, Theology, Unflappable 
  Casting, Weapon Finesse, Weapon Focus 
  *Modified or new proficiency described on p. 72.
  Template:
  Watcher
  Proficiencies:
  Second Sight, Craft (rune-carving)
  Starting Equipment:
  Shortbow, quiver with 20 arrows, 
  spear, sword, chain mail armor, 
  wind-battered fur cloak, wool tunic 
  and pants, leather belt, low boots, 
  backpack, runic implements (level 
  1), blanket, wineskin, 1 week’s iron 
  rations
  Watcher Template: This pre-generated template represents 
  a watcher who guards the world of man from intruders from 
  the spirit world. The template is ready for adventure. However, 
  if your runemaker’s INT is 13 or greater, you may pick one or 
  more additional general proficiencies before play if you’d like 
  (see Starting Proficiencies in Chapter 4). 
  Runemaker Level Progression
  Runemaker Spell Progression
  Experience
  Title
  Level
  Hit Dice
  Special Abilities
  1
  2
  3
  4
  5
  6
  0
  Runelearner
  1
  1d6
  Cast runes
  -
  -
  -
  -
  1,500
  Runecarver
  2
  2d6
  Ceremonial magic
  1
  -
  -
  -
  3,000
  Runegiver
  3
  3d6
  Curse
  2
  -
  -
  -
  6,000
  Runebringer
  4
  4d6
  -
  2
  1
  -
  -
  12,000
  Runecrafter
  5
  5d6
  Magic research (minor), 
  renown
  2
  2
  -
  -
  24,000
  Runecaster
  6
  6d6
  -
  2
  2
  1
  -
  50,000
  Runeshaper
  7
  7d6
  -
  2
  2
  2
  -
  100,000
  Runemaker
  8
  8d6
  -
  3
  2
  2
  1
  200,000
  Runelord
  9
  9d6
  Chieftain’s hall, magic 
  research
  3
  2
  2
  1
  1
  300,000
  Runelord, 10th level
  10
  9d6+1*
  -
  3
  3
  2
  2
  1
  400,000
  Runelord, 11th level
  11
  9d6+2*
  Magic research (advanced), 
  sacrifice for wisdom
  3
  3
  3
  2
  2
  1
  500,000
  Runelord, 12th level
  12
  9d6+3*
  -
  4
  4
  3
  3
  2
  1
  600,000
  Runelord, 13th level
  13
  9d6+4*
  -
  4
  4
  3
  3
  3
  2
  700,000
  Runemaster
  14
  9d6+5*
  -
  4
  4
  4
  3
  3
  2
  *Hit point modifiers from constitution are ignored
  Runemaker Attack and Saving Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Attack Throw
  1-2
  13+
  10+
  16+
  13+
  15+
  10+
  3-4
  12+
  9+
  15+
  12+
  14+
  9+
  5-6
  11+
  8+
  14+
  11+
  13+
  8+
  7-8
  10+
  7+
  13+
  10+
  12+
  7+
  9-10
  9+
  6+
  12+
  9+
  11+
  6+
  11-12
  8+
  5+
  11+
  8+
  10+
  5+
  13- 14
  7+
  4+
  10+
  7+
  9+
  4+
  
   
  Runemaker 
  55
  Heroic Fantasy Handbook
  Heroes
  
  56 
  Thrassian Deathchanter
  Thrassian Deathchanter Level Progression
  Spell Point & Repertoire Progression
  Experience
  Title
  Level
  Hit 
  Dice
  Special Abilities
  Damage 
  Spell 
  Points
  1
  2
  3
  4
  0
  Listener
  1
  1d8
  Perform (chant), Thrassian
  +1
  0
  -
  -
  -
  -
  4,850
  Talon of Scales
  2
  2d8
  Spellsinging
  +1
  2
  2
  -
  -
  -
  9,700
  Talon of Shades
  3
  3d8
  -
  +2
  3
  3
  -
  -
  -
  19,400
  Talon of Wrath
  4
  4d8
  -
  +2
  4
  3
  -
  -
  -
  38,800
  Dread Chanter
  5
  5d8
  Battlefield Prowess
  +2
  5
  3
  1
  -
  -
  77,600
  Shadowcaller
  6
  6d8
  -
  +3
  6
  3
  1
  -
  -
  155,000
  Darkcaller
  7
  7d8
  -
  +3
  7
  3
  2
  -
  -
  310,000
  Deathchanter
  8
  8d8
  -
  +3
  8
  3
  2
  -
  -
  Special
  Deathchanter Lord
  9 ψ
  9d8 
  Magic research, Fortress-chantry
  +4
  10
  3
  2
  1
  -
  Special
  Deathchanter Lord
  10 ψ
  10d8
  -
  +4
  12
  3
  2
  1
  -
  Special
  Deathchanter Lord
  11 ψ
  11d8
  -
  +4
  15
  3
  3
  2
  -
  Special
  Deathchanter Lord
  12 ψ
  12d8
  -
  +5
  18
  3
  3
  2
  -
  Special
  Deathchanter Lord
  13 ψ
  13d4
  -
  +5
  21
  4
  3
  2
  1
  Special
  Deathchanter Lord
  14 ψ
  14d8 -
  +5
  24
  4
  3
  2
  1
  ψ9th level and above is only available if the deathchanter becomes intelligent undead. See After the Flesh, below.
  THRASSIAN DEATHCHANTER
  “There poured a horde of creatures whose violet robes alone 
  identified them in Phariom's eyes as the priests of the ghoul-god. 
  They had removed the skull-like masks, revealing heads and 
  faces that were half anthropomorphic… and wholly diabolic. 
  Their curving talons gleamed in the bloody light like the hooks of 
  darkly tarnished metal; their spiky teeth, longer than coffin nails, 
  protruded from snarling lips.” 
  – The Charnel God (C.A. Smith)
  Prime Requisite: 
  STR, INT, CHA
  Requirements:  
  STR 9, DEX 9, CON 9
  Hit Dice: 
  1d8
  Maximum Level: 
  10
  Of the Thrassian race, whose shadow once made bleak the whole 
  of ancient Ammas Aurë, few of its number were more feared 
  than the deathchanters. These black-tongued lieutenants of the 
  Thrassian host called to their kin with the voice of the Chthonic 
  gods, goading and frenzying their brethren into executing the 
  most heinous and merciless acts against those who would defy 
  their scaled empire. Even after the dimming of the Thrassian 
  star and their decent into barbarism and ignorance, Zaharan 
  sorcerers of skill and power, in order to feed their own appetite 
  for glorious infamy, still sought to breed Thrassians of pure 
  enough stock to keep the death-songs of that race from passing 
  into an impotent silence. Today, Thrassian death chants can 
  rarely be heard in grim Kemesh and other remote corners of 
  the world, and woe to those numbered amongst the enemies of 
  an awakened Thrassian deathchanter who still recalls the scaled 
  chants of shadow and death.  While their individual power 
  remains formidable, deathchanters also serve as caretakers and 
  spirit guides to the warriors and champions hatched among 
  them. They seek to remain a conduit to the utter dark, lifting 
  their race to even higher plateaus of havoc and slaughter. As 
  these creatures slowly gain power, they become a scaly bulwark 
  upon which their allies lean and their enemies break.
  All deathchanters are noble Thrassians – powerful creatures 
  bearing the eldritch blessing of the Chthonic host. They stand 
  7’ to 8’ tall, with large reptilian heads, lizard-like tails, and scaly, 
  muscular frames. They have a halting, almost serpentine gait 
  that limits them to movement rate of 60’, but can swim with 
  a movement rate of 120’ and can hold their breath for up to 1 
  turn. Their dragon-like wings grant a flying movement rate of 
  30’, but they can fly for only 60 rounds (1 turn) before becoming 
  fatigued. Their glowing yellow eyes grant them infravision out 
  to 120’, and their long claws, razor sharp teeth and powerful, 
  protruding fangs are dreadful weapons (see below). Their 
  frightening visage and reptilian coldness, combined with the 
  wretched reputation of the Thrassian race, cause a Thrassian 
  deathchanter to suffer a -4 penalty to reactions, loyalty, and 
  morale when dealing with humans and demi-humans. However, 
  such characters gain a +4 bonus to reactions, loyalty, and morale 
  of any lizardmen the deathchanter encounters.
  Thrassian deathchanters are dangerous combatants, even 
  without magic. At first level, they hit an unarmored foe (AC 
  0) with an attack throw of 10+. Like fighters, they advance in 
  attack throws and saving throws by two points every three levels 
  of experience. A deathchanter’s scaly hide gives them a base 
  unarmored AC of 5, and they may supplement this protection 
  with up to chain mail armor.  They may wield swords, daggers, 
  spears, and polearms, as well as any missile weapon, and may 
  fight with two weapons, weapons and shields, and two-handed 
  weapons. They increase their base damage roll from missile and 
  melee attacks by +1 at 1st level and by an additional +1 at 3rd, 
  6th, and 9th level. In lieu of using weapons, deathchanters may 
  attack with two claws and a dagger-sharp bite in a round, dealing 
  1d4-1 points of damage per claw and 1d10-1 points of damage 
  with their bite. A deathchanter’s claws and bite are modified by 
  their STR adjustment and class damage bonus. 
  At 1st level (Listener), a deathchanter takes his first step into 
  the deep black of the Chthonic embrace. They learn the proper 
  performance (chant) of the ritual death songs, common and 
  obscure, that are the foundations of Thrassian supremacy. 
  Additionally, at 1st level the deathchanter learns to rouse allies 
  to fury. Rouse to fury requires a few moments of chanting 
  before a battle (1 round), and grants the deathchanter’s allies 
  within a 50’ radius a +1 bonus to attack throws, damage rolls, 
  morale rolls (for monsters or NPCs allied with the Thrassian), 
  and saving throws against magical fear. The bonus lasts for 10 
  
   
  Thrassian Deathchanter 
  57
  Heroic Fantasy Handbook
  Heroes
  minutes (1 turn). The Thrassian deathchanter can rouse to fury 
  once per day per class level, but cannot inflame the minds of 
  allies already engaged in combat.
  Deathchanters are infamous for their chthonic chants of life and 
  death.  Beginning at 2nd level (Talon of Scales), a deathchanter’s 
  chant becomes infused with eldritch power and song, granting 
  them the art of spellsinging. A deathchanter performs magic by 
  spending spell points (SP) rather than by expending daily spell 
  castings. Each spell costs a number of spell points to sing. The 
  higher the level of the spell, the more points it costs. The Spell 
  Point Costs table describes each spell’s cost. The deathchanter’s 
  use of spell points gives them the flexibility to choose to cast 
  a large number of lower level spells, a small number of higher 
  level spells, or any combination in between. See p. 102 of the 
  Heroic Magic chapter for details on spellsinging. 
  Most deathchanters cannot resist the call of the wicked darkness 
  that whispers to the souls of all Thrassians, and as a result the 
  overwhelming majority of deathchanters bear the hideous 
  scars and unsettling signs of depravity that mark all those who 
  embrace the most tenebrous chants of black magic. (See Shades 
  of Magic, p. 94.) There are a miniscule few, however, who walk 
  the narrower paths of grey or even white magic in their pursuit 
  to voice the Thrassian chants of making and unmaking.
  Thrassian deathchanters recover their spell points in the 
  same way spellcasters recover their daily spell castings, by 
  spending eight hours resting without interruption and one 
  hour concentrating on prayer or study. Spell points can only be 
  recovered by resting once every 24 hours. Deathchanters can 
  also tap ambient magic to fuel their spells without expending 
  their own SPs. See p. 104 of the Heroic Magic chapter for details 
  on tapping ambient magic.
   Like other eldritch casters, a deathchanter’s spell selection is 
  limited to the spells in his repertoire. A deathchanter’s repertoire 
  can include a number of spells up to the number and level of 
  spells listed for his level, increased by his Intelligence bonus, 
  and functions exactly like an arcane/eldritch caster’s repertoire 
  in all respects. Unlike other casters, however, deathchanters can 
  cast spells that are not in their repertoire by extemporaneously 
  singing spells. See p. 103 of the Heroic Magic chapter for details 
  on extemporaneous spellsinging. 
  When a Thrassian deathchanter reaches 5th level (High 
  Chanter), his battlefield prowess begins to inspire others to 
  follow him. Any henchmen and mercenaries hired by the 
  deathchanter gain a +1 bonus to their morale score whenever 
  he personally leads them. This bonus stacks with the modifiers 
  from the Thrassian deathchanter’s Charisma, proficiencies, and 
  race.
  If they remain living creatures, Thrassian deathchanters can 
  only advance to 8th level. However, like Zaharans, they may 
  grow in power after the flesh. If transformed into intelligent 
  undead, they retain their racial powers and any class abilities. 
  Once transformed, a 1 HD undead Thrassian requires 4,850 
  XP to advance to 2 HD, and the amount of XP required to 
  advance as an undead doubles with each HD thereafter (round 
  values greater than 20,000 XP to the nearest 1,000). All of the 
  deathchanter’s class abilities will continue to progress without 
  regard to his class’s maximum level, to a maximum of 14th level. 
  The deathchanter may continue to advance in Hit Dice without 
  limit, even past his class’s maximum level.
  Should he become undead and advance to 9th level 
  (Deathchanter Lord), a Thrassian deathchanter can build a 
  fortress-chantry to praise the Chthonic host and the Thrassian 
  race. When he does so, up to 1d4+1x5 lizardmen mercenaries 
  and 1d6 Thrassian deathchanters of 1st-3rd level will come to 
  add their voices to the chant. If the lizardmen are hired, they 
  must be paid standard rates for mercenaries. Through force 
  of arms and dark blessing, the Thrassian deathchanter may 
  ultimately control several fortresses or even entire realms, 
  though he can expect to face ongoing challenges to his rule 
  from humans and demi-humans. Additional rules for castles are 
  detailed in the ACKS Core Rulebook as well as Domains of War.
  Finally, should a Thrassian deathchanter reach 9th level 
  (Deathchanter), he may begin to research spells, scribe magical 
  scrolls, and brew potions, as if he were a 5th level eldritch caster.
  Thrassian 
  Deathchanter 
  Proficiency 
  List: 
  Apostasy*, 
  Berserkergang, Battle Magic, Black Lore of Zahar*, Blind 
  Fighting, Ceremonial Magic*, Combat Trickery (Force Back, 
  Knock Down, Overrun, Sunder, Wrestle), Command, Divine 
  Blessing, Dungeon Bashing, Elementalism, Endurance, 
  Familiar, Farseeing*, Fighting Style, Intimidation, Kin-
  Slaying, Leadership, Loremastery, Magical Music*, Military 
  Strategy, Mystic Aura, Performance, Precise Shooting, Quiet 
  Magic, Sensing Power, Skirmishing, Soothsaying*, Theology, 
  Unflappable Casting.
  *Modified or new proficiency described on p. 72.
  Thrassian Deathchanter Saving Throws
  Thrassian Deathchanter Attack Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & 
  Wands
  Spells
  Level
  Attack Throw
  1-2
  13+
  10+
  16+
  13+
  15+
  1
  10+
  3-4
  12+
  9+
  15+
  12+
  14+
  2-3
  9+
  5-6
  11+
  8+
  14+
  11+
  13+
  4
  8+
  7-8
  10+
  7+
  13+
  10+
  12+
  5-6
  7+
  9-10
  9+
  6+
  12+
  9+
  11+
  7
  6+
  11-12
  8+
  5+
  11+
  8+
  10+
  8-9
  5+
  13- 14
  7+
  4+
  10+
  7+
  9+
  10
  4+
  11-12
  3+
  13
  2+
  14
  1+
  
  58 
  Venturer (revised)
  Template:
  Cryptchanter
  Proficiencies:
  Black Lore of Zahar, Theology
  Starting 
  Equipment:
  Notched two-handed sword, russet chain armor, 
  ochre dyed cloak, brown boots, backpack, 
  rancid skull fetish, small bag of knucklebones 
  and halflings’ teeth, 2 weeks iron rations, 27gp
  Cryptchanter Template: This pre-generated template represents 
  deathchanter devoted to the dark arts of necromancy. The 
  template is ready for adventure. However, if your deathchanter’s 
  INT is 13 or greater, you may pick one or more additional 
  general proficiencies before play if you’d like (see Starting 
  Proficiencies in Chapter 4). 
  VENTURER (REVISED)
  He unpacked his merchandise, showed it to Orm and the 
  housemen, and bade Orm take therefrom such things as he would. 
  Orm accepted the offer, and pronounced Einar to be a goodly 
  gallant traveller, and a great favourite of fortune. 
  – The Saga of Erik the Red (Unknown)
  Prime Requisite: 
  CHA
  Requirements: 
  None
  Hit Dice: 
  1d6
  Maximum Level: 
  14
  Commerce is the great wheel upon which the world turns. 
  From the fleshy fingers of slave traders to jewel-clad guild 
  masters, the coin and commodities of the empire are controlled 
  by merchants. But if the stereotypical merchant is a pot-bellied 
  financier profiting from the work of others, the venturer is his 
  opposite: An adventurous world traveler, he personally leads 
  caravans into unknown lands, seeking out exotic goods and new 
  markets. Every venturer is, by definition, an adventurer, and 
  interested in any expedition that promises riches and reward.
  Venturers are trained combatants, although not as skilled as 
  fighters. At first level, venturers hit an unarmored foe (AC 0) 
  with an attack throw of 10+. They advance in attack throws and 
  saving throws by two points every four levels of experience (i.e. 
  the same as thieves). They may use any missile weapons and 
  any one-handed melee weapons. They can fight with a shield 
  or with a weapon in each hand, but cannot fight two-handed. 
  Venturers prefer to stay mobile and cannot wear armor heavier 
  than chainmail.
  The business of venturers is business, and their devotion to 
  trade and profit yields them many special abilities. Foremost 
  among these is the mercantile network of contacts, fences, and 
  peddlers that venturers build through their travels. Whenever 
  venturers buy and sell equipment, hire retainers, and engage in 
  mercantile ventures in a market they have previously visited, 
  they treat the market as if it were one market class larger than its 
  actual size. (Class I markets remain Class I markets.)
  EXAMPLE: Cain, a 5th level venturer, is in Cyfaraun (a 
  Class IV market). He wishes to purchase a heavy warhorse 
  (700gp). According to the Equipment Availability by 
  Market Class table, there is only a 25% chance for 1 heavy 
  warhorse to be available in a Class IV market. However, 
  Cain has visited Cyfaraun before, so he may treat it as a 
  Class III market. There is a 100% chance for 1 heavy 
  warhorse available in a Class III market, so Cain is able to 
  purchase the heavy warhorse. His party members shake 
  their heads in amazement that he’s found such a fine steed 
  in an outpost town. “I know people,” he explains.
  Venturers are expert bargainers who get the best deals available 
  for goods, services, and information. Any items the venturer 
  purchases cost 10% less than the listed price and any items he 
  sells go for 10% more than the listed price (as per the Bargaining 
  proficiency). If trading with another venturer, or a character 
  with the Bargaining proficiency, the opposed bargainers should 
  make reaction rolls. Whichever character scores the higher 
  result gets the discount. A venturer may select Bargaining 
  proficiency to improve his skills. Each time the proficiency is 
  selected, the character receives a +2 bonus on his reaction roll 
  when negotiating with other bargainers. 
  Venturers know that business empires can rise and fall on 
  information, so they learn to keep their ears open at all times. 
  All venturers can hear noises as thieves of their level. 
  They likewise become conversant in the tongues of their trading 
  partners. Venturers begin play with four bonus languages 
  selected from among those in common use in the campaign 
  setting (Judge’s discretion).  Venturers are also experts in reading 
  languages. On a proficiency throw of 5+ on 1d20, the venturer 
  can decipher a document (including ciphers, treasure maps, and 
  dead languages, but not magical writings). If the roll does not 
  succeed, the venturer may not try to read that particular piece of 
  writing until he reaches a higher level of experience.
  While most merchants consider risk a financial term, venturers 
  lead their own caravans or fleets, and do so with considerable 
  skill. As expert travelers, venturers begin play with Riding or 
  Seafaring proficiency (their choice). Any time the venturer’s 
  party is in terrain familiar to the venturer, they get a +4 bonus 
  on proficiency throws to avoid getting lost.  
  Venturer Level Progression
  Experience
  Level
  Title
  Hit Dice
  0
  1
  Tinker
  1d4
  1,250
  2
  Trader
  2d4
  2,500
  3
  Arbitrager
  3d4
  5,000
  4
  Commissary
  4d4
  10,000
  5
  Mercantilist
  5d4
  20,000
  6
  Enterpriser
  6d4
  40,000
  7
  Venturer
  7d4
  80,000
  8
  Merchant Venturer
  8d4
  180,000
  9
  Merchant Prince
  9d4
  280,000
  10
  Merchant Prince,  
  10th level
  9d4+2*
  380,000
  11
  Merchant Prince,  
  11th level
  9d4+4*
  480,000
  12
  Merchant Prince,  
  12th level
  9d4+6*
  580,000
  13
  Merchant Prince,  
  13th level
  9d4+8*
  680,000
  14
  Mogul
  9d4+10*
  *Hit point modifiers from constitution are ignored
  
   
  Warmistress 
  59
  Heroic Fantasy Handbook
  Heroes
  In order to open new markets and establish trade with unknown 
  tribes, venturers study diplomacy. They receive a +2 bonus on 
  all reaction rolls when they attempt to parley with intelligent 
  creatures (as per the Diplomacy proficiency). Of course, not 
  every market obeys the rule of law, so venturers also become 
  exceptionally skilled at the art of bribery. Offering a bribe 
  permits an additional reaction roll during encounters, with 
  the throw modified by the size of the bribe. As a general rule, a 
  bribe equal to one day’s pay for the target provides a +1 bonus, 
  a week’s pay provides a +2 bonus, and a month’s pay provides 
  a +3 bonus. Only one bribe can be attempted per target in any 
  given situation.
  When a venturer attains 9th level (Merchant Prince), he can 
  establish a guildhouse, and 2d6 venturer apprentices of 1st level 
  will offer to work for him. If hired, they must be paid standard 
  rates for ruffians. Many venturers use these followers to start 
  a syndicate, expanding their wealth through legitimate and 
  illegitimate channels. Except as noted, a venturer’s guildhouse 
  follows the rules for hideouts detailed in the Hideouts & 
  Hijinks section of Chapter 7 of ACKS. 
  Venturer Proficiency List: Alertness, Ambushing, Arcane 
  Dabbling*, Bargaining, Climbing, Combat Reflexes, Combat 
  Trickery 
  (disarm, 
  incapacitate), 
  Command, 
  Gambling, 
  Intimidation, Language, Leadership, Lip Reading, Magical 
  Engineering, Mapping, Mountaineering, Navigation, Passing 
  Without Trace, Precise Shooting, Profession, Riding, Running, 
  Seafaring, Signaling, Skirmishing, Swashbuckling, Weapon 
  Finesse
  *Modified or new proficiency described on p. 72.
  Template:
  Merchant Traveler
  Proficiencies:
  Alertness, Navigation
  Starting Equipment:
  Crossbow, case with 20 bolts, short sword, 
  2 throwing daggers, sturdy leather armor, 
  tanned brown cloak, thick tunic and pants, 
  leather belt, low boots, backpack, 2 large 
  treasure sacks, 50’ rope, tinderbox, lantern, 
  small hammer, 12 iron spikes, 2 flasks of 
  military oil, wineskin, 2 weeks’ iron rations, 
  3gp
  Merchant Traveler Template: This pre-generated template 
  represents a merchant traveler focused on long-distance trade. 
  The Template is ready for adventure. However, if your venturer’s 
  INT is 13 or greater, you may pick one or more additional general 
  proficiencies before play if you’d like (see Starting Proficiencies 
  in Chapter 4 of ACKS). 
  WARMISTRESS
  She was untamed as a desert wind, supple and dangerous as a 
  she-panther. “Look at me!” She threw wide her arms. ”I am 
  Bêlit, queen of the black coast. I am a queen by fire and steel and 
  slaughter!” 
  – Bêlit, in The Queen of the Black Coast (R. E. Howard)
  Prime Requisite:  
  DEX and CHA
  Requirements:  
  STR 9
  Hit Dice:  
  1d6
  Maximum Level:  
  14
  Some heroes embody mythic archetypes.  One such archetype is 
  the coupling of love and war: sometimes the violent god of war 
  and the mercurial goddess of love are united as paramours; other 
  times, love and war are symbolically united as one mercurial 
  and violent being, a goddess of love and war; but in every case, 
  violence and sensuality, lust and bloodlust, are intertwined. 
  The warmistress is the living embodiment of such myths, 
  a swordswoman blessed by divine powers who lives, loves, 
  bleeds, and dies with fury and passion. In the Auran Empire 
  campaign setting, warmistresses might be favored daughters of 
  Ianna, goddess of love and war, or mortal descendants of Bel the 
  Slaughterprince and Nasga the seducer. Whatever their deity, 
  Venturer Attack and Saving Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Attack Throw
  1-2
  13+
  13+
  16+
  14+
  15+
  10+
  3-4
  12+
  12+
  15+
  13+
  14+
  9+
  5-6
  11+
  11+
  14+
  12+
  13+
  8+
  7-8
  10+
  10+
  13+
  11+
  12+
  7+
  9-10
  9+
  9+
  12+
  10+
  11+
  6+
  11-12
  8+
  8+
  11+
  9+
  10+
  5+
  13-14
  7+
  7+
  10+
  8+
  9+
  4+
  
  60 
  Warmistress
  virtually all warmistresses are adventurers, mercenaries, and 
  sellswords, wandering red-handed through the world, leaving 
  in their wake the broken hearts of their lovers and the bloodied 
  corpses of their enemies. 
  Warmistresses are highly gifted combatants. At first level, 
  warmistresses hit an unarmored foe (AC 0) with an attack 
  throw of 10+. Like fighters, they advance in attack throws and 
  saving throws by two points every three levels of experience. 
  Warmistresses are trained to fight with dagger, short sword, 
  sword, spear, and whip, as well as with all missile weapons. They 
  may fight with a weapon in each hand or with one two handed 
  weapon, but do not fight with shields. 
  All warmistresses are blessed with a charismatic ferocity. When 
  attacking with one-handed melee weapons or thrown weapons, 
  a warmistress may apply her CHA modifier instead of her STR 
  modifier on her damage rolls. This damage bonus is increased 
  by an additional +1 at 1st level and another +1 at 3rd, 6th, 9th, 
  and 12th level. 
  Warmistresses fight with lissome speed and grace. Due to her 
  weapon finesse, a warmistress may apply her DEX modifier 
  instead of her STR modifier on her attack throw with one-handed 
  melee weapons. Warmistresses are renowned for wearing little 
  to no protection, and never wear armor heavier than leather. 
  Due to her graceful fighting, however, a warmistress gains a +1 
  bonus to initiative rolls  and a +1 bonus to Armor Class if able 
  to move freely. At 7th level, the AC bonus increases to +2, and at 
  13th level the AC bonus increases to +3.  This bonus stacks with 
  Swashbuckling proficiency.  
  By the grace of the goddess of love, warmistresses possess 
  alluring beauty. A warmistress gains a +2 bonus on reaction 
  rolls with NPCs who are potentially attracted to her. If this 
  bonus results in a total of 12 or more, the subjects act as if 
  charmed while in her presence. Creatures with a WIS greater 
  than the warmistress’s CHA are immune to this power (and the 
  warmistress will know they are immune). This bonus stacks 
  with Mystic Aura and/or Seduction proficiency.
  Through teasing, taunting, and flirting, a warmistress can use 
  her alluring beauty to provoke the passions of an intelligent 
  creature that is potentially attracted to her. Provoking the 
  passions of a creature requires one round (10 seconds), during 
  which time the warmistress must remain stationary and take no 
  other action. A creature must be within 30’ of the warmistress 
  and able to both see and hear her in order to be the target of 
  provocation. The targeted creature must make a saving throw 
  versus Spells. The Judge may grant bonuses or penalties to the 
  saving throw depending on circumstances, the temperament of 
  the creature, and its training or familiarity with the warmistress. 
  Warmistress Attack and Saving Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Attack Throw
  1
  15+
  14+
  16+
  16+
  17+
  10+
  2-3
  14+
  13+
  15+
  15+
  16+
  9+
  4
  13+
  12+
  14+
  14+
  15+
  8+
  5-6
  12+
  11+
  13+
  13+
  14+
  7+
  7
  11+
  10+
  12+
  12+
  13+
  6+
  8-9
  10+
  9+
  11+
  11+
  12+
  5+
  10
  9+
  8+
  10+
  10+
  11+
  4+
  11-12
  8+
  7+
  9+
  9+
  10+
  3+
  13
  6+
  5+
  7+
  7+
  8+
  2+
  14
  5+
  4+
  6+
  6+
  7+
  1+
  Warmistress Level Progression
  Experience
  Title
  Level
  Hit Dice
  Damage
  AC
  Special Abilities
  0
  Maiden of the Sword
  1
  1d6
  +1 
  +1
  Alluring beauty, charismatic ferocity, graceful 
  fighting, provoking passions, weapon finesse
  2,450
  Daughter of the Sword
  2
  2d6
  +1
  +1
  -
  4,900
  Sister of the Sword
  3
  3d6
  +2
  +1
  Death-dealing dance (1/day)
  9,800
  Mistress of the Sword
  4
  4d6
  +2
  +1
  -
  19,600
  Maiden of War
  5
  5d6
  +2
  +1
  Fiery spirit
  39,200
  Daughter of War
  6
  6d6
  +3
  +1
  -
  80,000
  Sister of War
  7
  7d6
  +3
  +2
  Death-dealing dance (2/day)
  160,000
  Mistress of War
  8
  8d6
  +3
  +2
  -
  280,000
  Lady of War
  9
  9d6
  +4
  +2
  Stronghold, zealous followers
  400,000
  Lady of War, 10th level
  10
  9d6+2*
  +4
  +2
  -
  520,000
  Lady of War, 11th level
  11
  9d6+4*
  +4
  +2
  Death-dealing dance (3/day)
  640,000
  Lady of War, 12th level
  12
  9d6+6*
  +5
  +2
  -
  760,000
  Lady of War, 13th level
  13
  9d6+8*
  +5
  +3
  Unconquerable soul
  880,000
  Queen of War
  14
  9d6+10*
  +5
  +3
  -
  *Hit point modifiers from constitution are ignored
  
   
  Warmistress 
  61
  Heroic Fantasy Handbook
  Heroes
  If the save succeeds, the creature is not provoked. If the save 
  fails, the creature is provoked for 1d4 rounds plus 1 round per 
  level of the warmistress. 
  The effect of provocation depends on the creature’s current 
  reaction to the warmistress (see ACKS, p. 99). A hostile creature 
  will become enraged, attacking the warmistress in preference 
  to all others without regard for its own safety for the duration 
  of the provocation. An unfriendly creature will become hostile, 
  seeking to verbally or physically harass the warmistress for the 
  duration. A neutral creature will become distracted, ignoring 
  other duties or activities to pay attention to the warmistress 
  for the duration. An indifferent creature will become friendly, 
  seeking to assist the warmistress for the duration. A friendly 
  creature will become enamored, helping the warmistress as if 
  charmed for the duration of the provocation. If the warmistress 
  or one of her allies attacks a creature while it is provoked, it 
  immediately becomes enraged.
  Starting at 3rd level (Sister of the Sword), a warmistress can 
  perform a death-dealing dance. Beginning a death-dealing 
  dance takes no time itself, so the warmistress can move and/
  or attack on the same initiative she begins the dance. Once 
  begun, a death-dealing dance continues until either all 
  visible enemies are slain, the warmistress is incapacitated, the 
  warmistress chooses to end the dance, or 1 turn (10 minutes) 
  elapses, whichever comes first. While performing a death-
  dealing dance, a warmistress is a whirlwind of flashing blades 
  and swirling garb, gaining one bonus melee or thrown attack 
  each round and dealing 1d6 bonus points of damage with every 
  successful melee or thrown attack (including cleaves). A 3rd 
  level warmistress can perform a death-dealing dance just once 
  per day, but a 7th level warmistress can perform a death-dealing 
  dance twice per day, and an 11th level warmistress can perform 
  a death-dealing dance three times per day.
  When a warmistress reaches 5th level (Maiden of War), her 
  fiery spirit inspires those around her to do great deeds. Any 
  henchmen and mercenaries attracted to the warmistress gain a 
  +1 bonus to their morale score whenever she is present. This 
  bonus stacks with any other modifiers from the warmistress’s 
  Charisma or proficiencies.
  At 9th level (Lady of War), a warmistress can build or conquer 
  a stronghold and establish herself as the ruler of a domain. 
  (Rules for strongholds and domains are detailed in the 
  Campaign chapter of ACKS.) When she does so, she will attract 
  1d4+1x10 0th level mercenaries and 1d6 fighters, explorers, 
  or warmistresses of 1st-3rd level to her service. Worshipping 
  the warmistress as if she were a living goddess, these zealous 
  followers are completely loyal (morale +4) and need not be paid 
  wages, though they must still be provided food and lodging. 
  A warmistress of 13th level (Lady of War) has become an 
  unconquerable soul. She gains a +1 bonus to all saving throws. 
  (These bonuses are already factored into the saving throws 
  on the Warmistress Attack and Saving Throws table below.) If 
  reduced to 0 hp or less, she may choose to remain conscious 
  and fight on, doing so for up to four rounds. If she fights on 
  for one round, she suffers a -2 penalty on her eventual roll on 
  the Mortal Wounds table. If she fights on for two rounds, the 
  penalty is increased to -5. If she fights on for three rounds, the 
  penalty is increased to -10. If she fights on for four rounds, she 
  dies at the end of the her initiative. 
  Warmistress Proficiency List: Acrobatics, Alertness, Armor 
  Training, Beast Friendship*, Berserkergang, Blind Fighting, 
  Combat Reflexes, Combat Trickery (disarm, knock down, 
  overrun), Command, Diplomacy, Divine Blessing, Divine 
  Health, Fighting Style, Leadership, Martial Training, Military 
  Strategy, Mystic Aura, Performance, Precise Shooting, Riding, 
  Running, Seduction, Seafaring, Skirmishing, Swashbuckling, 
  Weapon Focus*
  *Modified or new proficiency described on p. 72.
  Template:
  Avenging Angel
  Proficiencies:
  Berserkergang, Endurance
  Starting Equipment:
  Pair of gracefully curved swords, 
  chainmail bikini with high leather boots 
  and gauntlets (counts as light arena 
  armor),  red cloak, necklace or other 
  family memento (20gp value), backpack, 
  1 week’s iron rations, 25gp
  Avenging Angel Template: This pre-generated template 
  represents an avenging angel walking the path of blood to right 
  past wrongs to her and her family. The template is ready for 
  adventure. However, if your Warmistress’s INT is 13 or greater, 
  you may pick one or more additional general proficiencies 
  before play if you’d like (see Starting Proficiencies in Chapter 
  4 of ACKS).
  
  62 
  Zaharan Darklord
  ZAHARAN DARKLORD
  And those who perceived his shadow spreading over the world 
  called him the Dark Lord and named him the Enemy; and he 
  gathered under his government all the evil things that remained 
  on earth or beneath it, and the Orcs were at his command and 
  multiplied like flies.” 
  – Of the Rings of Power and the Third Age,  
  The Silmarillion (J.R.R. Tolkien)
  Prime Requisite: 
  INT, CHA
  Requirements: 
  INT 9, WIS 9, CHA 9
  Hit Dice: 
  1d4
  Maximum Level: 
  11
  From time to time, a Zaharan arises whose cruelty, ruthlessness, 
  and lust for power are remarkable even for one of their dark 
  race. Such a being is called a darklord, and he brings doom and 
  woe to all who cross him. If left unchecked by Lawful heroes, a 
  rising darklord will inevitably unite the vile minions of Chaos 
  and usher in an era of war, ruin, and darkness. 
  Though they prefer to allow minions to fight for them, 
  darklords are nevertheless formidable combatants. At first level, 
  darklords hit an unarmored foe (AC 0) with an attack throw 
  of 10+. Thereafter they advance in attack and saving throws 
  by two points every four levels of experience (i.e., the same as 
  clerics). Darklords can fight with battle axes, crossbows, great 
  axes, maces, morning stars, and swords, often decorating their 
  weapons with vile runes, bloody spikes, serrated edges, and 
  other sinister decorations.
  Darklords can wear any armor up to and including plate (and 
  can cast spells while so armored), and can fight with a weapon 
  in each hand or with a two-handed weapon, but cannot use 
  shields.
  Like the Zaharan sorcerer, the darklord possesses the ability to 
  learn and cast eldritch spells. The number and levels of spells 
  the darklord can use in a single day are listed on the Darklord 
  Spell Progression table. A darklord’s spell selection is limited to 
  the spells in his repertoire. A darklord’s repertoire can include a 
  number of spells up to the number and level of spells listed for his 
  level, increased by his Intelligence bonus. All darklords can use 
  any magic items usable by mages or clerics.  More information 
  on casting eldritch spells, and individual spell descriptions, can 
  be found in the Magic chapter (p. 94, 120).
  However, the paramount power of the darklord is his ability to 
  dominate beastmen. By calling upon his implacable will and 
  magical strength, the darklord can command the vile minions 
  of Chaos to do his bidding. The darklord must be visible to the 
  beastmen and be able to speak a language they understand 
  in order to dominate them. The potency of this ability is 
  determined by level. 
  On the Dominate Beastmen table, there will be a dash, an “A”, an 
  “X”, or a number corresponding to the Hit Dice of the beastman 
  and the level of the darklord. A dash means that the darklord 
  has not attained a high enough level to dominate beastmen 
  of that HD. A number indicates that the player must roll that 
  number or higher on 1d20 in order to dominate the beastmen. 
  If the beastmen are already friendly to the darklord, he gains 
  a +2 bonus to the throw. If the throw succeeds, the darklord 
  dominates 2d6 total Hit Dice of beastmen for 1 turn per level 
  of experience. An “A” (“automatic”) means that the darklord 
  automatically dominates 2d6 total Hit Dice of beastmen for 1 
  turn per level. An “X” (“extended”) means that the darklord 
  automatically dominates 2d6 total Hit Dice of beastmen for 1 
  day per level. At least one beastman will always be dominated, as 
  appropriate, on a successful domination throw. If beastmen of 
  mixed HD are present when the darklord attempts to dominate 
  them, the weakest beastmen will be dominated first.  When the 
  darklord’s domination ends, the beastmen will flee from his 
  presence for 10 rounds, following the best and fastest means 
  available to them. If they cannot flee, they cower in terror, taking 
  no actions and suffering a -2 penalty to AC. 
  EXAMPLE: Theophanous, a 5th level darklord, confronts a 
  gang of five orcs (1 HD) accompanied by an orc champion 
  (1+1 HD) from the Blood Eye tribe, accompanied by an 
  ogre (4+1 HD).  On his initiative, he attempts to dominate 
  the beastmen. He automatically can dominate 1 HD orcs, 
  but he needs to throw 4+ to dominate the orc champion 
  and 13+ to dominate the ogre. He throws 1d20 and the 
  result is 14. Therefore he has (potentially) dominated all 
  the beastmen. Had he rolled, e.g., an 13 he would only have 
  dominated the orcs and orc champion, and had he rolled a 
  3 or less he’d only have dominated the orcs. 
  He now rolls 2d6 to determine the number of Hit Dice he has 
  dominated and rolls a 7. Since the weakest beastmen must be 
  dominated first, he dominates the five orcs and the orc champion 
  (6.25 HD total) but not the ogre. Had he rolled an 11, he could 
  have dominated the 4+1 HD ogre as well (10.5 HD total). In any 
  case, the beastmen will remain under his domination for 1 turn 
  per level, or 5 turns.
  
   
  Zaharan Darklord 
  63
  Heroic Fantasy Handbook
  Heroes
  There is no limit to how often an darklord may attempt to 
  command beastmen each day, but if an attempt to command 
  beastmen ever fails during an encounter, the darklord may not 
  attempt to command beastmen again for the remainder of that 
  encounter. There is no limit to the number of beastmen that 
  may be under a darklord’s command at once. 
  Dominated beastmen behave as if charmed and need not be 
  paid to maintain their service. However, they still must make 
  loyalty rolls when suffering a calamity (see D@W: Campaigns, 
  p. 11), such as routing from a battle, suffering 25% or greater 
  casualties, or being out of supply. The darklord’s morale modifier 
  is applied to any loyalty rolls. If a loyalty roll fails with a modified 
  roll of 2-, the beastmen break free of the darklord’s domination. 
  On a 3-5, the beastmen’s morale is reduced by 1 point but they 
  remain dominated. On any other result, the beastmen remain 
  dominated. 
  Dominated beastmen will adventure with or for the darklord 
  and serve as troops under his or his henchmen’s command 
  on the battlefield. When dominated beastmen adventure with 
  the darklord, the darklord’s morale modifier is applied to their 
  morale rolls. When dominated beastmen are serving as troops 
  on the battlefield, the darklord’s morale modifier is applied to 
  their shock and morale rolls if he is commanding or attached 
  to their unit. Otherwise, ½ the darklord’s morale modifier is 
  applied to their morale rolls only, while their unit commander’s 
  morale modifier is applied to morale and shock rolls. See D@W: 
  Battles, p. 23, p. 25-26. Failed morale and shock rolls do not 
  break domination, so any surviving beastmen can be rallied 
  back to the darklord’s service after the battle.
  It is possible for a darklord to lose control of his beastmen to 
  rivals. A champion, sub-chieftain, or chieftain of a beastman tribe 
  can attempt to break the darklord’s hold over fellow members of 
  his tribe through his own force of personality. Such attempts are 
  resolved with a domination throw, treating the beastman NPC’s 
  HD as the Darklord’s level on the Dominate Beastmen table 
  and the darklord’s level as the Beastman HD. Success breaks the 
  darklord’s hold over 2d6 HD worth of dominated beastmen. 
  (Wise darklords avoid this problem by ensuring that all of the 
  chiefs and champions of the beastman tribe are also under his 
  domination!) A rival darklord can attempt to dominate another 
  darklord’s beastmen by using his own level opposed by the rival 
  darklord’s level. Success transfers control of 2d6 HD worth of 
  dominated beastmen over to the new darklord.
  EXAMPLE: Theophanous finds himself face-to-face with 
  Tamraz, the 4 HD chieftain of the Blood Eye orcs. Tamraz 
  attempts to break the darklord’s hold over his beastmen. 
  Consulting the Dominate Beastmen table, the Judge sees 
  that the 4 HD chieftain will need to roll 16+ on his dominate 
  throw to break the 5th-level darklord’s domination. The 
  Judge rolls an 18! The chieftain frees 2d6 HD worth of 
  beastmen from Theophanous’s vile grip. Unfortunately, the 
  result of the 2d6 roll is a 3, so only 3 orcs are freed from 
  domination.
  A darklord does not gain any special ability to communicate with 
  his dominated beastmen except that which he already possesses 
  (i.e. they are not under his telepathic control). Darklords with 
  large numbers of dominated beastmen usually rely on trusted 
  henchmen and vassals to oversee them.
  When a darklord reaches 2nd level (Evildoer), he gains the 
  ability to inspire dread in his foes. Inspiring dread requires  a 
  few moments of oration (one round), and gives the darklord’s 
  opponents within a 50' radius a -1 penalty to attack throws, 
  damage rolls, morale rolls, and saving throws against magical 
  fear. The penalty lasts for 10 minutes (1 turn). The darklord 
  can only attempt to inspire dread once per day per class level. 
  Opponents may save versus Spells to resist the effect. When 
  used on the battlefield this ability can affect one enemy unit in 
  an adjacent hex.
  At 4th level (Villain), a darklord gains the ability to instill 
  his strength into his minions. Instilling strength requires a 
  few moments of oration (one round), and grants dominated 
  beastmen within 30’ a pool of temporary hit points equal to the 
  lower of the darklord’s or the beastmen’s base healing rate. These 
  temporary hit points last for one turn (10 minutes) or until 
  lost to damage, whichever comes first. The darklord can instill 
  strength once per day per level.  (When used on the battlefield 
  this ability can affect one friendly unit in the darklord’s hex.)
  Zaharan Darklord Level Progression
  Darklord Spell Progression
  Experience
  Title
  Level
  Hit Dice Special Abilities
  1
  2
  3
  4
  5
  6
  0
  Perpetrator
  1
  1d4
  Dominate beastmen, Zaharan
  2
  -
  -
  -
  -
  -
  3,400
  Evildoer
  2
  2d4
  Inspire dread
  3
  -
  -
  -
  -
  -
  6,800
  Chaosbringer
  3
  3d4
  -
  3
  1
  -
  -
  -
  -
  13,600
  Villain
  4
  4d4
  Instill strength
  3
  2
  -
  -
  -
  -
  27,200
  Malefactor
  5
  5d4
  Magic research (minor)
  3
  2
  1
  -
  -
  -
  54,400
  Dread Leader
  6
  6d4
  Malevolent reputation
  3
  3
  2
  -
  -
  -
  110,000
  Fell Master
  7
  7d4
  -
  4
  3
  2
  1
  -
  -
  220,000
  Black Captain
  8
  8d4
  Implacable will
  4
  3
  3
  2
  -
  -
  420,000
  Dark Lord
  9
  9d4
  Magic research sanctum
  4
  4
  3
  2
  1
  -
  620,000
  Dark Lord, 10th level
  10
  9d4+1*
  Gather darkness
  4
  4
  3
  3
  2
  -
  820,000
  Dark Lord, 11th level
  11
  9d4+2*
  Magic research (advanced)
  5
  4
  4
  3
  2
  1
  Special
  Dark Lord, 12th level ψ
  12
  12d8
  Dread shadow
  5
  4
  4
  3
  3
  2
  Special
  Dark Lord, 13th level ψ
  13
  13d8
  -
  5
  5
  4
  4
  3
  2
  Special
  Supreme Dark Lord ψ
  14
  14d8
  -
  6
  5
  4
  4
  3
  3
  *Hit point modifiers from constitution are ignored
  ψ12th level and above is only available if the darklord becomes intelligent undead. See After the Flesh, below.
  
  64 
  Zaharan Darklord
  When a darklord reaches 5th level (Malefactor), he may begin 
  to research spells, scribe scrolls, and brew potions. Darklords 
  may collect and use divine power as clerics in order to fuel their 
  magical research.
  At 6th level (Dread Leader), the darklord’s malevolent 
  reputation makes it easier to recruit large hosts of minions. 
  Whenever the darklord succeeds in dominating beastmen with 
  an “A” result, 3d6 Hit Dice worth of beastmen are dominated. 
  With an “X” result, 4d6 Hit Dice worth of beastmen are 
  dominated. 
  When a darklord reaches 8th level (Black Captain), his 
  implacable will extends the duration of his domination. 
  Whenever the character succeeds in dominating beastmen 
  (whether from a roll or automatically from an “A” result), the 
  beastmen are dominated for 1 day per level  instead of the usual 
  1 turn per level. If the beastmen would have been dominated for 
  1 day per level (from an “X” result), the beastmen are instead 
  controlled indefinitely.
  At 9th level (Dark Lord), a darklord is able to create more 
  powerful magic items such as weapons, rings, and staffs. A 
  darklord may also establish a dark tower, usually in a remote 
  and desolate location, when he reaches 9th level. He will then 
  attract 1d6 Zaharans of various classes of 1st-3rd level. While in 
  the darklord’s service, Zaharan followers must be provided food 
  and lodging, but need not be paid wages. If the darklord builds 
  a dungeon beneath or near his sanctum, monsters will start to 
  arrive to dwell within, followed shortly by adventurers seeking 
  to fight them. A darklord’s stronghold will always be a chaotic 
  domain (see ACKS p. 134 or Axioms 2, page 5).
  When a darklord reaches 10th (Dark Lord), begins to gather 
  together the darkness. if he has established a chaotic domain, 
  then each month, his domain gains an extra 1d10 beastman 
  families for every 1,000 beastmen in his realm, until its 
  maximum population density is achieved. If he has established 
  a chaotic realm, every chaotic domain in his realm gains 
  additional beastmen at the same rate as well. 
  At 11th level (Dark Lord), a darklord may learn and cast ritual 
  arcane spells of great power (7th, 8th, and 9th level), craft 
  magical constructs, and create magical cross-breeds. If chaotic, 
  the darklord may create necromantic servants and become 
  undead himself, typically becoming a deathbound wraith, 
  draugr, mummy lord, or vampire. Becoming undead enables 
  the darklord to continue advancing in level (see After the Flesh, 
  below). 
  If a darklord embraces undeath and advances to 12th level (Dark 
  Lord), he gains the ability to exert his dread shadow across vast 
  distances. The darklord can now inspire dread in any enemy unit 
  which he can specifically identify (e.g. “the Golden Company of 
  The Syrnasos” or “the cataphract squadron of Legate Valerian”) 
  regardless of range. The darklord can likewise instill strength 
  into any unit of dominated beastman under his control at any 
  distance. The darklord is still limited in using these abilities no 
  more than once per day per level. 
  All Zaharan darklords possess certain inhuman benefits and 
  drawbacks from their demoniac bloodline. First, Zaharan 
  darklords are inexorable in the face of horrors that terrify 
  normal men. They are immune to all natural and magical fear 
  effects.
  Second, darklords benefit from the ancient pacts of service 
  and obedience by which the lords of Zahar ensorcelled the 
  dark powers of the world. Some creatures still remember these 
  pacts and will aid Zaharans when commanded. All Zaharan 
  Zaharan Darklord Attack and Saving Throws
  Level
  Petrification & 
  Paralysis
  Poison & Death
  Blast & Breath
  Staffs & Wands
  Spells
  Attack Throws
  1-2
  13+
  10+
  16+
  13+
  15+
  10+
  3-4
  12+
  9+
  15+
  12+
  14+
  9+
  5-6
  11+
  8+
  14+
  11+
  13+
  8+
  7-8
  10+
  7+
  13+
  10+
  12+
  7+
  9-10
  9+
  6+
  12+
  9+
  11+
  6+
  11-12
  8+
  5+
  11+
  8+
  10+
  5+
  13- 14
  7+
  4+
  10+
  7+
  9+
  4+
  Dominate Beastmen
  Beastman HD
  Darklord Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  ½ HD or less
  10+
  7+
  4+
  A
  A
  X
  X
  X
  X
  X
  X
  X
  X
  X
  1- to 1 HD
  13+
  10+
  7+
  4+
  A
  A
  X
  X
  X
  X
  X
  X
  X
  X
  1+ to 2 HD
  16+
  13+
  10+
  7+
  4+
  A
  A
  X
  X
  X
  X
  X
  X
  X
  2+ to 3 HD
  19+
  16+
  13+
  10+
  7+
  4+
  A
  A
  X
  X
  X
  X
  X
  X
  3+ to 4 HD
  -
  19+
  16+
  13+
  10+
  7+
  4+
  A
  A
  X
  X
  X
  X
  X
  4+ to 5 HD
  -
  -
  19+
  16+
  13+
  10+
  7+
  4+
  A
  A
  X
  X
  X
  X
  5+ to 6 HD
  -
  -
  -
  19+
  16+
  13+
  10+
  7+
  4+
  A
  A
  X
  X
  X
  6+ to 7 HD
  -
  -
  -
  -
  19+
  16+
  13+
  10+
  7+
  4+
  A
  A
  X
  X
  7+to 8 HD
  -
  -
  -
  -
  -
  19+
  16+
  13+
  10+
  7+
  4+
  A
  A
  X
  8+ to 9 HD
  19+
  16+
  13+
  10+
  7+
  4+
  A
  A
  9+ HD or more
  19+
  16+
  13+
  10+
  7+
  4+
  A
  
   
  Zaharan Sorcerer 
  65
  Heroic Fantasy Handbook
  Heroes
  darklords gain a +2 bonus to reaction rolls when encountering 
  intelligent chaotic monsters. Intelligent chaotic monsters suffer 
  a -2 penalty to saving throws against any charm spells cast by a 
  Zaharan darklord. 
  Note: Zaharans are an ancient race of evil men from the 
  Auran Empire campaign setting. Outside of the Auran 
  Empire campaign setting, Zaharans could be used to 
  model any dark, eldritch race, such as the Melnibonéans of 
  Moorcock’s Multiverse; the Black Numenoreans of Tolkien’s 
  Middle Earth; the Acheronians of Howard’s Hyboria; or 
  the Drow of Gygax’s Greyhawk. In settings where normal 
  men cannot become spellcasters, Zaharans represent those 
  mortals who are capable of working black magic from dark 
  pacts or demonic ancestry.
  Third, due to their background and training, all Zaharan 
  darklords speak four dark tongues. In the Auran Empire 
  campaign setting, these languages are Ancient Zaharan, Goblin, 
  Orc, and Kemeshi. The Judge should substitute appropriate 
  languages of his own devising for other campaigns. 
  Finally, Zaharan darklords grow in power after the flesh. If 
  transformed into intelligent undead, they retain their racial 
  powers and any class abilities. Once transformed, a 1 HD 
  undead darklord requires 4,500 XP to advance to 2 HD, and the 
  amount of XP required to advance as an undead doubles with 
  each HD thereafter (round values greater than 20,000 XP to the 
  nearest 1,000). All of the darklord’s class abilities will continue 
  to progress without regard to his class’s maximum level, to a 
  maximum of 14th level. The darklord may continue to advance 
  in Hit Dice without limit, even past his class’s maximum level.
  However, because of their dark souls, the grim embrace of 
  death holds special perils for Zaharans. Whenever a deceased 
  Zaharan rolls on the Tampering with Mortality table, he suffers 
  a penalty on the 1d20 roll of -1 per level of experience.
  Zaharan Darklord Proficiency List: Alchemy, Ambushing, 
  Battle Magic, Berserkergang, Black Lore of Zahar, Ceremonial 
  Magic, Command, Divine Blessing, Divine Health, Elementalism, 
  Familiar, Farseeing*, Fighting Style, Kin-Slaying, Intimidation, 
  Leadership, Martial Training, Magical Engineering, Mastery of 
  Charms and Illusions*, Military Strategy, Mystic Aura, Quiet 
  Magic, Prestidigitation, Second Sight*, Sensing Power, Siege 
  Engineering, Soothsaying*, Transmogrification, Unflappable 
  Casting, Wakefulness, Weapon Focus*
  *New proficiency described on p. 72.
  Template:
  Warlord
  Proficiencies:
  Command, Military Strategy
  Starting Equipment:
  Leather and bone spellbook with display 
  of power, skull-tipped morning star, pair 
  of serrated swords, black plate armor
  Warlord: This pre-generated template represents a darklord 
  oriented towards battle and conquest. The template is ready 
  for adventure. However, if your darklord’s INT is 13 or greater, 
  you may pick one or more additional general proficiencies and 
  starting spells before play if you’d like (see Starting Proficiencies 
  in Chapter 4 and Spell Repertoire in Chapter 5 of ACKS).
  ZAHARAN SORCERER
  “We have loosed a demon upon the earth, a fiend inexplicable 
  to common humanity. I have plumbed deep in evil, but there is 
  a limit to which I, or any man of my race and age, can go. My 
  ancestors were clean men, without any demoniacal taint; it is only 
  I who have sunk into the pits, and I can sin only to the extent 
  of my personal individuality. But behind Xaltotun lie a thousand 
  centuries of black magic and diabolism, an ancient tradition of 
  evil.” 
  – Orastes, in The Hour of the Dragon (R.E. Howard)
  Prime Requisite: 
  INT
  Requirements: 
  INT 9, WIS 9, CHA 9
  Hit Dice: 
  1d4
  Maximum Level: 
  13
  The Zaharan sorcerer is the scion of black magicians and 
  necromancers of an earlier age. The dreadful pacts and foul 
  bargains struck by his ancestors bring the Zaharan sorcerer 
  preternatural power and certain damnation. If an occultist is 
  one who chooses to walk the path of darkness, then the Zaharan 
  sorcerer is one born to travel it. Common men prefer to believe 
  that Zaharan sorcerers do not exist; occultists know they exist, 
  and hold them in fear and envy.  
  Zaharan sorcerers consider physical combat beneath them, 
  and undergo little training in it. At first level, sorcerers hit 
  an unarmored foe (AC 0) with an attack throw of 10+. They 
  advance in attack throws only two points every six levels of 
  experience (i.e., the same as mages), though they advance in 
  saving throws by two points every four levels (i.e. as clerics). 
  Zaharan sorcerers are limited to fighting with the weapons 
  taught by their path (see below), and are unable to use shields, 
  fight with two weapons, or wear any kind of armor.
  
  66 
  Zaharan Sorcerer
  The most formidable power of the sorcerer is his ability to learn 
  and cast eldritch spells. The number and levels of spells the 
  sorcerer can use in a single day are listed on the Sorcerer Spell 
  Progression table. A sorcerer’s spell selection is limited to the 
  spells in his repertoire. A sorcerer’s repertoire can include a 
  number of spells up to the number and level of spells listed for his 
  level, increased by his Intelligence bonus. All sorcerers can use 
  any magic items usable by mages or clerics.  More information 
  on casting eldritch spells, and individual spell descriptions, can 
  be found in the Magic chapter (p. 94).
  As many of the secrets of black magic are found in occultist’s 
  codices, every sorcerer is also capable of performing 
  ceremonies in the chthonic tradition. The sorcerer does not 
  have two separate repertoires - his repertoire of spells doubles 
  as his repertoire of ceremonies. He can add ceremonies found 
  in chthonic codices to his spellbook with one week of study. See 
  the rules for Ceremonial Magic (p. 105) for more details.
  A sorcerer’s advancement in the magical arts is shaped by his 
  path of sorcery. There are many dark and unspeakable paths 
  a sorcerer may follow, but the most common are Dominion, 
  Necromancy, Summoning, and Transmogrification.
  Paths
  Description
  Dominion
  Sorcerers who believe magic is a tangible 
  manifestation of the will to power found within 
  every sapient creature, these strong-willed 
  casters naturally command the weak and 
  subservient.
  Necromancy
  Sorcerers who believe magic is a spiritual power 
  underlying the cycle of life and death, they see 
  the living, dead, and undead as mere tools in 
  the pursuit of immortality.
  Summoning
  Sorcerers who call upon the nameless gods of 
  the Outer Darkness for power and knowledge, 
  they are served by elementals, demons, and 
  worse.
  Transmogrification Sorcerers who see magic as a force over 
  nature, shaping and transfiguring life to their 
  whims, they typically surround themselves with 
  monstrous servants and misshapen minions.
  When a Zaharan sorcerer is created, select a path for the character 
  from the Path table below, and write down the proficiencies and 
  powers of the path. Each path teaches the use of a selection of 
  four weapons, four proficiency selections which are added to the 
  Sorcerer Proficiency List as potential class proficiency choices, 
  and five special abilities earned as they advance in level. (Soft-
  hearted Zaharan sorcerers who fear to walk the dark path can 
  also select one of the colleges of the Nobiran wizard, if desired.)
  SORCERER OF DOMINION
  Class Proficiencies: Command, Intimidation, Leadership, 
  Military Strategy
  Weapons: Club, dagger, staff, whip
  1st level:  With grim threats of woe and doom, the dominator 
  can inspire dread in his foes. Inspiring dread requires  a few 
  moments of oration (one round), and gives the sorcerer’s 
  opponents within a 50' radius a -1 penalty to attack throws, 
  damage rolls, morale rolls, and saving throws against magical 
  fear. The penalty lasts for 10 minutes (1 turn). The sorcerer can 
  only attempt to inspire dread in any given character once per 
  day per class level. Opponents may save versus Spells to resist 
  the effect.
  3rd level: The dominator’s unsettling presence inspires awe 
  and dread in those around him. He gains the Intimidation 
  proficiency.
  5th level: Though he still appears as a man, the Zaharan sorcerer 
  has become a creature of darkness and horror. Once per day the 
  sorcerer can cast inspire horror (as the 3rd level eldritch spell). 
  The casting time ins one round (10 seconds).
  9th level: The dominator’s iron will and terrifying ruthlessness 
  grant him utter domination over his minions. The sorcerer’s 
  henchmen have base morale scores of +4 and no longer make 
  morale rolls upon suffering calamities. (Unlike Command 
  proficiency or Battlefield Prowess power, this power does not 
  affect mercenaries).
  Zaharan Sorcerer Level Progression
  Sorcerer Spell Progression
  Experience
  Title
  Level
  Hit Dice Special Abilities
  1
  2
  3
  4
  5
  6
  0
  Spiritualist
  1
  1d4
  Ceremonial magic, Path, sense power, 
  Zaharan
  2
  -
  -
  -
  -
  -
  2,700
  Medium
  2
  2d4
  -
  3
  -
  -
  -
  -
  -
  5,400
  Incantationist
  3
  3d4
  Path
  3
  1
  -
  -
  -
  -
  10,800
  Warlock
  4
  4d4
  -
  3
  2
  -
  -
  -
  -
  21,600
  Malefactor
  5
  5d4
  Magic research (minor), path
  3
  2
  1
  -
  -
  -
  43,200
  Cursebringer
  6
  6d4
  -
  3
  3
  2
  -
  -
  -
  85,000
  Necromancer
  7
  7d4
  -
  4
  3
  2
  1
  -
  -
  170,000
  Occultist
  8
  8d4
  -
  4
  3
  3
  2
  -
  -
  370,000
  Sorcerer
  9
  9d4
  Magic research, path, sanctum
  4
  4
  3
  2
  1
  -
  570,000
  Sorcerer, 10th level
  10
  9d4+1*
  -
  4
  4
  3
  3
  2
  -
  770,000
  Sorcerer, 11th level
  11
  9d4+2*
  Magic research (advanced), path
  5
  4
  4
  3
  2
  1
  970,000
  Sorcerer, 12th level
  12
  9d4+3*
  -
  5
  4
  4
  3
  3
  2
  1,070,000
  Sorcerer, 13th level
  13
  9d4+4*
  -
  5
  5
  4
  4
  3
  2
  Special
  Undead Sorcerer-King ψ
  14
  14d8
  -
  6
  5
  4
  4
  3
  3
  *Hit point modifiers from constitution are ignored
  ψ14th level is only available if the sorcerer becomes intelligent undead. See After the Flesh, below.
  
   
  Zaharan Sorcerer 
  67
  Heroic Fantasy Handbook
  Heroes
  11th level: The dominator is a master of domination and 
  deception. When the character casts enchantments or illusions, 
  the spell effects are calculated as if he were two class levels higher 
  than his actual level of experience. Targets of his enchantments 
  suffer a -2 penalty to their saving throw, as do those who attempt 
  to disbelieve his illusions. This class power stacks with the 
  Mastery of Charms and Illusions proficiency (see p. 76).
  SORCERER OF NECROMANCY
  Class Proficiencies: Apostasy, Righteous Turning, Sensing 
  Evil, Theology
  Weapons: Club, dagger, dart, staff
  1st level: The necromancer has studied the secrets of the dark 
  arts. He may control undead as a Chaotic cleric of one half his 
  class level (round up). If the sorcerer casts spells that require 
  a saving throw versus Death, his targets suffer a -2 penalty on 
  the save. When the sorcerer casts necromancy spells, the spell 
  effects are calculated as if he were two levels higher than his 
  actual caster level. This class power stacks with the Black Lore of 
  Zahar proficiency (see p. 73).
  3rd level: The necromancer has undertaken a deep study of 
  anatomy, circulation, disease, and vitality. He gains one rank of 
  Healing proficiency.
  5th level: The dead hold no secrets for the necromancer. The 
  character can speak with the dead (as the spell) once per day. 
  The casting time is 10 seconds (1 round). 
  9th level: In black tomes and evil liturgies, the necromancer 
  has gained lordship over the undead. Whenever the character 
  succeeds in controlling undead (whether from a roll or 
  automatically from a “T” result), the undead are controlled for 1 
  day per level  instead of the usual 1 turn per level. If the undead 
  would have been controlled for 1 day per level (from a “D” 
  result), the undead are instead controlled indefinitely. 
  11th  level: The necromancer has finally unlocked the secrets of 
  life and death. The sorcerer is able to perform necromancy at 
  half the usual base time and cost.  
  SORCERER OF SUMMONING
  Class Proficiencies: Command, Contemplation, Sensing 
  Evil, Theology
  Weapons: Dagger, dart, staff, whip
  1st level: The summoner has brought forth a demon from the 
  Outer Darkness and bound it in the form of an animal. The 
  sorcerer gains the Familiar proficiency. Although the familiar 
  will resemble a normal animal in most respects, there will be 
  something alien or infernal about it, such as glowing eyes, 
  sulfurous scent, etc.
  3rd level: The summoner’s familiar is a conduit to the esoteric. 
  Select two 1st and one 2nd level black magic spells that the 
  character has not yet added to his repertoire. When the familiar 
  is within 30’ of the character, he can treat those spells as if they 
  were in his  repertoire. (If the character later adds those spells to 
  his actual repertoire, the familiar may become a conduit to new 
  spells instead.)
  5th level: The summoner has made pacts with the demonic 
  powers. The character can cast conjure hellion (as the spell) 
  once per day. The casting time is 10 seconds (1 round).
  9th level: The summoner knows words of command and 
  obedience that compel creatures to his inexorable will. Any 
  creatures summoned by the sorcerer will obey him to the best 
  of their ability rather than seek to pervert his intention. Any 
  creatures he conjures will depart without harming him if his 
  concentration is broken.
  11th level: Bargaining with the infernal powers has taught the 
  summoner the power of sacrifice. He gains double normal 
  divine power from blood sacrifices, and can store divine power 
  from blood sacrifices indefinitely, even when not actively 
  performing magical research. See the rules for Blood Sacrifice 
  in ACKS on p. 125. 
  SORCERER OF TRANSMOGRIFICATION
  Class Proficiencies: Animal Husbandry, Animal Training, 
  Beast Friendship, Riding
  Weapons: Club, dagger, dart, whip
  1st level: The grotesque arts of transformation demand constant 
  study. The character gains the Transmogrification proficiency.
  3rd level:  The transmogrifier’s self-experimentation has turned 
  him into something both more and less than human. The 
  character gains an abominable mutation, choosing from either 
  beast eyes, claw-like nails, scaly skin, or tentacles. Beast eyes 
  grant infravision 60’ but impose a -2 penalty to reaction rolls. 
  Claw-like nails grant two attacks per round dealing 1d4-1 points 
  of damage, but impose a -2 penalty to reaction rolls and a -2 
  penalty on proficiency throws requiring delicate work. Scaly 
  skin grants a +2 AC, but reduces maximum movement rate by 
  25% and imposes a -4 penalty on reaction rolls. Tentacles allow 
  the character to hold torches or other objects while keeping his 
  hands free and grant two attacks per round dealing 1d3-1 points 
  of damage, but impose a -2 penalty to reaction rolls. (Judges 
  who own AX1, The Sinister Stone of Sakkara, can allow the 
  transmogrifier to select other Abominable Mutations from that 
  book if desired.)
  5th level: The transmogrifier has learned to transcend his own 
  form. Once per day, the character can skinchange (as the 3rd 
  level spell). The casting time is one round (10 seconds).
  9th level: Experiments combining living creatures with 
  the transmogrifier’s own flesh and blood have created a 
  hideous servant intimately bonded to his will. A sorcerer of 
  transmogrification’s hideous servant is mechanically similar 
  to a shaman’s totem animal (see Player’s Companion, p. 39). 
  However, the sorcerer selects two of his hideous servant’s 
  characteristics (AC, Movement, attack routine, and special 
  abilities) from one animal and two characteristics from another, 
  while the servant’s base Hit Dice are set to the average of the two 
  animals selected. (Remember that actual HD will be adjusted by 
  the character’s level.) He does not gain a totem benefit. 
  11th level:  The transmogrifier can shape flesh and bone like 
  clay. The sorcerer is able to create magical crossbreeds at half the 
  usual base time and cost.
  
  68 
  Zaharan Sorcerer
  EXAMPLE: Djarghul, a Zaharan sorcerer of monstrosity, 
  has just reached 9th level, so he gains a hideous servant. 
  Reviewing the Totem Animals table in the Player’s 
  Companion, he decides to select the movement and 
  attack routine of an eagle and the AC and special abilities 
  of a cobra, with HD averaged between those of a cobra (2 
  HD) and eagle (1 HD). His hideous servant therefore has 
  Move 480’ fly, AC 3, HD 1+2, #AT 2, Dmg 1d2/1d2, special 
  abilities poison on successful attack, always has initiative. 
  However an animal companion always has a number of Hit 
  Dice equal to ½ the character’s own (9/2, or 4+2); and when 
  an animal companion has greater Hit Dice than usual for 
  its type, it will appear as a bigger, stronger version of and 
  do +1 damage on each damage die. Therefore the final 
  characteristics of his hideous servant are Move 480’ fly, 
  AC 3, HD 4+2, #AT 2, Dmg 1d2+1/1d2+1, special abilities 
  poison and initiative. 
  When a sorcerer reaches 5th level (Malefactor), he may begin 
  to research spells, scribe scrolls, and brew potions. Sorcerers 
  may collect and use divine power as clerics in order to fuel their 
  magical research.
  When a sorcerer reaches 9th level (Sorcerer), he is able to 
  create more powerful magic items such as weapons, rings, and 
  staffs. A sorcerer may establish a sorcerer’s sanctum, usually 
  in a remote and desolate location, when he reaches 9th level. 
  He will then attract 1d6 apprentices of 1st-3rd level plus 2d6 
  normal men seeking to become sorcerers. Their intelligence 
  scores will be above average, but many will become fearful of 
  the sacrifices involved and quit after 1d6 months. While in 
  the sorcerer’s service, apprentices must be provided food and 
  lodging, but need not be paid wages. If the sorcerer builds a 
  dungeon beneath or near his sanctum, monsters will start to 
  arrive to dwell within, followed shortly by adventurers seeking 
  to fight them. 
  At 11th level, a sorcerer may learn and cast ritual arcane spells 
  of great power (7th, 8th, and 9th level), craft magical constructs, 
  and create magical cross-breeds. If chaotic, the sorcerer may 
  create necromantic servants and become undead. 
  All Zaharan sorcerers possess certain inhuman benefits and 
  drawbacks from their demoniac bloodline. First, Zaharan 
  sorcerers are inexorable in the face of horrors that terrify 
  normal men. They are immune to all natural and magical fear 
  effects.
  Second, sorcerers benefit from the ancient pacts of service 
  and obedience by which the lords of Zahar ensorcelled the 
  dark powers of the world. Some creatures still remember these 
  pacts and will aid Zaharans when commanded. All Zaharan 
  sorcerers gain a +2 bonus to reaction rolls when encountering 
  intelligent chaotic monsters. Intelligent chaotic monsters suffer 
  a -2 penalty to saving throws against any charm spells cast by a 
  Zaharan sorcerer. 
  Third, due to their background and training, all Zaharan 
  sorcerers speak four dark tongues. In the Auran Empire 
  campaign setting, these languages are Ancient Zaharan, Goblin, 
  Orc, and Kemeshi. The Judge should substitute appropriate 
  languages of his own devising for other campaigns. 
  Finally, Zaharan sorcerers grow in power after the flesh. If 
  transformed into intelligent undead, they retain their racial 
  powers and any class abilities. Once transformed, a 1 HD 
  undead sorcerer requires 4,000 XP to advance to 2 HD, and the 
  amount of XP required to advance as an undead doubles with 
  each HD thereafter (round values greater than 20,000 XP to the 
  nearest 1,000). All of the sorcerer’s class abilities will continue 
  to progress without regard to his class’s maximum level, to a 
  maximum of 14th level. The sorcerer may continue to advance 
  in Hit Dice without limit, even past his class’s maximum level.
  However, because of their dark souls, the grim embrace of 
  death holds special perils for Zaharans. Whenever a deceased 
  Zaharan rolls on the Tampering with Mortality table, he suffers 
  a penalty on the 1d20 roll of -1 per level of experience.
  Zaharan Sorcerer Proficiency List: Alchemy, Battle Magic, 
  Black Lore of Zahar, Collegiate Wizardry, Craft*, Diplomacy, 
  Elementalism, Engineering, Familiar, Farseeing*, Healing, 
  Knowledge, Language, Laying on Hands, Magical Engineering, 
  Mastery of Charms and Illusions*, Mystic Aura, Naturalism, 
  Quiet Magic, Prestidigitation, Second Sight*, Sensing Power, 
  Soothsaying, Transmogrification, Unflappable Casting
  *New proficiency described on p. 72.
  Template:
  Mortificationist (Necromancy path)
  Proficiencies:
  Black Lore of Zahar, Healing
  Starting Equipment:
  Leather and bone spellbook with 
  unliving puppet, wavy-bladed 
  silver dagger, long leather whip, grey 
  warlock’s cassock, polished iron skullcap, 
  leather belt, leather gloves, high boots, 
  backpack, chthonic implements (level 1), 
  quill and ink, 1 week’s iron rations, 20gp
  Mortificationist: This pre-generated template represents a 
  zealot devoted to the study of life and unlife. The template 
  is ready for adventure. However, if your sorcerer’s INT is 
  Zaharan Sorcerer Saving Throws
  Zaharan Sorcerer Attack Throws
  Level
  Petrification & 
  Paralysis
  Poison & 
  Death
  Blast & Breath
  Staffs & 
  Wands
  Spells
  Level
  Attack Throw
  1-2
  13+
  10+
  16+
  13+
  15+
  1-3
  10+
  3-4
  12+
  9+
  15+
  12+
  14+
  4-6
  9+
  5-6
  11+
  8+
  14+
  11+
  13+
  7-9
  8+
  7-8
  10+
  7+
  13+
  10+
  12+
  10-12
  7+
  9-10
  9+
  6+
  12+
  9+
  11+
  13+
  6+
  11-12
  8+
  5+
  11+
  8+
  10+
  13- 14
  7+
  4+
  10+
  7+
  9+
  
   
  Core, Campaign, and Racial Class Modifications 
  69
  Heroic Fantasy Handbook
  Heroes
  13 or greater, you may pick one or more additional general 
  proficiencies and starting spells before play if you’d like (see 
  Starting Proficiencies in Chapter 4 and Spell Repertoire in 
  Chapter 5 of ACKS). 
  CORE, CAMPAIGN, AND RACIAL CLASS 
  MODIFICATIONS
  When using the core, campaign, and racial classes found in 
  ACKS and PC, the following rules and recommendations 
  will help preserve a heroic fantasy flavor. Note that these 
  modifications are completely optional; there are no mechanical 
  reasons not to allow arcane, divine, and eldritch classes all to 
  play together, merely stylistic ones.
  Fighting and Thieving Classes
  In most heroic fantasy campaigns, the anti-paladin, assassin, 
  barbarian, bard, explorer, fighter, mystic, paladin, and thief 
  can be used without modification. See the New and Modified 
  Equipment section (p. 76) and the Heroic Adventures section 
  (p. 86) for important rules that apply to these classes, however!
  In Tolkienesque campaigns, the dwarven delver, dwarven fury, 
  dwarven vaultguard, and elven ranger can also be used without 
  modification, but the Thrassian gladiator should not be used. 
  The dwarven machinist may be used at the Judge’s discretion. 
  In Howardian campaigns, the dwarven and elven demi-human 
  classes should not be used, but the Thrassian gladiator might be 
  used at the Judge’s discretion.
  Arcane Spellcasting Classes
  Arcane magic, as it appears in ACKS and most other D20 
  fantasy games, has a spell list closer to that of Marvel’s Dr. 
  Strange than to that of Merlin, Gandalf, or Thoth-Amon. While 
  the arcane and eldritch magic systems are compatible with and 
  balanced against each other, flashy, high-powered arcane magic 
  dramatically alters the feel of a campaign. Judges who wish to 
  have an authentically heroic fantasy setting should replace all 
  arcane magic with eldritch magic instead. Since eldritch magic 
  has several drawbacks compared to arcane magic – its spells 
  are less powerful and its spellcasters can suffer corruption – the 
  existing arcane spellcasting classes need to either be replaced by 
  new eldritch spellcasting classes in this book, or upgraded with 
  additional powers. Follow these guidelines:
  • 
  Replace the mage class with the loremaster class introduced 
  in this book.
  • 
  Replace the venturer class with the revised (non-magical) 
  venturer class introduced in this book. 
  • 
  Replace the warlock class with the new occultist class 
  introduced in this book. 
  • 
  Replace the Nobiran wonderworker class with the Nobiran 
  wizard introduced in this book.
  • 
  Grant elven courtiers, elven enchantresses, elven 
  nightblades, elven spellswords, and gnomish tricksters 
  spellsinging (as per the elven spellsinger class introduced 
  in this book) as a class power. 
  • 
  Grant Zaharan ruinguards inspire dread (as per the 
  Zaharan sorcerer class power of the same name) and 
  savage resilience (as per the barbarian class power of the 
  same name) as class powers. 
  When converting elven courtiers, elven nightblades, elven 
  enchantresses, elven spellswords, gnomish tricksters, and 
  Zaharan ruinguards from arcane to eldritch spellcasting, the 
  class’s level progression, Hit Dice, and attack throw progression 
  are unchanged. If the class uses the mage saving throw 
  progression and proficiency progression, substitute the cleric 
  progression instead. Replace the mage spell progression (or 
  fraction thereof) with the Nobiran wizard spell progression (or 
  fraction thereof). Instead of selecting its spell repertoire from 
  the arcane spell list, the class selects from the eldritch spells list 
  (p. 120). The class becomes subject to the rules for the shades of 
  magic (p. 94). The class gains the ability to accumulate divine 
  power as a cleric and to use clerical magic items.
  Note: Judges may wonder why the human arcane spellcasting 
  classes are replaced with ceremonialists (loremasters and 
  occultists) while the various demi-human spellcasting 
  classes remain spellcasters. The reason is authenticity to the 
  heroic tradition: the notion that mortal men of ordinary 
  birth can become capable of instantaneously casting flashy 
  spells simply from study is largely foreign to both the 
  Tolkienesque and Howardian traditions of heroic fantasy, 
  and arises mostly in post-heroic (contemporary) fantasy. In 
  the heroic tradition, human magicians must work magic 
  through esoteric ceremonies requiring magical implements 
  and strange reagents; any magicians who can work magic 
  swiftly and easily are never truly human. Thus in Heroic 
  Fantasy Handbook, the recommended classes only allow 
  humans to perform magical ceremonies, not to cast spells. 
  Human magic-users are therefore always ceremonialists, 
  such as the loremaster, occultist, and runemaker; while 
  only demi-humans can be true spellcasters, such as the 
  elven spellsinger, Nobiran wizard, and Zaharan sorcerer. Of 
  course there are some heroic fantasy settings with human 
  spellcasters, and Judges who want them can add them by 
  following the suggestions listed in the Nobiran wizard 
  class, or by creating custom classes using the Custom Class 
  creation rules in the ACKS Player’s Companion along with 
  the modifications provided in the Secrets chapter of this 
  supplement (p. 200).
  Divine Spellcasting Classes
  Divine magic, as it appears in ACKS and most other D20 
  fantasy games, has a spell list primarily derived from Old 
  and New Testament miracles. While some of these effects do 
  occur in heroic fantasy, they are generally rare and usually of 
  unclear provenance. Spells that explicitly affirm the existence 
  of an afterlife and gods, such as commune and raise dead, 
  are exceptionally rare. For this reason, divine magic should be 
  replaced by eldritch magic instead. See the rules for eldritch 
  magic in the Magic chapter (p. 94).
  The cleric, as it appears in most retro-clones (including ACKS), 
  combines miraculous spells, vampire-fighting powers from 
  Dave Arneson’s First Fantasy campaign, and weapon choices 
  based on loopholes of medieval ecclesiastical law. It’s an odd mix 
  
  70 
  Core, Campaign, and Racial Class Modifications
  that does not fit into heroic campaigns based on either fictional 
  or mythic sources. 
  We recommend using ecclesiastics, a new class in this book, 
  to represent noncombatant medieval clergy with miraculous 
  powers; and using paladins, from the Player’s Companion, 
  to represent fighting monks such as the Knights Templar. For 
  pagan priests and priestesses, use bladedancers, priestesses, 
  shamans, or witches, or the loremaster, runemaker, or occultist 
  classes in this book. 
  The other divine casters found in ACKS are a better fit for 
  heroic fantasy, although for reasons noted above they should 
  perform ceremonies rather than cast spells. Thus bladedancers, 
  dwarven craftpriests, priestesses, shamans, and witches should 
  all become eldritch ceremonialists, exchanging the ability to 
  cast divine spells as a cleric for the ability to perform eldritch 
  ceremonies. As eldritch ceremonialists, these classes should 
  pick their ceremonies from the eldritch spell list instead of the 
  divine spell list. They become susceptible to corruption but do 
  not lose their powers if they breach their faith’s tenets. Here are 
  some additional guidelines:
  • 
  Ceremonial bladedancers follower the liturgical or runic 
  tradition (Judge’s choice) and use the runemaker ceremony 
  progression. Ceremonial bladedancers lose the turn 
  undead class power. Instead they begin play with their 
  choice of any two of the following class powers: alluring 
  beauty (as a warmistress), charismatic ferocity (as a 
  warmistress), classical weapons training (as an elven 
  courtier), personal talisman (as the proficiency), study 
  of war (as a Nobiran champion), or weapon finesse (as a 
  warmistress).   
  • 
  Ceremonial dwarven craftpriests follow the runic tradition 
  and use the runemaker ceremony progression. To reflect 
  the archetype of the magical crafter, ceremonial craftpriests 
  begin play as master craftsmen (with three ranks in their 
  chosen craft instead of two) with a personal talisman (as 
  the proficiency) from their craft. However, they lose the 
  turn undead class power. 
  • 
  Ceremonial priestesses can follow the antiquarian, 
  liturgical, or theurgical tradition (Judge’s choice) and 
  use the occultist ceremony progression. If desired, 
  noncombatant male ceremonialists of a Lawful religion can 
  be ceremonial priests of the runic, liturgical, or theurgical 
  tradition. Alternatively, priestesses can be replaced with 
  female ecclesiastics. 
  • 
  Ceremonial shamans follow the shamanic or runic 
  traditions (Judge’s choice) and use the runemaker ceremony 
  progression. In addition, ceremonial shamans exchange the 
  ability to commune with spirits for a  personal talisman 
  (as the proficiency), and exchange the ability to perform 
  spirit rituals with the ability to divine the wisdom of the 
  ancestral spirits once per day (as the revised Prophecy 
  proficiency). 
  • 
  Ceremonial witches follow the ceremonial magic tradition 
  which equates to their tradition of witchcraft (see  
  p. 107). Ceremonial witches use the occultist ceremony 
  progression. Ceremonial witches exchange their tradition’s 
  bonus spells for a personal talisman (as the proficiency).
  See eldritch magic and ceremonial magic rules in the Magic 
  chapter (p. 94 and 105) for more details.
  
   
  New and Modified Proficiencies 
  71
  Heroic Fantasy Handbook
  Heroes
  NEW AND MODIFIED PROFICIENCIES
  Some proficiencies that appear in the ACKS Core Rules and 
  ACKS Player’s Companion have been updated, either to be 
  compatible with new mechanics such as Base Healing Rate, or 
  to better reflect the nature of a heroic campaign. In addition, 
  new proficiencies have been introduced that relate to new game 
  features such as ceremonial magic, spellsinging, and hero points. 
  MODIFIED PROFICIENCIES
  Alchemy (G): The character can identify common alchemical 
  substances, potions, and poisons with a proficiency throw of 
  11+. If the character takes this proficiency twice, he can work 
  as an apothecary or alchemical assistant. If the character takes 
  this proficiency three times, he is an alchemist himself, and 
  may brew potions as if he were a 5th level mage, but at twice 
  the base time and cost. A character already capable of brewing 
  potions because of his class level may add his Alchemy ranks to 
  his Magic Research throws when brewing potions, and if he has 
  selected the proficiency three times, he can brew potions at half 
  the usual base time and cost.
  Animal Husbandry / Healing (G): The character is especially 
  skilled at treating wounds and diagnosing illnesses among 
  animals (Animal Husbandry) or among humans and demi-
  humans (Healing). If the character makes a proficiency throw of 
  11+, he can identify whether a disease is magical or mundane, 
  and if mundane, diagnose it. A patient under treatment of a 
  character with Animal Husbandry or Healing recovers twice his 
  base healing rate in hp each day of rest.
  If the character selects Animal Husbandry or Healing twice, his 
  proficiency throw to identify and diagnose diseases is reduced 
  to 7+. He can attempt to neutralize poison, cure disease, or 
  cure light wounds with a proficiency throw of 18+, once per 
  day per patient. 
  If the character selects Animal Husbandry or Healing three 
  times, his proficiency throw to identify and diagnose diseases 
  is reduced to 3+. He can attempt to neutralize poison, cure 
  disease, or cure serious wounds with a proficiency throw of 
  14+, once per day per patient. 
  Any character with Animal Husbandry Healing proficiency 
  can use healing herbs (e.g. blackwort, comfrey, goldenrod, and 
  woundwort) to heal additional damage or gain a bonus on his 
  proficiency throws.  In any one day, a character can supervise 
  three different patients, plus an additional one each time Animal 
  Husbandry or Healing is selected.
  A character with two or more ranks of Animal Husbandry 
  may treat humans and demi-humans as if he had the Healing 
  proficiency at one rank less than his Animal Husbandry 
  proficiency. A character with two or more ranks of Healing may 
  treat animals as if he had the Animal Husbandry proficiency at 
  one rank less than his Healing proficiency.
  Apostasy: If a ceremonialist, the character may select 4 eldritch 
  ceremonies and add them to his repertoire of ceremonies 
  known. If an eldritch spellcaster, the character may select 3 
  eldritch spells and add them to his repertoire of spells known. If 
  the ceremonies or spells selected with this proficiency are above 
  the level that the character is permitted to know, he will add 
  them to his repertoire when he reaches the appropriate level.  
  Arcane Dabbling: The character may attempt to use magic 
  items created with arcane or eldritch magic. At level 1, the 
  character must make a proficiency throw of 18+ or the attempt 
  backfires. The proficiency throw required reduces by 2 per level, 
  to a minimum of 3+. Note that bards automatically begin play 
  with this ability as part of their class.
  Art/Craft (G): The character has studied a fine art (e.g., 
  painting, sculpture, mosaic) or guild craft (e.g. armorer, bowyer, 
  jeweler, leatherworker, smith, shipwright, or weaponsmith). 
  The character is considered an apprentice in his trade. He 
  can manufacture 10gp per month of goods, and can identify 
  masterwork items, rare materials, and famous artisans with a 
  proficiency throw of 11+.  The character must choose the art 
  or craft at the time he chooses the proficiency. He can spend 
  more proficiency selections to have several types of art or craft 
  proficiencies. 
  If a character selects the same art or craft twice, he is considered 
  a journeyman in his trade. He can manufacture 20gp per month 
  Proficiencies Gained per Level (C=Class, G=General)
  Classes
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  Beastmaster
  C+G
  C
  G
  C
  C+G
  C
  G
  Berserker
  C+G
  C
  G
  C
  C+G
  C
  G
  Chosen
  C+G
  C
  G
  C
  C+G
  C
  G
  Ecclesiastic
  C+G
  C
  G
  C
  G
  C
  G
  Elven Spellsinger
  C+G
  C
  G
  C
  G
  C
  -
  -
  Freebooter
  C+G
  C
  G
  C
  G
  C
  G
  Halfling Bounder
  C+G
  C
  G
  C
  -
  -
  -
  -
  -
  -
  Halfling Burglar
  C+G
  C
  G
  C
  G
  -
  -
  -
  -
  Loremaster
  C+G
  C
  G
  C
  G
  C
  G
  Nobiran Champion
  C+G
  C
  G
  C
  C+G
  C
  G
  Nobiran Wizard
  C+G
  C
  G
  C
  G
  C
  G
  Occultist
  C+G
  C
  G
  C
  G
  C
  G
  Runemaker
  C+G
  C
  G
  C
  G
  C
  G
  Thrassian 
  Deathchanter
  C+G
  C
  G
  C
  C+G
  C
  G
  Zaharan Darklord
  C+G
  C
  G
  C
  G
  C
  G
  Zaharan Sorcerer
  C+G
  C
  G
  C
  G
  C
  G
  
  72 
  New and Modified Proficiencies
  of goods, and supervise up to 3 apprentices, increasing their 
  productivity by 50%. If he selects the same craft three times, he 
  is considered a master craftsman. He can manufacture 40gp per 
  month, and supervise up to 2 journeymen and 4 apprentices, 
  increasing their productivity by 50%. He could work as a 
  specialist in this art or craft. 
  If a character selects the same art or craft four times, he 
  is considered a grand master artist or craftsman. He can 
  manufacture 80gp per month, and supervise up to 2 masters, 
  4 journeymen, and 8 apprentices, increasing their productivity 
  by 50% (for a total construction rate of 440gp per month). 
  Working alone or with his subordinates, a grand master can 
  create masterwork items appropriate to his art or craft:
  • 
  A masterwork weapon costing 80gp extra may provide 
  +1 to hit or +1 to damage. A masterwork weapon costing 
  650gp extra provides both +1 to hit and damage. In neither 
  case does the weapon provide the ability to hit magical 
  monsters, unless forged of a material otherwise capable of 
  doing so (e.g. silver). Additional ornaments or engraving 
  can add to the weapon’s value without necessarily increasing 
  the weapon’s characteristics.
  • 
  A masterwork set of armor costing 80gp extra weighs 
  one less stone (armor or shields weighing one stone 
  counts as one item instead) while providing normal AC. 
  A masterwork set of armor costing 650gp extra provides 
  +1 AC while weighing the same as normal. Additional 
  ornaments or engraving can add to the value without 
  necessarily improving the armor’s characteristics.
  • 
  A masterwork structure costing 2 times normal gains +1 
  to AC or +10% to structural hit points. A masterwork 
  structure costing 4 times normal gains both +1 to AC and 
  +10% to structural hit points.
  • 
  A masterwork ship costing 2 times normal gains +1 to AC, 
  +10% to structural hit points, or +10% to movement rate. 
  A masterwork ship costing 4 times normal gains any two 
  such benefits. A masterwork ship costing 8 times normal 
  gains all three such benefits.
  • 
  A miscellaneous piece of masterwork art or craftsmanship 
  may be of such beauty and quality as to be worth anywhere 
  from 2 to 100 times normal value.
  EXAMPLE: Ragnar, a 6th level dwarven craftpriest, has 
  four ranks in Craft (weapon-smithing), giving him a 
  construction rate of 80gp per month. He decides to craft a 
  masterwork war hammer with +1 to hit and damage. The 
  base cost of a war hammer is 5gp, so Ragnar’s masterwork 
  war hammer will cost (650gp + 5gp) 655gp. It will take 
  Ragnar (655gp / 80gp) 8.2 months to craft his masterpiece. 
  The process of making a weapon, shield or set of armor into a +1 
  or greater item automatically transforms it into a masterwork, 
  so the bonuses do not stack. However, enchanting masterworks 
  is easier than enchanting mundane items. Apply the value of the 
  masterwork item towards the cost of precious materials used to 
  enchant the item. 
  A grand master artist or craftsman who is able to create magic 
  items due to his class level can imbue magical effects into items 
  he personally crafts at half the usual base time and cost. If he has 
  a sample or formula for the item as well, he can imbue magical 
  effects at one-quarter the usual base time and cost. When doing 
  so, he may add his ranks in his Art/Craft proficiency to the 
  magical research throw to create the item.
  EXAMPLE: Ragnar, now 9th level, has gained the ability 
  to create permanent magical items. He decides to enchant 
  his masterwork war hammer to +2. He has a sample war 
  hammer +2.  The base cost to create a war hammer +2 is 
  30,000 gp. The base time is (2 month x 5gp / 10gp) 1 month. 
  Because Ragnar is a grand master craftsman, the base cost 
  is halved to 15,000gp and the base time to 2 weeks. Because 
  Ragnar has a sample to work from, the base cost is halved 
  again to 7,500 gp and the base time to 1 week.  He gains a 
  +4 bonus on the magic research throw to enchant the war 
  hammer, and the value of the war hammer, 600gp, counts 
  towards the cost of precious materials used to enchant the 
  item. 
  When items made by grand masters or above are discovered, 
  their mark or style will be apparent to characters who make the 
  appropriate Art, Craft, Knowledge, or Loremastery roll. 
  Beast Friendship: The character is well-schooled in the natural 
  world. He can identify plants and fauna with a proficiency 
  throw of 11+, and understands the subtle body language and 
  moods of birds and beasts (though they may not understand the 
  character). He gains +2 to all reaction rolls when encountering 
  normal animals, and can take animals as henchmen. If the 
  character has this proficiency and the friends of birds and 
  beasts class power, he can identify plants and fauna with a throw 
  of 7+ and can take one more henchman than his Charisma 
  would otherwise permit, as long as at least one is an animal.  
  Black Lore of Zahar: The character has studied the terrible 
  necromancies of ancient Zahar. He can control undead as a 
  Chaotic cleric of one half his class level (rounded up). If the 
  character casts spells that require a saving throw versus Death, 
  his targets suffer a -2 penalty on the save. When the character 
  casts necromantic spells (such as animate dead), the spell 
  effects are calculated as if he were two class levels higher than 
  his actual level of experience. He may also conduct necromantic 
  research (see Necromancy in Chapter 7) as if he were two class 
  levels higher than actual. If the character has this proficiency 
  and the secrets of the dark arts class power, the character can 
  Art/Craft Proficiency Progression
  Title
  Rank (# of times taken) 
  Gp Earned/Month Number of Workers Allowed
  Apprentice
  1
  10gp
  N.A.
  Journeyman
  2
  20gp
  3 Apprentices
  Master 
  3
  40gp
  2 Journeymen, 4 Apprentices
  Grand Master
  4
  80gp
  2 Masters, 4 Journeymen, 8 Apprentices
  
   
  New and Modified Proficiencies 
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  74 
  New and Modified Proficiencies
  control undead as a cleric of two-thirds his class level (rounded 
  up), and his necromantic spells and research are calculated as 
  if he were three (rather than two) caster levels higher than his 
  actual caster level.
  EXAMPLE: Ra-Ramses is a 9th level occultist with both 
  secrets of the dark arts class power and Black Lore of 
  Zahar proficiency. Therefore he controls undead as if 
  he were a Chaotic cleric of (9 x 2/3) 6th level. He casts 
  necromantic spells and performs necromantic research as 
  if he were 12th level.
  Combat Trickery: The character is a cunning and tricky fighter. 
  Pick a special maneuver from any one of the following: Disarm, 
  Force Back, Incapacitate, Knock Down, Overrun, Sunder, or 
  Wrestle. When the character attempts this special maneuver 
  in combat, the normal penalty for attempting the maneuver 
  is reduced by 2 (e.g. from -4 to -2), and his opponent suffers 
  a -2 penalty to his saving throw to resist the special maneuver. 
  In addition, anytime the character lands a critical hit  (see  
  p. 86), he may apply his special maneuver as an effect in lieu 
  of the outcome he rolled if desired. A character may take 
  Combat Trickery multiple times, selecting an additional special 
  maneuver to learn each time. 
  Illusion Resistance: This proficiency is replaced by Second 
  Sight.
  Laying on Hands: The character can heal himself or another 
  by laying on hands once per day. The character healed recovers 
  hp as if he had rested for one day per two levels of the healer 
  (rounded up).  A character may take this proficiency multiple 
  times. Each time it is taken, the character may lay on hands an 
  additional time per day.
  Magical Music: If the character is not already a spellsinger, 
  then he gains a limited ability to spellsing. The character gets two 
  spell points and has one 1st level spell in his repertoire, which 
  he casts as a 1st level spellsinger. A character already capable 
  of spellsinging who selects this proficiency gains an additional 
  two spell points and can add one additional spell (of any level 
  he can cast) to his repertoire. The proficiency may be selected 
  multiple times. 
  Prophecy: The character is subject to premonitions and dreams 
  of the past and future. The Judge will make these visions 
  both cryptic and useful. Once per day, the character may cast 
  divination (as the spell). The casting time is 10 minutes (1 turn). 
  Soothsaying: The character has been trained to read the omens 
  in everyday things – the throw of dice, the flight of birds, or the 
  leaves of tea. Once every 8 hours, he can cast augury (as the 
  spell). The casting time is 10 seconds (1 round). 
  Weapon Focus: The character is an expert at delivering critical 
  hits with a type of favored weapon. Any time the result of a 
  successful attack throw with a favored weapon exceeds the 
  target value by 7 or more (instead of the usual 10 or more), the 
  attacker has dealt a critical hit to its target. A character may 
  take this proficiency multiple times, selecting an additional 
  Weapon Focus each time. The available Weapon Focuses are: 
  axes; maces, flails and hammers; swords and daggers; bows and 
  crossbows; slings and thrown weapons; spears and polearms. 
  Weapon Focus does not allow a character to use weapons not 
  available to his class.
  NEW PROFICIENCIES
  Bright Lore of Aura: The character has studied the white magic 
  of the Empyreans. The character can turn undead as a cleric of 
  one half his class level (rounded up). If the character casts spells 
  that require a saving throw versus Paralysis, his targets suffer 
  a -2 penalty on the save. When the character casts protection 
  spells, the spell effects are calculated as if he were two caster 
  levels higher than his actual caster level. If the character has this 
  proficiency and the bright lore class power, the character can 
  turn undead as a cleric of two-thirds his class level (rounded 
  up), and his protection spells are calculated as if he were three 
  (rather than two) caster levels higher than his actual caster level.
  Ceremonial Magic: The character has studied the ceremonies 
  of a particular tradition of ceremonial magic (antiquarian, 
  chthonic, sylvan, shamanic, or theurgical). The character must 
  choose the tradition at the time he chooses the proficiency. 
  This proficiency can be selected multiple times. The effect of 
  this proficiency depends upon the class powers of the character 
  selecting it.
  If the character is neither a spellcaster nor a ceremonialist, then 
  he becomes a 1st level ceremonialist with a repertoire of one 
  1st level ceremony. He can perform ceremonies in the tradition 
  and create and use trinkets and talismans in the tradition as a 
  1st level ceremonialist, and can identify trinkets or talismans 
  created by a ceremonialist of the tradition with a proficiency 
  throw of 11+ and of other traditions with an 18+.
  If the character is a spellcaster, but is not already a ceremonialist, 
  he becomes a ceremonialist of his caster level upon taking this 
  proficiency. He can perform any ceremonies in the tradition 
  and create and use trinkets and talismans in the tradition as 
  a ceremonialist of his caster level, and can identify trinkets or 
  talismans created by a ceremonialist of the tradition with a 
  proficiency throw of 11+ and of other traditions with an 18+. 
  If the character is already a ceremonialist, he can either reduce 
  the proficiency throw required to identify trinkets and talismans 
  of a tradition he already knows by 4; learn another tradition; or 
  add one ceremony (of any level he can cast) to his repertoire. 
  See the rules for Ceremonial Magic in the Magic section (p. 105) 
  for more details.
  Destined: The character gains two Fate Points. This proficiency 
  does not appear on any class lists. The Judge should decide if this 
  Healing Proficiency Progression
  Title
  Rank (# of  
  times taken)
  Gp Earned/ 
  Month
  Patients/Day Skills
  Healer
  1
  25gp
  3
  Identify 11+
  Physicker
  2
  50gp
  4
  Identify 3+, neutralize poison,curedisease,cure serious wounds 14+
  Chirugeon
  3
  100gp
  5
  Identify 3+, neutralize poison,curedisease,cure serious wounds 14+
  
   
  New and Modified Weapons,  Armor, & Equipment 
  75
  Heroic Fantasy Handbook
  Heroes
  proficiency exists in his setting. If so, any character may select it 
  as one of his class proficiencies. 
  Farseeing: The character can see the fates of mortals. He may 
  determine how many Fate Points a character has after 10 
  minutes (1 turn) of casual interaction or observation. Once per 
  week, the character may cast fate (as the spell) with a casting 
  time of 10 minutes (1 turn). 
  Mastery of Charms and Illusions: When the character casts 
  enchantment spells (such as charm person) or illusion spells 
  (such as phantasmal force), the spell effects are calculated 
  as if he were two class levels higher than his actual level of 
  experience. Targets of his enchantment spells suffer a -2 penalty 
  to their saving throw, as do those who attempt to disbelieve his 
  illusions. If the character has this proficiency and the mastery of 
  domination and deception class power, the character can cast 
  enchantments and illusions as if he were three (rather than two) 
  caster levels higher than his actual caster level, and targets suffer 
  a -3 penalty to their saving throws.
  Personal Talisman: A ceremonialist with the Personal Talisman 
  proficiency has created a special magic item, his personal 
  talisman, which he uses to aid him in performing ceremonies. 
  When the proficiency is first taken, the character immediately 
  gains a talisman of his own tradition which provides a +1 bonus 
  to ceremony throws for ceremonies of one particular type. The 
  character may choose from death & necromancy; detection; 
  elemental air; elemental earth; elemental fire; elemental water; 
  enchantment & illusion; healing; movement; protection; 
  summoning; and transmogrification. Each time the proficiency 
  is selected thereafter, the personal talisman can increase its 
  bonus by +1 for one type of ceremony. A character may never 
  have more than one personal talisman at a time, and a personal 
  talisman may never be used by anyone other than the character. 
  If the character’s personal talisman is ever lost or destroyed, the 
  character may make a new one. Making a new personal talisman 
  costs 5,000gp less than normal per rank in the proficiency, with 
  the equivalent reductions in time, special components, and 
  workshop requirements. Any magic research throws to make 
  the personal talisman are always successful.
  Second Sight: The character has a connection to the hidden 
  world, and can see innately or magically invisible creatures 
  within 60’. Invisible creatures are aware that the character can 
  see them, and may often take a particular interest in him as a 
  result. Second sight does not provide the ability to see characters 
  hiding in shadows, secret doors, traps, or other creatures or 
  objects hidden through cover and concealment, but does 
  provide a +4 bonus to saving throws to disbelieve illusions. This 
  proficiency replaces Illusion Resistance in ACKS.
  NEW AND MODIFIED WEAPONS,  
  ARMOR, & EQUIPMENT
  Weapons & Armor
  Cost
  Description
  Arena Armor, Heavy
  50gp
  AC 4
  Arena Armor, Light
  30gp
  AC 2
  Cestus
  3gp
  Lethal brawling damage
  Helmet, Heavy
  20gp
  +2 v. mortal wounds
  Helmet, Light
  0gp (5gp)
  -1 AC if not present
  Arena Armor, Heavy: A set of stylized heavy armor designed 
  to expose the wearer’s attractive form and musculature while 
  fighting. Characters with clean-limbed bodies (STR, DEX, 
  CON, and CHA all 11+) gain a +1 bonus to Seduction rolls 
  when wearing arena armor.    Depending on the wearer’s taste 
  and style, heavy arena armor can include form-fitting leather, 
  scale, or lamellar; sections of mail; and/or solitary pieces of 
  plate on limbs and vital areas. It provides 4 points of protection 
  and weighs 4 stone, and counts as chain armor for game 
  purposes. Historical examples of heavy arena armor include 
  that of the hoplomachus, provocator, and thraex types. Fantasy 
  examples might include Morgana’s metal corset in Excalibur, 
  Alia’s hauberk in Azure Bonds, and most of the armor seen in 
  Xena: Warrior Princess. Heavy arena armor can also be used to 
  simulate partial sets of heavier armor. Cost: 50gp
  Arena Armor, Light: A set of stylized light armor designed 
  to expose the wearer’s attractive form and musculature while 
  fighting. Characters with clean-limbed bodies (STR, DEX, 
  CON, and CHA all 11+) gain a +1 bonus to reaction rolls 
  using Seduction when wearing arena armor. Depending on the 
  wearer’s taste and style, light arena armor can include form-
  fitting cloth or leather; thin straps of mail; and/or solitary pieces 
  of plate on the limbs. It provides 2 points of protection and 
  weighs 2 stone, and counts as leather armor for game purposes. 
  Historical examples of light arena armor include that of the 
  dimachaerus, myrmillo, retiarius, and secutor types. Fantasy 
  examples might include Red Sonja’s chainmail bikini, He-Man’s 
  battle harness, and most of the armor drawn by Frank Frazetta 
  or Luis Royo. Light arena armor can also be used to simulate 
  very partial sets of armor. Cost: 30gp
  Cestus: A pair of armored battle gloves, made with leather strips 
  and fitted with blades, spikes, and/or iron plates.  Characters 
  equipped with cestus may deal 1d3 points of lethal damage with 
  a punch. Cost: 3gp
  Helmet, Heavy: This is a metal close-faced or visored helmet 
  that completely covers the face, head, and neck. A heavy helmet 
  must be purchased separately from a suit of armor. Wearing a 
  heavy helm imposes a -1 penalty to surprise rolls and -4 penalty 
  to proficiency throws to hear noise, but offers a +2 bonus on d20 
  rolls made on the Mortal Wounds table. Historical examples of 
  heavy helmets include the classical Corinthian helmet, Roman 
  gladiatorial helmets, and the medieval armet, barbute, close 
  helm, great helm, and hounskull. Cost: 20gp
  Helmet, Light: This is any leather or metal open-faced helmet 
  designed to protect the head and neck while maintaining 
  unrestricted sight and breathing. A light helmet is included in 
  the cost of any suit of armor. If a suit of armor is worn without 
  a helmet, decrease the character’s armor class by 1 point. A light 
  
  76 
  New and Modified Weapons, Armor, & Equipment 
  helmet can purchased separately from a suit of armor at a cost 
  of 5gp, but provides no in-game benefit. Historical examples 
  include the Illyrian, Phyrgian, Boeotian, Attic, and Galean 
  helmets of Antiquity, the medieval bascinet, nasal helm, and 
  spangenhelm, and the Renaissance burgonet and sallet. 
  Clang of Helmets Memorial Rule (optional):  Armor is 
  assumed to exclude helmets. A character wearing a light 
  helmet gains a +1 bonus to his AC. A characters wearing a 
  heavy helmet gains a +2 to his AC. This rule can help offset 
  a lack of magical enhancement to armor class in low-magic 
  campaigns.
  Herbs and Powders
  Cost
  Aloe
  10gp
  Bitterwood
  10gp
  Black Lotus 
  200gp
  Blessed Thistle
  10gp
  Horsetail
  15gp
  Lungwort
  5gp
  Willow-bark
  5gp
  Aloe: Aloe, also known as burn plant, is a healing herb used 
  to treat burns. A character with Healing proficiency can use 
  a liniment of aloe to treat a patient with acid, cold, electrical, 
  or fire damage. The patient is healed one-half his base healing 
  rate, or up to the amount of acid, cold, electrical or fire damage 
  suffered, whichever is less. A patient cannot be treated with a 
  liniment of aloe more than once per day. Applying the liniment 
  takes 1 turn (10 minutes). Cost: 10gp
  Bitterwood: Bitterwood, also known as quassia, is a healing 
  herb used to induce vomiting. A character with Healing 
  proficiency can treat a patient who has ingested poison within 
  1 turn (10 minutes) with an emetic of bitterwood.  Upon 
  consuming the emetic, the patient must make a saving throw 
  v. Poison. If the save succeeds, the patient spends the next 1d3 
  turns purging himself of the poison, neutralizing it. If the save 
  fails, the character still loses 1d3 turns purging himself, but it 
  does not neutralize the poison. Administering the emetic takes 
  1 round (10 seconds). Cost: 10gp
  Black Lotus: Block lotus is an eldritch herb prized by sorcerers 
  and occultists. When powdered and burned in a brazier, black 
  lotus releases a wispy smoke in a 2.5’ radius for 1 turn (10 
  minutes). Those who inhale the smoke may fall into a death-like 
  sleep characterized by monstrous dreams. If a character begins 
  his initiative in the smoke, or enters the smoke, he may make 
  a saving throw versus Poison. If the saving throw fails, or the 
  character chooses not to save, he falls into a deep slumber for 
  1d3 hours. If the character is a spellcaster or ceremonialist, the 
  number of hours is extended by one-half the highest level spell 
  or ceremony he knows (rounded down). During this time, the 
  character is completely helpless and cannot be awakened by 
  any means short of dealing damage. If the character is allowed 
  to slumber and awaken naturally, he will wake up empowered 
  with  magic. An eldritch spellcaster will gain access to all of his 
  expended spells, exactly as if he had benefited from a day’s rest 
  and study. An eldritch ceremonialist will purify himself of all 
  accumulated stigma. Other characters will temporarily gain a 
  repertoire of one random 1st level black magic ceremony  for 
  use in the next 24 hours (stigma threshold 1). The benefits of 
  black lotus come at a price, however; the nightmares it brings 
  cause the character to accumulate 1 corruption point per hour 
  of drugged sleep. Cost: 200gp. 
  Blessed Thistle: Blessed thistle, also known as spotted thistle, is 
  a healing herb that helps wounds heal more quickly. A character 
  with the Healing proficiency can use a poultice of blessed thistle 
  to treat a wounded patient at any time. If the patient rests, his 
  base healing rate for the day is increased by one row on the BHR 
  table for purposes of natural healing. If the patient does not rest, 
  he recovers one-half the hit points he would have recovered if 
  he had rested. Applying the poultice takes 1 round (10 seconds). 
  Cost: 10gp
  Horsetail: Horsetail, also known as snake grass, is a healing 
  herb that slows bleeding and promotes clotting. A character 
  with Healing proficiency can use a poultice of horsetail to treat 
  the wounds of an unconscious and possibly mortally wounded 
  patient (with 0 hit points or fewer). Used in this manner, it 
  provides an additional +2 bonus to the patient’s 1d20 roll on the 
  Mortal Wounds table. A character with two ranks of Healing 
  proficiency can use a poultice of horsetail to delay death with a 
  proficiency throw of 18+ (one attempt per patient). A character 
  with three ranks of Healing proficiency can use a poultice of 
  horsetail to delay death with a proficiency throw of 14+. 
  Applying the poultice takes 1 round (10 seconds). Cost: 15gp
  Lungwort: Lungwort is a healing herb used to treat diseased 
  and damaged lungs. A character with Healing proficiency can 
  brew a tincture of lungwort to relieve a patient of the wilderness 
  movement penalty and rest requirements from permanent 
  wounds (“lungs and heart damaged”). Brewing the tincture 
  takes 1 turn (10 minutes) and the relief lasts for 4 hours. Cost: 
  5gp
  Willow-Bark: Willow-bark is a healing herb that relieves aches, 
  pain, and rheumatism. A character with Healing proficiency 
  can brew a tincture of willow-bark to relieve a patient of the 
  initiative penalty from permanent wounds (e.g. “stiff and scarred 
  wounds” and “lasting wounds that ache in bad weather”), from 
  inability to force march due to permanent wounds (“damage 
  to hips and lower back” “damage to knee,” “lungs and heart 
  damaged”), or from the attack throw and damage roll penalty 
  from force marching. Brewing the tincture takes 1 turn (10 
  minutes) and the relief lasts for 4 hours. Cost: 5gp
  Adventuring Equipment
  Cost
  Adventurer’s Harness
  10gp
  Ear Trumpet
  15gp
  Metamphora
  5gp / 60gp value
  Padded Shoes
  15gp
  Special Components, Misc.
  1gp
  Thieves’ Garb
  25gp
  Thieves’ Tools Companion Kit
  35gp
  Thieves’ Tools, Superior
  200gp
  Thieves’ Tools, Masterwork
  1,600gp
  Traditional Implements
  25gp / level
  
   
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  Heroes
  Adventurer’s Harness: Also known as a burglar’s harness, this 
  is a set of belts, straps, sheaths, and cases designed to securely 
  fasten items to one’s body without hampering movement. A 
  character wearing an adventurer’s harness can ignore 1 stone’s 
  worth of equipment when calculating encumbrance. It cannot 
  secure heavy items, or coins and similar items. It cannot be 
  worn over armor heavier than chain mail. Cost: 10 gp 
  Ear Trumpet: A funnel-shaped tube of silver, wood, shell, 
  or horn that, when placed in its wearer’s ear canal, raises the 
  apparent volume of sound. A character using an ear trumpet 
  gains a +2 bonus to proficiency throws to hear noise. The bonus 
  does not apply to hijinks. Cost: 15gp.
  Padded Shoes: A pair of soft-heeled shoes with padding 
  designed to dampen the sound of walking. A character wearing 
  padded shoes gains a +2 bonus to proficiency throws to move 
  silently. Padded shoes cannot be worn when traveling across 
  the wilderness and do not work when wet. The bonus does not 
  apply to hijinks. Cost: 15gp.
  Metamphora: Designed to store special components, 
  metamphora are ceramic jars inscribed with alchemical sigils 
  and stoppered with copper seals. Metamphora come in an 
  array of different sizes and shapes, as more valuable special 
  components require sturdier, stronger metamphora to prevent 
  leakage. Metamphora cost 5gp and weigh 1 stone for every 60gp 
  of value they store
  Special Components, Miscellaneous: When a living thing 
  dies, a residue of its soul will linger in some its component 
  parts, such as organs and cellular fluids. These parts are 
  known as special components and can be tapped by casters 
  and ceremonialists to power their magic items. While the best 
  results are gained from rare components that are unique to the 
  spells or ceremonies imbued into the item, an equal value of 
  miscellaneous special components such as spider webs, plant 
  roots, crushed bones, and so on can be used instead if desired. 
  The caster or ceremonialist suffers a -1 penalty on his throw per 
  level of the spell or ceremony when using miscellaneous special 
  components in magical research. 
  Thieves’ Garb: A suit of clothing, including hooded cloak, 
  tunic, leggings, gloves, and scarf, woven in a camouflaging color. 
  Thieves’ garb is available in different colors for use in various 
  environments – brown for hills/mountains, green for forest/
  jungle, grey for settlements, white for tundra, etc. When wearing 
  thieves’ garb appropriate to the environment, a character gains 
  a +2 bonus to any proficiency throws to hide in shadows, avoid 
  being spotted, and evade in the wilderness. Characters wearing 
  thieves’ garb can always hide in shadows or avoid being spotted 
  with a throw of at least 18+. Thieves’ garb imposes a -2 penalty 
  when its camouflage color is inappropriate to the environment 
  (e.g. white garb in the jungle). The bonus and penalty do not 
  apply to hijinks. Thieves’ garb can be worn over leather armor, 
  but not heavier types. Cost: 25gp.
  Thieves’ Tools Companion Kit: A companion set of tools to 
  use in conjunction with the standard set of thieves’ tools, this 
  set includes drills, pliers, scissors, rods, blocks, pads, tweezers, 
  shims, and a magnifying glass. A thief using this kit in addition 
  to a set of thieves’ tools gains a +2 bonus to proficiency throws 
  to open locks, find traps, and remove traps. The bonus does not 
  apply to hijinks. Cost: 35 gp.
  Thieves' Tools, Superior: Superior thieves’ tools grant a +2 
  bonus to proficiency throws to Open Locks, Find Traps, and 
  Remove Traps. If the thief rolls a natural 1 while attempting to 
  pick a lock, the tools may make a saving throw versus Death 
  (at 1/2 thief’s level of experience) to resist breaking (see the 
  Adventuring chapter, p. 91). The bonus does not apply to 
  hijinks. Cost: 200gp.
  Thieves’ Tools, Masterwork: Masterwork thieves' tools grant 
  a +4 to proficiency throws to Open Locks, Find Traps, and 
  Remove Traps. If the thief rolls a natural 1 while attempting to 
  pick a lock, the tools may make a saving throw versus Death (at 
  the thief’s level) to resist breaking (see the Adventuring chapter, 
  p. 91). The bonus does not apply to hijinks. Cost: 1,600gp.
  Traditional Implements: These are the various paraphernalia, 
  fetishes, and accoutrements that a ceremonialist relies upon 
  in his ceremonies. Traditional implements are rated in levels, 
  and a ceremonialist must have implements of a level equal to or 
  exceeding the level of the ceremony he is performing. Each type 
  of ceremonial tradition has its own implements; the Traditional 
  Implement table (p. 107) provides a list of items associated with 
  the implements of various traditions. A ceremonialist cannot 
  use implements of a tradition he does not know. All types of 
  traditional implements have an encumbrance of 1 stone. Cost: 
  1st level, 25gp; 2nd level 100gp; 3rd level 225gp; 4th level 625gp; 
  5th level 1,225gp; 6th level 2,500gp.
  
  Chapter 3: Heroic Deeds
  “War must be, while we defend our lives against a destroyer 
  who would devour all; but I do not love the bright sword for its 
  sharpness, nor the arrow for its swiftness, nor the warrior for his 
  glory. I love only that which they defend …”
  – Faramir, in the Lord oF the ringS (J.r.r. toLkien)
  
   
  Heroic Codes 
  79
  Heroic Fantasy Handbook
  Deeds
  This chapter offers a variety of new and optional rules that can 
  increase the heroic fantasy flavor of a campaign. Some, none, 
  or all of these rules can be used, in conjunction with a standard 
  ACKS campaign or a specifically heroic campaign, at the Judge’s 
  discretion.
  HEROIC CODES
  “Come, we'll swear to the gods, the highest witnesses—the gods 
  will oversee our binding pacts. I swear I will never mutilate you—
  merciless as you are—if Zeus allows me to last it out and tear your 
  life away. But once I've stripped your glorious armor, Achilles, I will 
  give your body back to your loyal comrades. Swear you'll do the 
  same." – Hector, in The Iliad (Homer)
  In heroic fantasy settings, adventurers may hold to a code of 
  behavior known as a heroic code. Adhering to such codes is 
  a mark of greatness and increases the hero’s fame and glory in 
  the eyes of his people. In game terms, a character who behaves 
  according to a heroic code for the course of the entire adventure 
  gains a 10% bonus on experience earned during that adventure.
  Each heroic code is made up of eight virtues to which the 
  character should aspire. The exact virtues recommended by the 
  heroic code will depend on the hero’s culture. Below we present 
  one possible heroic code, the warrior code of the pagan heroes 
  of myth. 
  WARRIOR CODE
  • 
  Courage: Do not show fear or flee in the face of an enemy 
  of equal or inferior strength. Orderly retreat in the face of an 
  enemy of superior strength is acceptable if the consequences 
  of retreat will not put others in jeopardy. 
  • 
  Hospitality: Do not turn away a supplicant at your door. 
  Provide food and shelter to any guest who asks it, even a 
  sworn enemy, and ensure they do not come to harm while 
  hosted in your home.
  • 
  Reliability: Do not break a sworn oath or promise.
  • 
  Honesty: Do not lie to friends, family, or strangers. 
  Deception may be employed in war, or to make a point 
  against those who have proved themselves dishonest, but 
  not if doing so would break an oath.
  • 
  Generosity: Do not be miserly in gifts or words. Be generous 
  to friends, family, and followers. Reward the loyal service of 
  followers with gifts and praise. 
  • 
  Loyalty: Do not allow others to harm your family, your 
  friends, or your followers. If harmed, demand compensation 
  for the harm from the wrongdoers. If compensation is not 
  granted, take revenge for the harm against the wrongdoers. 
  • 
  Honor: Do not allow others to accuse you of breaking the 
  warrior code, nor give them cause to believe you would.  
  • 
  Ceremoniousness: Uphold the traditions, law, and order of 
  your or your lord’s realm.
  The virtues within a code are always listed in order of importance. 
  When contradictions arise in the heroic code, higher-order 
  virtues generally take precedence over lower-order virtues. (By 
  re-ordering the eight virtues, very different codes of behavior can 
  be created.)
  EXAMPLE: Sigwulf has sworn an oath to slay his brother’s 
  murderer, Bjorn, on sight. Sigwulf is awakened one morning 
  by Bjorn, crippled in battle, asking for refuge in Sigwulf’s 
  home. Since hospitality takes precedence over reliability 
  (not breaking an oath) and loyalty (taking revenge for his 
  brother’s killing), Sigwulf extends the guest-rite to Bjorn.
  Characters who have accumulated so much corruption (see 
  Shades of Magic section, p. 94) that their alignment has or would 
  have shifted cannot benefit from a heroic code. 
  HEROIC FUNERALS
  The folk of the Geatmen got him then ready / A pile on the earth 
  strong for the burning, / Behung with helmets, hero-knights’ targets, 
  / And bright-shining byrnies, as he begged they should have them; 
  / Then wailing war-heroes their world-famous chieftain,  / Their 
  liege lord beloved, laid in the middle. – Beowulf, Chapter XLIII, 
  Lines 1-6 (Unknown)
  If an adventurer dies heroically, he may be honored in death with 
  a heroic funeral. A heroic funeral might include burning the 
  deceased in a funeral pyre, burying him in a ship, or interring him 
  in a great barrow-mound. In any case, the deceased adventurer 
  must be sent to the afterlife with a substantial amount of treasure. 
  The true beneficiary of a fallen adventurer’s heroic funeral is the 
  player of the deceased character. His new character may enter 
  the game with experience points equal to 90% of the gold piece 
  value of money spent on the funeral and/or interred with his 
  character (including the gp value of any magic items interred). 
  He also gains all unspent Fate Points (if any). The new character 
  should be a friend or relation of the deceased, and is assumed to 
  be guided and inspired by the spirit of the slain.
  Adventurers who die unheroically, due to their own cowardice, 
  greed, or stupidity, or who are slain while fleeing in fear, may 
  not benefit from a heroic funeral. Their spirit wanders aimlessly 
  in the grey mists of the underworld. This is left to the Judge’s 
  discretion, but the intent of the rule is to alleviate the pain of 
  character loss for players who die in heroic fashion to save the 
  lives of their party members, protect innocents, and so on.
  Should players abuse this rule by having their characters loot 
  the barrow-mound of a deceased player character following 
  his funeral (to get back the treasure they interred therein), the 
  characters perpetrating this perfidy are immediately transformed 
  into wights and cursed to forever haunt the barrow. (Readers may 
  draw their own conclusions as to whether the undead’s ability to 
  drain life-energy is actually an existential statement about the 
  impact that players who exploit game mechanics can have on the 
  Judge’s life energy!)
  
  80 
  Heroic Codes
  
   
  Heroic Fate 
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  Deeds
  HEROIC FATE
  “I can put it no more clearly than to say that Bilbo was meant to 
  find the Ring, and not by its Master. Therefore you, Frodo, were 
  also meant to have it. And that is an encouraging thought.” – 
  Gandalf, in The Lord of the Rings (J.R.R. Tolkien)
  Sometimes, heroes have a destiny that sets them apart from 
  ordinary mortals. Different cultures may refer to it as destiny, 
  fate, doom, or weird. Whatever it is called, heroes may live when 
  others die, or succeed where others fail, due to the mysterious 
  hand of fate. To represent the powers of fate, characters in 
  Heroic Fantasy Handbook campaigns may be awarded one or 
  more Fate Points. 
  STARTING ALLOCATION OF FATE POINTS
  Characters may begin with one or more Fate Points. We 
  have provided a variety of methods by which starting Fate 
  Points can be determined. While we have provided some 
  recommendations, it is up to the Judge to decide which method 
  to use based on the desired tone of his campaign setting. The 
  Judge may use one method for player characters receive and 
  another for NPCs if desired. 
  • 
  Chosen of the Gods: Characters begin with 4 Fate Points, 
  plus their Wisdom bonus or penalty. This method is 
  recommended for Tolkienesque heroic fantasy settings.
  • 
  Fortune Favors the Bold: Characters begin with 4 Fate 
  Points, plus their highest ability score bonus. This method 
  is recommended for Howardian heroic fantasy settings.
  • 
  Fate is Fickle: Characters begin with 1d4 Fate Points. 
  • 
  Uncaring Fate: Characters begin with 1 Fate Point. 
  • 
  Few are Chosen: Characters begin with 1d4-3 Fate Points 
  (minimum 0). 
  • 
  Luckless: Characters begin with 0 Fate Points. This method 
  is recommended for most NPCs.
  • 
  Whim of the Overgod: Characters begin with a number of 
  Fate Points selected by the Judge, from 0 to 20.
  The player should record his character’s allocation of Fate Points 
  on his character sheet.
  EXAMPLE: Raknar the Red-Handed has Str 18, Int 14, Wis 
  10, Dex 16, Con 16, Cha 16, a mighty set of ability scores 
  with which to crush the ornamented chairs of the world 
  beneath his feet. Happily for Raknar, the Judge has decided 
  to use the Fortune Favors the Bold method to assign 
  starting Fate Points. He begins play with an allocation of 4 
  + 3 = 7 Fate Points recorded on his character sheet.  
  The Time of Man (Optional)
  Some heroic fantasy settings presuppose that destiny favors the 
  race of man over the dwarven, elven, or bestial races. The Judge 
  can implement this scenario in several different ways:
  • 
  Human and demi-human characters may determine 
  starting Fate Points using two different methods. For 
  example, human characters might be Chosen of the Gods, 
  while demi-human characters suffer Uncaring Fate. 
  • 
  The number of Fate Points that a demi-human character 
  begins with may be reduced by one for each level which 
  the character’s maximum level of experience is less than 
  14. (For example, elven spellswords begin with 4 fewer Fate 
  Points).
  SPENDING FATE POINTS
  A Fate Point may be used in the following ways:
  • 
  A character may spend a Fate Point after making an attack 
  throw, proficiency throw, or saving throw to re-roll the 
  throw. Additional Fate Points can be spent to re-roll again 
  if desired. However, a character can never re-roll a natural 
  1. (This rule ensures that save-or-die effects are always 
  dangerous, regardless of how many Fate Points a character 
  has.)
  • 
  A character may spend a Fate Point after making a damage 
  roll to re-roll the damage. Additional Fate Points can be 
  spent to re-roll again if desired.
  • 
  A character may spend a Fate Point to cleave after a 
  successful attack throw, even if not otherwise eligible to do 
  so (e.g. because the target of the attack was not slain, or 
  because the character has already cleaved to the maximum 
  amount that round). Doing so does not count against the 
  character’s maximum number of cleaves per round.
  • 
  A character may spend a Fate Point to cast a 1st level spell or 
  perform a  ceremony from the character’s repertoire in lieu 
  of expending one of his daily slots, expending spell points, 
  or suffering stigma. Additional Fate Points can be spent for 
  higher level spells, spending a number of Fate Points equal 
  to the spell point cost of a spell of that level (see p. 103). 
  • 
  A character may spend a Fate Point to temporarily gain 
  one rank in any proficiency available to his class or to 
  temporarily gain a thief ability (excluding backstab) at one-
  half his class level. The effect lasts 1 turn (10 minutes). 
  • 
  A character with at least 1 hp may spend a Fate Point to 
  recover hp equal to his Base Healing Rate in one turn of rest. 
  This counts as magical healing for purposes of recovering 
  from mortal wounds. 
  • 
  A character with 0 or fewer hit points may spend a Fate 
  Point to immediately recover to 1 hp. Unless the character 
  has savage resilience, he is considered to have been 
  knocked out and will need one night’s bed rest or magical 
  healing. He must roll 1d6 on Row 21-25 of the Mortal 
  Wounds table. If the character does have savage resilience, 
  then he is considered to have been “just dazed” and does 
  not need any bed rest. He may roll 1d6 twice on Row 26+ of 
  the Mortal Wounds table and choose the preferred result.
  Once expended, a Fate Point cannot be used again until it has 
  been recovered. The player should record the running total of 
  his character’s Fate Points expenditures on the character’s sheet..
  EXAMPLE: Raknar the Red-Handed is an 8th level 
  barbarian with 7 Fate Points. He is confronted by 8 ruffians. 
  In the ensuing melee, Raknar slays one ruffian, and makes a 
  cleave. Unfortunately, the result of his attack throw is a 2 – a 
  miss! Rather than lose the opportunity to keep cleaving, he 
  
  82 
  Heroic Fate
  expends a Fate Point and re-rolls the throw. This time, the 
  result is a 16, which hits. Raknar kills the second ruffian and 
  keeps cleaving! Raknar’s player records the expenditure, 
  noting that Raknar has 6 of his 7 Fate Points remaining. 
  RECOVERING FATE POINTS
  Characters may recover expended Fate Points in one of three 
  ways, through spending, solace, or advancement. The Judge 
  may permit all three methods, just one of them, or no method 
  at all, depending on his campaign setting. 
  Recovering Through Spending
  A character may recover all of his expended Fate Points by 
  spending the monthly wage of a character of his level (ACKS, 
  p. 51) to no other tangible game benefit whatsoever. This 
  could include extravagant sacrifices to the gods; alms to the 
  poor; anonymous tithes to churches; reckless spending on 
  wine, women, and song; elaborate funeral pyres for deceased 
  henchmen; and so on. Spending on goods that can be easily 
  transported and resold (such as gems, jewelry, magic items, or 
  trade goods) does not count. 
  Note that this rule is specifically designed to encourage 
  adventurers to spend most or all of their Fate Points before 
  recovering through spending, as the cost is the same whether 
  one, some, or all Fate Points are recovered. This avoids the issue 
  of adventurers constantly returning home to “top up” after 
  spending one or two Fate Points.
  EXAMPLE: Raknar the Red-Handed is an 8th level 
  barbarian. During a recent adventure to seize the hoard of 
  a Skysos war-chief, Raknar expended 4 of his 7 Fate Points. 
  He wishes to recover his expended points by spending. As 
  an 8th level character, Raknar’s monthly wage is 3,000gp so 
  he must spend 3,000gp to no other tangible game benefit to 
  regain his Fate Points. Raknar decides to sacrifice 120 bulls 
  in a great show of devotion to his god Tür (3,000gp value 
  at 25gp per bull). When the sacrifice is complete, Raknar 
  recovers all his expended Fate Points. 
  Recovery Through Solace
   A character may recover all of his expended Fate Points by 
  taking solace in an illuminated pinnacle of good (if Lawful) 
  or a shadowed sinkhole of evil (if Chaotic) for one month. 
  The time is reduced to two weeks in a hallowed pinnacle or 
  blighted sinkhole, and to one week in a sacrosanct pinnacle or 
  forsaken sinkhole. The character must spend at least 8 waking 
  hours per day in the place of power. If Lawful, the time must be 
  spent contemplating art, music, nature, poetry, and/or divinity. 
  If Chaotic, the time must be spent in depraved and hedonistic 
  pursuits. Neutral characters may not recover Fate Points from 
  solace, nor may characters with a WIS of less than 9.
  EXAMPLE: Thalos, an 11th level ecclesiastic in the service 
  of Ammonar, has recently expended 3 Fate Points in a 
  confrontation with an arch-priest of Dirgion. He wishes to 
  recover his expended points by solace. He could take solace 
  in his settlement’s temple to Ammonar (an illuminated 
  pinnacle of good) and recover his points in one month. 
  However, he knows of a holier place, a shrine to Ammonar 
  built within a grove of a unicorn (a sacrosanct pinnacle). 
  After four days traveling to the shrine, he spends seven days 
  in contemplation there, then returns home. In total it has 
  taken him (4 + 7 + 4) 15 days to recover his 3 Fate Points. 
  (Note that Thalos could have recovered his points much 
  faster had he sacrificed his monthly wage of 32,000gp… 
  but that’s a lot of gold.)
  Recovery Upon Advancement
  A character may recover all of his expended Fate Points by 
  advancing one level of experience. Note that if this form of 
  recovery is the only one available in the campaign setting, 
  maximum level characters will be unable to recover Fate Points, 
  and must rely on acquiring new ones using the methods below. 
  This rule has the diegetic effect of explaining why high-level 
  rulers and dark lords tend to avoid adventuring and direct 
  confrontation, and why plucky young heroes may tend to win. 
  No Recovery (Optional)
  In some campaigns, characters may not be able to recover Fate 
  Points at all. In these harsh worlds, a character’s allocation of 
  Fate Points is permanently reduced each time a Fate Point is 
  expended.
  ACQUIRING ADDITIONAL FATE POINTS
  Characters may be able to increase their allocation of Fate Points 
  in play. It is up to the Judge to decide how additional Fate Points 
  are accumulated once play begins. Choose one or more of the 
  following methods:
  • 
  Advancement: Characters could increase their allocation 
  of Fate Points by 1 each time they advance in level. This is 
  the default method.
  
   
  Heroic Fate 
  83
  Heroic Fantasy Handbook
  Deeds
  • 
  Blessing of Darkness: Characters could increase their 
  allocation of Fate Points each time they acquire a corrupting 
  weakness.
  • 
  Deeds of Renown: Characters could increase their 
  allocation of Fate Points by 1 or more each time they 
  accomplish some notable task. This method allows the 
  Judge to reward his adventurers for advancing through a 
  story-driven arc, should that style of play be to his taste.  
  • 
  Fulfilling their Fate: Characters could increase their 
  allocation of Fate Points by 1 or more each time they fulfill 
  a prophecy that has been made about them, revealed by the 
  fate spell, etc. This method is similar to Deeds of Renown, 
  but less heavy-handed in that the adventurers may find 
  ways to fulfill their fate that surprise the Judge.  
  • 
  Sacrificing to their Gods: Characters could increase their 
  allocation of Fate Points by 1 or more by making a great 
  sacrifice to their gods. A great sacrifice might be a legendary 
  magic item, a loved one, an eye or hand, or a monetary 
  sacrifice equal to 75% of the character’s accumulated XP. 
  This method works well in games with the flavor of ancient 
  myth, where the gods take an active hand in the affairs of 
  heroes. 
  • 
  Woe to the Vanquished: Characters cannot increase their 
  allocation of Fate Points. Note that if this option is used 
  in conjunction with the No Recovery option above, then 
  Fate Points become a scarce consumable resource. This 
  method is recommended for Judges who want to mitigate 
  the dangers of low-level play without increasing the power 
  of high-level heroes.  
  Unless the Judge rules otherwise, characters can never have 
  more Fate Points than their starting Fate Points plus their level 
  of experience. 
  Only the Chosen (optional)
  In some heroic fantasy settings, advancement to heroic power 
  is simply beyond the ken of ordinary folk. In such settings, 
  the local baker or blacksmith might not be able to reach 1st 
  level of experience, let alone 14th level, no matter how many 
  adventurers he survives. In these settings, it costs 1 Fate Point 
  to advance in experience. Characters who have no Fate Points 
  available must remain at their current level of experience until 
  they recover or acquire a Fate Point. 
  The impact of this rule on play greatly depends on the options 
  the Judge has chosen for allocating initial Fate Points, recovering 
  expended Fate Points, and acquiring additional Fate Points. 
  EXAMPLE #1: The “Only the Chosen” optional rule is in 
  play. The Judge has selected “Fortune Favors the Bold” for 
  the starting allocation of Fate Points for PCs and “Uncaring 
  Fate” for NPCS; “No Recovery” as the method of recovery; 
  and “Advancement” as the method of acquiring new Fate 
  Points. Each adventurer will begin with 4-7 Fate Points, 
  while each NPC will begin with 1d4-3. Once expended 
  these points are gone forever. In order to advance to the 
  next level of experience, an adventurer will have to expend 
  1 Fate Point, but when he does so he will gain the Fate Point 
  back from advancing. An adventurer who expends all his 
  Fate Points before advancing in level will have capped his 
  advancement. An NPC who begins with 0 Fate Points (as 
  most will) cannot ever hope to advance in level, as the 
  only way to get a Fate Point is by advancing in level, but it 
  requires Fate Points to advance.  
  EXAMPLE #2: The “Only the Chosen” optional rule is in 
  play. The Judge has selected “Whims of the Overgod” for 
  the starting allocation of Fate Points for PCs and NPCS; 
  “No Recovery” as the method of recovery; and “Woe to the 
  Vanquished” as the method of acquiring new Fate Points. 
  Each PC and NPC will begin with 0 to 20 Fate Points, based 
  on the Judge’s assessment of their cosmic importance. Once 
  expended these points are gone forever and there is no way 
  of acquiring new points. In order to advance to the next 
  level of experience, an adventurer will have to expend 
  1 Fate Point, so the character’s starting allocation of Fate 
  Points serves as an absolute cap on their maximum level. 
  A character with only 4 Fate Points will never become  a 
  mighty wizard, even if he has INT 18. A character with 15 
  Fate Points is marked for greatness, even if his ability scores 
  are but average. 
  
  Chapter 4: Heroic Adventures
  “Let me tell you of the days of high adventure!”
  – the wizard, in Conan the BarBarian (John miLiuS)
  
   
  Exploding 20s 
  85
  Heroic Fantasy Handbook
  Deeds
  EXPLODING 20s
  In the ACKS core rules, an unmodified roll of 20 always 
  succeeds on a throw, which guarantees that every characters 
  has at least a 5% chance to hit any foe or succeed at any task. 
  While admirably helpful to low-level characters, it actually 
  penalizes characters with a high AC who fight weak 
  opponents. For instance, for every 20 peasant archers that 
  fire an arrow, one will hit the target, regardless of the target’s 
  range, armor, or Dexterity.
  When making throws, unmodified 20s do not automatically 
  succeed. Instead, when a character who throws an unmodified 
  (natural) 20, the d20 explodes: The character immediately rolls 
  another 1d20 and adds the new result to 20. Subsequent rolls of 
  20 continue to explode without limit. 
  EXAMPLE: A peasant archer with a base attack throw of 
  11+ fires an arrow at Marcus, a high-level fighter in magical 
  armor with an AC of 15. The archer needs to throw an 
  (11+15) 26+ to hit the fighter. He rolls a natural 20. He 
  immediately rolls 1d20; the result is a 7. The peasant has 
  therefore rolled a (20 + 7) 27 against Marcus, which is a 
  hit. Had the peasant’s second d20 roll have been a 3, the 
  peasant’s result would have been a (20 + 3) 23, and he’d have 
  missed. Had the peasant’s second d20 roll have been an 
  18, result would have been a (20 + 18) 38 and the peasant 
  would have dealt a critical hit (see below).  
  CRITICAL HITS
  If the result of an attacker’s attack throw exceeds its target value 
  by 10 or more, the attacker has dealt a critical hit to its target. 
  When a critical hit is dealt, the target suffers double damage 
  and must make an immediate saving throw v. Paralysis. If the 
  save fails, the target suffers a critical effect in addition to double 
  damage. The target’s saving throw should be modified by 4 
  points per category of size difference between the attacker and 
  the target, as per ACKS p. 110. 
  The attacker determines the critical effect dealt by rolling 
  1d10 on the appropriate column on the Critical Effects table. 
  For purposes of the Critical Effects table, “characters” are 
  combatants equipped with arms and armor, while “monsters” 
  are combatants relying on natural weapons and toughness.  
  Brawling: After seeing the result rolled on the Critical Effects 
  table, the attacker may opt to inflict a Brawling critical effect in 
  lieu of the effect rolled. For instance, an attacker who fears being 
  carried off by a flying creature could substitute a Brawling result 
  for a Clamber result.  
  Combat Trickery: After seeing the result rolled on the Critical 
  Effects table, an attacker with Combat Trickery proficiency may 
  substitute the special maneuver with which he has proficiency 
  in lieu of the effect rolled. For instance, an attacker with Combat 
  Trickery (Disarm) who deals a Force Back critical hit can inflict 
  a Disarm instead.
  Shields May Be Splintered: If the target of a critical effect is 
  equipped with a shield, he may choose to substitute a Damage 
  Shield result in lieu of a Damage Armor, Force Back, Injure 
  Hide, Impair Attack, Impair Move, Knockdown, or Stun effect 
  dealt to him. This represents the character desperately absorbing 
  the blow on his shield.
  Die Roll
  Effect v . Character
  Effect v . Monster
  1
  Brawling
  Brawling
  2
  Damage Shield
  Fatigued
  3
  Damage Armor
  Injure Hide
  4
  Disarm
  Impair Move
  5
  Force Back
  Force Back
  6
  Knockdown
  Knockdown
  7
  Sunder Weapon
  Impair Attack
  8
  Stun
  Stun
  9
  Wrestle/Clamber
  Wrestle/Clamber
  10
  Attacker’s Choice
  Attacker’s Choice
  CRITICAL EFFECTS
  Attacker’s Choice: The attacker may choose any desired critical 
  effect from the appropriate column (Character or Monster).
  Brawling: The target suffers an additional 1d4 damage from 
  a strike from the attacker’s gauntlet, pommel, or shield rim. If 
  the attacker has no metal weapons, the damage is nonlethal, but 
  otherwise the brawling damage can be lethal or nonlethal, at his 
  discretion.
  Damage Armor: The target’s armor is damaged, reducing its 
  effectiveness by 1 point. Armor that loses all effectiveness is 
  ruined. Damaged armor can be repaired at a cost of 10gp per 
  point of effectiveness. Magic armor cannot be damaged except 
  by magic weapons or monsters of 5 HD or more.
  Damage Shield: The target’s shield is damaged, reducing its 
  effectiveness by 1. If the shield is non-magical, this will destroy 
  it. Damaged shields can be repaired at a cost of 10gp per point of 
  effectiveness. Magic shields cannot be damaged except by magic 
  weapons or monsters of 5 HD or more.
  Disarm: The target is disarmed of its weapon (as the special 
  maneuver). The weapon drops to a point chosen by the attacker 
  who dealt the critical hit, up to 5’ distant from the target.
  Fatigued: The target is wearied by the flurry of blows. The target 
  suffers a -1 penalty to attack throws and damage throws until 
  it rests. If additional fatigue effects are rolled, the effects are 
  cumulative.
  Force Back: The target is forced back (as the special maneuver). 
  It must withdraw a number of feet equal to the attacker’s damage 
  roll. If this would push the opponent into a wall or obstacle, the 
  opponent is knocked down, and takes 1d6 points of damage per 
  10’ he has traveled. 
  Knockdown: The target is immediately knocked down (as the 
  special maneuver).  Once prone, the creature can move, but 
  only to crawl at a movement rate of 5’, to take an action in lieu 
  of moving, or to end the condition by using an action in lieu 
  of moving to stand up. If engaged, the prone creature remains 
  subject to the movement restrictions of being engaged, so it can 
  only crawl if using defensive movement, and cannot stand up 
  in lieu of moving. The prone creature can attack, but suffers a 
  -4 penalty on its attack throws. Alternatively the prone creature 
  can stand up in lieu of attacking. The prone creature can be 
  
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  backstabbed by creatures capable of doing so. Attack throws 
  against the prone creatures gain a +2 bonus, or a +4 bonus if 
  the attacker backstabs the stunned creature. The conditions is 
  ended immediately when the creature stands up.
  Impair Attack: One of the target’s natural attacks (determined 
  randomly) is somehow impaired – muscles sprained, claws 
  ripped, etc. The target suffers a -4 to attack throws with the 
  impaired natural attack until it rests.
  Impair Move: The movement rate of the target’s primary 
  movement is reduced by 25% or 30’ (whichever is less) until 
  the target rests. This represents a leg being wrenched, an ankle 
  twisted, and so on.
  Injure Hide: The target’s hide is bruised, cut, or broken open 
  such that its AC is reduced by 1 until it rests.
  Stun: The target is stunned until the end of its next initiative. A 
  stunned creature cannot attack, cast spells, or move. It gains no 
  benefit to its AC from its shield (if any), and can be ambushed or 
  backstabbed by creatures capable of doing so. All attack throws 
  against stunned creatures gain a +2 bonus, or a +4 bonus if the 
  attacker ambushes or backstabs the stunned creature.
  Sunder Weapon: The target’s weapon is sundered (as the special 
  maneuver). If the target’s weapon is a non-magical spear, staff, 
  or pole arm, it shatters into splinters when sundered, dealing an 
  additional 1d4 nonlethal damage to the target. Swords cannot be 
  sundered by non-metal weapons or natural attacks by creatures 
  of less than 5 HD. Magic weapons cannot be sundered except by 
  other magic weapons or monsters of 5 HD or more. 
  Wrestle/Clamber: The results of this critical effect depend on 
  the difference in size between the attacker and target. If the 
  target is the same size category or smaller than the attacker, 
  the attacker has grabbed the target in a wrestling hold (as the 
  special maneuver). If the target is one or more size categories 
  larger than the attacker, the attacker has clambered on top of or 
  mounted the target (as the special maneuver, see below).
  SPECIAL MANEUVERS
  CLAMBER
  Instead of making a melee attack, a combatant may attempt to 
  clamber on top of a creature that is one or more size categories 
  larger than him. To clamber onto a creature, a combatant 
  must succeed on a melee attack throw with a -4 penalty. If the 
  combatant is a thief or other class with the ability to Climb 
  Walls, the -4 penalty may be waived if the character makes a 
  successful proficiency throw.  
  The creature must then make a saving throw versus Paralysis. 
  The creature suffers a -2 penalty to its saving throw if of 
  huge size, -4 if of gigantic size, and -6 if of colossal size. If the 
  creature succeeds on its saving throw, it has shrugged off the 
  combatant’s attempt. If it fails, the combatant has clambered 
  onto the creature, and is now mounted on its back, perched on 
  its shoulders, etc.
  A clambering combatant gains a +4 attack bonus against the 
  creature he has clambered onto. If capable of backstabbing, the 
  clambering combatant may do so, gaining a +6 attack bonus and 
  extra damage. A clambering combatant also gains a measure 
  of protection against the creature’s own attacks. If the creature 
  lack arms, tails, or other appendages capable of reaching its 
  own back, it may not directly attack the clambering combatant. 
  Even if the creature does have such appendages, it attacks the 
  clambering combatant with a -4 penalty to attack throws.
  In lieu of attacking, a creature with one or more combatants 
  clambering on it may attempt to unseat the clambering 
  combatants by bucking, rearing, colliding with walls, and similar 
  tactics. This forces every combatant clambering on the creature 
  to make a saving throw v. Paralysis. Combatants who succeed 
  on the saving throw continue clambering on the creature. 
  Combatants who fail the saving throw slip off the creature. If 
  the creature is more than 10’ tall at the shoulder, or is flying, the 
  unseated combatants will suffer falling damage (1d6 points of 
  damage per 10’ fallen).
  EXAMPLE: Viktir, a 9th level thief (attack throw 6+), is 
  fighting a purple worm (AC 3). On his initiative, he attempts 
  to clamber onto the worm. Normally he would incur a -4 
  penalty to his attack throw for attempting a clamber, but 
  Viktir makes a proficiency throw against Climb Walls and 
  avoids this penalty. He needs a (6+3) 9+ to succeed in his 
  clamber; his roll is an 11, so he succeeds.  Now the purple 
  worm may make a saving throw v. Paralysis to shrug him 
  off.  As a 15 HD monster, it needs a 6+, but it suffers a -6 
  penalty due to its colossal size. It only rolls a 3, so Viktir 
  has clambered onto the purple worm!  The purple worm’s 
  initiative is next. The Judge rules that the purple worm can 
  only reach its own back with its stinger, but not with its bite. 
  Rather than risk missing, he decides that the purple worm 
  will attempt to unseat Viktir by rotating itself violently back 
  and forth. Viktir must make a saving throw v. Paralysis. As 
  a 9th level thief, Viktir needs 9+; he rolls a 17 and succeeds 
  easily. 
  In the next combat round, Viktir attacks the purple worm 
  with his sword (1d6). Since he is clambering, the attack 
  counts as backstabbing. He gains a +6 attack bonus, so he 
  hits on (6+3-6) 3+. He rolls a 17 and lands a critical hit. 
  As a 9th level thief, his backstab deals quadruple damage, 
  increased to quintuple damage because he landed a critical 
  hit, so Viktir deals 5d6 points of damage to the worm. Even 
  better, the worm fails its saving throw against the critical hit. 
  Viktir rolls a 7 on the Critical Hit table, an “Impair Attack” 
  result; the Judge rules that Viktir has sliced off the purple 
  worm’s stinger tip, imposing a -4 penalty to its attacks with 
  that natural weapon. The party’s grizzled old loremaster 
  complains about thieves being too powerful these days. 
  SWEEPING ATTACK
  A combatant may perform a sweeping attack in order to 
  simultaneously attack one or more engaged opponents, up to 
  his number of eligible cleaves. The combatant must be using a 
  medium or large weapon (such as a battle axe, sword, or two-
  handed sword) or be at least one size category larger than all his 
  engaged opponents, in order to perform a sweeping attack. Each 
  opponent targeted by the sweeping attack may immediately 
  withdraw 5’ away from the attacking combatant if desired. The 
  attacking combatant may then make one attack throw at a -4 
  
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  penalty against each opponent who did not withdraw. If all 
  of the opponents withdraw from or are slain by the sweeping 
  attack, the combatant may either (i) immediately advance 5’ 
  and cleave or (ii) conduct a fighting withdrawal himself.  When 
  performing a sweeping attack and any subsequent cleaves, a 
  combatant’s total number of attacks may never exceed the usual 
  maximum (e.g. his attack routine plus his number of cleave 
  attacks by level).
  EXAMPLE: Athelstan, a 6th level fighter with a two-handed 
  sword, finds himself surrounded by six orcs. He declares a 
  sweeping attack against all six orcs. Choosing discretion 
  over valor, four of the orcs withdraw 5’, but two boldly 
  stand their ground. Athelstan immediately makes an attack 
  throw against the two orcs, suffering a -4 penalty. He hits 
  and slays both orcs. Athelstan can now choose to advance 
  5’ and cleave against the remaining orcs, or perform a 
  fighting withdrawal. He chooses the latter, slipping around 
  the corner to where his friends have formed up.
  THIEVERY
  “I've got kids that enjoy stealing. I've got kids that don't think 
  about  stealing  one way or the other, and I've got kids that 
  just tolerate stealing because they know they've got nothing else 
  to do. But nobody--and I mean nobody  has ever been hungry 
  for it like this boy. If  he  had a bloody gash across his throat 
  and a physiker was trying to sew it up, Lamora would steal the 
  needle and thread and die laughing. He...steals too much.” – The 
  Thiefmaker in The Lies of Lock Lamora (S. Lynch)
  From the Gray Mouser to Cugel the Clever to Locke Lamora, 
  one of the most common archetypes in heroic fantasy is the 
  thief. Thieves in heroic fantasy are bold risk-takers who infiltrate 
  impenetrable fortresses, steal the crown jewels, and kidnap 
  the princess on the way out. Thieves in ACKS and other d20 
  retro-clones tend to be much less bold, because they are harshly 
  penalized for failure, and fail quite often. For instance, a thief 
  in ACKS a thief may only try to pick a particular lock, or find 
  and remove a particular trap, once. If he fails, he may not try 
  the same lock or trap again until he reaches a higher experience 
  level. 
  In order to allow thieves (and related classes) to better engage in 
  heroic adventures, use the following rules. 
  DEXTERITY MODIFIER AND THIEVERY
  Adroit and nimble thieves are more likely to succeed than their 
  less-gifted brethren. When a character makes a proficiency 
  throw to open locks, pick pockets, find traps, remove traps, 
  hide in shadows, move silently, or climb walls, apply his DEX 
  modifier to the roll. The bonuses do not apply to hijinks.   
  ENCUMBRANCE AND THIEVERY 
  Thieves, and other classes which use thief skills, benefit from 
  being light on their feet. If the character’s encumbrance is 5 
  stones or less, he gains a +2 bonus on proficiency throws to 
  climb walls, hide in shadows, and move silently. If the character’s 
  encumbrance is 2 stones or less, the bonus is increased to +4. 
  The bonuses do not apply to hijinks.
  
   
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  EQUIPMENT FOR THIEVES
  The following new items, found in the Equipment section  
  (p. 76) are of benefit to thieves and related classes: adventurer’s 
  harness, ear trumpet, padded shoes, thieves’ garb, thieves’ tools 
  companion kit, superior thieves’ tools, and masterwork thieves’ 
  tools. 
  REVISED THIEF SKILLS
  Open Locks: Picking a lock requires one turn and a successful 
  proficiency throw. Characters can pick locks in one round 
  instead of one turn at a -10 penalty. (Characters with Lockpicking 
  proficiency can pick locks in one round at a -4 penalty.) The thief 
  may try again if the throw fails. However, if the thief ever fails 
  the throw by 10 or more, or with a natural 1,  he immediately 
  breaks his thieves' tools. Broken thieves’ tools are useless.
  Find Traps: Finding a trap requires one turn (per 10 square 
  feet searched) and a successful proficiency throw. Characters 
  can find traps in one round instead of one turn at a -10 penalty. 
  (Characters with Trap Finding proficiency can find traps in 
  one round at a -4 penalty.) The thief may try again if the throw 
  fails. If the thief ever fails the throw by 4 or less, he suspects a 
  trap exists (if there actually is one), but does not know its exact 
  nature. If the thief ever fails the throw by 10 or more, or with a 
  natural 1, he has fumbled the search. If a trap exists, he sets it off. 
  If no trap exists, he believes one does, but he thinks he does not 
  know its exact nature. 
  Remove Traps: A thief may only remove a trap he has found, 
  not one he just suspects to exist. Disarming a trap requires one 
  turn and a successful proficiency throw. Characters can disarm 
  traps in one round instead of one turn at a -10 penalty. The thief 
  may try again if he fails to disarm a trap. However, if a thief fails 
  a disarming throw by 10 or more, or with a roll of a natural 1, 
  he sets off the trap.
  Pick Pockets: A thief can try to suddenly grab a worn item 
  without regard to being noticed – doing so grants a +4 bonus 
  to the proficiency throw, but the intended victim automatically 
  notices regardless of whether it succeeds or not. The item may 
  not be an item in the target’s hand (that is a disarm special 
  maneuver).
  ATTACKS AND ARMOR PENETRATION  
  OF LARGE MONSTERS
  Size Category
  Attack Throw 
  Penalty
  Armor 
  Penetration
  Man-sized (399 lbs or less)
  0
  0
  Large (400 – 1,999 lbs) 
  -2
  2
  Huge (2,000 – 7,999 lbs)
  -4
  4
  Gigantic (4 – 15 tons)
  -6
  6
  Colossal (16 – 31 tons)
  -8
  8
  Colossal (32 – 63 tons)
  -10
  10
  Colossal (64 tons or more)
  -12
  12
  All monsters larger than men suffer an attack throw penalty 
  based on their size category. This penalty applies to all attacks by 
  the monster. In exchange, the monster gains a commensurate 
  amount of armor penetration. Armor penetration allows a 
  monster to ignore a number of points of the target’s Armor Class 
  from armor, shields, magical adjustments to armor and shields, 
  Weapon & Shield proficiency, magical items "of armor", and 
  spells that create magical armor or shields or render the subject 
  invulnerable. However, armor penetration cannot ignore Armor 
  Class from DEX, Graceful Fighting ability, Swashbuckling 
  proficiency, magical items and spells "of protection", and spells 
  that improve AC through luck, speed, or divine favor.
  In most cases, a monster will be attacking a foe with more 
  armor than its armor penetration, and the attack throw penalty 
  and armor penetration will cancel each other out. However, 
  when a target is wearing less armor than the monster’s armor 
  penetration, it will have a relatively harder time hitting the 
  target. This is much to the benefit of heroic fantasy archetypes 
  such as barbarians in loincloths, bladedancers in chainmail 
  bikinis, and thieves in leather armor. 
  EXAMPLE: An ogre, a large creature with an attack throw 
  of 6+, is fighting a fighter and a thief. In the first round, it 
  attacks the fighter. The fighter is wearing plate armor (AC 
  6). The ogre suffers a -2 penalty to its attack throw, but it 
  ignores 2 points of armor. Its target value to hit the fighter 
  is (6+2+6-2) 12+. In the second round, the ogre attacks the 
  thief. The thief is wearing no armor but has DEX 18, so he 
  has AC 3. The ogre suffers a -2 penalty to its attack throw 
  because of its size. It could ignore 2 points of armor, but the 
  thief is not wearing any. The ogre’s target value to hit the 
  thief is (6+2+3) 11+. 
  Note that if this rule were not applied, the ogre’s target 
  value to hit the fighter would still be (6+6) 12+, but the 
  ogre’s target value to hit the thief would only be (6+3) 9+.  
  Nimble, lightly armored characters benefit from this rule. 
  Note: Since it alters a core mechanic of ACKS, the Attacks 
  and Armor Penetration of Large Monsters rule deserves a 
  bit of explanation. In ACKS and other D20-based fantasy 
  RPGs, armor protects its wearer by making him harder 
  to successfully attack. This rule is much-maligned, largely 
  by those who believe armor “shouldn’t make you harder 
  to hit”. But historically, that’s just what armor did. Armor 
  worked. In a careful survey, From Sumer to Ancient Rome 
  reviewed the weapons available to ancient warriors and 
  found they could generate 70-100 joules of kinetic energy, 
  while to penetrate 2mm of bronze on leather took in excess 
  of 120+ joules! Nor would “bludgeon force still kill"—even 
  a mighty 110-joule blow from a mace would have its kinetic 
  energy distributed by the armor, such that it is reduced to 
  the equivalent of a 15-joule blow. In other words, attacks 
  that struck armor often bounced off with little harm 
  done; successful attacks were those that struck gaps in the 
  armor. ACKS’s Armor Class is a reasonable and playable 
  approximation of this reality. 
  What about when the combatants are not humans 
  producing 70-100 joules, but instead are elephants, ogres, 
  dragons, or other monsters capable of delivering far more 
  kinetic energy? In ACKS, bigger monsters have higher 
  Hit Dice; and monsters with higher Hit Dice have better 
  attack throws. An ogre, with 4 HD, has an attack throw of 
  
   
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  6+; it strikes a knight in chainmail (AC 4) as easily as a 1st 
  level fighter (attack throw 10+) strikes an unarmored foe 
  (AC 0). Since an ogre and a fighter probably have similar 
  dexterity and combat training, the difference in accuracy 
  obviously reflects the ogre’s much greater strength. An 
  ogre can cleave through chainmail like a child snapping 
  twigs, so the target is effectively “unarmored” against its 
  blows. Conversely, since a fighter’s blows will be stopped 
  by chainmail, he needs to aim for the neck, armpits, thighs, 
  and other unarmored areas, and thus has a harder time 
  hitting. Armor Class remains a reasonable and playable 
  approximation of the reality of the game world.
  Or does it? After all, the same ogre attacking an unarmored 
  target (AC 0) will hit the unarmored target on a 6+ to the 
  fighter’s 10+. In this case, it can’t be that the ogre’s strength 
  is allowing it to cleave through armor – the target isn’t 
  wearing any! Thus, we have a conundrum: Confront an 
  ogre with an armored knight and his 
  fighting skills seem to rely on brute 
  force to bash through armor. Put an 
  ogre against a target with no armor, and 
  the ogre suddenly becomes a graceful 
  ballerina of death.
  The conundrum gets worse when factors 
  other than armor begin to intrude on 
  Armor Class, such as DEX modifier, 
  Swashbuckling proficiency or Graceful 
  Fighting ability. It is historically plausible 
  that an elephant (attack throw 3+) could 
  trample a plate-armored knight (AC 7) as 
  easily as a knight (attack throw 10+) can 
  trample a peasant (AC 0). But it is rather 
  implausible that the elephant could 
  trample a highly mobile skirmisher (AC 
  5 due to DEX 18 and Swashbuckling) 
  more easily than it could trample the 
  plate-armored 
  knight. 
  Historically, 
  when facing elephants, highly mobile 
  skirmishers were the troops-of-choice, 
  precisely because mobility was the only 
  defense against a monstrous beast that 
  could crush plated troops like ants. 
  In traditional fantasy games, this 
  conundrum often has little impact, 
  because most characters wading into 
  battle are wearing plate armor, carrying 
  a shield, and probably benefiting from 
  magic to boot. In heroic fantasy, however, 
  the heroes are often very lightly armored, 
  either because they are roguish sorts who 
  prize mobility, or barbarian contenders for the Mister and 
  Miss Vallejo calendar 2000 B.C. 
  Some Judges may inquire whether we have erred in 
  assuming that a monster’s improvement in attack throw 
  from Hit Dice is necessarily due to greater mass and strength.  
  Isn’t it possible that some of the monster’s improvement in 
  attack throw is from skill and ferocity? Of course! But this 
  is already provided for in the rules. Compare an 800-lb 
  sabre-tooth tiger (8 HD, large size, attack throw 3+) with 
  a 9,000-lb elephant (8 HD, gigantic size, attack throw 3+). 
  The sabre-tooth tiger will have a -2 attack throw penalty 
  and 2 points of armor penetration; the elephant will have a 
  -6 attack throw penalty and 6 points of armor penetration. 
  The two are co-equal against heavy troops, but the sabre-
  tooth’s attacks will fare better against dexterous targets, as 
  the sabre-tooth is itself fast and ferocious. For more details 
  
  Chapter 5: Heroic Magic
  “The sorcerer was named Erreth-Akbe, and he was both king and 
  wizard in the  West. He came to our lands and fought for the rule of 
  the city with the High Priest of the Inmost Temple of the Twin Gods. 
  Long they fought, the man’s sorcery against the lightning of the gods, 
  and the temple was destroyed around them. At last the High Priest 
  broke the sorcerer’s witching-staff, broke in half his  amulet of power, 
  and defeated him. He escaped from the city and from the Kargish 
  lands, and fled clear across Earthsea to the farthest west; and there a 
  dragon slew him, because his power was gone.”
  – thar, in the tomBS oF atuan (urSuLa k. Leguin)
  on how to calculate the Hit Dice of monsters based on their 
  size and ferocity, see Lairs & Encounters. 
  
   
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  ILLUSIONS
  Those who see an illusion believe it to be real unless they 
  succeed on a saving throw versus Spells. If the illusion would, 
  in reality, be accompanied by senses (sounds, smells, textures, or 
  temperatures) that the spell does not provide, the victims of the 
  illusion will gain a +4 bonus to their saving throw per missing 
  sense.
  EXAMPLE: A fighter is struck by an illusion of a fireball 
  conjured by phantasmal force. Because phantasmal force 
  does not create the sounds, smells, textures, or temperatures 
  of an actual fireball, the fighter gains a +16 bonus on his 
  saving throw.
  ELDRITCH MAGIC
  Magic in heroic fantasy is more subtle than the spectacular 
  effects which are commonplace in traditional ACKS games. 
  Spells tend to work with the existing environment, rather than 
  conjure effects from thin air. Enchantments and illusion are 
  commonplace, while elemental blasts are less so. This subtle, but 
  powerful magic, is called eldritch magic, and it constitutes a new 
  type of magic that has facets of both arcane and divine magic. 
  The spells on the three Eldritch Spells lists (on p. 120) represent 
  the common spells known to the practitioners of the eldritch 
  arts. These are by no means meant to be complete lists, for 
  eldritch spellcasters are a secretive lot that do not share their 
  knowledge easily; and many spells that were once known have 
  been forgotten, existing only in dusty tomes and rare grimoires, 
  or in the minds of slumbering undead lords.
  Note: Some spells which could be built with eldritch magic 
  under the rules in the Player’s Companion have been 
  purposefully left off the Eldritch Spells lists because we felt 
  they did not fit with the flavor of heroic fantasy. The Judge 
  has the ultimate say over whether a particular eldritch spell 
  exists in his heroic fantasy setting.
  Any spells on the Eldritch Spells list can be learned when 
  advancing in level. Spells not on the Eldritch Spells lists cannot 
  be learned when advancing in level, only by studying with 
  teacher, reading a book or scroll, or researching the spell in the 
  campaign world.
  ELDRITCH MAGIC RESEARCH
  Starting at 5th level, eldritch spellcasters may begin to 
  independently research spells, scribe scrolls, and brew potions. 
  When eldritch spellcasters reach 9th level, they may create 
  more powerful magic items such as weapons, rings, and staffs. 
  At 11th level, eldritch spellcasters may learn and cast 7th, 8th, 
  and 9th level ritual spells, crossbreed monsters, and craft magical 
  constructs. If chaotic, eldritch spellcaster may create necromantic 
  servants and even become undead themselves. In addition, all 
  eldritch spellcasters are capable of drawing on divine power 
  through congregations or blood sacrifice, like clerics. Eldritch 
  ceremonialists who perform blood sacrifices gain points of 
  corruption equal to the HD of the target sacrificed. 
  ELDRITCH AND ARCANE 
  Except where noted in this chapter, assume that any rules that 
  apply to arcane magic apply to eldritch magic. For example, 
  eldritch casters follow the same rules for casting spells, spell 
  repertoire, reversible spells, and spell signatures, that arcane 
  casters follow. 
  THE SHADES OF MAGIC
  He held parley with the Dwellers in pits beyond geometric space, 
  he gave homage to hideous demons seen by the aid of Avernian 
  drugs that blasted the user. From sea-corroded Atlantean columns, 
  he gleaned a lore that seared his very soul in the gleaning; on lost 
  papyri of prehistoric Egypt, and tablets of green brass from Eighur 
  tombs, he found the wisdom that was henceforth as a mordant 
  charnel-worm in his brain. And great, by virtue of all this, was 
  the reward that he won and the masterdom he achieved. – The 
  Infernal Star (C.A. Smith)
  Because it weaves together threads of both arcane and divine 
  magic without the protection of an intermediary power, eldritch 
  magic can be dangerous to a caster’s soul. Eldritch casters divide 
  their spells into three categories, depending on how dangerous 
  they are to cast. Spells which have an inherently corrupting 
  influence on the soul are black magic. Spells which may or may 
  not be corrupting, depending on the purposes to which they are 
  used, are grey magic. Spells which are inherently safe to cast are 
  called white magic. 
  CORRUPTION
  Eldritch spellcasters acquire corruption points whenever they 
  learn or cast a black magic spell, or cast grey magic spells for 
  certain corrupt purposes:
  • 
  Each time a black magic spell is learned, the caster acquires 
  a number of corruption points equal to the spell’s level. 
  • 
  Each time a black magic spell is cast, the caster acquires one 
  additional corruption point.  
  • 
  Each time a grey magic spell is used in order to coerce, 
  deceive, harm, or rob a Lawful or sapient Neutral target, the 
  caster acquires one corruption point. 
  Characters can also gain corruption points by spending time 
  in a sinkhole of evil (see p. 98), by making blood sacrifices, 
  and by using evil magic items. For purposes of corruption, 
  ceremonialists are casters, and ceremonies are spells (see p. 105).
  EXAMPLE: Baldur, a Nobiran wizard, has come into 
  possession of a Chaotic spellcaster’s spellbook. After several 
  weeks of study, Baldur learns tenebrosity (a 1st level black 
  magic spell) and deathless minion (a 2nd level black magic 
  spell). He acquires 3 corruption points, 1 for learning 
  tenebrosity and 2 for learning deathless minion. When 
  Baldur is caught with the Chaotic spellbook, men-at-arms 
  from the local militia (Neutral men) are sent to arrest him 
  for sorcery. Baldur casts burning sparks (a 2nd level grey 
  magic spell) against his would-be captors, killing one guard 
  and wounding two others. He gains 1 corruption point for 
  
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  casting grey magic to harm sapient Neutrals. Baldur then 
  casts deathless minion to animate the slain guard, gaining 
  another 1 corruption point for casting a black magic spell. 
  After making his escape, Baldur has accumulated a total of 
  5 corruption points.  
  When a caster accumulates a number of corruption points 
  equal to his Wisdom score, his alignment shifts one step 
  towards Chaotic. When a caster accumulates twice his Wisdom 
  score in corruption, his alignment shifts a second step towards 
  Chaotic. Characters who begin Neutral are not affected by the 
  first stage of corruption, and characters who begin Chaotic are 
  not affected by the first two stages of corruption. 
  When a caster accumulates a number of corruption points equal 
  to three times his Wisdom score, and for each additional multiple 
  of his Wisdom score the caster accumulates in corruption points 
  thereafter, he acquires a corrupting weakness.  The Judge will 
  randomly determine or pick from the list below:
  1. 
  Disfigured: Sorcerous studies have begun to make the 
  caster a monstrous figure, leaving him misshapen limbs, 
  clawed hands or feet, hideous scarring, strangely colored 
  eyes, and so on. Each disfigurement imposes a -2 reaction 
  rolls with sapient creatures of Lawful or Neutral alignment.
  2. 
  Distrusted: Lore best left unstudied has twisted the caster’s 
  demeanor and personality. A reaction roll with sapient 
  creatures of Lawful or Neutral alignment can never achieve 
  a friendly (12+) result. Each time this weakness is selected 
  thereafter, reduce the best possible reaction roll by one 
  further step. 
  3. 
  Enervated: The caster’s exploration of sinister sorcery has 
  sapped his soul of strength and vigor. His Constitution is 
  reduced by 2 points each time this weakness occurs.
  4. 
  Frightening to Beasts: The caster’s corruption is unsettling 
  to animals. They growl, hiss, rear up, and otherwise 
  make their displeasure known whenever he is within 10’. 
  The caster suffers a -4 reaction roll when encountering 
  animals or giant animals.  He cannot ride normal mounts. 
  Characters with Beast Friendship proficiency (or related 
  class powers) can detect something is unnatural about the 
  caster, but do not suffer a reaction roll penalty. If the caster 
  himself had Beast Friendship proficiency, the proficiency’s 
  effects now only help when dealing with wild predators and 
  scavengers, such as wolves and vultures.
  5. 
  Haunted: Whispers from the beyond plague the caster. 
  They are difficult to ignore, and impose a -2 penalty to hear 
  noise throws and -1 penalty to initiative and surprise rolls. 
  The penalty is cumulative each time this weakness occurs.
  6. 
  Mad: So disturbing are the caster’s dark secrets that he has 
  begun to lose his grip on reality. Each day he must make a 
  saving throw versus Spells or go mad for 1-10 hours. The 
  caster’s first saving throw against madness is at +20, but 
  each consecutive saving throw is one point less advantaged. 
  When the caster goes mad, he falls under the Judge’s control 
  for 1d10 hours, during which time his behavior is entirely 
  unpredictable. The day after a bout of madness, the caster 
  resumes his saving throws with a +20 bonus.
  7. 
  Mutated: The corrupting influences of dark magic 
  have begun to warp the caster’s body. The first time this 
  weakness occurs, roll 1d10 on the Player’s Companion 
  Magical Mutations sub-table. The second time it occurs, 
  roll 1d10+1. The third time it occurs, roll 1d10+2, and so 
  on. 
  8. 
  Nocturnal: Creatures of darkness and evil hunt by night, 
  and sleep by day. So too does the caster. He cannot regain 
  spells unless he sleeps during the day. Due to his nocturnal 
  habits, he suffers a penalty of -2 to all throws when in 
  sunlight. This penalty is increased by an additional 2 points 
  each time this weakness occurs.
  9. 
  Obsessed: The caster’s self-control and will begin to erode 
  in the face of ongoing corruption. His Wisdom is reduced 
  by 2 points each time this weakness occurs. Note that this 
  result may cause the caster to acquire more weaknesses by 
  increasing the ratio of his corruption points to his Wisdom! 
  10. Sleepless: Haunted by nightmares and disturbing visions 
  of the grave, the caster finds it hard to sleep. Each time he 
  attempts to rest, he must roll 1d6. On a 1, the caster tosses 
  and turns all night, regaining no hit points and recovering 
  no spells. The chance of sleeplessness increases by 1 each 
  time this weakness occurs, to a maximum of five times. 
  If desired, a Lawful or Neutral character may accept a corrupting 
  weakness in lieu of an alignment shift. In this case, the weakness 
  would represent a side effect from the character’s struggle to 
  resist the temptations of evil.
  The maximum number of weaknesses a caster (or ceremonialist) 
  may have is equal to the highest level spell (or ceremony) in his 
  repertoire. Such a caster is as depraved as he can be, given his 
  knowledge; additional corruption cannot taint him further until 
  he unlocks even darker secrets (e.g. learns higher level spells). 
  He still accumulates corruption points, however.
  EXAMPLE: Baldur is a Neutral 7th level Nobiran wizard 
  with 11 Wisdom. Over several months of studying a 
  Chaotic spellbook, Baldur accumulates 11 corruption 
  points. This is sufficient to cause Baldur’s alignment to shift 
  one step, but because he is Neutral he ignores this first stage 
  of corruption. Later, on a dangerous adventure, he casts 
  several black magic spells, and accumulates 22 corruption 
  points. Baldur’s alignment now shifts another step, and he 
  becomes Chaotic aligned.
  With his new alignment, evil deeds come easier to him, 
  and Baldur soon racks up more corruption. When he 
  accumulates 33 corruption points, Baldur acquires his 
  first corrupting weakness. The Judge rolls a 1 on 1d10, 
  indicating that Baldur is now disfigured. Because Baldur 
  has been casting a lot of necromancy spells, the Judge 
  decides that Baldur has taken on a corpse-like appearance, 
  with pale yellowish skin, gaunt flesh, and reddish eyes. 
  Baldur now suffers a -2 reaction roll with sapient Lawful 
  and Neutral creatures.
  The disfigured Baldur is now shunned by all good creature 
  and sees little point in “playing nice” anymore. He soon 
  accumulates many more corruption points. At 44, 55, and 
  66 corruption points, he accumulates his second, third, 
  
  96 
  The Shades of Magic
  and fourth corrupting weakness. He becomes nocturnal 
  (-2 penalty to throws in sunlight), haunted (-2 to hear 
  noise, -1 initiative and surprise rolls), and mutated – with 
  a roll of 8 on the Magical Mutation sub-table indicating 
  he grows large fangs which prevent intelligible human 
  speech (though not spells). At 8th level he accumulates 80 
  corruption points, but he cannot acquire more than four 
  weaknesses, because the highest level spell he can cast is 
  4th. When Baldur reaches 9th level, and becomes capable 
  of 5th level spells, he has acquired 103 corruption points. 
  He immediately acquires his fifth weakness – another 
  result of nocturnal means that he now suffers -4 penalty to 
  throws in sunlight.
  Characters who cannot cast spells or perform ceremonies 
  are less likely to acquire corruption, but their lack of magical 
  training leaves them more vulnerable to corruption. Possible 
  sources of corruption for non-casters include spending time 
  in sinkholes of evil (p. 98), using evil magic items (p. 94), or 
  suffering corrupting dreams (p. 132). There is no limit to the 
  number of corrupting weaknesses a non-caster may have.
  Identifying the Shade of Magic
  The Eldritch Spells list has categorized the existing body of 
  spells into black, grey, and white. To determine the shade of a 
  newly-created spell, consult the checklists below. Always start 
  with the black magic checklist, then proceed to the grey magic 
  checklist, then to the white magic checklist.
  The following types of spells should be considered black magic:
  • 
  Death and necromancy spells of any sort, except those 
  which exclusively harm the undead. 
  • 
  Detection spells reversed to conceal black magic (e.g. 
  undetectable curse).
  • 
  Enchantment spells which are capable of charming or 
  commanding sapient creatures for more than an hour. 
  Having the power to enslave the will of sapient creatures 
  for long periods of time is inherently corrupting. (Display 
  of power, voice of persuasion, and voice of command are 
  not black magic because they have a duration of an hour 
  or less.)
  • 
  Enchantment spells which cause fear in living creatures, 
  unless limited to target evil creatures. (Inspire awe is not 
  black magic because it only targets evil creatures.) Causing 
  fear and terror is an inherently black deed.
  • 
  Illusion spells which send phantasmal killers against the 
  target. Causing fear and terror is, again, a black deed.
  • 
  Healing spells reversed to cause harm (e.g. cause light 
  wounds or cause disease). Perverting healing magic is 
  always black.
  • 
  Protection spells reversed to operate against good creatures 
  (e.g. protection from good) or harm the target (bane).
  • 
  Summoning spells which communicate with or summon 
  creatures from thin air (other planes of existence); or 
  summoning spells which summon Lawful or sapient 
  Neutral creatures which are compelled to serve the caster 
  or any Chaotic creatures. 
  • 
  Wall spells with necromantic components (e.g. wall of 
  corpses).
  The following types of spells should be considered grey magic:
  • 
  Blast spells of any type. 
  • 
  Enchantment spells which are capable of charming or 
  commanding sapient creatures, but not for more than an 
  hour; and other enchantment spells which are not limited 
  to targeting evil creatures.
  • 
  Illusion spells which render the target invisible or inaudible, 
  or which can be disbelieved.
  • 
  Movement spells which can affect objects or unwilling 
  targets.
  • 
  Transmogrification spells which can affect unwilling 
  targets.   
  • 
  Wall spells of any type except walls of corpses.
  The following types of spells should be considered white magic:
  • 
  Death spells which exclusively harm the undead.
  • 
  Detection spells which are not black.
  • 
  Enchantment spells which are limited to targeting evil 
  creatures.
  • 
  Healing spells, except if reversed to cause harm.
  • 
  Illusion spells which cannot be disbelieved, except for 
  inaudibility and invisibility.
  • 
  Movement spells which can only affect willing targets.
  • 
  Protection spells, except if reversed to operate against 
  “good” creatures or to harm the target.
  • 
  Transmogrification spells which can only affect objects or 
  willing targets.
  • 
  Summoning spells in which the creature(s) summoned 
  must arrive by means of their own locomotion from the 
  nearest lair and are either sapient Lawful creatures which 
  serve Lawful casters; or are unintelligent Neutral creatures.
  • 
  Any other spell which is not black or grey.
  Robert E. Howard Memorial Rule (Optional): In some heroic 
  fantasy worlds, the taint of eldritch magic is very strong. When 
  this optional rule applies, all grey magic spells are considered 
  black magic.  If the Robert E. Howard Memorial Rule is in play, 
  the maximum repertoire of each level of spells or ceremonies 
  known by eldritch casters or ceremonialists should be increased 
  by two. 
  H.P. Lovecraft Memorial Rule (Optional): Eldritch magic is 
  of such a dark origin that there are no “pure” spells all. When 
  this optional rule applies, all eldritch spells are considered 
  black magic.  If the H. P. Lovecraft Memorial Rule is in play, 
  the maximum repertoire of each level of spells or ceremonies 
  known by eldritch casters or ceremonialists should be increased 
  by four.
  
   
  Places of Power 
  97
  Heroic Fantasy Handbook
  Magic
  EXAMPLE: A 1st level Zaharan Sorcerer has a maximum 
  repertoire of two 1st level spells. If the Robert E. Howard 
  Memorial Rule applies, his maximum repertoire is increased 
  to four 1st level spells. If the H.P. Lovecraft Memorial Rule 
  applies, his maximum repertoire is increased to six 1st level 
  spells. When the Zaharan Sorcerer reaches 5th level, his 
  maximum repertoire will be three 1st, two 2nd, and one 
  3rd level spell. Under the Robert E. Howard Memorial 
  Rule, his repertoire would be five 1st, four 2nd, and three 
  3rd, while under the H.P. Lovecraft Memorial Rule, his 
  repertoire would be seven 1st, six 2nd, and five 3rd. 
  PLACES OF POWER
  “The Earth is also terrible, and dark, and cruel. The rabbit shrieks 
  dying in the green meadows. The mountains clench their great 
  hands full of hidden fire. And where men worship these things 
  and abase themselves before them, there evil breeds; there places 
  are made in the world where darkness gathers, places given over 
  wholly to the Ones whom we call Nameless, the ancient and holy 
  Powers of the Earth before the Light, the powers of the dark, of 
  ruin, of madness...” – Ged, in The Tombs of Atuan (Ursula K. 
  LeGuin)
  In the worlds of heroic fantasy there lie places of power, where 
  the border between the spheres is thin and magic gathers. 
  Sometimes these are places of death, where shadows linger and 
  undead lurk. Others are places of law and light, where divine 
  power illuminates those who dwell within. And there are places 
  of raw elemental power, majestic mountains, deep wells, flows 
  of lava, where the elemental sphere holds sway. 
  There are six sources of power: chaos, law, elemental air, 
  elemental earth, elemental fire, and elemental water. There 
  are three ranks of power: minor, major, and supreme. The 
  interaction of source and rank yields 18 different types of places 
  of power, shown on the Places of Power table. The game effects 
  of each are detailed below the table.
  SINKHOLES OF EVIL
  Places corrupted by the energies of the Outer Darkness are 
  known as sinkholes of evil. Profane powers and undead 
  creatures are stronger there, while the divine and the living are 
  weakened. Sinkholes of evil can develop anywhere that death 
  and decay predominate. Sinkholes of evil can be shadowed, 
  blighted, or forsaken. The table below summarizes the effects of 
  the various types of sinkholes of evil. 
  Shadowed Sinkholes
  Shadowed sinkholes develop from two sources of corruption: 
  Chaotic altars (such as those in evil shrines, temples, or 
  churches) and places of death (such as cemeteries, catacombs, 
  and battlegrounds). 
  Chaotic altars create shadowed sinkholes as soon as they are 
  erected. The size of the shadowed sinkhole around the altar will 
  be 100 square feet per 100gp spent on the altar. For instance, 
  a 10,000gp altar would create a 100’ x 100’ shadowed sinkhole 
  around the altar. At the Judge’s discretion, meeting the gp value 
  of the altar might require special components or blood sacrifices 
  instead of standard treasure.
  Places of death create shadowed sinkholes naturally over 
  time. The annual percentage chance of such an area becoming 
  shadowed is equal to number of dead interred in the area divided 
  by the area’s size in square feet, rounded up. For instance, a small 
  50’ x 50’ cemetery with 25 graves has a 1% chance of becoming 
  shadowed each year. An enormous cemetery such as the real-
  world Wadi Al Salam (5 million dead across 64 million square 
  feet) has an 8% chance of becoming shadowed each year. Once 
  the shadowed sinkhole develops, the size of the shadowed 
  sinkhole will be 100 square feet per 20 dead interred in the 
  place. However, a sinkhole of evil will not develop if the dead 
  are cremated by a Lawful divine spellcaster, or if one or more 
  shrine(s) to Lawful powers are erected on the site. The Lawful 
  shrine(s) must have a gp value of at least 5gp per dead interred 
  in order to prevent the area from becoming shadowed.
  Corpses in shadowed sinkholes have a 10% chance to return as 
  undead in 1d12 months unless their bodies are burned. Black 
  magic spell effects are calculated as if the casters were two class 
  levels higher than their actual level of experience. Characters 
  performing necromancy or ceremonial black magic in a 
  shadowed sinkhole gain a +1 bonus to their throws. A shadowed 
  Sinkholes of Evil
  Effect
  Shadowed
  Blighted
  Forsaken
  Corruption
  1 point/season
  1 point/month
  1 point/week
  Corpse Reanimation
  10%/1d12 months
  20%/1d4 days
  80%/1d4 rounds
  Black Magic Spell Effects
  +2 class levels
  +2 class levels
  +2 class level
  White Magic Spell Effects
  No Effect
  No Effect
  -2 class levels
  Turning Undead
  No Effect
  -4 class levels
  Forbidden
  Necromancy / Ceremonial Black 
  Magic
  +1 bonus
  +2 bonus
  +3 bonus
  Undead in Sinkhole
  No Effect
  No Effect
  +2 attack, save, damage, AC
  Animating Undead
  No Effect
  No Effect
  +2 hp/HD, 2x normal HD created
  Blood sacrifice
  Yes
  Yes
  Yes
  Source Minor
  Major
  Supreme
  Name
  Chaos Shadowed
  Blighted
  Forsaken
  Sinkhole of Evil
  Law Illuminated
  Hallowed
  Sacrosanct
  Pinnacle of Good
  Air Gusting
  Roaring
  Howling
  Aerie of 
  Elemental Air
  Earth Resilient
  Enduring
  Unbreakable
  Edifice of 
  Elemental Earth
  Fire Smoldering
  Flaming
  Blazing
  Furnace of 
  Elemental Fire
  Water Azure
  Cerulean
  Ultramarine
  Well of 
  Elemental Water
  
  98 
  Places of Power
  sinkhole can also be used for blood sacrifice (described in 
  Chapter 7). 
  Spending time in a corrupt place can itself cause corruption. For 
  each season that a character resides in a shadowed sinkhole, his 
  number of corruption points is increased by 1.
  Blighted Sinkholes
  When a chaotic altar stands on a shadowed place of death, a 
  blighted sinkhole develops. The blighted sinkhole will extend 
  only within those regions that are shadowed by both the altar 
  and the place of death. An area affected by one, but not both, 
  sources of corruption is merely shadowed.
  Corpses in blighted sinkholes have a 20% chance to return as 
  undead in 1d4 days unless their bodies are burned. Black magic 
  spell effects are calculated as if the casters were two class levels 
  higher than their actual level of experience. Lawful characters 
  turn undead as if four class levels lower. Characters performing 
  necromancy or ceremonial black magic in a blighted sinkhole 
  gain a +2 bonus to their throws. A blighted sinkhole can be used 
  for blood sacrifice. For each month that a character resides in a 
  blighted sinkhole, his number of corruption points is increased 
  by 1.
  Forsaken Sinkholes
  A blighted area might, through some awful juxtaposition of 
  the planes or terrible ritual magic, become forsaken. Forsaken 
  sinkholes are pits of darkness where the vilest creatures and 
  foulest magic are found. Such places are very rare (Judge’s 
  discretion).
  Corpses in forsaken areas have an 80% chance to return as 
  undead in 1d4 rounds unless their bodies are burned. Black 
  magic spell effects are calculated as if the casters were two class 
  levels higher than their actual level of experience. White magic 
  spell effects are calculated as if the casters were two class levels 
  lower than their actual level of experience. Lawful characters 
  may not turn undead. Any undead in forsaken areas gain a +2 
  bonus to attack throws, saving throws, damage rolls, and AC. 
  Characters performing necromancy or black ceremonial magic 
  in a blighted sinkhole gain a +3 bonus to their throws. Any 
  undead created in forsaken areas gain a permanent +2 hit point 
  per Hit Die, and animate dead spells cast in forsaken sinkholes 
  create twice the normal number of Hit Dice of undead. A 
  forsaken sinkhole can be used for blood sacrifice. For each week 
  that a character resides in a forsaken sinkhole, his number of 
  corruption points is increased by 1.
  Cleansing Sinkholes
  A bless spell will temporarily decrease the effect of a sinkhole 
  within a 100’ diameter area for the duration of the spell. While 
  subject to bless, the affected area is cleansed if shadowed; 
  shadowed if blighted; and blighted if forsaken. A vial of holy 
  water can be sprinkled on a 10’ diameter area with the same 
  effect as a bless spell.
  To permanently cleanse a sinkhole of evil, the source of 
  corruption must be removed. If the sinkhole is being generated 
  by a chaotic altar, the altar must be destroyed. A chaotic altar 
  can be destroyed magically, with dispel evil; or destroyed 
  physically by smashing it and then either pouring holy water 
  or casting bless on the broken remains. This will remove the 
  sinkhole created by the altar.  
  If the sinkhole is generated by a place of death, the sinkhole can 
  be instantly cleansed with dispel evil. However, the area will 
  eventually become shadowed again over time. To permanently 
  cleanse a sinkhole created by a place of death, a Lawful divine 
  spellcaster must cremate the dead interred therein, or erect a 
  shrine to the Lawful powers of appropriate value. 
  Cleansing a blighted sinkhole, with a chaotic altar standing on a 
  place of death, requires that both sources of corruption be dealt 
  with separately. 
  A forsaken sinkhole can only be cleansed by ritual magic. As 
  such areas develop very rarely, the magic to cleanse them is 
  almost always forgotten in between each such occurrence, and 
  must be researched anew by the forces of Law.
  PINNACLES OF GOOD
  Places of beauty and serenity, respites from the chaos and 
  corruption of the world around them, are known as pinnacles 
  of good. The forces of life are stronger there, while dark forces 
  are kept at bay. Light is brighter, sounds are crisper, and colors 
  more vivid; harmony and a sense of order prevail. Pinnacles of 
  good can be illuminated, hallowed, or sacrosanct. The table 
  below summarizes the effects of the various types: 
  Illuminated Pinnacles
  Illuminated pinnacles develop from two sources: Lawful altars 
  (such as those in lawful shrines, temples, or churches) and the 
  dwelling places of powerful good creatures.  
  Lawful altars create illuminated pinnacles as soon as they are 
  erected. The size of the illuminated pinnacle around the altar 
  will be 100 square feet per 100gp spent on the altar. For instance, 
  a 10,000gp altar would create a 100’ x 100’ illuminated pinnacles 
  around the altar. At the Judge’s discretion, meeting the gp value 
  of the altar might require special components or divine power 
  instead of standard treasure.
  Powerful good creatures create illuminated pinnacles naturally 
  over time through their presence. For these purposes, “powerful 
  good creatures” include: fantastic creatures of lawful alignment; 
  lawful spellcasters and ceremonialists of any level; and 2nd 
  level or higher characters of a lawful class such as paladin. 
  The creature(s) must reside in a particular place more-or-less 
  continuously for a year for a place to become illuminated. The 
  Pinnacles of Good
  Effect
  Illuminated
  Hallowed
  Sacrosanct
  Purification of 
  Corruption
  1 point/season
  1/month
  1/week
  White Magic 
  Spell Effects
  +2 class levels
  +2 class levels
  +2 class level
  Black Magic 
  Spell Effects
  No Effect
  No Effect
  -2 class levels
  Turning 
  Undead
  No Effect
  +4 class levels
  Automatic
  White 
  Ceremonial /  
  Ritual Magic 
  +1 bonus
  +2 bonus
  +3 bonus
  Natural Healing +1 level
  +2 levels
  +4 levels
  
   
  Places of Power 
  99
  Heroic Fantasy Handbook
  Magic
  annual percentage chance of a good creature’s dwelling place 
  becoming illuminated is equal to the HD value of the good 
  creatures residing there divided by the area’s size in square feet, 
  rounded up. Once the Illuminated pinnacle develops, the entire 
  area will be illuminated. The Judge must use his discretion in 
  determining what constitutes a creature’s dwelling place. It 
  might be, e.g., a treant’s copse of trees, a unicorn’s grove, or a 
  patriarch’s high temple. 
  EXAMPLE: The giant roc Majid (36 HD) dwells in a 50’ 
  x 50’ aerie at the top of a high peak. The Judge decides the 
  aerie constitutes the roc’s dwelling place. Each year, the 
  chance of Majid’s aerie becoming illuminated is (36 / 2,500 
  = .014) 2%.
  Characters resting within an illuminated pinnacle recover from 
  wounds more quickly. While within the pinnacle, the character’s 
  base healing rate is improved by one step on the Base Healing 
  Rate table. White magic spell effects are calculated as if the 
  casters were two class levels higher than their actual level of 
  experience. Lawful characters performing white ceremonial or 
  ritual magic in an illuminated pinnacle gain a +1 bonus to their 
  throws. Finally, the serenity of a pinnacle of good can remove 
  the stain of corruption from a character, provided the character’s 
  corruption has not advanced too far. For each season that a 
  lawful or neutral character resides in an illuminated pinnacle, 
  his number of corruption points is reduced by 1. 
  Hallowed Pinnacle
  When a lawful altar is built in an illuminated dwelling place of 
  good, a hallowed pinnacle develops. The hallowed pinnacle will 
  extend only within those parts of the dwelling place that are 
  illuminated by the altar. An area affected by one, but not both, 
  sources of good is merely illuminated.
  While within a hallowed pinnacle, a character’s base healing 
  rate is improved by two steps on the Base Healing Rate table. 
  White magic spell effects are calculated as if the casters were two 
  class levels higher than their actual level of experience. Lawful 
  characters capable of turning undead do so as if four class levels 
  higher. Lawful characters performing white ceremonial or ritual 
  magic in a hallowed pinnacle gain a +2 bonus to their throws. 
  Finally, for each month that a lawful or neutral character resides 
  in a hallowed pinnacle, his number of corruption points is 
  reduced by 1. 
  Sacrosanct Pinnacle
  A hallowed area might, through some fortunate juxtaposition of 
  the planes or miraculous ritual, become sacrosanct. Sacrosanct 
  pinnacles are transcendent regions of law and power. Such 
  places are very rare (Judge’s discretion).
  While within a sacrosanct pinnacle, a character’s base healing 
  rate is improved by three steps on the Base Healing Rate table. 
  White magic spell effects are calculated as if the casters were two 
  class levels higher than their actual level of experience. Lawful 
  characters capable of turning undead automatically turn undead 
  encountered there (earning a T result if a roll would normally 
  be required, and a D result otherwise). Lawful characters 
  performing ceremonial or ritual magic in the sacrosanct 
  pinnacle gain a +3 bonus to their throws. Black magic spell 
  effects are calculated as if the casters were two class levels lower 
  than their actual level of experience. Finally, for each week that 
  a lawful or neutral character resides in a sacrosanct pinnacle, his 
  number of corruption points is reduced by 1. 
  Depurifying Pinnacles
  A bane spell will temporarily decrease the effect of a pinnacle 
  within a 100’ diameter area for the duration of the spell. While 
  subject to bane, the affected area is regular if illuminated; 
  illuminated if hallowed; and hallowed if sacrosanct. A vial of 
  unholy water can be sprinkled on a 10’ diameter area with the 
  same effect as a bane spell.
  To permanently destroy a pinnacle of good, the source of 
  purity must be removed. If the pinnacle is being generated by 
  a lawful altar, the altar must be destroyed. A lawful altar can be 
  destroyed magically, with dispel good; or destroyed physically 
  by smashing it and then either pouring unholy water or casting 
  bane on the broken remains. This will remove the pinnacle 
  created by the altar.  
  If the pinnacle is generated by the residence of good creatures, 
  the pinnacle can be instantly depurified with dispel good. 
  However, the area will eventually become illuminated again 
  over time. To permanently depurify a pinnacle created by good 
  creatures, the creatures must be slain or driven off. 
  Depurifying a hallowed pinnacle requires that both sources of 
  purity be dealt with separately. A sacrosanct pinnacle can only 
  be depurified by ritual magic. As such areas develop very rarely, 
  the magic to cleanse them is almost always forgotten in between 
  each such occurrence, and must be researched anew by the 
  forces of Chaos.
  PLACES OF ELEMENTAL POWER
  Many places of power are created by the influence of the 
  elemental spheres of air, earth, fire, and water.  Elemental 
  places of power develop naturally, in areas which are shaped 
  or influenced by the elements. Each of the elementals has its 
  own type of place: aeries of elemental air, edifices of elemental 
  earth, furnaces of elemental fire, and wells of elemental water. 
  The table below summarizes the effects of the various ranks of 
  elemental places of power. 
  Places of Elemental Power
  Effect
  Minor
  Major
  Supreme
  Elemental Incursion
  10%/1d12 days/1d4 days
  20%/1d12 days/1d4 weeks
  80%/1d12 days/Permanent
  Elemental Spell Effects
  +2 class levels
  +2 class levels
  +2 class level
  Other Elemental Spell Effects
  No Effect
  No Effect
  -2 class levels
  Elemental Magic Research
  +1 bonus
  +2 bonus
  +3 bonus
  Elementals in Sinkhole
  No Effect
  No Effect
  +2 attack, save, damage, AC
  Conjured/Summoned Elementals
  No Effect
  No Effect
  +2 hp/HD, 2x normal HD created
  
  100 
  Places of Power
  
   
  Spellsinging 
  101
  Heroic Fantasy Handbook
  Magic
  Places of elemental power develop in places of sublime elemental 
  majesty. Places of sublime elemental majesty occur naturally in 
  the wilderness. Real-life examples might include God’s Window 
  in South Africa (air), the Wind Cathedral in Namibia (air), 
  Maruyama Caldera in Aogashima (fire), the Door to Hell in 
  Turkmenistan (fire), the Cave of the Crystals in Mexico (earth), 
  the Giant’s Causeway in Ireland (earth), the Fairy Pools on the 
  Isle of Skye (water), and the Great Blue Hole off Belize (water).  
  Places of elemental power should be rare. Of the 165 lairs in 
  Lairs & Encounters, only 6 included elemental places of power, 
  and all were minor. On a continental map (1,200 24-mile hexes), 
  the Judge should place 1 supreme and 12 major elemental places 
  of power of each element. On a regional map (1,200 6-mile 
  hexes), the Judge should place 1 major and 12 minor elemental 
  places of power for each element.  
  The size of places of elemental power can vary widely. To 
  determine randomly, roll 1d6: 1-3, Small, 3d6 x 500 square feet; 
  4-5 Large, 3d6 x 50,000 square feet; 6 Huge, 3d6 x 5,000,000 
  square feet.
  Note: The Judge may wonder how we decided how many 
  places of elemental power there are in the world. On our 
  own Earth, there are 11 naturally-burning eternal flames, 
  600 active volcanoes, and 1000 active geysers in the world 
  - that suggests 1,611 places of elemental fire spread across 
  the earth’s 5,300,000 square mile land mass. That’s one 
  place of elemental fire per 3,295 square miles. Since each 
  6-mile hex is 32 square miles, that’s one place of elemental 
  fire per 102 hexes, or about 12 places on a typical 1,200-hex 
  regional map.
  Minor Places of Elemental Power
  Characters within the place who perform ceremonial magic or 
  magical research of the place’s element gain a +1 bonus to their 
  throws. Spell effects of the place’s element are calculated as if 
  the casters were two class levels higher than their actual level of 
  experience. If the place is left unoccupied, there is a 10% chance 
  every 1d12 days that a group of creatures native to that element’s 
  sphere will manifest in the place. These creatures will return to 
  their sphere of existence after 1d4 days have elapsed.
  Major Places of Elemental Power
  Characters within the place who perform ceremonial magic or 
  magical research of the place’s element gain a +2 bonus to their 
  throws. Spell effects of the place’s element are calculated as if 
  the casters were two class levels higher than their actual level of 
  experience. If the place is left unoccupied, there is a 20% chance 
  every 1d12 days that a group of elemental creatures of the place’s 
  type will manifest in the place. These creatures will return to 
  their sphere of existence after 1d4 weeks have elapsed.
  Supreme Places of Elemental Power
  Characters within the place who perform ceremonial magic or 
  magical research of the place’s element gain a +3 bonus to their 
  throws. Spell effects of the place’s element are calculated as if 
  the casters were two class levels higher than their actual level of 
  experience. Spell effects of any other elements are calculated as 
  if the casters were two class levels lower than their actual level 
  of experience. While in a supreme place of elemental power, 
  creatures native to that element’s sphere gain a +2 bonus to 
  attack throws, saving throws, damage rolls, and AC. Summoning 
  spells cast in places of supreme elemental power summon twice 
  the normal number of Hit Dice of elementals of that type, and 
  the summoned elementals will have +2 hit point per Hit Die. If 
  the place is left unoccupied, there is an 80% chance every 1d12 
  days that a group of elemental creatures of the place’s type will 
  manifest in the place. These creatures will not return to their 
  sphere of existence until dispelled or destroyed.
  SPELLSINGING
  He chanted a song of wizardry, / Of piercing, opening, of treachery 
  / Revealing, uncovering, betraying. – The Lay of Leithian in The 
  Silmarillion (J.R.R. Tolkien)
  Spellsinging is an alternative way to perform magic that is more 
  fluid and flexible than traditional spellcasting. Spellsinging was 
  inspired by the magic of Middle Earth, as used by Tom Bombadil 
  and Lúthien Tinúviel; the magic of the Kalevala, itself based 
  on traditional Finnish spellsongs; the magic of the Greek hero 
  Orpheus; the magic of Blue in the Apprentice Adept series; and 
  more. It could also represent other fluid types of spellcasting, 
  such as the Wheel of Time’s channeling or the linguistic magic 
  of the wizards of Earthsea. 
  Spell Points per Day
  Caster 
  Progression
  Level of Experience
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  Arcane 4
  1
  2
  4
  6
  9
  12
  18
  25
  35
  47
  58
  77
  80
  95
  Arcane 3
  1
  2
  3
  4
  5
  6
  8
  10
  12
  18
  25
  30
  35
  40
  Arcane 2
  0
  1
  2
  3
  4
  5
  6
  8
  9
  10
  12
  15
  18
  21
  Arcane 1
  0
  1
  1
  1
  2
  2
  3
  4
  4
  5
  6
  7
  8
  9
  Divine 4 
  1
  2
  3
  6
  9
  21
  36
  48
  63
  75
  90
  102
  107
  126
  Divine 3
  0
  1
  3
  5
  8
  19
  32
  43
  56
  67
  80
  90
  94
  112
  Divine 2
  0
  1
  2
  4
  6
  14
  24
  32
  42
  50
  60
  68
  71
  84
  Divine 1
  0
  0
  1
  1
  2
  3
  4
  5
  6
  1-
  14
  19
  24
  30
  Eldritch 4
  2
  3
  5
  7
  10
  15
  21
  29
  38
  50
  65
  81
  88
  99
  Eldritch 3
  2
  2
  3
  5
  6
  7
  10
  12
  15
  21
  25
  29
  38
  47
  Eldritch 2
  0
  2
  3
  4
  5
  6
  7
  8
  10
  12
  15
  18
  21
  24
  Eldritch 1 
  0
  2
  2
  2
  3
  3
  4
  5
  5
  6
  7
  8
  9
  10
  
  102 
  Spellsinging
  The following rules explain how spellsinging works. The Elven 
  Spellsinger class in these rules is built on these mechanics, but 
  the Judge may convert other classes to spellsingers if desired. 
  The Heroic Secrets chapter (p. 200) has further details on 
  building and converting classes.
  SPELL POINTS
  Spellsingers perform magic by spending spell points (SP) rather 
  than by expending daily spell castings. The spellsingers’ use of 
  spell points gives them the flexibility to choose to cast a large 
  number of low level spells, a small number of high level spells, 
  or any combination in between. The number of spell points that 
  a spellsinger has is determined by his casting progression and 
  level of experience, as shown on the Spell Points Per Day table. 
  Spellsingers recover their spell points in the same way 
  spellcasters recover their daily spell castings, by spending eight 
  hours resting without interruption and one hour concentrating 
  on prayer or study. Spell points can only be recovered by 
  resting once every 24 hours. However, in some circumstances 
  spellsingers can recover spell points more quickly by tapping 
  ambient magic (see p. 104).
  SPELLSINGING REPERTOIRE 
  Like other eldritch casters, a spellsinger’s spell selection is 
  limited to the spells in his repertoire. A spellsinger’s repertoire 
  can include a number of spells up to the number and level of 
  spells listed for his level, increased by his Intelligence bonus, 
  and functions exactly like an arcane/eldritch caster’s repertoire 
  in all respects. Spellsingers can cast spells that are not in their 
  repertoire, however, by extemporaneously singing spells (see 
  below).
  SINGING SPELLS
  Spell Level Cost
  Spell Point
  1st
  1
  2nd 
  2
  3rd 
  3
  4th 
  5
  5th 
  7
  6th 
  10
  Each spell costs a certain number of spell points to sing. The 
  higher the level of the spell, the more points it costs. The Spell 
  Point Costs table describes each spell’s cost. 
  When a spell is sung in combat, the spellsinger must announce 
  the intention to sing the spell prior to initiative being determined 
  at the beginning of a round. Spell points are spent when the 
  intention to sing the spell is declared. Should an opponent 
  successfully deal damage to the character or if the character is 
  required to roll a saving throw and fails prior to casting a spell, 
  the spell is disrupted and the spell points are wasted.
  Like a traditional spellcaster, a spellsinger must be able to move 
  his hands and speak freely in order to work magic. A spellsinger 
  cannot sing spells if he is gagged, his hands are tied, or he is in 
  an area under the effects of a noiselessness spell. (A spellsinger 
  who possesses Quiet Magic proficiency can sing spells quietly 
  by subvocalizing, but still cannot do so if under noiselessness.) 
  Except where otherwise noted, a spellsinger must have the 
  intended target of a spell within visual range while singing a 
  spell. If after beginning to sing, a spellsinger loses his ability to 
  move his hands and speak freely, or loses his line of sight on the 
  intended target, the song is disrupted and the spell points are 
  wasted.
  Extemporaneous Spellsinging
  Just as a skilled musician can improvise a musical composition, 
  a skilled spellsinger can extemporaneously sing spells 
  from outside his repertoire. When a spellsinger decides to 
  extemporaneously sing a spell, he may choose an existing spell 
  from outside his repertoire, or design a new spell using the Spell 
  Power Guidelines in Player’s Companion. Spellsingers may 
  wish to work up some possible spells for likely circumstances or 
  needs in advance.
  In order to include any given effect in his extemporaneous spell, 
  the spellsinger must already have one or more spells with the 
  same basic effect(s) in his repertoire. In order to include any 
  given element (earth, fire, etc.) in his extemporaneous spell, the 
  spellsinger must already have one or more elemental spells with 
  the same basic effect(s) in his repertoire.
  EXAMPLE: Arwen would like to extemporaneously sing 
  a blast spell that hurls a bolt of fire that deals damage. 
  Unfortunately, the only damage-dealing blast spell in her 
  repertoire is fangs of the earth, which is an elemental earth 
  spell. She could extemporaneously sing other damaging-
  dealing earth blasts, but she cannot extemporaneously sing 
  a damage-dealing fire blast.
  Apart from the restriction on effects and elements, the 
  spellsinger may otherwise design the spell with any desired 
  parameters of range, target, duration, and saving throw. An 
  extemporaneous spell may even be of a higher level than those 
  known by the caster, although higher level spells will be quite 
  difficult (or impossible) to successfully sing.
  Spellsinging
  Spell Level
  Spellsinger Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  1st
  14+
  13+
  12+
  11+
  10+
  9+
  8+
  7+
  6+
  5+
  4+
  3+
  2+
  1+
  2nd
  16+
  15+
  14+
  13+
  12+
  11+
  10+
  9+
  8+
  7+
  6+
  5+
  4+
  3+
  3rd
  18+
  17+
  16+
  15+
  14+
  13+
  12+
  11+
  10+
  9+
  8+
  7+
  6+
  5+
  4th
  20+
  19+
  18+
  17+
  16+
  15+
  14+
  13+
  12+
  11+
  10+
  9+
  8+
  7+
  5th
  -
  -
  20+
  19+
  18+
  17+
  16+
  15+
  14+
  13+
  12+
  11+
  10+
  9+
  6th
  -
  -
  -
  -
  20+
  19+
  18+
  17+
  16+
  15+
  14+
  13+
  12+
  11+
  “-“ indicates the spellsinger cannot cast spells of that level with a spellsinging throw.
  
   
  Spellsinging 
  103
  Heroic Fantasy Handbook
  Magic
  In order to successfully sing an extemporaneous spell, a 
  spellsinger must make a spellsinging throw. If the extemporized 
  spell is being sung in combat, the spellsinging throw is made on 
  the spellsinger’s initiative number. The target value for the throw 
  is based on the caster level cross-indexed against the spell level, 
  as shown on the Spellsinging table below. Modify the roll by the 
  spellsinger’s CHA modifier. Add +1 to the spellsinger’s roll for 
  each rank of Performance (singing) or Performance (chanting) 
  that the character possesses. If the spell is tapping a place of 
  power, apply an additional -4 penalty. If the throw succeeds, the 
  spell has been successfully cast and immediately takes effect. If 
  the throw fails, the spell has been miscast; all of the spell points 
  expended on it are lost to no effect. A natural roll of 1 always 
  fails and may cause a mishap (see below).
  EXAMPLE: Arwen, a 9th level elven spellsinger with CHA 
  16 and one rank of Performance (singing), is on a scouting 
  mission when she spots a huge encampment of kobolds, 
  ripe for destruction with a magical blast! Unfortunately, her 
  only blast spell is fangs of earth, which will deal a lot of 
  damage to a small number of targets – the opposite of what 
  she needs. She decides to extemporize a spell that can deal a 
  small amount of damage to a lot of targets. She consults the 
  Player’s Companion to design her extemporaneous spell. 
  She decides on a 4th level eldritch spell dealing 2d6 points 
  of damage to all targets in a 30’ diameter area of effect, with 
  a 150’ range, instantaneous duration, and saving throw 
  allowed for half damage (base cost 27 x 0.25 x 5 x 1 x 1 x 
  0.75 x 1.5 = 38). The 4th level spell costs her 5 SP. The target 
  value for her spellsinging throw is 12+. She gains a +2 bonus 
  from CHA and a +1 bonus from Performance (singing), so 
  she’ll need  a 9+ on the die. The result of Arwen’s roll is a 14, 
  so she successfully sings the spell. 
  Extemporaneous spellsinging can be a powerful tool, but it 
  requires a significant degree of system mastery from the player 
  and Judge to use. In general, extemporizing spells is intended 
  to allow a spellsinger to flexibly apply what he knows, rather 
  than extemporaneously cast what he does not know. As magic is 
  fickle and no mere mortal can always comprehend its workings, 
  the Judge may veto or re-design any extemporaneous spell at his 
  complete discretion where necessary for balance and fun.
  TAPPING POWER
  Ambient Power
  Rank
  Power / Day
  Minor
  1 SP per 2,000 square feet
  Major
  1 SP per 1,000 square feet
  Supreme
  1 SP per 200 square feet
  When a spellcaster casts a spell, he uses his personal power to 
  draw on and manipulate the much larger stores of power that 
  are available (to those with the talent) from ambient divine and 
  elemental sources. Spellsingers do this, too, but they have the 
  additional ability to draw on those ambient sources directly 
  whenever they are within places of power. This is known as 
  tapping power and allows the spellsinger to cast certain types of 
  spells without using his own reserves.
  In order to tap a place of power, a spellsinger must first attune 
  to it. Attuning to a place of payer takes 8 hours and requires 
  a successful magical research throw.  Only one creature can 
  be attuned to any given particular place of power, and each 
  spellsinger can only be attuned to one place. If a new creature 
  attunes to a place, the prior creature’s attunement is a disrupted.
  Type of Place
  Type of Effect
  Pinnacle of Good
  Any white magic
  Sinkhole of Evil
  Any black magic
  Aerie of Air
  Any elemental air magic
  Edifice of Earth
  Any elemental earth magic
  Furnace of Fire
  Any elemental fire magic
   Well of Elemental Water
  Any elemental water magic
  Once the spellsinger has attuned to the place, he can tap its 
  power to pay for the cost of some spells sung within it.  The 
  amount of spell points available each day depends on the size 
  and rank of the place of power, as shown on the Ambient Power 
  table. Round to the nearest whole number, rounding 0.5 up. 
  Places of power that are larger than 10,000 square feet should be 
  treated as multiple adjacent places of power.  Spell points drawn 
  from a place of power cannot be stored or used to “recharge”.  
  Spell points from a place of power can only be used to pay for 
  spells appropriate to the place’s type, as shown on the Place and 
  Effect Type table. The spellsinger must make a spellsinging 
  throw when casting a spell using a place of power. The target 
  value for the throw is based on the caster level cross-indexed 
  against the spell level, as shown on the Spellsinging table. 
  Modify the roll by the spellsinger’s CHA modifier. Add +1 to 
  the spellsinger’s roll for each rank of Performance (singing) or 
  Performance (chanting) that the character possesses. If the spell 
  is extemporaneous, apply an additional -4 penalty to the throw. 
  If the throw succeeds, the spell has been successfully cast and 
  immediately takes effect. If the throw fails, the spell has been 
  miscast; the place of power’s SP are expended to no effect (other 
  than some showy elemental special effects, perhaps). A natural 
  roll of 1 always fails and may cause a mishap (see below). 
  EXAMPLE: Arwen has found the Sky of the Earth, a 
  resilient edifice of elemental earth that is 100’ in diameter 
  (7,850 square feet). After attuning to the edifice, Arwen can 
  tap it to cast elemental earth spells costing up to (7,850 / 
  2000) 4 SP per day – enough for, e.g., four 1st-level spells, 
  two 2nd-level spells, or one 3rd and one 1st level spell. She 
  will have to make a spellsinging throw each time she sings a 
  spell using the place of power’s spell points, however. 
  SPELLSINGING MISHAPS
  To find out if a mishap occurs, the spellsinger must make a 
  mishap throw - another spellsinging throw with the same 
  modifiers and target value as the throw she just made. If the 
  mishap throw also results in a failure, then a mishap occurs.
  When a mishap occurs, the spellsinger must roll 1d10 on the 
  Spellsinging Mishaps table and suffer the effect listed in the 
  column matching the degree of mishap. The degree of the 
  mishap depends on the level of the spell that caused the mishap. 
  If the spell was 1st, 2nd, or 3rd level, a minor mishap occurs. If 
  the spell was 4th or 5th level, a major mishap occurs. If the spell 
  was 6th level, a catastrophic mishap occurs. 
  
  104 
  Ceremonial Magic
  CEREMONIAL MAGIC
  Adamancus of Zaar set about the dark ritual without delay. 
  First, with a pointed Rod of Power, he traced a luminous circle 
  about the column whereto Sumia was led helpless in the invisible 
  bonds. Another such circle he set about Shangoth… Having set in 
  place the circles of protection, he next kindled a Hell Flame on a 
  low altar of black emerald. The weird crimson flame smoldered 
  a few inches about the surface of the gemlike substance… Now 
  he was ready to begin the last ritual. Arming himself with potent 
  talismans whereon terrific runes of Elder Lore were graven deep 
  on pendent disks of rarest orichalc and precious jazite, he began 
  the great conjuration… He chanted a series of names in that 
  uncouth language of the magi for which the lips of men were never 
  shapen to speak…  The thunderous invocation rose, shaking the 
  room with the seism impact of these terrific Names of Power… 
  and a smoky wraith began to form out of empty air! – Thongor 
  Against the Gods (Lin Carter)
  Ceremonial magic is the art of performing ceremonies – 
  complex rituals that rely on lengthy chants, symbolic patterns, 
  magical reagents, and complicated movements to cast spells. 
  Ceremonies may only be performed by characters of special 
  classes (of which the occultist class on p. 51 is one example) or by 
  spellcasters who have taken the Ceremonial Magic proficiency. 
  Collectively, characters capable of using ceremonial magic are 
  called ceremonialists.
  Like spells, ceremonies have unique names, types, and effects, 
  with levels that measure how powerful they are. The name, type, 
  and level of a ceremony are always identical to those of the spell 
  that the ceremony casts. Thus, a bane-rune ceremony would 
  be a 1st level eldritch ceremony, because bane-rune itself is a 
  1st level eldritch spell. Since this rulebook focuses on eldritch 
  magic, all of the ceremonies and ceremonialists discussed 
  herein are eldritch, but Judges could create arcane and divine 
  ceremonialist for their campaigns if desired.
  Spellsinging Mishaps
  Roll
  Minor Mishap
  Major Mishap
  Catastrophic Mishap
  1
  You accidentally open a gate to the 
  elemental spheres. An 8 HD elemental 
  appears adjacent to you and attacks.
  You accidentally open a gate to the 
  elemental spheres. A 12 HD elemental 
  appears adjacent to you and attacks.
  You accidentally open a gate to the 
  elemental spheres. A 16 HD elemental 
  appears adjacent to you and attacks.
  2
  Your spell signature acquires an annoying 
  side effect. Roll 1d10 on the spell signature 
  sub-table. Only a wish or miracle can 
  remove the side effect.
  Your spell signature acquires a deleterious 
  side effect. Roll 1d10+5 on the spell 
  signature sub-table. Only a wish or miracle 
  can remove the side effect.
  Your spell signature acquires a debilitating 
  side effect. Roll 1d10+10 on the spell 
  signature sub-table. Only a wish or miracle 
  can remove the side effect.
  3
  You are drained by the energy coursing 
  through you. You are incapacitated for 1 
  day per level of the spell.
  You are exhausted by the energy coursing 
  through you. You are incapacitated for 1 
  week per level of the spell.
  Your very soul is exhausted by the energy 
  coursing through you. You are incapacitated 
  permanently. Only a miracle or wish can 
  awaken you from your coma.
  4
  You are lost in time and space. A wish or 
  miracle can bring you back immediately; 
  otherwise you will reappear in 1d10 
  months.
  You are lost deep in time and space. A wish 
  or miracle can bring you back immediately; 
  otherwise, you will reappear in 1d10 years. 
  You are consigned to oblivion, trapped 
  forever in some unknown sphere of 
  existence, or transported to a distant time 
  and place. You have a cumulative 1% 
  chance per 100 years of reappearing. 
  Otherwise, only a wish or miracle can bring 
  you back.
  5
  The spell leaves you somehow altered. Roll 
  1d10 on the magical mutation sub-table. 
  Only a wish or miracle can remove the 
  mutation.
  The  spell leaves you greatly changed. Roll 
  2d10 on the magical mutations sub-table. 
  Only a wish or miracle can remove the 
  mutation.
  The spell leaves you massively warped and 
  changed. Roll 1d10+10 on the magical 
  mutations sub-table. Only a wish or miracle 
  can remove the mutation.
  6
  A magical accident causes a disfiguring 
  injury. Roll 1d6 on the “critically wounded” 
  row of the Mortal Wounds table. The wound 
  can be healed with restore life and limb.
  A bad magical accident causes a disabling 
  injury. Roll 1d6 on the “grievously 
  wounded” row of the Mortal Wounds table. 
  Only a regeneration, resurrection, wish or 
  miracle can heal the wound.
  A terrible magical accident causes a 
  crippling injury. Roll 1d6 on the “mortally 
  wounded” row of the Mortal Wounds table. 
  Only a wish or miracle can heal the wound.
  7
  The mishap slightly disrupts your 
  connection to magic. You lose 1 random 
  spell from your repertoire. You can regain 
  the lost spells at a cost of 1 week of game 
  time and 1,000gp per spell level.
  The mishap significantly disrupts your 
  connection to magic. You lose 1d4+1 
  random spells from your repertoire. You can 
  regain the lost spells at a cost of 1 week of 
  game time and 1,000gp per spell level.
  The mishap completely disrupts your 
  connection to magic. You lose your entire 
  spell repertoire. You can regain the lost 
  spells at a cost of 1 week of game time and 
  1,000gp per spell level.
  8
  While formulating the spell, you glimpse the 
  Logos, the words of creation. You must save 
  v. Spells or become feebleminded. A dispel 
  magic from a 9th + level caster can remove 
  the effect.
  While formulating the spell, you gaze at 
  the Logos. You must save v. Spells at -4 or 
  become feebleminded. A dispel magic from 
  a 12th + level caster can remove the effect.
  While formulating the spell, you look 
  directly upon the Logos. You are 
  feebleminded with no saving throw. Only a 
  wish or miracle can remove the effect.
  9
  The magic coursing through you deals 
  minor damage to your voice. You 
  permanently lose 1 point of Charisma.
  The powerful magic flowing through you 
  deals grave damage to your voice. You 
  permanently lose 1d3 points of Charisma.
  The mighty magic flowing through 
  you deals awful damage to your voice. 
  You permanently lose 1d4+1 points of 
  Charisma.
  10
  Wild magic begins coursing through your 
  body. You die in 1 turn unless you save v. 
  Death. 
  A blast of wild magic discharges into you. 
  You die instantly unless you save v. Death.
  A massive blast of wild magic disintegrates 
  you unless you save v. Death. 
  
   
  Ceremonial Magic 
  105
  Heroic Fantasy Handbook
  Magic
  Ceremonial magic is well-suited to settings inspired by the weird 
  tales of Robert E. Howard, Lin Carter, Clark Ashton Smith, and 
  H. P. Lovecraft, as well as to campaigns influenced by historical 
  occult practices. 
  CEREMONIAL MAGIC VERSUS CAST MAGIC
  Ceremonial magic has two primary advantages over cast magic. 
  First, it requires no magical talent to become a ceremonialist, 
  merely knowledge and diligence. As a result, it is easier to 
  become a ceremonialist than to become a spellcaster. Many 
  humans are skilled in both fighting and ceremonial magic (such 
  as runemakers) but very few are skilled in both fighting and 
  spellcasting. (In some campaigns, ordinary humans cannot be 
  spellcasters at all.) For similar reasons, a pure ceremonialist, 
  such as the occultist, advances in level more quickly than a pure 
  spellcaster such as the Nobiran wizard. 
  Second, ceremonial magic does not require the caster to expend 
  spell slots. A ceremonialist can perform a ceremony at any time, 
  subject only to the limits of stigma (see below). A 1st level 
  spellcaster can cast a single 1st-level spell just once per day. A 
  1st level ceremonialist might be able to perform one, two, five, 
  ten, or even more 1st level ceremonies in a day. For this reason, 
  many spellcasters find it valuable to study ceremonial magic in 
  addition to spellcasting. 
  Other advantages of ceremonial magic include the ability to 
  create and use trinkets and talismans to perform ceremonies 
  (see p. 112); the ability to perform collaborative ceremonies 
  (see p. 109); and the ability to perform ceremonies that are not 
  within the ceremonialist’s repertoire (see p. 110). 
  However, ceremonial magic carries with it numerous 
  countervailing disadvantages. First, it is slow. Whereas a 
  spellcaster can cast a spell in seconds, a ceremonialist will usually 
  need ten minutes to perform even a low-level ceremony safely, 
  and a powerful ceremony performed very cautiously might take 
  an hour, a day, or even a week. 
  Second, ceremonial magic can and does fail. Unlike spells, 
  which fail only if the caster’s concentration is disrupted, 
  ceremonies can fail simply due to a minor mistake. Failing a 
  ceremony causes a ceremonialist to acquire a point of stigma. 
  Stigma represents a loss of attunement with the metaphysical, 
  a disorder in the ceremonialist’s soul brought on by the stain of 
  failure. If a ceremonialist accumulates enough stigma, he will 
  lose the ability to perform ceremonies until he purifies himself.
  Finally, ceremonial magic is risky. If a ceremonialist is unlucky, 
  attempting to hasten through a ceremony, or performing an 
  unknown ceremony, a botched ceremony can trigger mishaps 
  as grievous as those from arcane experimentation. 
  REPERTOIRE 
  Books were piled everywhere: ancient volumes bound in serpent-
  skin, with verdigris-eaten clasps, that held the frightful lore of 
  Atlantis, the pentacles that have power upon the demons of the 
  earth and the moon, the spells that transmute or disintegrate the 
  elements; and runes from a lost language of Hyperborea, which, 
  when uttered aloud, were more deadly than poison or more potent 
  than any philtre. – The Last Incantation (C. A. Smith)
  The ceremonies available to a ceremonialist are called his 
  ceremonial repertoire. A ceremonialist’s ceremonial repertoire 
  functions exactly like an arcane or eldritch caster’s repertoire in 
  all respects save that a ceremonialist records ceremonies into a 
  ceremonial codex instead of spells into a spell book. 
  Spellcasters and ceremonialists can interpret each other’s 
  magical texts, albeit with difficulty. It takes a ceremonialist one 
  week of study to translate a spell into a ceremony, and a second 
  week of study to add the ceremony to the character’s repertoire. 
  Likewise, it takes a spellcaster one week of study to translate a 
  ceremony into the equivalent spell, and then a second week of 
  study to add the ceremony to the character’s spellbook. Both 
  casters and ceremonialists can use scrolls with one week of 
  study, however.
  Likewise, codices are tradition-specific. Ceremonialists from 
  disparate traditions can only use each other’s codices with 
  careful study. It takes a ceremonialist one week of study to 
  translate a ceremony from another tradition into his own, and 
  a second week of study to add the ceremony to his repertoire. 
  If a ceremonialist wants to more easily learn ceremonies 
  from another tradition, he needs to take Ceremonial Magic 
  proficiency to learn that tradition.
  Ceremonial Spellcasters
  Some traditional spellcasters may select the Ceremonial 
  Magic proficiency, which enables them to perform ceremonies 
  as if they were ceremonialists. If a spellcaster is himself a 
  ceremonialist, then his repertoire of spells also serves as his 
  repertoire of ceremonies. He does not have two separate 
  repertoires. Assuming he has room in his repertoire, he can add 
  ceremonies he finds in ceremonial codices directly into his spell 
  books with one week of study (he does not have to spend one 
  week translating the ceremony). 
  However, spellcasters who accumulate stigma from failing to 
  successfully perform ceremonies may temporarily lose the 
  ability to cast spells until they purify themselves. See the Stigma 
  of Failure, p. 111. 
  CEREMONIAL TRADITIONS
  Ceremonialists practice their art within a set of traditions, each 
  representing a school or technique of invoking magical effects. 
  Most ceremonialists learn one tradition and practice it for their 
  entire lives. A ceremonialist may learn additional traditions by 
  selecting one or more additional ranks of the Ceremonial Magic 
  proficiency.
  To practice within a tradition means that the ceremonialist can:
  • 
  perform ceremonies using the traditional implements of 
  that tradition;
  • 
  collaborate with other ceremonialists in that tradition; 
  • 
  use trinkets and talismans created for use by ceremonialists 
  of that tradition; and
  • 
  create trinkets and talismans within that tradition.
  The Ceremonial Tradition table describes several different 
  traditions available to ceremonialists. The Judge may create 
  other traditions for his own campaign setting.
  
  106 
  Ceremonial Magic
  Traditional Implements
  Level
  Cost
  1
  25gp
  2
  100gp
  3
  225gp
  4
  625gp
  5
  1,225gp
  6
  2,500gp
  Traditional Implements are the various paraphernalia, 
  fetishes, and accoutrements that a ceremonialist relies upon 
  in his ceremonies. Traditional implements are rated in levels, 
  and a ceremonialist must have implements of a level equal to or 
  exceeding the level of the ceremony he is performing. The cost 
  per level of traditional implements is shown on the table above. 
  Low-level implements are made of common woods, metals, and 
  components, while high-level implements are made of precious 
  metals and exotic materials. Regardless of level, all traditional 
  implements have an encumbrance of 1 stone.
  Each type of ceremonial tradition has its own implements; the 
  Traditional Implement table on the following page provides a list 
  of items associated with the implements of various traditions. A 
  ceremonialist cannot use implements of a tradition he does not 
  know.
  PERFORMING CEREMONIES
  Performing a ceremony is akin to preparing and cooking 
  something according to a recipe. The ceremonialist must 
  have the implements and ingredients in hand, then diligently 
  perform each step in order. In game terms, this means having 
  the required traditional implements, spending the requisite 
  ceremony time, and then succeeding on a ceremony throw to 
  complete the ceremony.
  Once a ceremony is begun, it will require a certain amount 
  of time to complete it, depending on the pace at which the 
  ceremony is performed. There are three paces – regular, hasty, 
  and methodical. A ceremony at regular pace requires one turn 
  (10 minutes) to perform. (Hasty and methodical ceremonies are 
  discussed below.)
  When the ceremony has been performed, the ceremonialist 
  makes a ceremony throw to complete the ceremony. The base 
  target value for a ceremony throw is 10+, decreased by 1 point 
  per caster level after 1st. The target value of the ceremony throw 
  is increased by 2 points per level of the ceremony above 1st. (The 
  Ceremony Performance table summarizes these target values.) 
  Modify each roll by the Ceremonialist’s WIS modifier. Add +1 
  to the ceremonialist’s roll if he possesses one or more ranks in 
  Performance (see p. 115). Add +1 or more to the ceremonialist’s 
  roll if he is using a talisman (see p. 114). A natural roll of 1 
  automatically fails. 
  If the ceremony throw succeeds, the ceremony is successfully 
  completed and immediately takes effect. If the ceremony throw 
  Tradition
  Description
  Historical Inspirations
  Classes
  Antiquarian
  Wise men and women who focus on providing 
  healing and protection from dark magic 
  through charms, herbal remedies, potions, and 
  spells.
  European cunning folk, Caribbean-American 
  hoodoo men 
  Antiquarian Witches, 
  Priestesses
  Chthonic
  Malefic sorcerers and witches who consort 
  with the darkest of powers, reveling in 
  corruption and depravity.
  Caribbean bokors, Goetic magicians, Norse  
  seiðkona, Roman malefactors, Renaissance 
  nigromancers 
  Chthonic Witches, Occultists, 
  Zaharan Sorcerers
  Liturgical
  Divine casters who invoke spells through 
  formal sacraments and liturgies.
  Abrahamic miracle-workers, Egyptian 
  magicians, Zoroastrian magi 
  Clerics, Ecclesiastic, 
  Priestesses
  Runic
  Masters of magic sigils that contain eldritch 
  power, using runes to see the future, heal the 
  sick, and curse their enemies. 
  Norse galdr-workers, Neopagan druids, Chinese 
  and European geomancers
  Bladedancers, Dwarven 
  Craftpriests, Runemakers,  
  Shamans
  Sylvan
  Reclusive witches and hedge wizards who 
  travel the borderlands between human 
  settlements and fey forests.
  Dionysian cultists, European fairy tale witches 
  and wizards, Sicilian fairy witches 
  Sylvan Witches
  Shamanic
  Tribal shamans who barter with ancestral 
  spirits and animistic powers to gain power 
  over the living and the dead. 
  African witch doctors,  Caribbean botono, Celtic 
  druids, Native American medicine men,  Norse  
  völur, Siberian shamans 
  Shamans, Voudon Witches
  Theurgical
  Astrologers, philosophers, and theologists 
  who use mathematical correspondences and 
  elaborate rituals to invoke higher powers. 
  Cabbalists, Enochian magicians, Hermetic 
  magicians,   Neoplatonic theurgists
  Loremasters, Priestesses
  Tradition
  Implements
  Antiquarian
  athame, altar bell, bowl, candle set, herb 
  bundle,  incense sticks, ritual chalice, small 
  cauldron,  various crystals and stones, wand 
  Chthonic
  altar cloth, book, candle set, censer, chain, 
  dagger, perfume casket, pitcher, quill and ink, 
  ritual chalice, scourge, scrolls, unholy symbol, 
  unholy water or oil
  Liturgical
  altar cloth, book, candelabra, censer, holy 
  water, holy symbol, font, ritual chalice, rosary, 
  scented oil, serving plate, vestments 
  Runic
  rune set, rune-carving knife, various black and 
  colored inks and pigments, various pieces of 
  wood, stone, and precious metal
  Sylvan
  animal clippings and parts, candle set, herb 
  bundle, small cauldron,  various crystals and 
  stones, wand
  Shamanic
  animal clippings and parts, bell, drum, drum 
  stick, doll, medicine bag, pipe, rattle, various 
  ribbons,  various crystals and stones 
  Theurgical
  altar cloth, book, candle set, censer, ceremonial 
  sword, crown, holy water, holy symbol, lamp, 
  pitcher, quill and ink, ritual chalice
  
   
  Ceremonial Magic 
  107
  Heroic Fantasy Handbook
  Magic
  fails, the ceremony fails and the ceremonialist acquires a point 
  of stigma (see below). If the ceremony throw automatically fails 
  (e.g. due to a roll of natural 1), the ceremony has been botched 
  (see below). 
  EXAMPLE: Ra-Ramses is a 9th level occultist with WIS 
  16. He is performing animate dead, a 4th level eldritch 
  ceremony. Completing the ceremony throw will require 
  one turn and a successful ceremony throw. Consulting 
  the Ceremony Performance table, the occultist sees that 
  the ceremony throw has a target value of 8+. Ra-Ramses 
  gains a +2 bonus on the die roll from his WIS modifier, 
  so he effectively needs a 6+. After one turn of incanting, 
  Ra-Ramses rolls his ceremony throw. Unfortunately, he 
  rolls a 2 – a failure! Ra-Ramses gains a point of stigma. 
  Had he rolled a 6 or higher, the ceremony would have been 
  successfully completed, and he’d immediately have been 
  able to animate up to 18 HD worth of undead.  Had he 
  rolled a 1, the ceremony would have been botched.
  While performing a ceremony, a ceremonialist may pause for up 
  to one round  each  turn to speak, move  up  to  10’,  drink  a  vial 
  of  water  or  other  fluid,  adjust  his  implements,  etc. Otherwise 
  the  ceremonialist  must  remain  stationary  and  concentrate 
  on  the  ceremony. Should  the  ceremonialist’s  concentration 
  break  for  more  than  one  round  in  any  turn, the  ceremony 
  is automatically failed. The ceremony is also automatically failed 
  if an opponent successfully deals damage to the ceremonialist, 
  or if the ceremonialist fails a saving throw, prior to completing 
  the ceremony.
  A ceremonialist needs to be able to move his hands and 
  speak freely in order to perform a ceremony. In addition, a 
  ceremonialist must have access to traditional implements of 
  sufficient level. Except where otherwise noted, a ceremonialist 
  must have the intended target of the ceremony in visual range 
  throughout the ceremony, whether the target is a specific 
  monster, character, or area of effect. If the ceremonialist loses 
  his ability to move and speak freely, his implements, or his line 
  of sight on the intended target, the ceremony automatically fails. 
  Botched Ceremonies
  When a ceremony throw automatically fails (e.g. due to a roll 
  of natural 1 or if the ceremonialist is damaged), the ceremony 
  has been botched. A botched ceremony not only causes 
  the ceremonialist to gain a point of stigma, it damages the 
  ceremonialist’s traditional implements, reducing their effective 
  level by 1. A botched ceremony may also cause a mishap. To find 
  out if a mishap occurs, the ceremonialist must make a mishap 
  throw - another ceremony throw with the same modifiers and 
  target value as the throw he just made. If the mishap throw also 
  results in a failure, then a mishap occurs. 
  Ceremony Level
  Degree of Mishap
  1-3
  Minor
  4-5
  Major
  6
  Catastrophic
  When a mishap occurs, the ceremonialist must roll 1d10 on the 
  Ceremony Mishaps table for his tradition and suffer the effect 
  listed in the column matching the degree of mishap. The degree 
  of the mishap depends on the level of the ceremony that was 
  botched. If the ceremony was 1st, 2nd, or 3rd level, a minor 
  mishap occurs. If the ceremony was 4th or 5th level, a major 
  mishap occurs. If the ceremony was 6th level, a catastrophic 
  mishap occurs.
  EXAMPLE: Let’s return to Ra-Ramses ceremony of 
  animate dead. As before, his ceremony throw has a target 
  value of 6+. This time, however, he fails the throw with a 
  natural roll of 1. His ceremony has been botched! The botch 
  causes Ra-Ramses to gain a point of stigma and damages 
  his traditional implements, reducing them from level 4 to 
  level 3. In addition, Ra-Ramses must make a 
  Ceremony Performance
  Ceremonialist Level
  Ceremony 
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  1st
  10+
  9+
  8+
  7+
  6+
  5+
  4+
  3+
  2+
  1+
  0+
  -1+
  -2+
  -3+
  2nd
  12+
  11+
  10+
  9+
  8+
  7+
  6+
  5+
  4+
  3+
  2+
  1+
  0+
  -1+
  3rd
  14+
  13+
  12+
  11+
  10+
  9+
  8+
  7+
  6+
  5+
  4+
  3+
  2+
  1+
  4th
  16+
  15+
  14+
  13+
  12+
  11+
  10+
  9+
  8+
  7+
  6+
  5+
  4+
  3+
  5th
  18+
  17+
  16+
  15+
  14+
  13+
  12+
  11+
  10+
  9+
  8+
  7+
  6+
  5+
  6th
  20+
  19+
  18+
  17+
  16+
  15+
  14+
  13+
  12+
  11+
  10+
  9+
  8+
  7+
  
  108 
  Ceremonial Magic
  mishap throw - another ceremony throw with the same 
  modifiers and target value as the throw he just made, e.g. a 
  target value of 6+. Ra-Ramses rolls 1d20 and this time the 
  result is a 3, so Ra-Ramses suffers a mishap. Since animate 
  dead is a 4th level spell, the mishap is major. Ra-Ramses 
  rolls 1d10 on the Chthonic Ceremony Mishaps table. The 
  result of the dice roll is a 3 – his ceremony has revealed 
  unspeakable truths about life and death. The mishap leaves 
  Ra-Ramses insane for four weeks. Who can know what the 
  mad occultist will do….
  Complex Ceremonies
  Certain spells are considerably more complex or onerous to cast 
  than others. Ceremonies replicating such spells are, likewise, 
  more complex and onerous. If a spell takes one turn to cast, 
  the equivalent ceremony takes one hour. If a spell can only be 
  performed once per day, the equivalent ceremony can only be 
  performed once per week. If a spell can only be performed once 
  per week, the equivalent ceremony can only be performed once 
  per month. 
  EXAMPLE: Summon invisible stalker is a 6th level spell 
  that takes 1 turn to cast and can only be safely cast once per 
  week. Therefore the 6th level ceremony summon invisible 
  stalker takes 1 hour to perform and can only be performed 
  once per month. 
  Methodical Ceremonies
  Before a ceremonialist begins a ceremony, he may decide 
  to perform it methodically, in order to increase the chance 
  of success and reduce the risk of mishaps. Depending on the 
  ceremonialist’s tradition, methodically performing a ceremony 
  might entail fasting, prayer, ritual purification, charting the stars, 
  sacrifices to the gods, etc. Regardless of tradition, methodically 
  performing a ceremony requires 6 hours. (Methodically 
  performing a complex ceremony requires one week). During 
  this time, the ceremonialist may  pause for up to one turn  each 
  hour to speak, move  up  to  10’,  drink  a  vial  of  water  or  other 
  fluid,  adjust  his  implements,  etc. Otherwise  the  ceremonialist 
  must  remain  stationary  and  concentrate  on  the  ceremony. 
  When methodically performing a ceremony, the ceremonialist 
  gains a +4 bonus on his ceremony throw. If a mishap occurs, the 
  degree of the mishap is reduced by one, from catastrophic to 
  major and major to minor. Minor mishaps are reduced to just 
  the loss of the character’s traditional implements.
  EXAMPLE: Ra-Ramses decides to methodically perform 
  a ceremony of animate dead. This will require him to 
  spend 6 hours instead of the usual 10 minutes, but will 
  afford him a +4 bonus on the ceremony throw. Consulting 
  the Ceremony Performance table, the occultist sees that 
  the ceremony throw has a target value of 8+. Ra-Ramses 
  gains a +2 bonus on the die roll from his WIS modifier 
  and a +4 bonus from his methodical preparations, so he 
  effectively needs a 2+. After spending six hours performing 
  the ceremony, Ra-Ramses rolls a 3 – a success! Ra-Ramses 
  has successfully completed the ceremony of animate dead. 
  Had Ra-Ramses not made methodical preparations, his 
  ceremony would have been a failure and he would have 
  gained a point of stigma. 
  What if Ra-Ramses had rolled a natural 1 instead of a 3? 
  A natural 1 would have been a botch, and Ra-Ramses 
  would have rolled 1d20 again to see if it led to a mishap. 
  But because his target value on the original ceremony 
  throw was reduced from 6+ to 2+, his chances of a mishap 
  occurring are reduced from 25% (1-5) to 5% (1). If he did 
  suffer a mishap, it would be a minor one instead of a major 
  one.
  Hasty Ceremonies
  Before a ceremonialist begins a ceremony, he may decide to 
  perform it hastily. If the ceremonialist is in combat, the intention 
  to perform a hasty ceremony must be announced before 
  initiative is rolled (as with spellcasting). A hasty ceremony is 
  performed in one round, as if casting a spell, rather than in one 
  turn. (A complex hasty ceremony is performed in one turn.) 
  However, the caster suffers a -4 penalty on his ceremony throw, 
  and the range of failure is increased by 2, e.g. a natural roll of 1-3 
  automatically fails.  
  EXAMPLE: Ra-Ramses is annoyed with a merchant’s 
  bargaining tactics. He hastily performs a ceremony of 
  choking grip, a 1st level ceremony. Completing the 
  ceremony will require one round and a successful ceremony 
  throws. Consulting the Ceremony Performance table, the 
  occultist sees that the ceremony throw has a target value 
  of 2+. Ra-Ramses gains a +2 bonus on the die roll from his 
  WIS modifier, but a -4 penalty from haste, so he effectively 
  needs a 4+. His range of automatic failure is increased to 
  1-3 so any failure will be a botch! Ra-Ramses rolls a 5 and 
  succeeds. “I’m altering the deal,” he says to the choking 
  merchant. “Pray I don’t—“ but the merchant has already 
  died.
  Collaborative ceremonies (see below) cannot be performed 
  hastily. Ceremonies cannot be performed both hastily and 
  methodically at the same time, and ceremonialists who try 
  automatically suffer a catastrophic mishap for being annoying. 
  Ceremony 
  Pace
  Time 
  Required
  Throw 
  Modifier
  Automatic 
  Failure
  Degree of 
  Mishap
  Hasty
  1 round  
  (10 seconds)
  -4
  1-3
  By ceremony 
  level
  Regular
  1 turn  
  (10 minutes)
  0
  1
  By ceremony 
  level
  Methodical
  36 turns  
  (6 hours)
  +4
  1
  By ceremony 
  level, reduced 
  by 1
  Complex 
  Regular
  6 turns  
  (1 hour)
  0
  1
  By ceremony 
  level
  Complex 
  Methodical
  1 week  
  (7 days)
  +4
  1
  By ceremony 
  level, reduced 
  by 1
  Collaborative Ceremonies
  A ceremonialist may be joined in the performance of a 
  ceremony by one or more assistants. Assistants must either 
  know the ceremony being performed or must belong to the 
  same ceremonial tradition as the lead ceremonialist they are 
  assisting. The maximum number of ceremonialists that can 
  
   
  Ceremonial Magic 
  109
  Heroic Fantasy Handbook
  Magic
  assist in the performance of a ceremony is equal to the level of 
  the ceremony. 
  EXAMPLE: Ra-Ramses, a 9th level occultist, is performing 
  animate dead, a 4th level eldritch ceremony. Ra-Ramses’s 
  potential collaborators include Ashanti (a 9th level witch 
  of the chthonic tradition), Thoth-Horus (a 7th level 
  loremaster of the theurgical tradition), and Bolgor (a 5th 
  level shaman of the runic tradition). Of the three, only 
  Thoth-Horus knows animate dead. Ashanti can assist 
  because she is of the same tradition as Ra-Ramses. Thoth-
  Horus can assist because he knows the ceremony being 
  performed. Bolgor cannot assist because he does not know 
  the ceremony being performed and does not belong to the 
  same tradition as Ra-Ramses.
  After the ceremony has been performed, but before the lead 
  ceremonialist makes his ceremony throw, each assistant makes 
  a ceremony throw. Calculate the target value and modifiers 
  for the ceremony throw for each assistant separately as if the 
  assistant were performing the ceremony himself. If the assistant’s 
  ceremony throw succeeds, he increases the lead ceremonialist’s 
  effective caster level by 1 for purposes of performing the 
  ceremony and calculating the ceremony’s effects. If the assistant’s 
  ceremony throw fails, it has no effect. If the assistant’s ceremony 
  throw fails with a natural 1, it reduces the lead ceremonialist’s 
  effective caster level by 1. (It does not count as a botch or trigger 
  a mishap throw, however; only the lead ceremonialist can botch 
  and trigger a mishap). 
  Once all of the assistants have made their ceremony throws, 
  the lead ceremonialist makes his ceremony throw using his 
  modified caster level. If the ceremony is successfully completed, 
  the ceremony’s effects are calculated based on the ceremonialist’s 
  modified caster level. If the ceremony is failed, all of the 
  participating ceremonialists gain one point of stigma. If the 
  ceremony is botched, all of the participating ceremonialists 
  gain one point of stigma, but only the lead ceremonialist has his 
  implements damaged. However, any mishap that occurs affects 
  not just the lead ceremonialist but all the assistants as well.
  EXAMPLE: Ra-Ramses performs the ceremony of 
  animate dead with Ashanti and Thoth-Horus assisting. 
  According to the Ceremony Performance table, Ashanti’s 
  target value is 8+ while Thoth-Horus’s target value is 10+. 
  However, Thoth-Horus has a WIS of 18, so his target value 
  is reduced to 7+.  Ashanti fails her ceremony throw with 
  a roll of 5, while Thoth-Horus succeeds on his with a roll 
  of 11. Ra-Ramses now makes his own ceremony throw. 
  Because one assistant succeeded, Ra-Ramses’ caster level is 
  increased by one from 9th to 10th level. This reduces his 
  target value by 1, from a modified 6+ to 5+. His die roll is a 
  12, so he easily succeeds. Ra-Ramses can  now animate 20 
  HD of undead instead of 18 HD, since his effective level is 
  10th rather than 9th. 
  If the ceremonialist is performing the ceremony methodically, 
  all of the assistants must do so as well. 
  Unknown Ceremonies
  A ceremonialist may perform a ceremony that is not in his 
  repertoire (an unknown ceremony) if he has access to a 
  ceremonial codex containing that ceremony. Performing an 
  unknown ceremony is dangerous, however. The ceremonialist 
  suffers a -4 penalty to the ceremony throw, and if the ceremony 
  is not successful for any reason, then the ceremony is botched 
  and the ceremonialist suffers a mishap!  
  An unknown ceremony can be performed methodically and 
  collaboratively. An unknown ceremony can be performed 
  hastily, if desired - but only fools would dare it.
  EXAMPLE: During an adventure, Ra-Ramses discovered 
  a ceremonial codex containing the 6th-level ceremony 
  enslave. Ramses-Ra does not know enslave and won’t be 
  able to add it to his repertoire until he gains another two 
  levels of experience. 
  Unfortunately, Ra-Ramses recently went insane due to a 
  mishap while performing an animate dead ceremony. The 
  mad occultist has become obsessed with an unrequited 
  lust for a nubile young princess, and decides to perform 
  this unknown ritual on her. After kidnapping the princess, 
  binding her in a lewd state to a large stone slab lit with 
  flickering torches, and ensuring there are no nearby 
  barbarians to interrupt his efforts, the insane Ra-Ramses 
  begins the terrible ceremony. As a 9th level ceremonialist 
  attempting a 6th level ceremony, Ra-Ramses has a target 
  value of 12+ on his ceremony throw. Ra-Ramses has WIS 
  16, so he will gain a +2 bonus to each throw, but the fact 
  that ceremony is unknown imposes a -4 penalty. His final 
  target value will be 14+. 
  Unfortunately for the lusty occultist, his roll is a 11, a 
  failure. Since he is performing an unknown ritual, this 
  automatically results in a mishap. Since the ceremony is 
  6th level, the mishap is catastrophic. Ra-Ramses rolls 1d10 
  on the Chthonic Ceremony Mishaps table. The result of the 
  dice roll is a 5 – the mishap leaves Ra-Ramses massively 
  warped. He must roll 1d10+10 on the magical mutations 
  sub-table. The result of this die roll is a 19, meaning Ra-
  Ramses’s body degenerates into a rotting piece of meat, 
  with maggots crawling from his orifices and flies buzzing 
  around his flesh. The nubile princess screams in horror at 
  the monstrous being before her.  The hideously disfigured 
  Ra-Ramses  knows his only hope to satiate his evil lust is to 
  try again… Oh, the insanity.
  Had Ra-Ramses performed the unknown ceremony 
  methodically, of course, his target value would have been 
  reduced to 10+ and his throw a  success! 
  The Ashley J. Williams Memorial Rule (Optional): From time 
  to time, non-ceremonialists of dubious common sense come 
  across a ceremonial codex, and make an attempt to perform 
  a ceremony within - perhaps intentionally, perhaps without 
  even knowing they are doing so. As such characters are not 
  ceremonialists, all ceremonies are unknown to them. A non-
  ceremonialist attempting to perform an unknown ceremony 
  does so as a 1st level ceremonialist with an additional -4 penalty 
  (on top of the penalty for unknown ceremonies and/or hasty 
  
  110 
  Ceremonial Magic
  ceremonies). Any failure is treated as a catastrophic mishap. 
  Note that if a character has even one rank of Ceremonial Magic 
  proficiency, this rule will not apply to him.
  EXAMPLE: Ashley, known to his friends as Ash, is on a trip 
  with friends. While searching a cabin they are visiting, Ash 
  finds a book bound in human skin. The book is actually 
  a ceremonial codex of the Chthonic tradition containing 
  a 6th level summoning ceremony. Ash reads the book out 
  loud, accidentally performing a hasty unknown ceremony. 
  The ceremony throw fails (as a throw of 32+ is wont to do). 
  Since the throw fails, it triggers a catastrophic mishap. Ash 
  rolls 1d10 on the Chthonic Ceremony  Mishap table.  The 
  result of the die roll is a 1, meaning 1d8 spectres, spirits 
  of the evil dead, appear and attack the campers. The small 
  cabin also becomes forsaken.
  THE STIGMA OF FAILURE
  When a spellcaster casts a spell, he spends a portion of his 
  personal power to draw on and manipulate the spell’s power, 
  which is channeled from either the gods or from ambient 
  elemental sources. (A surplus or deficit of such ambient 
  power is why some spells are cast at higher or lower levels in, 
  e.g. sinkholes of evil or furnaces of elemental fire.) When a 
  spellcaster’s internal reserves are exhausted, he is no longer able 
  to manipulate these power sources, and cannot cast any further 
  spells. 
  When a ceremonialist performs a ceremony, however, he does 
  not spend any portion of his personal power. (Indeed, most 
  ceremonialists lack the ability to tap their personal power at all 
  – that’s why they are ceremonialists and not spellcasters!) The 
  advantage of this is that a ceremonialist can perform ceremonies 
  as frequently as desired, without need to regulate his own internal 
  reserves. The disadvantage of this is that it is much harder for 
  a ceremonialist to channel power from the gods or elements. 
  Absolute concentration from a state of metaphysical equilibrium 
  is required. When a ceremonialist fails to successfully perform a 
  ceremony, this fragile metaphysical equilibrium is disrupted by 
  the stigma of his failure. 
  Stigma is measured in points. A ceremonialist gains one point 
  of stigma each time he fails a ceremony performance throw. The 
  amount of stigma a ceremonialist can withstand is known as his 
  stigma threshold and is equal to the highest level of ceremony 
  he knows (e.g. if a ceremonialist has a repertoire of two 1st level 
  ceremonies, his stigma threshold is 1. If he has a repertoire 
  of two 1st level ceremonies, two 2nd level ceremonies, and 
  one 3rd level ceremony, his stigma threshold is 3.) When a 
  ceremonialist’s stigma equals or exceeds his stigma threshold, he 
  loses the ability to perform ceremonies until he purifies himself 
  of the stigma. (A ceremonial spellcaster also lose the ability to 
  cast spells until he purifies himself of the stigma.)
  Ceremonialists can, however, still make use of trinkets while 
  under the stigma of failure.
  Purification of Stigma
  A ceremonialist can purify himself of all accumulated stigma by 
  resting for 8 hours and then spending 1 hour (6 turns) engaged 
  in various cleansing rites with his traditional implements. 
  The specific rites will depend on the ceremonialist’s tradition 
  and the Judge’s setting, but might include prayer, meditation, 
  anointing with oils, inhaling incenses, and other activities. At 
  the conclusion of the cleansing rites, the ceremonialist reduces 
  his accumulated stigma to 0. 
  As a side effect of purification, all of a ceremonialist’s trinkets 
  (see p. 113) are destroyed or emptied – the ceremonialist has 
  cleansed himself of all his past metaphysical connections, both 
  good and bad.  
  EXAMPLE: Balbus is a 3rd level ecclesiastic with WIS 
  16, one rank of Performance (chanting), and a repertoire 
  including cure light wounds, counterspell, and cure 
  moderate wounds. As the highest level spell in his 
  repertoire is 2nd level, he has a stigma threshold of 2. He 
  begins an adventure with no stigma. During an encounter 
  with an orc witch-doctor, he performs a hasty ceremony 
  of counterspell. The target value is 8+, reduced by 3 (from 
  WIS and Performance) but increased by 4 (because the 
  ceremony is hasty) for a total target value of 9+. He rolls 
  a 5, so the ceremony fails and he gains a point of stigma. 
  After the fight, he performs a regular ceremony of cure 
  light wounds. The target value is 8+, reduced by 3 to 5+. 
  He rolls a 17, and successfully performs the ceremony. 
  Later in the day, Balbus and his henchman Algernon are 
  both badly wounded. He performs a regular ceremony of 
  cure moderate wounds. The target value is 10+, reduced 
  by 3 to 7+. He rolls an 18, and successfully performs the 
  ceremony. He then attempts a regular ceremony of cure 
  moderate wounds on Algernon, again at 7+. He rolls a 7, 
  and succeeds – barely. Later, he encounters a mysterious 
  illusion. He performs a regular ceremony of counterspell, 
  against a target value of 5+. Unfortunately he rolls a 4, so 
  the ceremony fails and he gains another point of stigma. 
  Balbus’s accumulate stigma now equals his stigma 
  threshold, so he loses the ability to successfully perform 
  ceremonies until he purifies himself. He and Algernon 
  make camp for the night, and after a good night’s rest of 
  8 hours, Balbus spends 1 hour praying to Ammonar. His 
  stigma is reduced to 0.
  CEREMONIAL MAGIC RESEARCH
  Ceremonialists are capable of performing magic research as 
  spellcasters of their magic type. Thus eldritch ceremonialists 
  who reach 5th level may begin to independently research 
  ceremonies, scribe scrolls, and brew potions. At 9th level, they 
  may create more powerful magic items such as weapons, rings, 
  and staffs. At 11th level, eldritch ceremonialists may learn and 
  cast 7th, 8th, and 9th level ritual spells, crossbreed monsters, 
  and craft magical constructs. If chaotic, eldritch ceremonialists 
  may create necromantic servants and even become undead 
  themselves. 
  In addition, ceremonialists may create special types of magic 
  items that are exclusive to ceremonialists. Ceremonialists of any 
  level may create ceremonial trinkets and ceremonialists of 5th 
  level or above may create ceremonial talismans. 
  
   
  Ceremonial Magic 
  111
  Heroic Fantasy Handbook
  Magic
  CEREMONIAL TRINKETS
  About him were scattered all the appurtenances of his art; the 
  skulls of men and monsters; phials filled with black or amber 
  liquids, whose sacrilegious use was known to none but himself; 
  little drums of vulture-skin, and crotali made from the bones 
  and teeth of the cockodrill, used as an accompaniment to certain 
  incantations. – The Last Incantation (C.A. Smith)
  A ceremonial trinket is a minor magic item that allows a 
  ceremonialist to perform the ceremony it contains as if he 
  were casting it as a spell. A ceremonial trinket has three 
  characteristics: the object itself, the tradition it was made with, 
  and the ceremony it contains. For instance, Ra-Ramses might 
  carry a chthonic powder of choking grip while Balbus might 
  have a liturgical candle of bless. In addition, trinkets can be of 
  two types, disposable or rechargeable. Unless otherwise noted, 
  trinkets are disposable. Regardless of their object, tradition, 
  ceremony, and type, all ceremonial trinkets are relatively small 
  (counting as 1 item for encumbrance purposes).  
  Making Trinkets
  Level
  Disposable Trinket
  Rechargeable Trinket
  1
  5gp
  50gp
  2
  10gp
  100gp
  3
  15gp
  150gp
  4
  25gp
  225gp
  5
  35gp
  300gp
  6
  50gp
  400gp
  To create a trinket, a ceremonialist must first secure an object 
  sufficiently valuable to store the desired ceremony. The value 
  of the object must equal or exceed the base cost shown for the 
  desired ceremony level and trinket type on the adjoining Trinket 
  Cost table. Objects commonly used as disposable trinkets 
  include various sorts of emollients, herbs, ointments, powders, 
  and unguents. Objects commonly used as rechargeable trinkets 
  include baubles, beads, bones, phylacteries, skulls, stones, teeth, 
  and tiny figurines, as well as various objects found in traditional 
  implements.
  The ceremonialist must then acquire special components with a 
  gp value equal to the trinket’s base cost.  Each ceremony requires 
  a unique set of special components. The Judge will determine the 
  specific components required for each ceremony depending on 
  its tradition. The same ceremony might use different components 
  when performed by ceremonialists of different traditions. 
  The ceremonialist learns the special components required by 
  his tradition for the ceremony when he adds the ceremony to 
  his repertoire. If the appropriate special components are not 
  available, miscellaneous special components can be substituted 
  instead, but doing so will impose a penalty of -1 per level of the 
  ceremony.  
  Note: The Monster Parts section of Lairs & Encounters 
  provides guidelines on identifying, harvesting, and valuing 
  special components, along with detailed lists suggesting 
  which spells each monster part in the game the component 
  might be associated with. 
  Finally, the ceremonialist must store the ceremony in the 
  trinket. Storing a ceremony can be performed hastily, regularly, 
  or methodically, collaboratively or individually, as desired. 
  A special -4 penalty applies to the throw due to the added 
  complexity of storing the spell in a trinket. If the ceremony 
  is performed successfully, the trinket is ready for use. If the 
  ceremony fails, the ceremonialist acquires a point of stigma. If 
  the ceremony is botched, the object and the special components 
  are both destroyed. The special components are otherwise only 
  consumed if the ceremony succeeds.
  EXAMPLE: Ra-Ramses is a 9th level occultist with WIS 16. 
  He decides to make a chthonic trinket containing the 4th 
  level ceremony fear. He must first secure an object to store 
  the ceremony. Since fear is a 4th level ceremony, the object 
  must be worth 25gp or more. Ra-Ramses purchases a silver 
  dagger worth 25gp as the object. Next, Ra-Ramses must 
  expend 25gp worth of appropriate special components. 
  The Judge rules that fear requires 25gp worth of mummy 
  wrappings, which Ra-Ramses fortunately has in ample 
  supply due to his many forays into tombs and crypts. 
  Finally, Ra-Ramses must perform the ceremony of fear to 
  store it into the trinket. As he is not pressed for time, he 
  performs the ceremony methodically. His base target value 
  to perform a 4th level ceremony is 8+, modified to 12+ 
  because he is storing a ceremony in a trinket. He gains a +2 
  bonus from his WIS bonus and another +4 bonus because 
  he is performing the ceremony methodically. Therefore, he 
  will succeed on a 6+. He rolls an 11 and easily succeeds. 
  The mummy wrappings are consumed, and Ra-Ramses 
  now has a 4th level chthonic dagger of fear.
  Storing Special Components: When not being used to create 
  trinkets (or other magic items), special components should 
  be stored carefully in alchemical jars known as metamphora. 
  Special components are fragile, as the residual energies are prone 
  to dissolving if not stored properly. There is a 5% cumulative 
  chance each day of an improperly-stored special component 
  losing all its value.  
  Metamphora: Designed to store special components, 
  metamphora are ceramic jars inscribed with alchemical 
  sigils and stoppered with copper seals. Metamphora come 
  in an array of different sizes and shapes, as more valuable 
  special components require sturdier, stronger metamphora 
  to prevent leakage. Metamphora cost 5gp and weigh 1 
  stone for every 60gp of value they store.
  Substitute Special Components: Finding the right special 
  components can be a challenging and time-consuming endeavor. 
  Eldritch power is, however, fungible on a metaphysical level. 
  This fungibility allows a ceremonialist to substitute alternative 
  special components of the same total gp value for the unique 
  special components required for any given ceremony. Since 
  it is more challenging to tap the energies for the ceremony in 
  this case, the ceremonialist suffers a -1 penalty per level of the 
  ceremony on his Ceremony Throw when using substitute special 
  components. Merchants such as curios dealers, herbalists, and 
  antiquarians will sell nonspecific special components (such as 
  spider webs, plant roots, crushed ivory, and so on) for 1gp each, 
  in various markets, subject to the usual limits of equipment 
  availability and commission.
  
  112 
  Ceremonial Magic
  Using Trinkets
  A ceremonialist carrying a trinket he created can use it to 
  perform the ceremony it contains as if it were a spell that he 
  was casting. Since most spells require just one round to cast, 
  most ceremonies can be performed in one round when using 
  a trinket, but if a spell takes one turn to cast, the equivalent 
  ceremony performed with a trinket takes one turn to perform. 
  In any case, the ceremonialist does not have to use his traditional 
  implements, make a ceremony throw, or risk stigma when using 
  a trinket. The trinket is either emptied or destroyed when used, 
  depending on its type.
  If in combat, a PC must announce the intention to perform a 
  ceremony using a trinket prior to initiative being determined at 
  the beginning of a round. Should an opponent successfully deal 
  damage to the character or if the character is required to roll a 
  saving throw and fails prior to using the trinket to perform the 
  ceremony, the ceremony fails and the trinket is destroyed.
  EXAMPLE: Ra-Ramses is being pursued by well-armed 
  cultists displeased by his theft of an important ceremonial 
  codex. Prior to initiative being determined for the round, he 
  declares his intention to perform fear using his trinket. Ra-
  Ramses wins the initiative, and the ceremony is completed, 
  as if he were casting a spell – no ceremony throw required. 
  A  60’ long and 30’ wide cone of fear stretches from Ra-
  Ramses’ hands, and all within the cone must save versus 
  Spells or flee from the him for 30 rounds. The trinket is 
  destroyed by its use. Had Ra-Ramses suffered damage or 
  failed a saving throw prior to using the trinket to perform 
  the ceremony, the trinket would have been destroyed but 
  no effects would have occurred.
  A ceremonialist cannot use a trinket created by another 
  character. However, other ceremonialists’ trinkets can be 
  harvested for their value as special components, or possibly 
  recharged, as described below.
  Emptying and Destroying Trinkets
  A disposable trinket is automatically destroyed when used 
  or when the ceremonialist purifies himself of stigma. A 
  rechargeable trinket is automatically emptied when used or 
  when the ceremonialist purifies himself of stigma. However, 
  an emptied rechargeable trinket can be recharged simply by 
  performing the trinket’s ceremony on it. The ceremonialist does 
  not have to pay the special component cost when recharging an 
  emptied trinket. 
  In combat, a character may automatically destroy a trinket he is 
  holding with an action in lieu of attacking, and destroy a trinket 
  in another’s hands with a sunder. Trinkets save at -4 versus 
  sundering.
  Buying and Selling Trinkets
  Trinkets are not typically bought or sold in the market as they 
  are personal to the ceremonialist who created them. However, 
  at the Judge’s discretion, rechargeable trinkets might be bought 
  and sold in markets at twice their base cost, while particular 
  special components from local monsters might be available.
  Identifying Trinkets
  Trinkets detect as magical. A ceremonialist will recognize that 
  an object is a trinket of his own tradition automatically with 1 
  turn of inspection. On a proficiency throw of 11+ he will be able 
  to identify the ceremony stored in the trinket. A ceremonialist 
  will recognize that an object is a trinket of a foreign tradition 
  with a proficiency throw of 11+. With a 14+ he will be able to 
  ascertain which tradition it is affiliated with and whether it is 
  disposable or rechargeable. With an 18+ he can identify the 
  ceremony stored in the trinket. Ceremonialists with multiple 
  ranks in Ceremonial Magic will have better target values (see 
  p. 107).
  EXAMPLE: Ra-Ramses discovers an alabaster statuette of 
  an eagle carved with liturgical scripts in Classical Auran. 
  He inspects the statuette and makes a proficiency throw, 
  rolling a 15. The Judge informs him that the statuette is 
  a rechargeable trinket of the theurgical tradition. Had 
  his throw result been 18 or more, Ramses-Ra could have 
  learned that the statuette was a rechargeable theurgical 
  trinket of phoenix aura.
  When a trinket is crafted using a proficiency from the knowledge 
  category (see Proficiencies Aiding Ceremonial Magic on  
  p. 115), this can provide clues to its nature to those who know 
  the relevant proficiency. A character may apply his own ranks in 
  the proficiency as a bonus to the throw to identify the trinket. 
  If the character is otherwise ignorant of ceremonial magic, 
  he can recognize that the object is some sort of trinket with a 
  proficiency throw of 11+.  
  EXAMPLE: A cutpurse steals the 4th level trinket from 
  Ra-Ramses. The cutpurse was at one time an altar boy and 
  possesses Theology proficiency. The trinket was crafted 
  with Theology, so the cutpurse will be able to recognize it 
  as a trinket with a Theology proficiency throw of 11+.   
  Salvaging Found Trinkets
  If a ceremonialist finds a trinket of any type and successfully 
  identifies the ceremony it contains, he can use the trinket as a 
  special component worth its base value for purposes of creating 
  a new trinket that contains the same ceremony. 
  EXAMPLE: If Ra-Ramses knew the phoenix aura 
  ceremony and had a suitable object available to contain it, 
  he could use the theurgical statuette he found as a special 
  component worth 300gp towards the creation of a chthonic 
  trinket of phoenix aura. 
  If a ceremonialist finds and identifies a rechargeable trinket of 
  his own tradition containing a ceremony in his repertoire, he 
  can recharge it as if it were an empty trinket of his own make.
  EXAMPLE: IF Ra-Ramses were a theurgical ceremonialist 
  with phoenix aura in his repertoire, he could perform that 
  ceremony to recharge the eagle statuette and thereafter 
  make use of the trinket as if it were of his own make.
  
   
  Ceremonial Magic 
  113
  Heroic Fantasy Handbook
  Magic
  CEREMONIAL TALISMANS
  Sharajasha lifted one arm to brush aside the brushes, and the 
  young barbarian saw that his long fingers bore many sigils and 
  talismanic rings of power. One was a hoop of iron, embossed 
  with a curious glyph. Another was carved of red jade, engraved 
  with wedge-shaped runes in some unknown tongue. Other rings 
  flashed upon his long, sensitive hands… Each ring was fashioned 
  from a different substance: crystal, metal, stone, or wood. With the 
  power locked in these talismanic rings, Thongor grimly surmised, 
  the wizard could invoke and command spirits and elemental 
  forces. – Thongor and the Wizard of Lemuria (Lin Carter)
  A ceremonial talisman is a magic item that provides a bonus 
  to ceremony throws made to perform particular types of 
  ceremonies. A ceremonial talisman is described with four 
  characteristics: its object, its tradition, its bonus, and its type. 
  Talisman bonuses can range from +1 to +4. Talisman types 
  include: death & necromancy; detection; elemental air; 
  elemental earth; elemental fire; elemental water; enchantment 
  & illusion; healing; movement; protection; summoning; 
  and transmogrification. A talisman can aid just one type of 
  ceremonies, or several types. 
  Ceremonial talismans are usually relatively small objects 
  (counting as 1 item for encumbrance purposes), although 
  larger objects can be used if desired. Objects commonly used 
  as talismans include various sorts of amulets, baubles, beads, 
  bracelets, curios, gems, pendants, phylacteries, rings, rosaries, 
  skulls, staves, and stones. 
  Making Talismans
  Bonus
  Base Cost
  Time
  +1
  5,000gp per type 
  1 month per type
  +2
  10,000gp per type
  2 months per type
  +3
  15,000gp per type
  3 months per type
  +4
  20,000gp per type
  4 months per type
  In order to create a talisman, the ceremonialist must know at 
  least one ceremony of the type that the talisman will aid, or must 
  obtain a formula or sample of such a talisman. The base cost and 
  time required to create a talisman depends on its bonus and the 
  number of types of ceremonies it aids, as shown on the Talisman 
  Creation table. 
  The ceremonialist must have access to his traditional implements 
  while making the trinket. The ceremonialist must also have 
  special components with a gp value equal to the talisman’s base 
  cost. The special components are consumed in the process. As 
  with trinkets and other magic items, the Judge will determine 
  the specific components required for the talisman depending on 
  its tradition and it type. If the appropriate special components 
  are not available, miscellaneous special components can be 
  substituted instead, but doing so will impose a penalty of -1 per 
  bonus point. 
  A successful magic research throw is required to complete the 
  talisman. The target value for this throw is increased by the bonus 
  of the talisman multiplied by the number of types of ceremonies 
  it aids. All of the usual bonuses and penalties applicable to magic 
  item creation (Intelligence, Magical Engineering proficiency, 
  precious materials, workshops, formulas/samples, assistants 
  etc.) apply. 
  If the throw fails, the ceremonialist has failed to create the 
  talisman. The time and components are wasted. A roll of 
  1-3 always fails. If the throw succeeds, the ceremonialist has 
  succeeded in creating the talisman. 
  EXAMPLE: Ra-Ramses is a 9th level occultist with INT 16 
  and WIS 16.. He decides to make a +2 chthonic talisman 
  of death & necromancy and enchantment. It will take 
  2 months per type, or 4 months total. It will cost 10,000 
  per type, or 20,000gp total. The talisman will also require 
  20,000gp in special components. The Judge and Ra-
  Ramses agree that the talisman will take the form of a large 
  ebony skull with sigils inlaid in silver. At the end of the 
  time period, Ra-Ramses makes a magic research throw. As 
  a 9th level Occultist, his target value is 8+, modified by his 
  Intelligence bonus of +2 to 6+. However, his target value is 
  penalized by the talisman’s bonus of +2 multiplied by the 
  number of types of ceremonies it aids (2), or +4, for a total 
  of 10+. He rolls a 14 and succeeds. 
  Using Talismans
  A ceremonialist carrying a talisman applies its bonus to the 
  ceremony throws of any ceremonies of that type. In addition, a 
  ceremonialist does not have to use his traditional implements to 
  perform a ceremony when using a talisman that aids ceremonies 
  of that type. A character can carry and use multiple talismans, 
  but only one talisman’s bonus can be applied to any particular 
  ceremony throw.
  The lead ceremonialist in a collaborative ceremony can use a 
  talisman, but assistants cannot use one. A ceremonialist cannot 
  use a talisman when performing an unknown ceremony. 
  A ceremonialist can use a talisman created by another 
  ceremonialist, but only of his tradition and only for ceremonies 
  in his repertoire.  
  Destroying Talismans
  In combat, a character may destroy a talisman he is holding with 
  an action in lieu of attacking, and destroy a talisman in another’s 
  hands with a sunder.  
  Identifying Talismans
  Like trinkets, talismans radiate magic and can be recognized 
  and identified with appropriate proficiencies. 
  Buying and Selling Talismans
  With the Judge’s permission, talismans may be bought in 
  markets for twice their base cost, and sold for their base cost. We 
  strongly recommend that the Judge strictly enforce Equipment 
  Availability by Market Class for talismans, and only permit 
  talismans of traditions which are common in the culture to be 
  available.
  
  114 
  Ceremonial Magic
  CORRUPTION FROM CEREMONIAL MAGIC
  Eldritch ceremonialists acquire corruption points whenever 
  they learn or perform a black magic ceremony, or perform grey 
  magic ceremonies for corrupt purposes in the same manner 
  that eldritch spellcasters acquire them for learning and casting 
  spells. The following additional rules apply:
  • 
  A ceremonialist assisting in a black magic ceremony gains 1 
  point of corruption, regardless of the level of the ceremony.
  • 
  A ceremonialist creating a black magic trinket may gain 
  1 point of corruption. Roll 1d10. If the result of the roll 
  is equal to or lower than the level of trinket’s affiliated 
  ceremony, 1 point of corruption is gained. 
  • 
  A ceremonialist creating a death & necromancy talisman 
  gains 1 point of corruption per level of the talisman. 
  TRINKETS, TALISMANS, AND SCROLLS
  Trinkets, talismans, and scrolls are similar enough that some 
  players and Judges may find it easy to confuse the three. As a 
  summary:
  • 
  Scrolls allow a character to cast a particular spell that they 
  might or might not know without expending any spell slots.
  • 
  Trinkets allow a character to perform a particular ceremony 
  they already know as if it were a spell.
  • 
  Talismans increases the chances of a character performing 
  a particular ceremony or ceremonies. 
  PROFICIENCIES AIDING CEREMONIAL MAGIC
  Performing ceremonies and creating talismans and trinkets 
  are complex processes. Depending on his tradition, the 
  ceremonialist may need to predict the movement of the stars, 
  carve and shape runes, perform intricate dances, or other 
  esoteric practices. Ceremonialists can benefit from various 
  general proficiencies that assist in these practices. 
  For purposes of ceremonial magic, proficiencies are divided 
  into three categories: crafting, knowledge, and performance. 
  The Useful Proficiencies by Category table, below, lists which 
  proficiencies aid ceremonial magic. Crafting proficiencies 
  help the ceremonialist manufacture well-made talismans and 
  trinkets. Knowledge proficiencies guide the ceremonialist in 
  choosing the best invocations to create trinkets and talismans 
  given the time, day, correspondences, and other factors. 
  Performance proficiencies aid the ceremonialist in making 
  ceremony throws. 
  Category
  Useful Proficiencies
  Crafting
  Alchemy, Art (illumination, mosaic, painting, 
  sculpting) Craft (armor-making, bookbinding, 
  brewing, calligraphy, carpentry, doll-making, 
  leatherwork, jewelling, rune-carving, stonemasonry, 
  tinkering, weaving, weapon-smithing)
  Knowledge
  Collegiate Wizardry, Knowledge (astrology, history, 
  metaphysics, natural philosophy, occult), Naturalism, 
  Theology
  Performance
  Performance (chanting, dancing, epic poetry, playing 
  instruments, singing, storytelling)
  A ceremonialist may add his ranks in one proficiency in the 
  Crafting category and one proficiency in the Knowledge 
  category to his magic research throws when creating trinkets 
  and talismans. He may add +1 to his ceremony throws when 
  performing ceremonies if he has at least one rank in the 
  Performance category. 
  EXAMPLE #1: Ramses-Ra has the following proficiencies: 
  Alchemy 3, Knowledge (occult) 2, and Performance 
  (chanting). When creating trinkets and talismans, he gains 
  a +3 bonus from the crafting category for his ranks in 
  Alchemy and a +2 bonus from the knowledge category for 
  his ranks in Knowledge (occult). This gives him a total +5 
  bonus to his magic research throws when creating trinkets 
  and talismans. When performing ceremonies, he gains a +1 
  bonus to ceremony throws from the performance category 
  for his rank in Performance (chanting). 
  When proficiencies are used in the creation of trinkets and 
  talismans, their appearance and composition will in some 
  manner reflect the proficiencies used. The crafting proficiencies 
  used will be reflected in their form and substance. For instance, 
  if Alchemy proficiency were used to create a trinket, it might be 
  a potion, powder, or balm; if Art (sculpting) were used, it might 
  be a tiny bronze idol; if Craft (calligraphy) were used it might 
  be a finely-inked scroll. The knowledge proficiencies used will 
  be reflected in the trinket or talisman’s iconography and liturgy. 
  For instance, if Knowledge (occult) were used to create a trinket, 
  it might bear chaotic symbols, while if Collegiate Wizardry were 
  used it might bear glyphs of power. 
  EXAMPLE: Lucius has the following proficiencies: Art 
  (illumination), Craft (jewelling) 2, Knowledge (astrology), 
  Theology, Performance (chanting), and Performance 
  (singing). He creates a trinket using Art (illumination) and 
  Knowledge (astrology), gaining a +2 bonus to his magic 
  research throw. His trinket is a scroll illuminated with an 
  astrological chart in red and gold ink. Later, he creates a 
  talisman using Craft (jewelling) and Theology, gaining a +3 
  bonus to his magic research throw. His talisman is a crystal 
  carved with a symbol of the Empyrean gods on each of its 
  facets. 
  When a proficiency from the knowledge category is used 
  to create a trinket or talisman, characters who possess that 
  proficiency will gain a bonus to recognize and identify the 
  trinket or talisman. See Identifying Trinkets (p. 113) for more 
  details.
  Craftsmanship of the Ancients Memorial Rule (Optional): A 
  character may add his ranks in one proficiency in the Crafting 
  category and one proficiency in the Knowledge category to all 
  his magic research throws when performing magic research. The 
  Judge should determine which proficiencies apply depending 
  on the nature of the research.
  
   
  Attacks and Armor Penetration of Large Monsters  
  115
  Heroic Fantasy Handbook
  Magic
  115 
  Antiquarian, Sylvan, and Runic Ceremony Mishaps
  CEREMONIAL MISHAPS TABLES
  Antiquarian, Sylvan, and Runic Ceremony Mishaps
  1d10 Roll
  Minor Mishap
  Major Mishap
  Catastrophic Mishap
  1
  You accidentally open a gate to the 
  elemental spheres. An 8 HD elemental 
  appears adjacent to you and attacks. If 
  not destroyed, the elemental returns to its 
  sphere after 10 rounds.
  You accidentally open a gate to the 
  elemental spheres. A 12 HD elemental 
  appears adjacent to you and attacks. If 
  not destroyed, the elemental returns to its 
  sphere after 8 hours.
  You accidentally open a gate to the 
  elemental spheres. A 16 HD elemental 
  appears adjacent to you and attacks. If 
  not destroyed, the elemental returns to its 
  sphere after 1 month.
  2
  Your spell signature acquires an annoying 
  side effect. Roll 1d10 on the spell 
  signature sub-table. Only a wish or miracle 
  can remove the side effect.
  Your spell signature acquires a deleterious 
  side effect. Roll 1d10+5 on the spell 
  signature sub-table. Only a wish or miracle 
  can remove the side effect.
  Your spell signature acquires a 
  debilitating side effect. Roll 1d10+10 on 
  the spell signature sub-table. Only a wish 
  or miracle can remove the side effect.
  3
  The failure of your ceremony gives you a 
  nervous breakdown. You go insane 1 day 
  per level of the ceremony.
  Your failure teaches you unthinkable 
  truths. You go insane for 1 week per level 
  of the ceremony.
  The unspeakable horror you witness drives 
  you permanently insane. Only a miracle or 
  wish can cure you.
  4
  The wearying of years visits you early. You 
  age 1d10 years.* The shock of the sudden 
  aging kills you instantly unless you save v. 
  Death at +4.
  The heavy hand of age falls on you. You 
  age 2d10 years.* The shock of the sudden 
  aging kills you instantly unless you save v. 
  Death at +2.
  You have become ancient before your 
  time. You age 2d20 years* and one 
  of your limbs withers. The shock of the 
  sudden aging kills you instantly unless 
  you save v. Death.
  5
  The ceremony leaves you somehow 
  altered. Roll 1d10 on the magical 
  mutation sub-table. Only a wish or miracle 
  can remove the mutation.
  The  ceremony leaves you greatly 
  changed. Roll 2d10 on the magical 
  mutations sub-table. Only a wish or 
  miracle can remove the mutation.
  The ceremony leaves you massively 
  warped and changed. Roll 1d10+10 on 
  the magical mutations sub-table. Only a 
  wish or miracle can remove the mutation.
  6
  A magical accident causes a disfiguring 
  injury. Roll 1d6 on the “critically 
  wounded” row of the Mortal Wounds 
  table. The wound can be healed with 
  restore life and limb.
  A bad magical accident causes a disabling 
  injury. Roll 1d6 on the “grievously 
  wounded” row of the Mortal Wounds 
  table. Only a regeneration, resurrection, 
  wish or miracle can heal the wound.
  A terrible magical accident causes a 
  crippling injury. Roll 1d6 on the “mortally 
  wounded” row of the Mortal Wounds 
  table. Only a wish or miracle can heal the 
  wound.
  7
  The mishap slightly disrupts your 
  connection to magic. You lose 1 random 
  ceremony from your repertoire. You can 
  regain the lost ceremonies at a cost of 
  1 week of game time and 1,000gp per 
  ceremony level.
  The mishap significantly disrupts your 
  connection to magic. You lose 1d4+1 
  random ceremonies from your repertoire. 
  You can regain the lost ceremonies at a 
  cost of 1 week of game time and 1,000gp 
  per ceremony level.
  The mishap completely disrupts your 
  connection to magic. You lose your entire 
  ceremonial repertoire. You can regain the 
  lost ceremonies at a cost of 1 week of 
  game time and 1,000gp per spell level.
  8
  An accident destroys your ceremonial 
  implements. You and all characters within 
  5’ must save v. Blast or take 2d6 damage 
  from the accident.
  An explosion destroys your ceremonial 
  implements. You and all characters 
  within 10’ must save v. Blast or take 4d6 
  damage from the explosion.
  A conflagration destroys your ceremonial 
  implements. You and all characters within 
  20’ Blast or take 8d6 damage from the 
  conflagration.
  9
  The fumes and vapors released by the 
  ceremony have a deleterious effect on 
  your mind. You permanently lose 1 point 
  of Wisdom.
  The fumes and vapors released by the 
  ceremony have highly damaging effect 
  on your mind. You permanently lose 1d3 
  point of Wisdom.
  The fumes and vapors released by the 
  ceremony have a devastating effect on 
  your mind. You permanently lose 1d4+1 
  point of Wisdom.
  10
  Wild magic begins coursing through your 
  body. You die in 1 turn unless you save v. 
  Death. 
  A blast of wild magic discharges into you. 
  You die instantly unless you save v. Death.
  A massive blast of wild magic 
  disintegrates you unless you save v. 
  Death. 
  *x1.5 for dwarves and gnomes, x2 for elves and Nobirans.
  
  116 
  Attacks and Armor Penetration of Large Monsters 
   
  Chthonic Ceremony Mishaps 
  116
  Heroic Fantasy Handbook
  Magic
  Chthonic Ceremony Mishaps
  1d10 Roll
  Minor Mishap
  Major Mishap
  Catastrophic Mishap
  1
  Darkness gathers. 1d4 shadows appear 
  and attack. If not destroyed, the shadows 
  vanish after 10 rounds. The area in a 5’ 
  radius is shadowed until they are dealt 
  with or depart.
  Great darkness looms. 1d6 wraiths appear 
  in and attack. If not destroyed, the wraiths 
  vanish after 8 hours. The area in a 10’ 
  radius blighted until they are dealt with 
  or depart.
  Terrible darkness storms over you. 
  1d8 specters appear and attack. If not 
  destroyed, the spectres vanish after 
  1 month. The area in a 20’ radius is 
  forsaken until they are dealt with.
  2
  Tampering with life energy costs you 1 
  level of experience unless you save versus 
  Death. 
  Tampering with life energy costs you 1 
  level of experience.
  Tampering with life energy costs you 2 
  levels of experience.
  3
  The failure of your ceremony gives you a 
  nervous breakdown. You go insane for 1 
  day per level of the ceremony.
  Your failure teaches you unthinkable 
  truths. You go insane for 1 week per level 
  of the ceremony.
  The unspeakable horror you witness drives 
  you permanently insane. Only a miracle or 
  wish can cure you.
  4
  The negative energy ages you 1d10 
  years.* The shock of the sudden aging 
  kills you instantly unless you save v. 
  Death at +4.
  The negative energy ages you 2d10 
  years.* The shock of the sudden aging 
  kills you instantly unless you save v. 
  Death at +2.
  The negative energy ages you 2d20 
  years* and withers one of your limbs. 
  The shock of the sudden aging kills you 
  instantly unless you save v. Death.
  5
  The ceremony leaves you somehow 
  altered. Roll 1d10 on the magical 
  mutation sub-table. Only a wish or miracle 
  can remove the mutation.
  The  ceremony leaves you greatly 
  changed. Roll 2d10 on the magical 
  mutations sub-table. Only a wish or 
  miracle can remove the mutation.
  The ceremony leaves you massively 
  warped and changed. Roll 1d10+10 on 
  the magical mutations sub-table. Only a 
  wish or miracle can remove the mutation.
  6
  Your body and mind are at risk. Roll 1d6 
  on the “11-15” row of the Tampering with 
  Mortality table.
  You have taken grave risks with your mind 
  and body. Roll 1d6 on the “5-10” row of 
  the Tampering with Mortality table.
  Tampering with mortality has imperiled 
  your mind and body. Roll 1d6 on the “1-
  5” row of the Tampering with Mortality 
  table.
  7
  You are corrupted by the dark magic you 
  have exposed yourself to. You gain 2d6 
  additional corruption points. If this leaves 
  you at your maximum corruption, then 
  you must save v. Death at +4 or die due 
  to the shock to your soul.
  Your soul is blackened by the dark magic 
  you have exposed yourself to. You gain 
  4d6 additional corruption points. If this 
  leaves you at your maximum corruption, 
  then you must save v. Death at +2 or die 
  due to the shock to your soul.
  Your soul is surely damned by what you 
  have wrought. You gain 8d6 additional 
  corruption points. If this leaves you at 
  your maximum corruption, then you must 
  save v. Death or die due to the shock to 
  your soul. 
  8
  You fall into a necromantic torpor. A wish 
  or miracle can awaken you immediately; 
  otherwise you will awaken in 1d10 
  months. You do not age while in torpor.
  You fall into a deep necromantic torpor. 
  A wish or miracle can awaken you 
  immediately; otherwise, you will awaken 
  in 1d10 years. You do not age while in 
  torpor.
  You fall into a nigh-eternal necromantic 
  torpor. You have a cumulative 1% chance 
  per 100 years of awakening. Otherwise, 
  only a wish or miracle can awaken you. 
  You do not age while in torpor. 
  9
  Tampering with blood magic takes a 
  toll. You permanently lose 1 point of 
  Constitution.
  Your use of blood magic is harmful to 
  your health. You permanently lose 1d3 
  points of Constitution.
  Rampant use of blood magic takes a 
  terrible toll. You permanently lose 1d4+1 
  points of Constitution.
  10
  The gods curse you for your villainy! Your 
  prime requisite is halved. A remove curse 
  from a 9th+ level caster can remove the 
  curse.
  The gods curse you for your awful crimes. 
  You suffer a -4 penalty on all attack and 
  saving throws, and your prime requisite is 
  halved. A remove curse from a 12th+ level 
  caster can remove the curse.
  The gods curse you for your hideous 
  deeds and black nature. You suffer a 
  20% penalty on XP, -4 penalty on all 
  attack and saving throws, and your prime 
  requisite is halved. Only a wish or miracle 
  can remove the curse.
  *x1.5 for dwarves and gnomes, x2 for elves and Nobirans.
  
   
  Attacks and Armor Penetration of Large Monsters  
  117
  Heroic Fantasy Handbook
  Magic
  117 
  Shamanic Ceremony Mishaps
  Shamanic Ceremony Mishaps
  1d10 Roll
  Minor Mishap
  Major Mishap
  Catastrophic Mishap
  1
  You accidentally open a gate to the 
  elemental spheres. An 8 HD elemental 
  appears adjacent to you and attacks. If 
  not destroyed, the elemental returns to its 
  sphere after 10 rounds.
  You accidentally open a gate to the 
  elemental spheres. A 12 HD elemental 
  appears adjacent to you and attacks. If 
  not destroyed, the elemental returns to its 
  sphere after 8 hours.
  You accidentally open a gate to the 
  elemental spheres. A 16 HD elemental 
  appears adjacent to you and attacks. If 
  not destroyed, the elemental returns to its 
  sphere after 1 month.
  2
  Your spell signature acquires an annoying 
  side effect. Roll 1d10 on the spell signature 
  sub-table. Only a wish or miracle can 
  remove the side effect.
  Your spell signature acquires a deleterious 
  side effect. Roll 1d10+5 on the spell 
  signature sub-table. Only a wish or miracle 
  can remove the side effect.
  Your spell signature acquires a debilitating 
  side effect. Roll 1d10+10 on the spell 
  signature sub-table. Only a wish or miracle 
  can remove the side effect.
  3
  The failure of your ceremony gives you a 
  nervous breakdown. You for insane for 1 
  day per level of the ceremony.
  Your failure teaches you unthinkable truths. 
  You go insane for 1 week per level of the 
  ceremony.
  The unspeakable horror you witness drives 
  you permanently insane. Only a miracle or 
  wish can cure you.
  4
  You take on a minor physical trait of your 
  totem animal or familiar.* You suffer a -2 
  penalty to reaction rolls with those from 
  outside your tradition or culture.  Only a 
  wish or miracle can undo the change.
  You take on the physical form of your 
  totem animal or familiar.* You are 
  physical altered but retain your mental 
  characteristics. Only a wish or miracle can 
  undo the change.  
  You take on the physical and mental form 
  of your totem animal or familiar.* Only a 
  wish or miracle can undo the change.
  5
  The ceremony leaves you somehow altered. 
  Roll 1d10 on the magical mutation sub-
  table. Only a wish or miracle can remove 
  the mutation.
  The  ceremony leaves you greatly changed. 
  Roll 2d10 on the magical mutations sub-
  table. Only a wish or miracle can remove 
  the mutation.
  The ceremony leaves you massively warped 
  and changed. Roll 1d10+10 on the 
  magical mutations sub-table. Only a wish 
  or miracle can remove the mutation.
  6
  A magical accident causes a disfiguring 
  injury. Roll 1d6 on the “critically wounded” 
  row of the Mortal Wounds table. The 
  wound can be healed with restore life and 
  limb.
  A bad magical accident causes a disabling 
  injury. Roll 1d6 on the “grievously 
  wounded” row of the Mortal Wounds table. 
  Only a regeneration, resurrection, wish or 
  miracle can heal the wound.
  A terrible magical accident causes a 
  crippling injury. Roll 1d6 on the “mortally 
  wounded” row of the Mortal Wounds table. 
  Only a wish or miracle can heal the wound.
  7
  The ceremony slightly disrupts your 
  connection to magic. You lose 1 random 
  ceremony from your repertoire. You can 
  regain the lost ceremonies at a cost of 
  1 week of game time and 1,000gp per 
  ceremony level.
  The ceremony significantly disrupts your 
  connection to magic. You lose 1d4+1 
  random ceremonies from your repertoire. 
  You can regain the lost ceremonies at a 
  cost of 1 week of game time and 1,000gp 
  per ceremony level.
  The ceremony completely disrupts your 
  connection to magic. You lose your entire 
  ceremonial repertoire. You can regain the 
  lost ceremonies at a cost of 1 week of 
  game time and 1,000gp per spell level.
  8
  An accident destroys your ceremonial 
  implements. You and all characters within 
  5’ must save v. Blast or take 2d6 damage 
  from the accident.
  An explosion destroys your ceremonial 
  implements. You and all characters within 
  10’ must save v. Blast or take 4d6 damage 
  from the explosion.
  A conflagration destroys your ceremonial 
  implements. You and all characters within 
  20’ Blast or take 8d6 damage from the 
  conflagration.
  9
  The fumes and vapors released by the 
  ceremony have a deleterious effect on your 
  mind. You permanently lose 1 point of 
  Wisdom.
  The fumes and vapors released by the 
  ceremony have highly damaging effect on 
  your mind. You permanently lose 1d3 point 
  of Wisdom.
  The fumes and vapors released by the 
  ceremony have a devastating effect on your 
  mind. You permanently lose 1d4+1 point 
  of Wisdom.
  10
  Your animal companion or familiar is 
  enraged with pain and hatred.* It begins 
  attacking you immediately. If you kill it, 
  you are subject to the usual penalties.
  Your animal companion or familiar is 
  enraged with pain and hatred.* It begins 
  attacking you immediately. If you kill it, you 
  are subject to the usual penalties. Because 
  it is part of you, your animal companion is 
  immune to any charm spells you cast.
  Your animal companion or familiar is 
  enraged with pain and hatred.* It begins 
  attacking you immediately. If you kill it, 
  you are subject to the usual penalties. 
  Because it is part of you, it is immune to all 
  spells you cast.
  *If the ceremonialist does not have an animal companion or familiar, re-roll.
  
  118 
  Attacks and Armor Penetration of Large Monsters 
   
  Liturgical and Theurgical Ceremony Mishaps 
  118
  Heroic Fantasy Handbook
  Magic
  Liturgical and Theurgical Ceremony Mishaps
  1d10 Roll
  Minor Mishap
  Major Mishap
  Catastrophic Mishap
  1
  You accidentally open a gate to the outer 
  spheres. An invisible stalker appears 
  adjacent to you and attacks. If not 
  destroyed, the stalker returns to its sphere 
  after 10 rounds.
  You accidentally open a gate to the 
  outer spheres. 1d4 invisible stalkers 
  appear adjacent to you and attack. If 
  not destroyed, the stalkers return to their 
  sphere after 8 hours.
  You accidentally open a gate to the 
  outer spheres. 2d4 invisible stalkers 
  appear adjacent to you and attack. If 
  not destroyed, the stalkers return to their 
  sphere after 1 month. 
  2
  Your spell signature acquires an annoying 
  side effect. Roll 1d10 on the spell 
  signature sub-table. Only a wish or miracle 
  can remove the side effect.
  Your spell signature acquires a deleterious 
  side effect. Roll 1d10+5 on the spell 
  signature sub-table. Only a wish or miracle 
  can remove the side effect.
  Your spell signature acquires a 
  debilitating side effect. Roll 1d10+10 on 
  the spell signature sub-table. Only a wish 
  or miracle can remove the side effect.
  3
  The failure of your ceremony gives you a 
  nervous breakdown. You go insane for 1 
  day per level of the ceremony.
  Your failure teaches you unthinkable 
  truths. You go insane for 1 week per level 
  of the ceremony.
  The unspeakable horror you witness drives 
  you permanently insane. Only a miracle or 
  wish can cure you.
  4
  While performing the ceremony, you 
  glimpse the Logos, the words of creation. 
  You must save v. Spells or become 
  feebleminded. A dispel magic from a 9th 
  + level caster can remove the effect.
  While performing the ceremony, you gaze 
  at the Logos. You must save v. Spells at -4 
  or become feebleminded. A dispel magic 
  from a 12th + level caster can remove the 
  effect.
  While performing the ceremony, you 
  look directly upon the Logos. You are 
  feebleminded with no saving throw. Only 
  a wish or miracle can remove the effect.
  5
  The ceremony leaves you somehow 
  altered. Roll 1d10 on the magical 
  mutation sub-table. Only a wish or miracle 
  can remove the mutation.
  The  ceremony leaves you greatly 
  changed. Roll 2d10 on the magical 
  mutations sub-table. Only a wish or 
  miracle can remove the mutation.
  The ceremony leaves you massively 
  warped and changed. Roll 1d10+10 on 
  the magical mutations sub-table. Only a 
  wish or miracle can remove the mutation.
  6
  You are lost in time and space. A wish or 
  miracle can bring you back immediately; 
  otherwise you will reappear in 1d10 
  months.
  You are lost deep in time and space. 
  A wish or miracle can bring you back 
  immediately; otherwise, you will reappear 
  in 1d10 years. 
  You are consigned to oblivion, trapped 
  forever in some unknown sphere of 
  existence, or transported to a distant time 
  and place. You have a cumulative 1% 
  chance per 100 years of reappearing. 
  Otherwise, only a wish or miracle can 
  bring you back.
  7
  The ceremony slightly disrupts your 
  connection to magic. You lose 1 random 
  ceremony from your repertoire. You can 
  regain the lost ceremonies at a cost of 
  1 week of game time and 1,000gp per 
  ceremony level.
  The ceremony significantly disrupts your 
  connection to magic. You lose 1d4+1 
  random ceremonies from your repertoire. 
  You can regain the lost ceremonies at a 
  cost of 1 week of game time and 1,000gp 
  per ceremony level.
  The ceremony completely disrupts your 
  connection to magic. You lose your entire 
  ceremonial repertoire. You can regain the 
  lost ceremonies at a cost of 1 week of 
  game time and 1,000gp per spell level.
  8
  An accident destroys your ceremonial 
  implements. You and all characters within 
  5’ must save v. Blast or take 2d6 damage 
  from the accident.
  An explosion destroys your ceremonial 
  implements. You and all characters 
  within 10’ must save v. Blast or take 4d6 
  damage from the explosion.
  A conflagration destroys your ceremonial 
  implements. You and all characters within 
  20’ Blast or take 8d6 damage from the 
  conflagration.
  9
  Few can relate to what you have 
  learned. You permanently lose 1 point of 
  Charisma.
  The things you’ve learned can hardly 
  be shared with lesser minds. You 
  permanently lose 1d3 points of Charisma.
  No one can understand your genius. No 
  one! You permanently lose 1d4+1 points 
  of Charisma.
  10
  Wild magic begins coursing through your 
  body. You die in 1 turn unless you save v. 
  Death. 
  A blast of wild magic discharges into you. 
  You die instantly unless you save v. Death.
  A massive blast of wild magic 
  disintegrates you unless you save v. 
  Death. 
  
   
  Eldritch Spell Lists 
  119
  Heroic Fantasy Handbook
  Magic
  119 
  Eldritch Spell Lists
  ELDRITCH SPELL LISTS
  DESIGNATION OF SPELL TYPES
  In the spell lists below, the following superscripts are used to 
  designate particular types of spells. This can be helpful to the Judge 
  in determining which spells are affected by various proficiencies 
  and class powers such as Elementalism, Transmogrification, and 
  so on. If the Judge introduces new spells or new powers that 
  affect different types of spells, the Judge can use the Spell Power 
  Guidelines in this chapter to categorize such innovations.
  dth 
  death
  ill 
  illusion
  trn 
  transmogrification
  elm() 
  elemental (type)
  nec 
  necromancy
  #
  spell modified from earlier version
  enc 
  enchantment
  pro 
  protection
  * 
  reversible spell
  Spells detailed in theACKS core rules are noted in regular font; 
  spells detailed in the Player’s Companion are noted by being 
  italicized; and spells detailed in this supplement are noted by 
  being bolded. Reversible spells are listed separately if they sit 
  on different lists. Some of the new spells are unique to eldritch 
  casters. Others are similar to existing arcane or divine spells, but 
  with modified effects that take into account the limits of eldritch 
  magic (typically by requiring an elemental source). Finally, some 
  spells (noted with #) are pre-existing arcane and divine spells 
  that are presented here with updated effects, either to reflect new 
  rules introduced in this supplement (such as base healing rate or 
  corruption) or simply for clarity from insights gained in actual 
  play that has occurred since the spell first appeared. For instance, 
  we have clarified how choking grip works in the combat round 
  structure. The new mechanics of these spells should apply to any 
  spellcaster who uses them, not just eldritch spellcasters. 
  Black Spell List
  First Level Eldritch Spells (Black)
  Second Level Eldritch Spells (Black)
  Third Level Eldritch Spells (Black)
  1
  Charm Person enc
  1
  Bane* 
  1
  Bestow Curse*
  2
  Cause Fear * enc
  2
  Blindness dth
  2
  Cause Disease* 
  3
  Cause Light Wounds*#
  3
  Bloody Flux dth
  3
  Cause Major Wounds*#
  4
  Choking Grip dth #
  4
  Cause Moderate Wounds*#
  4
  Command Person enc
  5
  Conjure Cacodemon Spawn 
  5
  Conjure Imp
  5
  Conjure Hellion
  6
  Destroy Dead nec
  6
  Continual Tenebrosity*
  6
  Dismember dth
  7
  Frighten Beasts enc
  7
  Dark Whisper dth
  7
  Enervate dth
  8
  Incite Madness enc
  8
  Deafness dth
  8
  Invulnerability to Good * 
  9
  Infuriate Person enc
  9
  Deathless Minion nec 
  9
  Infuriate Crowd enc
  10
  Protection from Good*
  10
  Drain Life dth
  10
  Inspire Horror * enc
  11
  Putrefy Food & Water* trn
  11
  Gentle Repose nec
  11
  Sorcerous Bolt
  12
  Slicing Blow dth
  12
  Infuriate Beast enc
  12
  Speak with Dead nec  
  13
  Summon Manes nec
  13
  Necromantic Potence nec
  13
  Strengthen the Unliving nec
  14
  Tenebrosity*
  14
  Summon Insect Swarm
  14
  Summon Ooze
  15
  Unliving Puppet nec
  15
  Undetectable Charm*
  15
  Undetectable Curse *
  Fourth Level Eldritch Spells (Black)
  Fifth Level Eldritch Spells (Black)
  Sixth Level Eldritch Spells (Black)
  1
  Animate Dead nec
  1
  Cause Critical Wounds*#
  1
  Body Swap nec trn
  2
  Charm Monster enc
  2
  Circle of Agony dth
  2
  Conjure Genie elm
  3
  Control Undead enc nec
  3
  Conjure Elemental elm
  3
  Conjure Fiend
  4
  Cause Serious Wounds*#
  4
  Contact Other Sphere
  4
  Corrupting Dream enc
  5
  Conjure Dybbuk
  5
  Curse of Swine trn
  5
  Death Spell dth
  6
  Drain Life II dth
  6
  Feeblemind enc
  6
  Disintegrate dth
  7
  Fear enc
  7
  Fillet and Serve nec
  7
  Drain Life III dth
  8
  Flesh to Ashes dth
  8
  Flay the Slain nec
  8
  Enslave enc
  9
  Endless Slumber enc
  9
  Inflict Lycanthropy trn
  9
  Geas * enc
  10
  Iron Maiden dth
  10
  Magic Jar nec
  10
  Necromantic Invulnerability
  11
  Poison*
  11
  Panic enc
  11
  Reflesh of the Bones nec trn
  12
  Protection from Good, Sustained*
  12
  Phantasmal Killer ill
  12
  Restore Semblance of Life nec
  13
  Shrieking Skull nec
  13
  Sorcerous Blast
  13
  Soul Eating dth nec
  14
  Summon Shadows
  14
  Summon Hell Hounds elm(fire)
  14
  Summon Invisible Stalker
  15
  Wizard Eye
  15
  Weakness of Mind*
  15
  Torpor nec
  
  120 
  Eldritch Spell Lists
  Grey Spell List
  First Level Eldritch Spells (Grey)
  Second Level Eldritch Spells (Grey)
  Third Level Eldritch Spells (Grey)
  1
  Auditory Illusion ill
  1
  Burning Sparks elm(fire)
  1
  Battering Ram elm(earth)
  2
  Blinding Flash elm(fire)
  2
  Charm Animal enc   
  2
  Brazen Bull elm(fire)
  3
  Command Word enc
  3
  Circling Winds elm(air)
  3
  Call Lightning elm(air)
  4
  Display of Power enc
  4
  Earth’s Excrescence elm(earth)
  4
  Command Animals enc  
  5
  Ensorcellement enc
  5
  Enthrall enc 
  5
  Chimerical Force ill
  6
  Faerie Fire elm(fire)
  6
  ESP
  6
  Earth’s Maw elm(earth)
  7
  Hypnotism enc
  7
  Hold Person enc
  7
  Fangs of the Earth elm(earth)
  8
  Ice Floe elm(water)
  8
  Mirror Image ill
  8
  Gaseous Form elm(air) trn
  9
  Kindle Flame * elm(fire)
  9
  Illusory Interior ill
  9
  Glitterdust  elm(fire)
  10
  Shatter Blade elm(earth)
  10
  Phantasmal Force ill 
  10
  Glyph of Warding
  11
  Sling Stone elm(earth)
  11
  Shrouding Fog elm(air) 
  11
  Hypnotic Pattern enc 
  12
  Slipperiness elm(water)
  12
  Ring of Fire elm(fire)
  12
  Noxious Cloud elm(air) 
  13
  Slumber enc
  13
  Snake Charm enc 
  13
  Paralyze enc
  14
  Thunderclap elm(air)
  14
  Vitriolic Infusion elm(water) trn
  14
  Rain of Vitriol elm(water)
  15
  Weave Smoke elm(air)
  15
  Voice of Persuasion enc
  15
  Slag Armor elm(fire)
  16
  Unseen Servant
  16
  Wave of Earth elm(earth)
  16
  Telepathy
  Fourth Level Eldritch Spells (Grey)
  Fifth Level Eldritch Spells (Grey)
  Sixth Level Eldritch Spells (Grey)
  1
  Command Plants enc
  1
  Blood Boil elm(fire)
  1
  Arrows of the Sun elm(fire)
  2
  Control Animals enc
  2
  Control Winds elm(air)
  2
  Capsizing Wave elm(water)
  3
  Gusting Gale elm(air)
  3
  Cone of Frost elm(water)
  3
  Control Plants enc
  4
  Hallucinatory Terrain ill
  4
  Cone of Paralysis enc
  4
  Control Weather  elm(air)
  5
  Hold Monster enc 
  5
  Force of Impetus
  5
  Cloud of Poison elm(air)
  6
  Inaudibility ill 
  6
  Forest Enchantment enc
  6
  Ice Storm elm(water)
  7
  Invisibility ill 
  7
  Forgetfulness enc
  7
  Inferno elm(fire)
  8
  Massmorph ill
  8
  Ice Sheet elm(water)
  8
  Lower Water elm(water)
  9
  Scry
  9
  Mirage ill
  9
  Move Earth elm(earth)
  10
  Spectral Force ill
  10
  Pillar of Fire elm(fire)
  10
  Permanent Illusion ill
  11
  Sticks to Snakes trn
  11
  Phoenix Aura elm(fire)
  11
  Programmed Illusion ill
  12
  Uncanny Gyration
  12
  Scouring Zephyr elm(air) 
  12
  Starfall elm(fire)
  13
  Voice of Command enc
  13
  Spectral Legion ill
  13
  Sunder Structure elm(earth)
  14
  Weave Fire elm(fire)
  14
  Summon Weather elm(air) #
  14
  Thunderbolt elm(air)
  15
  Weave Wood elm(earth)
  15
  Tremor elm(earth)
  15
  Transform Other trn
  16
  Weave Water elm(water)
  16
  Weave Stone elm(earth)
  16
  Weave Metal elm(earth)
  
   
  Eldritch Spell Lists 
  121
  Heroic Fantasy Handbook
  Magic
  White Spell List
  First Level Eldritch Spells (White)
  Second Level Eldritch Spells (White)
  Third Level Eldritch Spells (White)
  1
  Angelic Choir ill
  1
  Alter Self trn
  1
  Augury
  2
  Bane-rune trn
  2
  Bless* 
  2
  Avian Messenger
  3
  Call of the Wolf
  3
  Call of the Wolf Pack
  3
  Call of the Wild Bear
  4
  Chameleon trn
  4
  Continual Illumination
  4
  Clairvoyance
  5
  Counterspell
  5
  Cure Moderate Wounds* #
  5
  Clairaudience
  6
  Cure Light Wounds* #
  6
  Delay Poison
  6
  Cure Blindness
  7
  Delay Disease
  7
  Detect Charm*
  7
  Cure Disease*
  8
  Detect Evil
  8
  Detect Invisible
  8
  Cure Major Wounds* #
  9
  Detect Magic
  9
  Detect Secret Doors
  9
  Detect Curse*
  10
  Detect Poison
  10
  Divine Grace
  10
  Dispel Magic
  11
  Hold Portal
  11
  Eldritch Armor
  11
  Eldritch Protection
  12
  Illumination
  12
  Find Traps
  12
  Eyes of the Eagle trn
  13
  Locate Animal or Plant
  13
  Holy Chant
  13
  Growth* trn
  14
  Jump trn
  14
  Knock
  14
  Growth of Animals trn
  15
  Magic Mouth ill
  15
  Locate Object
  15
  Inspire Awe* enc
  16
  Magic Rope
  16
  Noiselessness ill
  16
  Invulnerability to Evil
  17
  Pass Without Trace
  17
  Ogre Power trn
  17
  Nondetection ill
  18
  Predict Weather
  18
  Resist Acid elm(earth)
  18
  Prayer
  19
  Protection from Evil*
  19
  Resist Cold elm(water)
  19
  Protection from Evil, Sustained
  20
  Purify Food and Water* trn
  20
  Resist Electricity elm(air)
  20
  Protection from Normal Missiles
  21
  Remove Fear*
  21
  Resist Fire elm(fire)
  21
  Remove Curse*
  22
  Salving Rest
  22
  Righteous Wrath trn
  22
  Shared Dream
  23
  Sharpness trn
  23
  Speak with Animals
  23
  Skinchange trn
  24
  Silent Step trn
  24
  Swift Sword trn
  24
  Spellward
  25
  Spider Climb trn
  25
  Swimming elm(water) trn
  25
  Sphere of Visibility
  26
  Trance
  26
  Warp Wood elm(earth) trn 
  26
  Striking trn
  27
  Ventriloquism ill
  27
  Wizard Lock
  27
  Water Breathing elm(water) trn
  Fourth Level Eldritch Spells (White)
  Fifth Level Eldritch Spells (White)
  Sixth Level Eldritch Spells (White)
  1
  Call of the Galloping Herd
  1
  Angelic Aura nec
  1
  Anti-Magic Shell
  2
  Cure Serious Wounds* #
  2
  Bath of the Goddess trn
  2
  Atonement #  
  3
  Crafting
  3
  Call of the Great Cats
  3
  Banner of Invincibility
  4
  Death Ward
  4
  Call of the Ancient Tusk
  4
  Call of the Giant Eagle
  5
  Find Treasure
  5
  Cure Critical Wounds* #
  5
  Call of the Leviathan
  6
  Giant Strength trn
  6
  Delay Death
  6
  Clairvoyance, Greater
  7
  Growth of Plants* trn 
  7
  Locate Haunting
  7
  Clairaudience, Greater
  8
  Guise Self trn
  8
  Dispel Evil
  8
  Detect Ritual Magic
  9
  Immunity to Acid elm(earth)
  9
  Divination
  9
  Find Place of Power
  10
  Immunity to Cold elm(water)
  10
  Fate
  10
  Fly 
  11
  Immunity to Electricity elm(air)
  11
  Guise Other trn
  11
  Globe of Invulnerability
  12
  Immunity to Fire elm(fire)
  12
  Haste
  12
  Home Ward
  13
  Infravision trn
  13
  Healing Circle
  13
  Locate Distant Object
  14
  Levitate
  14
  Lay of the Land
  14
  Prophetic Dream
  15
  Minor Globe of Invulnerability
  15
  Protection from Blast
  15
  Protection from Blast, Sustained
  16
  Neutralize Poison*
  16
  Protection from Normal Weapons
  16
  Projected Image ill
  17
  Safe Travels
  17
  Spirit Walk
  17
  Reincarnation
  18
  Spellward Other
  18
  Strength of Mind*
  18
  Remove Geas* enc
  19
  Smite Undead* nec
  19
  Transmute Rock to Mud* elm(earth) trn
  19
  Spellwarded Zone
  20
  Speak with Plants
  20
  True Seeing
  20
  Stone to Flesh* trn
  21
  Vigor
  21
  Turn to Dust dth
  21
  Transform Self trn
  22
  Water Walking elm(water) 
  22
  Winged Flight trn
  22
  Trollblood trn
  
  122 
  Eldritch Spell Lists
  NEW AND UPDATED SPELLS
  Angelic Aura 
  Range:  
  self 
  Eldritch 5 (White) 
  Duration: 1 round per level
  This spell creates a glowing aura of empyrean power around the 
  caster in a 15’ radius. When the spell is cast, and on the caster’s 
  initiative each round thereafter for the duration of the spell, 
  the angelic aura can damage undead creatures within its area 
  of effect. Up to one undead creature can be affected per caster 
  level. Undead creatures with the fewest HD are affected first. 
  Each affected undead creature must make a saving throw versus 
  Death. On a successful save, the undead creature avoids the 
  effect that round. On a failed save, the undead creature suffers 
  5d8 points of damage. The effects of an angelic aura continue 
  until dispelled or the duration elapses. The caster does not need 
  to concentrate to maintain the effects. 
  Auditory Illusion 
  Range: 
  60’ 
  Eldritch 1 (Grey) 
  Duration: 1 turn
  This spell creates a false sound. The sound can be centered 
  anywhere within range, and within that range the sound can 
  fluctuate and move, imitating approaching or receding footsteps, 
  laughter, voices, and other possibilities. The sound produced can 
  be as loud as the noise produced by thirty man-sized creatures. 
  The auditory illusion does not have to be human-like, but could 
  be animal or monster sounds. The Judge should determine how 
  much sound and how many individuals it might represent. For 
  instance, the sounds of thirty humans might be approximately 
  that of sixty children, or eight ogres. Creatures who hear the 
  sound are allowed a saving throw versus Spells to realize that the 
  effect is illusory, but only if they actively attempt to disbelieve.
  Arrows of the Sun 
  Range: 
  120’ 
  Eldritch 6 (Grey) 
  Duration: 1 round
  This spell sets aflame the nocked arrows of friendly archers 
  within range. Up to 20 arrows of the sun can be created per 
  caster level.  An arrow of the sun deals an extra 1d6 points of 
  fire damage on a successful attack. If an arrow of the sun is not 
  immediately shot, its flame extinguishes at the end of the round, 
  returning the arrow to an ordinary weapon. 
  This spell was created for battlefield use. In Domains at War: 
  Battles, it can affect a friendly bow-equipped unit within 
  six hexes of the caster’s hex.  That unit deals an extra point of 
  damage on each successful bow attack throw during its next 
  attack sequence. 
  Atonement 
  Range: 
  0’ 
  Eldritch 6 (White) 
  Duration: permanent
  This spell removes the burden of evil acts or misdeeds from the 
  subject. If the subject has suffered an involuntary alignment 
  change due to magic, atonement will immediately restore the 
  character’s original alignment. If the subject has suffered an 
  alignment change due to accumulated corruption, atonement 
  requires a period of spiritual purity, during which the subject 
  must avoid any Chaotic actions and any further corruption. If 
  the subject remains spiritually pure for a number of weeks equal 
  to his number of accumulated corruption points, the atonement 
  reduces his accumulated corruption by his Wisdom score and 
  either restores his original alignment or removes one corrupting 
  weakness. A subject can make another atonement to continue 
  to reduce his corruption only after gaining a level of experience 
  without acquiring any further corruption. Atonement is a 
  complex spell requiring 1 turn to cast. 
  Avian Messenger 
  Range: 
  special 
  Eldritch 3 (White) 
  Duration: 12 hours
  This spell allows the caster to relay a message to a designated 
  recipient by means of an avian messenger. The messenger will 
  be a small winged creature capable of long-distance flight. The 
  spell will conscript the nearest suitable creature to serve as the 
  avian messenger so it might be, e.g., a pigeon, a raven, a bat, or 
  even a dragonfly, depending on what is nearby when the spell is 
  cast. As soon as the spell is cast, the avian messenger will begin 
  traveling to the caster, typically arriving within 2d6 rounds. If 
  the avian messenger is somehow prevented from reaching the 
  caster (e.g. if he is imprisoned deep underground), it will circle in 
  the vicinity until it is able to reach him or until the spell expires.
  Once the avian messenger reaches the caster, it will wait up 
  to 10 minutes (one turn) for the caster to whisper his desired 
  message into its ear. If the caster fails to whisper a message into 
  the messenger’s ear within 10 minutes, the spell ends and the 
  creature flies off.  The avian messenger can understand any 
  language(s) the caster speaks, and remember a message up to 10 
  seconds (one round) long per level of the caster.
  Once the caster has finished whispering his message, he must 
  designate a recipient for the message. The caster must know the 
  proper name or identifying title of the recipient and the location 
  of his residence (either firsthand, from scrying, or from a map). 
  Once the recipient has been designated, the avian messenger 
  will begin traveling to the recipient’s residence. The avian 
  messenger will travel for up to 12 hours at a rate of 48 miles per 
  hour in order to reach the recipient’s residence. If the recipient is 
  present when the messenger arrives, it will whisper the message 
  into his ear in whatever language the caster spoke. If the recipient 
  Ritual Spell List
  Seventh Level Eldritch Rituals
  Eighth Level Eldritch Rituals
  Ninth Level Eldritch Rituals
  1
  Cancellation 
  1
  Life Trapping nec
  1
  Cataclysm elm (any)
  2
  Commune
  2
  Permanency
  2
  Gate
  3
  Energy Drain dth nec
  3
  Regeneration dth
  3
  Lair of Power
  4
  Harvest* elm(earth)
  4
  Resurrection dth
  4
  Miracle
  5
  Holy Word* dth enc
  5
  Summon Efreeti elm(fire)
  5
  Plague dth
  6
  Restore Life and Limb
  6
  Symbol dth
  6
  Undead Legion nec
  
   
  Eldritch Spell Lists 
  123
  Heroic Fantasy Handbook
  Magic
  is absent, or somehow inaccessible (e.g. in a windowless room), 
  the avian messenger will circle in the vicinity until it is able to 
  reach him or until the spell expires. 
  Bane-rune 
  Range: 
  touch 
  Eldritch 1 (White) 
  Duration: 1 turn
  By magically inscribing a baleful glyph onto the striking head 
  of a weapon, this spell temporarily enhances it to the equivalent 
  of a magic weapon +2 against a particular type of creature or 
  being, choosing from animals, beastmen, enchanted creatures, 
  dragons, fantastic creatures (excluding dragons), giants, oozes, 
  undead, and vermin. The caster must specify the type of creature 
  affected. Weapons that are already enchanted gain an additional 
  +2 against the type of creature while the spell is in effect. A 
  single casting will effect 20 arrows, 2 one-handed weapons, or 
  1 two-handed weapon. 
  Banner of Invincibility 
  Range: 
  touch 
  Eldritch 6 (White) 
  Duration: 1 turn
  This spell imbues the banner, pennant, standard , or other flag of 
  an adventuring party or military unit with powerful protective 
  magic. While the spell is in effect, the bearer of the flag and all 
  friendly creatures within 10’ of the flag are immune to normal 
  weapons. Magic or silver weapons can harm the protected 
  creatures, but any number of normal swords, arrows, clubs, or 
  natural weapons will be fended off. Monsters which themselves 
  can only be affected by silver or magical weapons can still harm 
  the protected creatures, however, as can monsters with 5 HD or 
  more through natural ferocity.
  Bearing a flag counts as wielding a weapon or shield (e.g. the 
  flag bearer can bear the flag in one hand and either wield a one-
  handed weapon or a shield in his other hand). The spell ends 
  if the bearer drops the flag (voluntarily or involuntarily), if the 
  flag is destroyed, if the spell is dispelled, or when the duration 
  expires. 
  If used during a battle, the banner of invincibility can protect 
  all man-sized creatures in a platoon-sized unit of formed foot. 
  The unit cannot be damaged by missile or melee attacks from 
  units of less than 5 HD without appropriate weapons, and is 
  never considered threatened by enemy units that are unable to 
  damage it. The effect ends if the unit ever recoils, flees, or routs.
  Bath of the Goddess 
  Range: 
  touch 
  Eldritch 5 (White) 
  Duration: permanent
  When cast, bath of the goddess instantly transforms a willing 
  living creature into a creature of the same type but opposite 
  sex. The creature gains all of the primary and secondary 
  characteristics of its new sex (external and internal, including 
  reproductive capacity if of breeding age), resembling an 
  opposite-gender twin of its old self.
  If cast on a creature that has been sexually altered (e.g. a 
  eunuch), the creature will suffer an equivalent alteration to its 
  new form. If cast on a creature of a species that has only one sex, 
  the spell has no effect. If cast on a creature of a species that has 
  multiple sexes, or on an intersexed creature of a predominantly 
  sex-binary species, the caster may choose the sex that results. (A 
  male or female creature could be transformed into an intersexed 
  creature by this spell if desired. It is rumored that some mystery 
  cults require this of their high-level religious figures.)  The 
  subject must be willing to accept the change.
  The spell is permanent until dispelled by either dispel magic 
  or a second casting of this spell, at which time the subject 
  reverts to its original sex. No actual bathing is required to cast 
  this spell; it just takes its name from a classical myth about a 
  handsome priest who was transformed into a bladedancer after 
  unintentionally bathing in a moon-lit pond that Ianna herself 
  had recently bathed in.
  Battering Ram 
  Range: 
  90’ 
  Eldritch 3 (Grey) 
  Duration: instantaneous
  With this spell, the caster smashes a wooden or stone object or 
  structure as if with an invisible battering ram. The spell deals 
  1d4 shp of damage to the object or structure struck – sufficient 
  to knock down an oak door, break off a parapet, etc. The impact 
  of the battering ram will blast shards of stone or splinters of 
  wood from the object structure, dealing 5d6 damage to all 
  creatures within 5’. Affected creatures that make a successful 
  saving throw versus Blast reduce damage by half. The battering 
  ram cannot directly target creatures or areas of open ground. 
  An interior floor can be targeted as a structure only if the caster 
  is at least one story above it.
  Blindness 
  Range: 
  60’ 
  Eldritch 2 (Black) 
  Duration: instantaneous
  This spell can magically destroy a target creature’s eyes. If 
  the target fails a saving throw versus Death, it is rendered 
  permanently blind. A blinded creature suffers -2 to surprise 
  rolls and -4 to all attack throws and has its movement reduced to 
  ¼ its normal rate. Only cure blindness or other magical healing 
  can restore the target’s sight.
  Body Swap 
  Range: 
  touch 
  Eldritch 6 (Black) 
  Duration: permanent
  This spell can cause a pair of living creatures to permanently take 
  on each other’s forms. Each target gains the physical capabilities, 
  statistics, physical attacks, and special abilities of the new form 
  while retaining its own mental abilities. Each target retains the 
  same number of hit points it previously had, regardless of the 
  Hit Dice of the form assumed.
  Incorporeal and gaseous creatures cannot be targeted by this 
  spell, nor can creatures with more HD than the caster’s level of 
  experience. The caster must touch both creatures when casting 
  the spell. Touching an unwilling creature requires a successful 
  attack throw, so this spell is usually cast only when one or both 
  of the creatures are willing and/or helpless. Each creature may 
  make a saving throw versus Spells to resist the body swap. If 
  either creature saves, the spell has no effect. 
  Once the body swap occurs, it lasts indefinitely. If dispelled 
  by dispel magic, the two creatures immediately swap back to 
  their original forms. If the body swap is dispelled after one of 
  the creatures has died, then the surviving creature must make 
  a saving throw v. Death. If the throw fails, the creature returns 
  to its original (dead) form and dies. If the throw succeeds, the 
  surviving creature retains the new form. 
  
  124 
  Eldritch Spell Lists
  Boil Blood 
  Range: 
  150’ 
  Eldritch 5 (Grey) 
  Duration: instantaneous
  This spell can boil the blood of a living creature, thereby inflicting 
  terrible wounds and great suffering, and possibly causing it to 
  explode like an overheated furnace. The target must make a 
  saving throw versus Blast. If the save fails, the creature suffers 
  8d8 points of damage and is stunned during its next initiative. 
  If the save succeeds the creature suffers half damage and is not 
  stunned. 
  In either case, if the target is reduced to 0 hp or less by the spell, 
  it detonates in an explosion of boiling blood, scalding pus, and 
  melted organs. The explosion kills the target instantly. Each 
  creature or object within 5’ of the exploding target suffers 1d6 
  points of damage, or half that on a successful saving throw 
  versus Blast. 
  Bloody Flux 
  Range: 
  90’ 
  Eldritch 2 (Black) 
  Duration: special
  The caster calls down a bloody flux on a target creature within 
  range. The target must make a saving throw versus Death. On 
  a successful save, this spell has no effect. On a failed save, the 
  target begins vomiting blood. A vomiting creature cannot take 
  attack, cast spells, move, speak or take any other action (though 
  it can defend itself). When its initiative number comes up, a 
  vomiting creature suffers 1d12 points of damage from its gory 
  retching, then makes another saving throw. If the save succeeds, 
  the spell ends.  If the save fails, the target continues vomiting 
  blood. The bloody flux continues until the effect is dispelled, 
  the creature dies, or the creature successfully saves. The caster 
  does not need to concentrate to maintain the effect. 
  Burning Sparks 
  Range: 
  30’ 
  Eldritch 2 (Grey) 
  Duration: instantaneous
  With this spell, the caster inflames an existing fire, causing it to 
  cast out scorching embers at those nearby. All creatures within 
  5’ of the fire can be targeted by the spell, but the caster can select 
  fewer targets to be harmed if he desires. The damage dealt by 
  this spell is dependent on the size of the fire used as its source, 
  per the accompanying table. A successful saving throw versus 
  Blast will reduce damage by half.
  Fire Size
  Damage
  Candle
  1 (1 target only)
  Torch
  1d3
  Campfire
  1d6
  Small bonfire
  2d6
  Large bonfire
  4d6
  Blinding Flash 
  Range: 
  60’ 
  Eldritch 1 (Grey) 
  Duration: 1 round per level
  When this spell is cast, a bright flash of light dazzles everything 
  and everyone within a 10’ radius area. Creatures within the area 
  of effect must make a saving throw versus Blast or be blinded for 
  the duration of the spell.
  Brazen Bull 
  Range: 
  10’ 
  Eldritch 3 (Grey) 
  Duration: special
  This spell summons a fire elemental out of an existing source 
  of flame within range. The AC, HD, and damage characteristics 
  of the fire elemental are determined by the size of the fire 
  source used to summon it. See the entry under Elementals in 
  the Monsters chapter of ACKS for other statistics. The flame is 
  consumed by the summoning process. By default, the shape of 
  the summoned fire elemental is that of a brazen bull, but the 
  elemental can take the shape of any non-flying creature held 
  sacred by the gods of the caster’s faith.  Once the elemental 
  appears, it serves the caster indefinitely, provided that the 
  caster concentrates on nothing but controlling the creature. 
  Spell casting, combat, or movement over half the normal rate 
  results in loss of concentration. The caster, while in control of 
  an elemental, can dismiss it to its native sphere at will (doing so 
  on his Initiative if in combat). If the caster loses concentration, 
  control of the conjured elemental is lost and cannot be regained. 
  The uncontrolled elemental will immediately return to its own 
  sphere. 
  Fire Size
  Elemental Characteristics
  Torch
  AC 1, 1 HD, Dmg 1d3
  Campfire
  AC 3, HD 2, Dmg 1d4
  Small bonfire
  AC 5, HD 4, Dmg 1d6
  Large bonfire
  AC 7, HD 8, Dmg 1d8
  Call of the Ancient Tusk 
  Range: 
  Special 
  Eldritch 5 (White) 
  Duration: 1 day
  This spell calls a mastodon  to the caster to serve as a companion 
  and/or mount (see the Monsters chapter of Adventurer 
  Conqueror King System for details). In regions where 
  mastodons are extinct, the spell calls a very large and powerful 
  elephant with characteristics identical to a mastodon. 
  When called, the mastodon will travel to the caster’s destination 
  at its wilderness movement rate. If the spell is cast in a wilderness 
  hex of terrain with an indigenous mastodon or elephant 
  population, the mastodon will take 1d6 turns to arrive. If the 
  spell is cast in any other type of hex, the time to arrive is increased 
  by 120 minutes (12 turns) per 6-mile hex between the caster’s 
  hex and the nearest wilderness hex of native terrain. The time to 
  arrival may be much shorter if the Judge has determined that a 
  mastodon lair is nearby. If called while the caster is unreachable 
  (deep in a dungeon, for example), the mastodon will travel as 
  close as it can to the caster and then wait in that vicinity. 
  For the duration of the spell, the mastodon will understand the 
  spellcaster’s speech and serve as his loyal friend and companion. 
  The spell persists until the mastodon is slain, the spell is 
  dispelled, or one day passes (at which time the mastodon 
  departs). If the spell is cast again when the mastodon is about to 
  depart, it will remain for another day. 
  This spell does not conjure up saddle and tack, nor does 
  it automatically grant the rider the equivalent of Riding 
  proficiency, so unproficient characters who ride the mastodon 
  into battle do so at their own risk. 
  
   
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  Call of the Galloping Herd 
  Range: 
  Special 
  Eldritch 4 (White) 
  Duration: 1 day
  This spell calls one or more horses to the caster to serve as 
  steeds for him and his companions (see the Monsters chapter 
  of Adventurer Conqueror King System for details). The number 
  of horses called by the spell is determined by the type of horse 
  called and the caster’s level.
  No . Called by Caster Level
  Horse
  7
  8
  9
  10
  11
  12
  13
  14
  Light Horse
  7
  7
  9
  10
  11
  12
  13
  14
  Medium Horse
  4
  4
  6
  6
  7
  8
  8
  9
  Heavy Horse
  3
  3
  4
  5
  5
  6
  6
  7
  The adjoining table shows the types of horses that can be called, 
  the number of each type called by caster level. When called, the 
  horses will travel to the caster’s destination at their wilderness 
  movement rate. The caster can freely choose the type of horses 
  called. f the spell is cast in a hex of inhabited terrain, or in a 
  borderlands or wilderness hex of clear, grass, hills, or scrub 
  terrain, the horses will take 1d6 turns to arrive. If the spell is cast 
  in any other type of hex, the time to arrive is increased by 90 
  minutes (9 turns) per 6-mile hex between the caster’s hex and 
  the nearest such hex. The time to arrival may be much shorter 
  if the Judge has determined that a herd of horses is nearby. If 
  called while the caster is unreachable (deep in a dungeon, for 
  example), the horses will travel as close as they can to the caster 
  and then wait in that vicinity. 
  For the duration of the spell, the horses will understand 
  the spellcaster’s speech and serve as his loyal friends and 
  companions. They can be handled as mounts, war mounts, or 
  workbeasts as if trained in the role. The spell persists until all 
  the horses are slain, the spell is dispelled, or one day passes (at 
  which time the horses depart).  If the spell is cast again when 
  the horses are about to depart, they will remain for another day.
  This spell does not conjure up saddle and tack, nor does 
  it automatically grant the rider the equivalent of Riding 
  proficiency, so unproficient characters who ride the horses into 
  battle do so at their own risk. 
  Call of the Giant Eagle 
  Range: 
  Special 
  Eldritch 6 (White) 
  Duration: 1 day
  This spell calls a large roc to the caster to serve as a winged 
  steed (see the Monsters chapter of Adventurer Conqueror King 
  System for details). When called, the roc will travel by air to the 
  caster’s destination at its flying movement rate. If called in a 24-
  mile wilderness hex of mountains terrain, the roc will take 1d6 
  hours to arrive. If the roc is called outside a wilderness hex of 
  mountains terrain, the time to arrive is increased by 1 hour per 
  24-mile hex between the caster’s hex and the nearest 24-mile 
  wilderness hex of mountains terrain. If called while the caster 
  is unreachable (deep in a dungeon, for example), the roc will 
  travel as close as it can to the caster and then circle the sky in 
  that vicinity. 
  For the duration of the spell, the roc will understand the 
  spellcaster’s speech and - provided that the caster is Lawful - will 
  serve as a loyal mount for him or another that the caster directs. 
  The roc will only grudgingly serve a Neutral caster or rider, 
  however, and if asked to perform a Chaotic action or assist a 
  Chaotic creature it will immediately depart. Otherwise, the spell 
  persists until the roc is slain, the spell is dispelled, or one day 
  passes (at which time the roc departs).  If the spell is cast again 
  when the roc is about to depart, it will remain for another day.
  This spell does not conjure up saddle and tack, nor does 
  it automatically grant the rider the equivalent of Riding 
  proficiency, so unproficient characters who ride the roc into 
  battle do so at their own risk. 
  Call of the Great Cats 
  Range: 
  Special
  Eldritch 5 (White) 
  Duration: 1 day
  This spell calls one or more large cats to the caster to serve 
  as companions (see the Monsters chapter of Adventurer 
  Conqueror King System for details). The number of cats called 
  by the spell is determined by the type of cat called and the 
  caster’s level.
  The adjoining table shows the types of cats that can be called, the 
  number of each type called by caster level, and the native terrain 
  for each type. When called, the cats will travel to the caster’s 
  destination at their wilderness movement rate. The caster can 
  freely choose the type of cats called, but the time required for 
  them to arrive will be greater if the spell is cast outside of their 
  native terrain because the cats will have further to travel. If the 
  spell is cast in a wilderness hex of their native terrain, the cats 
  will take 1d6 turns to arrive. If the spell is cast in any other type 
  of hex, the time to arrive is increased by 90 minutes (9 turns) per 
  6-mile hex between the caster’s hex and the nearest wilderness 
  hex of native terrain. The time to arrival may be much shorter 
  if the Judge has determined that a lair of large cats is nearby. If 
  called while the caster is unreachable (deep in a dungeon, for 
  example), the cats will travel as close as they can to the caster 
  and then wait in that vicinity. 
  For the duration of the spell, the cats will understand the 
  spellcaster’s speech and serve as his loyal friends and companions. 
  The spell persists until all the cats are slain, the spell is dispelled, 
  or one day passes (at which time the cats depart).  If the spell is 
  cast again when the cats are about to depart, they will remain 
  for another day.
  No . Called by Caster Level
  Type of Large Cat
  9
  10
  11
  12
  13
  14
  Native Terrain
  Mountain Lion
  5
  6
  6
  7
  7
  8
  Hills, Mountains, Barren
  Panther
  4
  5
  6
  6
  6
  7
  Clear, Grass, Scrub, Woods, River, Jungle
  Lion
  4
  4
  4
  5
  5
  6
  Clear, Grass, Scrub, Desert, Jungle
  Tiger
  3
  3
  4
  4
  4
  5
  Jungle
  
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  Call of the Leviathan 
  Range: 
  Special 
  Eldritch 6 (White) 
  Duration: 1 day
  This spell calls a sperm whale to the caster to serve as 
  a companion (see the Monsters chapter of Adventurer 
  Conqueror King System for details). When called, the sperm 
  whale will travel to the caster’s destination at its wilderness 
  movement rate. The spell can only be cast in an ocean hex, or 
  from a point in a hex adjacent to an ocean hex with line of sight 
  to the ocean. The whale will take 4d6 turns to arrive. The time 
  to arrival may be much shorter if the Judge has determined that 
  a pod of whales is nearby. The whale will travel as close as it 
  can to the caster (just off shore, near his boat, etc.) and then 
  wait in that vicinity. For the duration of the spell, the whale will 
  understand the spellcaster’s speech and serve as his loyal friend 
  and companion. It will sing for him, allow him to ride on it as it 
  swims through the waves, and even attack enemy vessels or sea 
  monsters at his request. The spell persists until the whale is slain, 
  the spell is dispelled, or either one day passes (at which time 
  the whale departs). The whale will also depart after any fight in 
  which it loses ½ or more of its hit points. If the spell is cast again 
  when the whale is about to depart, it will remain for another day.
  Call of the Wild Bear 
  Range: 
  Special 
  Eldritch 3 (White) 
  Duration: 1 day
  This spell calls a bear to the caster to serve as a companion (see 
  the Monsters chapter of Adventurer Conqueror King System 
  for details). The adjoining table shows the types of bears that 
  can be called and the native terrain for each type. When called, 
  the bear will travel to the caster’s destination at its wilderness 
  movement rate. The caster can freely choose the type of bear 
  called, but the time required for it to arrive will be greater if the 
  spell is cast outside of its native terrain because the bear will 
  have further to travel. If the spell is cast in a wilderness hex of its 
  native terrain, the bear will take 1d6 turns to arrive. If the spell 
  is cast in any other type of hex, the time to arrive is increased 
  by 120 minutes (12 turns) per 6-mile hex between the caster’s 
  hex and the nearest wilderness hex of native terrain. The time to 
  arrival may be much shorter if the Judge has determined that a 
  bear den is nearby. If called while the caster is unreachable (deep 
  in a dungeon, for example), the bear will travel as close as it can 
  to the caster and then wait in that vicinity. 
  Type of Bear
  Native Terrain
  Black bear
  River
  Grizzly bear
  Woods, Hills
  Cave bear
  Mountains, Barrens
  For the duration of the spell, the bear will understand the 
  spellcaster’s speech and serve as his loyal friend and companion. 
  The spell persists until the bear is slain, the spell is dispelled, or 
  one day passes (at which time the bear departs). If the spell is 
  cast again when the bear is about to depart, it will remain for 
  another day. 
  Call of the Wolf 
  Range: 
  Special 
  Eldritch 1 (White) 
  Duration: 1 day
  This spell calls a wolf to the caster to serve as a companion (see 
  the Monsters chapter of Adventurer Conqueror King System 
  for details). When called, the wolf will travel to the caster’s 
  destination at its wilderness movement rate. If the spell is cast 
  in a wilderness hex of a wolf’s native terrain (woods, hills, or 
  mountains), the wolf will take 1d6 turns to arrive. If the spell is 
  cast in any other type of hex, the time to arrive is increased by 
  90 minutes (9 turns) per 6-mile hex between the caster’s hex and 
  the nearest wilderness hex of native terrain. The time to arrival 
  may be much shorter if the Judge has determined that a wolf 
  den is nearby. If called while the caster is unreachable (deep in 
  a dungeon, for example), the wolf will travel as close as it can to 
  the caster and then wait in that vicinity. For the duration of the 
  spell, the wolf will understand the spellcaster’s speech and serve 
  as his loyal friend and companion. The spell persists until the 
  wolf is slain, the spell is dispelled, or one day passes (at which 
  time the wolf departs). If the spell is cast again when the wolf is 
  about to depart, it will remain for another day.
  Call of the Wolf Pack 
  Range: 
  Special 
  Eldritch 2 (White) 
  Duration: 1 day
  This spell calls a pack of wolves to the caster to serve as 
  companions (see the Monsters chapter of Adventurer Conqueror 
  King System for details). One wolf will respond to the call plus 
  one additional wolf for every two levels of experience the caster 
  possesses, rounded down. When called, the wolves will travel 
  to the caster’s destination at their wilderness movement rate. If 
  called in a wilderness hex of their native terrain (woods, hills, or 
  
   
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  mountains), the wolves will take 1d6 turns to arrive. If the spell 
  is cast in any other type of hex, the time to arrive is increased by 
  90 minutes (9 turns) per 6-mile hex between the caster’s hex and 
  the nearest wilderness hex of native terrain.  The time to arrival 
  may be much shorter if the Judge has determined that a wolf 
  den is nearby. If called while the caster is unreachable (deep in 
  a dungeon, for example), the wolves will travel as close as it can 
  to the caster and then wait in that vicinity. For the duration of 
  the spell, the wolves will understand the spellcaster’s speech and 
  serve as his loyal friends and companions. The spell persists until 
  all the wolves are slain, the spell is dispelled, or one day passes 
  (at which time the wolf departs). If the spell is cast again when 
  the wolves are about to depart, they will remain for another day.
  Capsizing Wave 
  Range: 
  150’ 
  Eldritch 6 (Grey) 
  Duration: instantaneous
  This spell smashes a sea vessel within range with a capsizing 
  wave capable of sinking even the largest sailing ships. The 
  wave is approximately 150’ long, 15’ high, and 4’ thick. On his 
  initiative number, the captain of the target vessel may use his 
  action to  attempt to steer through the wave. Steering through 
  the wave requires a Seafaring proficiency throw. The target value 
  of the proficiency throw is based on the speed of the vessel, as 
  shown on the accompanying table. Master mariners (characters 
  with Seafaring rank 3) gain a +5 bonus on the throw.
  Vessel Movement Rate
  Seafaring Throw
  150’/round or faster
  5+
  120’/round
  11+
  90’/round
  13+
  60’/round
  15+
  45’/round
  17+
  30’/round or slower
  19+
  If the captain does not attempt to steer the vessel through the 
  wave, or if the captain’s proficiency throw fails, the vessel is 
  struck on its broadside by the wave. It suffers 50-80 (1d4+4 x 
  10) shp of damage. Each crewmember on deck must make a 
  saving throw versus Blast. Crewmembers that fail their saving 
  throws suffer 1d6 points of damage and are swept overboard. If 
  the captain’s proficiency throw succeeds, the vessel suffers only 
  25-40 (1d4+4 x 5) shp of damage, and the crewmembers are not 
  affected. 
  A vessel reduced to 0 shp by may no longer move under its own 
  power or attack with any ship-mounted weaponry, and will 
  sink in 1d10 rounds. Any crew still on board may attack with 
  personal weapons during this time. When the vessel sinks, or 
  when knocked overboard, crew must begin making swimming 
  throws each round. See Sea Combat in ACKS, p. 112 for more 
  details. 
  EXAMPLE: Ra-Ramses sees Raknar the Red-Handed 
  sailing towards his island sanctum is at the helm of his 
  longship, the Red Viper (70 shp). When Raknar’s vessel 
  gets to a range of 150’, Ra-Ramses smashes it with a 
  capsizing wave. On Raknar’s initiative, he attempts to steer 
  through the wave. Raknar’s longship is under sail, so it has 
  a movement rate of 60’ per round. Therefore he must make 
  a Seafaring proficiency throw with a target value of 
  15+. (If the longship had been under oar, its movement 
  rate of 150’ per round would have reduced the target 
  value to just 5+!) Fortunately, Raknar has three ranks 
  of Seafaring proficiency, granting him a +5 bonus to the 
  throw. Unfortunately, he rolls a 3, which still fails. The Red 
  Viper is struck on its broadside and suffers 1d4+4 x 10 
  shp of damage. Ra-Ramses rolls a 3, so the total is 70 shp. 
  That reduces the longship to 0 shp, and it will sink in 1d10 
  rounds. 
  Meanwhile, Raknar and his 75 crew must each make a 
  saving throw versus Blast. Those that fail suffer 1d6 points 
  of damage and are swept overboard. Raknar’s ill-luck 
  continues as he fails his saving throw. The barbarian is 
  carried into the murky waters…
  Choking Grip 
  Range: 
  30’ 
  Eldritch 1 (Black) 
  Duration: special
  This spell creates an invisible grip around the throat of the 
  target creature. The target must make a saving throw versus 
  Death. If the target’s saving throw succeeds, it resists the spell. 
  If the target’s saving throw fails, it begins choking. A choking 
  creature suffers 1d6 points of damage and cannot attack, cast 
  spells, move, speak, or take any other action (although it can 
  still defend itself). 
  When the caster’s next initiative number comes up, if the caster 
  maintains concentration on the spell, then the choking target 
  must make another saving throw. On a successful save, the 
  spell ends. On a failed save, the target continues choking. It 
  suffers another 1d6 points of damage and still cannot take any 
  action.  The choking grip lasts until dispelled, the caster stops 
  concentrating upon it, or the target makes a successful saving 
  throw and ends the spell. 
  Circle of Agony 
  Range: 
  30’ 
  Eldritch 5 (Black) 
  Duration: special
  This spell can inflict agonizing pain on one or more target 
  creatures within range. The caster may target one creature per 
  level of experience. Each target must make a saving throw 
  versus Death. On a successful save, the spell has no effect on the 
  target. On a failed save, the target is agonized. While agonized, 
  a creature is helpless and cannot attack, cast spells, or move. It 
  gains no benefit to its AC from its DEX or shield (if any). It can 
  be ambushed or backstabbed by creatures capable of doing so. 
  All attack throws against agonized creatures gain a +2 bonus, 
  or a +4 bonus if the attacker ambushes or backstabs it. The 
  agonized creature is dealt the attack’s ordinary damage, or 
  the attack’s ordinary damage multiplied by two or more from 
  ambush or backstab. Melee attack throws against agonized 
  creatures automatically hit if the attacker is of the same or larger 
  size category than the helpless creature. If the attacker is not 
  engaged, and his attack is capable of damaging the agonized 
  creature, then the agonized creature may be automatically slain. 
  The attacker may not cleave thereafter, however. Otherwise, the 
  helpless creature may be dealt the attack’s ordinary damage. 
  
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  Eldritch Spell Lists
  When its initiative number comes up, an agonized creature 
  suffers 1d4 points of damage from the body-wracking pain, 
  then makes another saving throw. If the save succeeds, the spell 
  ends. If the save fails, the creature remains agonized. The effects 
  of a circle of agony continue until dispelled, or the target(s) 
  either die(s) or successfully save(s). The caster does not need to 
  concentrate to maintain the effects. 
  Circling Winds 
  Range: 
  0’ 
  Eldritch 2 (Grey) 
  Duration: concentration
  The caster raises up a sphere of howling winds that surrounds 
  him in a 10’ radius. Any creatures approaching within 5’ of the 
  exterior of the circling winds are subject to attack as if from a 2 
  HD monster with one attack dealing 1d8 points of damage. Any 
  creature attempting to pass into the circling winds must make a 
  saving throw versus Paralysis or be forced back 5’. (Creatures of 
  Large size or greater gain a +4 bonus to the saving throw per size 
  category above man-sized.)  The circling winds also completely 
  block small non-magical missile attacks, such as normal arrows, 
  sling bullets, crossbow bolts, and thrown daggers, from passing 
  inside. The circling winds do not block missile attacks made by 
  creatures inside the winds, nor do they prevent creatures inside 
  the winds from exiting. The circling winds may be evoked so 
  that they appear where creatures already are; creatures who 
  make a successful saving throw versus Blast are able to dive 
  into or out of the circling winds (their choice) without being 
  harmed. The circling winds spell lasts as long as the caster 
  remains stationary and concentrates on it, unless dispelled.
  Clairaudience, Greater 
  Range: 
  500 miles 
  Eldritch 6 (White) 
  Duration: concentration 
  This spell enables the caster to hear the sounds in another area 
  through the ears of a selected type of living creatures, such as 
  bats, hawks, or rats. The caster must specify the direction and 
  approximate distance, up to a maximum of 500 miles away, of 
  the first creature he wishes to clairaudiently contact. If there is 
  no appropriate creature in that area, the next closest creature of 
  the appropriate type will be contacted instead. No saving throw 
  is allowed, and the subject is unaware that it is being so used. 
  The caster may choose another subject creature after at least a 
  turn has passed, enabling multiple locations to be heard. If the 
  subject creature moves out of range, contact is lost, and the 
  caster must choose another subject in this case. A lead barrier 
  between the caster and the subject creature(s) will block the 
  effect. This spell is difficult to cast, taking one full turn, and is so 
  draining that it can be used but once per day.
  Clairvoyance, Greater 
  Range: 
  500 miles 
  Eldritch 6 (White) 
  Duration: concentration
  This spell enables the caster to see into other areas through the 
  eyes of a selected type of living creatures, such as bats, hawks, 
  or rats. The caster must specify the direction and approximate 
  distance, up to a maximum of 500 miles away, of the first creature 
  he wishes to clairvoyantly contact. If there is no appropriate 
  creature in that area, the next closest creature of the appropriate 
  type will be contacted instead. No saving throw is allowed, and 
  the subject is unaware that it is being so used. The caster may 
  choose another subject creature after at least a turn has passed, 
  enabling multiple locations to be viewed. If the subject creature 
  moves out of range, contact is lost, and the caster must choose 
  another subject in this case. A lead barrier between the caster 
  and the subject creature(s) will block the effect. This spell is 
  difficult to cast, taking one full turn, and is so draining that it 
  can be used but once per day.
  Cloud of Poison 
  Range: 
  special 
  Eldritch 6 (Grey) 
  Duration: 6 turns
  This spell draws together a cloud of poison from the foul 
  miasmas of the atmosphere. Because the spell draws its power 
  from natural miasmas, it can only be cast outdoors or in a 
  ventilated room. The cloud is 30’ in diameter and spreads out 
  from the caster’s fingertips. The cloud moves at a rate of 20’ 
  per round away from the caster. The poison gas is heavier than 
  air and will sink down holes or slide downhill; it is broken up 
  by trees or thick vegetation. Each round they are within the 
  cloud, creatures of fewer than 5 Hit Dice or levels must save 
  versus Poison or die, taking 1 point of damage even if the save 
  is successful. Creatures having 5 or more Hit Dice or levels take 
  1 point of damage each round they are within the cloud. The 
  cloud persists until dispelled by magic, dispersed by strong 
  winds, or 6 turns elapse. 
  Cone of Frost 
  Range: 
  0’ 
  Eldritch 5 (Grey) 
  Duration: instantaneous
  This spell conjures a cone of freezing water 60’ long and 30’ 
  wide stretching from the caster’s hands. The cone of frost deals 
  6d4 points of damage to all creatures within its area of effect. 
  Creatures who make a successful saving throw versus Blast 
  suffer half damage. The cone of frost also damages objects in 
  the area and extinguishes any small normal fires (campfires, 
  torches, etc.).
  Conjure Cacodemon Spawn 
  Range: 
  240’ 
  Eldritch 1 (Black) 
  Duration: special (1 day)
  A portal to the Outer Darkness is opened, allowing the 
  spellcaster to conjure a cacodemon spawn with 2 HD and two 
  special abilities. Only one cacodemon spawn may be conjured 
  by the caster in a given day. Once the cacodemon spawn 
  appears, it serves the caster for up to one full day, provided that 
  the caster concentrates on nothing but controlling the creature. 
  Spell casting, combat, or movement over half the normal rate 
  results in loss of concentration. The caster, while in control of 
  the cacodemon spawn, can dismiss it to its native sphere at 
  will (doing so on his Initiative if in combat). If the caster loses 
  concentration, control of the conjured cacodemon spawn is lost 
  and cannot be regained. The creature then seeks to attack the 
  caster and all others in its path. Only dispel magic or dispel evil 
  will banish the cacodemon spawn once control has been lost. 
  An uncontrolled cacodemon spawn may, of course, choose to 
  return to its home sphere on its own; such creatures will never 
  choose to remain away from their sphere of existence for long.
  Cacodemons are highly variable in form and abilities. The first 
  time this spell is cast, the caster should choose the form of the 
  cacodemon spawn conjured, while the Judge should roll or 
  choose its special abilities. The cacodemon spawn should then 
  
   
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  Magic
  be assigned a name for later reference. Thereafter, the caster can 
  choose to conjure any named spawn he has previously conjured 
  and safely dispelled, or conjure a new spawn with a different 
  form and special abilities. See the Cacodemon entry in the 
  Heroic Monsters chapter for statistics for more information.
  EXAMPLE: The first time Ra-Ramses conjures a 
  cacodemon spawn, he selects the monadine form. The 
  Judge determines it has the special abilities of swallow 
  attack and grab and assigns it the name Ixubix the 
  Enveloping Horror. Ra-Ramses uses Ixubix to envelop and 
  dissolve a rival for power in the local temple, then dismisses 
  it. Because he safely dismissed Ixubix, he can conjure it 
  again in the future. The second time Ra-Ramses conjures 
  a spawn, he can conjure either Ixubix or a new spawn. He 
  chooses to conjure Ixubix. Unfortunately, on this casting 
  Ixubix is slain in combat. Because Ixubix was slain rather 
  than safely dispelled, Ra-Ramses cannot conjure it again.
  Conjure Elemental 
  Range: 
  240’ 
  Eldritch 5 (Black) 
  Duration: special (indefinite)
  A portal to one of the Elemental Spheres of Air, Earth, Fire, or 
  Water is opened, allowing the spellcaster to conjure a 16-HD 
  elemental from that sphere. See the entry under Elementals in 
  the Monsters chapter of ACKS for statistics for the conjured 
  elemental. At most one elemental of each type may be conjured 
  by the caster in a given day. Once the elemental appears, it serves 
  the caster indefinitely, provided that the caster concentrates on 
  nothing but controlling the creature. Spell casting, combat, 
  or movement over half the normal rate results in loss of 
  concentration. The caster, while in control of an elemental, can 
  dismiss it to its native sphere at will (doing so on his Initiative 
  if in combat). If the caster loses concentration, control of the 
  conjured elemental is lost and cannot be regained. The creature 
  then seeks to attack the caster and all others in its path. Only 
  dispel magic or dispel evil will banish the elemental once 
  control has been lost. An uncontrolled elemental may, of course, 
  choose to return to its home sphere on its own; such creatures 
  will never choose to remain away from their sphere of existence 
  for long.
  Conjure Dybbuk 
  Range: 
  240’ 
  Eldritch 4 (Black) 
  Duration: special (12 turns)
  A portal to the Outer Darkness is opened, allowing the 
  spellcaster to conjure a dybbuk with 14 HD and three special 
  abilities. Only one dybbuk may be conjured by the caster in a 
  given day. Once the dybbuk appears, it serves the caster for up 
  to two hours (12 turns), provided that the caster concentrates 
  on nothing but controlling the creature. This spell is otherwise 
  identical to conjure cacodemon spawn.
  Conjure Fiend 
  Range: 
  240’ 
  Eldritch 6 (Black) 
  Duration: special (12 turns)
  A portal to the Outer Darkness is opened, allowing the 
  spellcaster to conjure a fiend with 18 HD and four special 
  abilities. Only one fiend may be conjured by the caster in a 
  given day. Once the fiend appears, it serves the caster for up 
  to two hours (12 turns), provided that the caster concentrates 
  on nothing but controlling the creature. This spell is otherwise 
  identical to conjure cacodemon spawn.
  Conjure Genie 
  Range: 
  240’ 
  Eldritch 6 (Black) 
  Duration: special (indefinite)
  A portal to one of the Elemental Spheres of Air, Earth, Fire, or 
  Water is opened, allowing the spellcaster to conjure a genie from 
  that sphere. See the entries for Djinn and Efreeti in ACKS and 
  for Dao and Marid in Lairs & Encounters for statistics for the 
  conjured genie. At most one genie of each type may be conjured 
  by the caster in a given day. Once the genie appears, it serves 
  the caster indefinitely, provided that the caster concentrates 
  on nothing but controlling the creature. Spell casting, combat, 
  or movement over half the normal rate results in loss of 
  concentration. The caster, while in control of the genie, can 
  dismiss it to its native sphere at will (doing so on his Initiative 
  if in combat). If the caster loses concentration, control of the 
  conjured genie is lost and cannot be regained. The creature then 
  seeks to attack the caster and all others in its path. Only dispel 
  magic or dispel evil will banish the genie once control has been 
  lost. An uncontrolled genie may, of course, choose to return to 
  its home sphere on its own; such creatures will never choose to 
  remain away from their sphere of existence for long. A conjured 
  genie is not under sufficient control to be forced to cast wish.
  Conjure Hellion 
  Range: 
  240’ 
  Eldritch 3 (Black) 
  Duration: special (1 day)
  A portal to the Outer Darkness is opened, allowing the 
  spellcaster to conjure a hellion with 8 HD and two special 
  abilities. Only one hellion may be conjured by the caster in a 
  given day. Once the hellion appears, it serves the caster for up 
  to one full day, provided that the caster concentrates on nothing 
  but controlling the creature. This spell is otherwise identical to 
  conjure cacodemon spawn.
  
  130 
  Eldritch Spell Lists
  Conjure Imp 
  Range: 
  240’ 
  Eldritch 2 (Black) 
  Duration: special (1 day)
  A portal to the Outer Darkness is opened, allowing the spellcaster 
  to conjure an imp with 4 HD and two special abilities. Only one 
  imp may be conjured by the caster in a given day. Once the imp 
  appears, it serves the caster for up to one full day, provided that 
  the caster concentrates on nothing but controlling the creature. 
  This spell is otherwise identical to conjure cacodemon spawn.
  Contact Other Sphere 
  Range: 
  self  
  Eldritch 5 (Black) 
  Duration: special
  This spell sends the caster’s mind to a distant sphere of existence, 
  where he can receive advice and information from a one of 
  the great powers that dwells therein, such as an angel, demon, 
  demigod, elemental, or even a god. When the spell is cast, the 
  caster chooses how distant a sphere he wishes to contact - the 
  more distant the sphere, the more powerful the being contacted. 
  For game purposes, distance is defined abstractly as 1 – 12; the 
  Judge may assign these values to specific spheres of existence, 
  higher dimensions, and so on as appropriate to his campaign 
  setting.
  Sphere
  Don’t Know
  True Answer
  Insanity
  1
  85%
  40%
  1%
  2
  80%
  45%
  3%
  3
  75%
  50%
  5%
  4
  70%
  55%
  10%
  5
  65%
  60%
  15%
  6
  60%
  65%
  20%
  7
  50%
  70%
  25%
  8
  40%
  75%
  30%
  9
  30%
  80%
  35%
  10
  20%
  85%
  40%
  11
  10%
  90%
  45%
  12
  5%
  95%
  50%
  The caster may ask one question per two caster levels. He may 
  ask questions at the rate of one per round and it is answered by 
  the contacted power during the same round. The caster must 
  concentrate on maintaining the spell while asking questions. 
  The powers reply in a language the caster understands, but they 
  resent such contact and give only brief answers to questions. 
  Each time a question is asked, roll on the table below to see if the 
  power knows the answer, then roll to see if the power answers 
  truthfully. All questions are answered with “yes,” “no,” “maybe,” 
  “never,” “irrelevant,” or some other one-word answer.  
  When the caster has finished asking his questions, roll to see 
  if he goes insane. The probability of insanity is related to the 
  sphere contacted – more distant spheres are more likely to cause 
  insanity. See the accompanying table for possible consequences 
  and results of the attempt. 
  Don’t Know: The entity may or may not know the answer, and 
  may or may not tell the caster the truth of whether it knows or 
  not.
  True Answer: The caster gets a true, one-word answer. Otherwise, 
  the entity lies, and the lie is undetectable.
  Insanity: The chance that the caster goes insane at the effort 
  of communication. A character that goes insane will remain 
  that way for the same number of weeks as the total number of 
  questions asked, and the player cannot play the character during 
  this time. The base chance indicated on the table is reduced by 
  5% for every level the caster is above 11. For example, a 14th 
  level caster receives -15% to the insanity roll.
  Eldritch Dreams of Clark Ashton Smith Memorial Rule 
  (Optional): In lieu of asking for advice or information, 
  the caster of Contact Other Sphere may ask the power 
  to provide him with the formula to an eldritch spell (or 
  ceremony). Asking for a spell formula counts as asking one 
  question per level (e.g. asking for a 1st level spell counts as 
  asking one question). Note that acquiring the spell formula 
  is not the same as learning the spell. The spell may be added 
  to the caster’s repertoire if the character can still learn new 
  spells of that level. If the character’s repertoire is full, or if 
  the spell is of too high level for him to learn, then the spell 
  cannot be put into the repertoire, but the formula may be 
  saved to be put into the repertoire in the future. It takes 
  one week of study to add a spell to the character’s repertoire 
  from the formula. 
  Counterspell 
  Range: 
  120’ 
  Eldritch 1 (White) 
  Duration: instantaneous
  The caster can use counterspell to dispel a single ongoing 
  spell that has been cast on a creature or object within range. If 
  counterspell is used on a hostile creature, or on an object held 
  by a hostile creature, the creature can ignore the counterspell 
  with a successful saving throw versus Spells. Otherwise, one 
  spell or effect cast by a character of equal or lower level than the 
  counterspell caster’s level is ended automatically. (If the creature 
  or object is affected by multiple spells or effects, roll randomly 
  to determine which one is cancelled.) Spells or effects created by 
  higher level casters might not be canceled; there is a 5% chance 
  the counterspell will fail for each level the spell or effect exceeds 
  the caster level. For example, a 10th level caster counterspelling 
  magic created by a 14th level caster has a 20% chance of failure. 
  Some spells cannot be ended by counterspell; this specifically 
  includes any magical disease, geas, quest, petrification from a 
  flesh to stone spell, and any curse, including those created by 
  bestow curse (the reverse of remove curse) as well as by cursed 
  items.
  Corrupting Dream 
  Range: 
  500 miles 
  Eldritch 6 (Black) 
  Duration: 1 round per level
  This spell permits the caster to influence a target character 
  within range by means of a corrupting dream. The caster must 
  be able to identify the target – referencing a correct name 
  (“Audarius Tarkaun”), unique title (“the Tarkaun of Aura”), or 
  unique possession (“the owner of the Sword of the Dawn”) will 
  suffice. The caster then spends 10 minutes (1 turn) casting the 
  spell, during which time he enters a state of lucid dreaming. The 
  caster is unaware of his surroundings and completely helpless 
  while in this dream state.
  If the target is awake when the caster completes the spellcasting, 
  the caster knows it, and can either end his dream-state (and the 
  spell) or can remain in the dream state while waiting for the 
  target to fall asleep, at which point the spell begins. 
  
   
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  Magic
  If the target is asleep when the caster completes the spellcasting, 
  he must immediately make a saving throw versus Spells. If the 
  saving throw succeeds, the target’s subconscious refuses the 
  caster entry into its dreams. If the saving throw fails, the caster 
  and the target begin to share a lucid dream during which the 
  caster can attempt to corrupt the target. Each round of the 
  corrupting dream, the caster can communicate with the target 
  as desired, offering a mix of half-truths, lies, and appeals to the 
  target’s baser instincts. The caster can control his appearance 
  within the dream, as well as the environment of the dream itself, 
  in order to make his communication more acceptable to the 
  target. 
  When the target awakens, he recalls the corrupting dream 
  perfectly and must choose whether to believe or disbelieve the 
  messages of the dream. If the target believes the dream, he gains 
  1d4 points of corruption. If the target disbelieves the dream, he 
  suffers a -1 penalty to attack throws, proficiency throws, and 
  saving throws for the next 24 hours due to fear and self-doubt. If 
  the target is subjected to additional corrupting dreams while a 
  penalty is in effect, all the penalties are cumulative.
  A target cannot be affected by corrupting dream if he sleeps 
  within a pinnacle of good. A salving rest will remove any 
  accumulated penalties from corrupting dreams, but will not 
  remove any corruption the target may have acquired.
  Crafting 
  Range: 
  touch 
  Eldritch 4 (White) 
  Duration: special
  This dweomer improves the target’s Art or Crafting proficiency 
  by one rank for purposes of completing one project (e.g. 
  forging one sword, painting one painting, composing one 
  song). Unproficient characters become apprentices, apprentices 
  become journeymen, journeymen become masters, masters 
  become grand masters, and grand masters become capable of 
  creating magic items at twice the base time and cost of a mage. 
  The spell expires when the project is completed or when a day 
  passes without the target working on the project for at least 8 
  hours. 
  Cure Critical Wounds* 
  Range: 
  touch 
  Eldritch 5 (White) 
  Duration: instantaneous
  The caster heals the creature touched. The creature instantly 
  regains hit points as if it had rested for five days. The spell may 
  also be used to cure paralysis, but does not then cure any points 
  of damage. The spell will never increase a creature’s hit points 
  beyond the normal amount. 
  EXAMPLE: Marcus has 42 hp. According to the Base 
  Healing Rate table, he will recover 2d6 hp per day of rest.  
  He has recently been mauled by an ogre, and has taken 
  37 points of damage, reducing him to 5 hp. Balbus, a 14th 
  level caster, casts cure critical wounds on Marcus. Marcus 
  recovers as if he had rested for five days. Marcus rolls 5 
  x 2d6 or 10d6, and recovers 38 hp. That’s more than the 
  damage he suffered, so he is restored to his full 42 hp.
  The reverse, cause critical wounds, damages the creature 
  touched. The creature instantly loses a number of hit points 
  equal to the amount it might have gained for an equivalent 
  amount of healing, e.g. five days rest. The reversed spell can 
  decrease  a creature’s hit points below zero. 
  EXAMPLE: Ra-Ramses, a 9th level caster, casts cause 
  critical wounds on Marcus. He succeeds on the required 
  attack throw to touch Marcus. Marcus immediately loses 
  hit points equal in number to the amount he might have 
  recovered had he rested for five days. Since Marcus’s Base 
  Healing Rate is 2d6, Ra-Ramses rolls 5 x 2d6 or 10d6, and 
  the result of the dice is 47. Marcus loses 47 hp, reducing 
  him to -5. A critical wound indeed!
  Undead are affected by this spell and its reverse in opposite 
  fashion; they are injured by cure critical wounds and healed by 
  cause critical wounds.
  Cure Light Wounds* 
  Range: 
  touch 
  Eldritch 1 
  Duration: instantaneous
  This spell works exactly like cure critical wounds, save that the 
  creature touched regains hit points equal to its Base Healing Rate, 
  as if it had rested for one day. The reverse, cause light wounds, 
  also works exactly like cause critical wounds, except that the 
  creature touched loses hit points equal to its Base Healing Rate, 
  the amount it would have gained had it rested for one day.
  EXAMPLE: Had Balbus cast cure light wounds, Marcus 
  would have recovered 2d6 hp.
  Cure Major Wounds* 
  Range: 
  touch 
  Eldritch 3 (White) 
  Duration: instantaneous
  This spell works exactly like cure critical wounds, save that the 
  creature touched regains hit points as if it had rested for three 
  days. The reverse, cause major wounds, also works exactly like 
  cause critical wounds, except that the creature touched loses hit 
  points equal to the amount it would have gained had it rested 
  for three days.
  EXAMPLE: Had Balbus cast cure major wounds, Marcus 
  would have recovered 6d6 hp.
  Cure Moderate Wounds* 
  Range: 
  touch 
  Eldritch 2 (White) 
  Duration: instantaneous
  This spell works exactly like cure critical wounds, save that 
  the creature touched regains hit points equal to twice its Base 
  Healing Rate, as if it had rested for two days. The reverse, 
  cause moderate wounds, also works exactly like cause critical 
  wounds, except that the creature touched loses hit points equal 
  to twice its Base Healing Rate, the amount it would have gained 
  had it rested for two days.
  EXAMPLE: Had Balbus cast cure moderate wounds, 
  Marcus would have recovered 4d6 hp.
  Cure Serious Wounds* 
  Range: 
  touch 
  Divine 4 (White) 
  Duration: instantaneous
  This spell works exactly like cure critical wounds, save that the 
  creature touched regains hit points as if it had rested for four 
  days. The reverse, cause serious wounds, also works exactly like 
  cause critical wounds, except that the creature touched loses hit 
  points equal to the amount it would have gained had it rested 
  for four days.
  EXAMPLE: Had Balbus cast cure serious wounds, Marcus 
  would have recovered 8d6 hp.
  
  132 
  Eldritch Spell Lists
  Dark Whisper 
  Range: 
  touch 
  Eldritch 2 (Black) 
  Duration: instantaneous
  With this spell, the caster can damage the soul of a target 
  creature by whispering terrible words into its ear. A successful 
  attack throw is required unless the target creature is helpless. 
  Upon hearing the dark whisper the target creature must make 
  a saving throw versus Death. If the saving throw succeeds, the 
  spell has no effect. If the saving throw fails, the creature suffers 
  one of the following effects, selected by the caster: 
  • 
  Plagued by whispers from beyond the grave, the creature 
  suffers a -2 to hear noise throws and -2 to surprise rolls.
  • 
  Disturbed by truths it cannot unhear, the creature mutters 
  to itself constantly. It cannot move silently or surprise 
  opponents, and its spellcasting initiative rolls are at -1.
  • 
  Nightmares wrack the creature. Each time it attempts to 
  rest, it must roll 1d6. On a 1, it tosses and turns all night, 
  cannot recover spells, and does not heal. 
  • 
  The creature attempts to drown its horror in consumption. 
  It suffers a cumulative -1 penalty to all saving throws every 
  hour until it consumes something (smoke, alcohol, etc.)
  The caster may also invent his own whisper, but it should be no 
  more powerful than those described above. There is no limit to 
  the number of different whispers a creature may suffer from. 
  The effects of a dark whisper cannot be dispelled, but can be 
  removed with a remove curse spell by a caster of equal or higher 
  level to the dark whisper’s caster.
  Deafness 
  Range: 
  60’ 
  Eldritch 2 (Black) 
  Duration: instantaneous 
  This spell can magically destroys a target creature’s ears. If 
  the target fails a saving throw versus Death, it is rendered 
  permanently deaf. A deaf creature is easy to sneak up on, and 
  suffers a -2 penalty to surprise rolls. Due to its inability to hear 
  itself, it has a -4 penalty on ceremony throws and spellsinging 
  throws. It has a 2 in 6 chance of failing any attempt to cast a spell, 
  read a scroll, or utter a command word. Other penalties may 
  apply in certain social settings or circumstances at the Judge’s 
  discretion. Only magical healing can restore the hearing of a 
  target affected by this spell.
  Deathless Minion 
  Range: 
  30’ 
  Eldritch 2 (Black) 
  Duration: 1 hour
  This spell raises the bones or body of a single dead creature 
  within range as an undead skeleton or zombie that follows the 
  caster’s spoken commands. An animated skeleton can be created 
  only from a mostly intact skeleton; a zombie can be created only 
  from a mostly intact corpse. 
  Skeletons will have Hit Dice equal to the number the monster 
  had in life; for skeletons of humans or demi-humans, this means 
  one Hit Die, regardless of the character level of the deceased. 
  Zombies will have one more Hit Die than the monster had in 
  life. Unlike animate dead, the HD of the skeleton or zombie 
  created are not limited by the caster’s level. However, a deathless 
  minion lasts for just one hour, after which it crumbles to dust. 
  Note that the spell effects above should revise and replace 
  the deathless minion spell in Player’s Companion. See  
  p. 209 of this book for an explanation why.
  Destroy Dead 
  Range: 
  150’  
  Eldritch 1 (Black) 
  Duration: Instantaneous
  This spell can destroy the bones or body of a single undead 
  skeleton or zombie of 8 Hit Dice or less within range. If the target 
  fails a saving throw versus Death, it immediately crumbles to 
  dust. If cast on an unanimated skeleton or cadaver, the skeleton 
  or cadaver crumbles to dust without a saving throw. The spell 
  has no effect on living creatures or on undead other than 
  skeletons and zombies.
  Delay Death 
  Range: 
  touch 
  Eldritch 5 (White) 
  Duration: special
  This spell extends the time period available to prevent a critically 
  wounded, grievously wounded, or mortally wounded character 
  from dying. A critically wounded character normally will die 
  unless healed to 1hp within one day; if delay death is cast on 
  the character, the time is extended to one week. A grievously 
  wounded character normally will die unless healed to 1 hp 
  within one turn; with delay death, the time is extended to one 
  day. A mortally wounded character normally will die unless 
  healed to 1 hp within one round; with delay death, the time is 
  extended to one hour. Delay death cannot aid a character who 
  has been instantly killed, nor does it heal permanent wounds 
  suffered. If cast on a healthy character (with 1 hp or more), 
  delay death has no effect at all; it cannot “prevent” death.
  Display of Power 
  Range: 
  self 
  Eldritch 1 (Grey) 
  Duration: 6 turns 
  The caster summons forth his magical power in a display that 
  leaves none in doubt as to his magical capacity. The exact effect 
  will depend on the caster’s spell signature. For the duration 
  of the spell, the caster gains a +2 bonus to reaction rolls with 
  creatures he encounters. (This bonus stacks with any bonuses 
  provided by the caster’s ability scores, class, and proficiencies.) 
  If this bonus results in a total of 12 or more, the subjects act as if 
  charmed while in his presence. 
  Drain Life 
  Range: 
  0’ 
  Eldritch 2 (Black) 
  Duration: instantaneous
  This spell drains life energy from the target creature and uses 
  that energy to heal the caster. The caster must touch the target 
  creature, necessitating a melee attack throw against the target 
  if it is an unwilling subject of the spell. When touched, the 
  target may make a saving throw versus Death. If the save fails, 
  the target loses hit points equal to its Base Healing Rate (the 
  amount it would have gained had it rested for one day). If the 
  save succeeds, the target loses hit points equal to one-half its 
  Base Healing Rate. In either case, the caster is simultaneously 
  healed by twice the amount of hit points that the target loses. 
  EXAMPLE: Ra-Ramses has suffered 11 points of damage 
  in battle with an ogre. On his initiative, he casts drain life 
  on the ogre. Since the ogre is an unwilling target, he must 
  first succeed on a melee attack throw against the ogre to 
  
   
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  133
  Heroic Fantasy Handbook
  Magic
  touch it. His attack throw succeeds, so now the ogre may 
  make a saving throw versus Death to resist. The ogre’s 
  saving throw fails, so its loses hit points equal to its Base 
  Healing Rate and Ra-Ramses is simultaneously healed by 
  twice that amount. The ogre has 21 hp, granting it a Base 
  Healing Rate of 1d6.  Ra-Ramses rolls 1d6 and the result 
  is a 4. The ogre suffers 4 hp of damage and Ra-Ramses is 
  healed 8 hp of damage. 
  Drain Life II 
  Range: 
  0’ 
  Eldritch 4 (Black) 
  Duration: nstantaneous
  This spell works exactly like drain life except that the creature 
  touched loses hit points equal to its Base Healing Rate x 2, or 
  equal to its Base Healing Rate if its saving throw succeeds. The 
  caster is simultaneously healed by twice the amount of hit points 
  that the target loses.
  Drain Life III 
  Range: 
  0’ 
  Eldritch 6 (Black) 
  Duration: nstantaneous
  This spell works exactly like drain life except that the creature 
  touched loses hit points equal to its Base Healing Rate x 3, or 
  equal to its Base Healing Rate x 1.5 if its saving throw succeeds. 
  The caster is simultaneously healed by twice the amount of hit 
  points that the target loses.
  Earth’s Excrescence 
  Range: 
  60’ 
  Eldritch 2 (Grey) 
  Duration: instantaneous
  This spell causes an area of earth 15’ in diameter to burst like a 
  swollen boil, casting forth chunks of stone, dirt, and hot mud. 
  All creatures within the area of effect must make a saving throw 
  versus Blast. Creatures that fail the saving throw suffer 3d6 
  points of damage and are knocked down. Creatures that succeed 
  on the saving throw suffer half damage and retain their footing. 
  Creatures of Huge size or greater cannot be knocked down by 
  this spell, but still suffer damage. The earth’s excrescence can 
  only be brought forth from an area of soil, sand, silt, clay, or 
  uncut, unworked rock. The spell does not function on worked 
  stone, wood, cement, concrete, metal, or magical materials.
  Earth’s Maw 
  Range: 
  60’ 
  Eldritch 3 (Grey) 
  Duration: indefinite
  This spell causes a 10’ x 10’ area of earth within range to collapse 
  into a pit 10’ deep. The earth’s maw may be created underfoot of 
  creatures if desired. Any creatures in the area of effect must make 
  a saving throw versus Blast. Those that succeed on the saving 
  throw leap to safety. Those that fail the saving throw fall into 
  the pit, suffering 1d6 points of falling damage if not otherwise 
  protected (e.g. by flight or levitation). The earth’s maw can only 
  affect volumes of soil, sand, silt, clay, or uncut, unworked rock. 
  The spell does not function on worked stone, wood, cement, 
  concrete, metal, or magical material. 
  Once created, an earth’s maw remains indefinitely. It can be 
  filled manually or dispelled. Dispelling an earth’s maw causes 
  the earth to bubble upward violently and reform. Creatures 
  within a maw that is dispelled are deposited on the surface, but 
  must save versus Blast or suffer 1d6 points of damage and be 
  knocked prone by the roiling tremor. 
  Eldritch Armor 
  Range: 
  self 
  Eldritch 2 (White) 
  Duration: 6 turns
  This spell protects the caster with invisible armor of magical 
  force. It grants the caster an Armor Class of 7 against melee 
  and missile attacks of all sorts. The eldritch armor does not 
  stack with worn normal or magical armor, if any, but other 
  enhancements to AC will function normally. 
  Eldritch Protection 
  Range: 
  0’ 
  Eldritch 3 (White) 
  Duration: 9 turns
  This spell protects a creature with wards and charms of 
  protection and safety. For the duration of the spell, the target 
  receives a +2 bonus to AC and +2 bonus to all saving throws. 
  The bonus to AC stacks with both worn armor and any other 
  enhancements to AC.
  Endless Slumber 
  Range: 
  60’  
  Eldritch 4 (Black) 
  Duration: until dispelled
  This spell places the target creature into a deep, magical 
  sleep. The target can resist the effect with a successful saving 
  throw versus Spells. If the saving throw fails, the target will 
  immediately fall asleep, and thereafter cannot be awoken by any 
  natural means. A dispel magic or remove curse might rouse 
  the affected creature from its bewitched slumber; there is a 5% 
  chance of failure for every level the caster is lower than whoever 
  cast the endless slumber.
  If desired, the spellcaster may dictate a specific condition under 
  which the target will automatically awaken. Receiving a kiss from 
  royalty of the opposite sex is the most well-known condition 
  associated with endless slumber; others are left to the caster’s 
  imagination and the Judge’s discretion. The condition must be 
  spoken aloud when the spell is cast, and must be something 
  actually possible without resort to magic. A wakening condition 
  is not required, but if one is offered it strengths the spell; an 
  endless slumber with an awakening condition can only be 
  magically lifted by a caster of greater level than the original 
  spellcaster. A divination or fate spell cast upon the affected 
  creature will reveal the specific condition to awaken it (if any).
  
  134 
  Eldritch Spell Lists
  Ensorcellement 
  Range: 
  30’ 
  Eldritch 1 (Grey) 
  Duration: 12 rounds
  By means of this spell, the caster can mesmerize a humanoid 
  creature of up to 4+1 HD. The target creature must make a 
  saving throw versus Spells. If the save succeeds, the spell has 
  no effect. If the save fails, the target creature is mesmerized. A 
  mesmerized creature cannot attack, cast spells, move, or speak, 
  and gains no benefit to its AC from its DEX or shield (if any). 
  It can be ambushed or backstabbed by creatures capable of 
  doing so. All attack throws against mesmerized creatures gain 
  a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs 
  the mesmerized creature. The mesmerized creature is dealt 
  the attack’s ordinary damage, or the attack’s ordinary damage 
  multiplied by two or more from ambush or backstab. The 
  ensorcellement ends only when the creature is slain, the effect 
  is dispelled, or the duration expires.
  Fangs of the Earth 
  Range: 
  120’ 
  Eldritch 3 (Grey) 
  Duration: instantaneous
  When this spell is cast, several fang-like pillars of jagged rock 
  erupt from the earth, possibly impaling up to one creature per 
  level of the caster for 5d6 points of damage each. All of the target 
  creatures must be within a 30’ diameter area of effect, and the 
  spellcaster must make a successful attack throw against each 
  target. The caster may choose which creatures in the area of 
  effect are targeted. The fangs of the earth immediately crumble 
  to dust after damage is dealt. The fangs of the earth can only 
  be brought forth from an area of soil, sand, silt, clay, or uncut, 
  unworked rock. The spell does not function on worked stone, 
  wood, cement, concrete, metal, or magical materials.
  Fillet and Serve 
  Range: 
  90’ 
  Eldritch 5 (Black) 
  Duration: special
  This spell can debone a living creature and then animate its 
  extracted skeleton. The target of fillet and serve must make a 
  saving throw versus Death. If the save succeeds, the spell has 
  no effect. If the save fails, the target’s own skeleton rips itself 
  out of its body, killing the creature instantly. The extracted 
  skeleton is then animated as an undead creature with Hit Dice 
  equal to the number the monster had in life (for skeletons of 
  humans or demi-humans, this means one Hit Die, regardless 
  of the character level of the deceased). The animated skeleton 
  mindlessly obeys the caster until dispelled or destroyed, or until 
  one day elapses, whereupon the skeleton de-animates and the 
  bones clatter to the floor. 
  Find Place of Power 
  Range: 
  12 miles 
  Eldritch 6 (White) 
  Duration: concentration
  This spell allows the caster to sense the direction and 
  approximate distance to the most potent place of power within 
  12 miles (i.e. within the area of a 24-mile hex). The caster can 
  search for places of power in general, in which case the spell 
  will reveal the type of place it detects as well as direction and 
  distance. Alternatively, he may specify a particular type of place 
  (e.g. “sinkholes of evil”), in which case the spell will reveal the 
  direction and distance to the most potent place of that type. 
  Find place of power is a complex spell that requires 1 turn (10 
  minutes) to cast.
  Flay the Slain 
  Range: 
  30’ 
  Eldritch 5 (Black) 
  Duration: 1 day
  This horrific spell flays the flesh off of one or more eligible 
  corpses in range, then animates the bloody skins as flay fiends 
  (see Lairs & Encounters, p. 170, for characteristics). The caster 
  may flay and animate a number of dead corpses up to his caster 
  level each time he casts the spell. A flay fiend can only be created 
  from the corpse of a humanoid of 1 HD or less with mostly 
  intact skin; burned corpses, decayed corpses older than 2 weeks, 
  and corpses of larger humanoids cannot be used. The flay fiends 
  created by this spell last until destroyed or dispelled, or until one 
  day elapses. The flay fiends thereafter crumble into dust. 
  Flesh to Ashes 
  Range: 
  90’ 
  Eldritch 4 (Black) 
  Duration: instantaneous
  This spell can reduce a target creature to ash and dust. The target 
  creature may make a saving throw versus Death to resist the 
  spell. If the save succeeds, the spell has no effect. If the save fails, 
  the target creature and its carried gear are disintegrated. Only 
  creatures made of flesh can be targeted by this spell. Creatures 
  of 8 or more Hit Dice or levels are immune to the spell, as are 
  undead monsters, golems, and any other creature that is not 
  truly alive or made of flesh.
  Force of Impetus 
  Range: 
  60’ 
  Eldritch 5 (Grey) 
  Duration: instantaneous
  By means of a magical force, the caster flings one or more objects 
  or creatures within range a distance of up to 20’. The caster can 
  target one creature or object per level of experience. Each object 
  or creature must weigh 2 stone (20lb) per caster level or less. 
  Alternatively, the caster can target a single creature or object 
  weighing 2 stone (20lb) per caster level squared. Each targeted 
  creature can resist the effect on itself or any objects it hold or has 
  on its body with a successful save versus Spells.
  
   
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  Heroic Fantasy Handbook
  Magic
  Creature / Object’s Weight
  Damage Dealt
  Up to 4 stone (80lb)
  1d6
  4 stone to 8 stone (81-160lb)
  2d6
  8 stone to 15 stone (160-300lb)
  3d6 (5’ radius)
  15 stone to 30 stone (301-600lb)
  4d6 (10’ radius)
  30 stone to 60 stone (601-1,200lb)
  5d6 (15’ radius) 
  60 stone to 120 stone (1,200-2,400lb
  6d6 (15’ radius)
  120 stone to 240 stone (2,400-4,800lb)
  8d6 (15’ radius)
  240 stone to 392 stone (4,800-7,840lb)
  10d6 (20’ radius)
  The affected creatures or objects can be flung in any direction 
  the caster chooses. If the caster wishes to fling one or more of 
  the affected creatures or objects into another creature, or onto 
  a specific hard-to-reach location (such as a balcony or pit), 
  he must make a successful attack throw. A throw of a single 
  creature or object may be aimed without penalty, but each 
  additional object or creature imposes a cumulative -1 penalty 
  to the caster’s attack throws. If an aimed throw misses, it scatters 
  like thrown oil. 
  Creatures or objects flung into walls or other hard surface 
  will suffer damage. Creatures or objects will also deal damage 
  to whatever they strike. The amount of damage will be based 
  on the flung creature or object’s weight, as shown on the table 
  below. Large flung objects will also deal damage to an area of 
  effect around their point of impact. Creatures in this area of 
  effect can avoid the damage with a successful saving throw v. 
  Blast, but creatures actually struck by the flung object cannot 
  avoid the damage. Damage from magic converts into SHP at a 
  rate of 1 SHP per 5 points of damage.
  EXAMPLE: Baldur, a 9th level Nobiran wizard, is 
  supporting a company of mercenaries during a siege. The 
  mercenaries are suffering from the fire of a light catapult 
  (1,200lb). Baldur casts force of impetus, enabling him to 
  fling up to 9 objects of up to 18 stone each, or a single object 
  of up to (9 x 9 x 2) 162 stone. He opts for the latter, and 
  flings the light catapult onto its own four crew members. 
  He makes a successful attack throw against one of the crew’s 
  AC. That crew member takes 8d6 damage (and dies!). The 
  other three crew members, all within 15’, must save v. Blast 
  or suffer 8d6 damage each. The light catapult itself takes 
  8d6/5 shp, enough to destroy it. 
  Forest Enchantment 
  Range: 
  0’  
  Eldritch 5 (Grey) 
  Duration: special
  This spell is a favorite of elven spellsingers and Nobiran wizards 
  of nature, who commonly cast it in the vicinity of their fastnesses 
  and towers. When cast, it charms all of the plants in a 240’ radius 
  around the caster. Thereafter the caster, and any characters 
  he “introduces” to the plants as friends, can move among the 
  normal plants in the area of effect free from intentional or 
  accidental harm – rose bushes will twist so that their thorns do 
  not pierce him, poisonous ivy will not leak oil onto him, tree 
  branches and roots will shift slightly so as not to trip him, and 
  so on. In addition, the charmed plants will be hostile to enemies 
  of the caster who intrude upon the area; trespassers will find 
  that thorns bite them, branches and roots entangle them, and 
  leaves whistle where they pass. In game terms, the caster and his 
  allies gain a +1 bonus to surprise rolls and improved movement 
  multipliers in the area of effect, while enemies suffer a -1 penalty 
  to surprise rolls and worsened movement multipliers in the area 
  of effect.
  Terrain
  Allied Move 
  Multiplier
  Enemy Move 
  Multiplier 
  Hills, forest, scrub
  x1
  x½
  Jungle, swamps
  x2/3
  x1/3
  Normal plants receive no saving throw when the spell is cast, 
  but each season thereafter they receive a saving throw to break 
  the spell; the Judge should roll once for all normal plants in the 
  area of effect as if they were a 1 HD monster. If the caster does 
  severe damage to the plants in the area of effect (such as clear 
  cutting the trees), the spell immediately ends, but gathering 
  fallen wood, picking fruit and flowers, trimming leaves, and 
  similar gardening does not end the forest enchantment. 
  The spell can also affect any plant monsters that happen to be 
  within the area of effect, but these are allowed a save versus 
  Spells to resist if of 2 HD or greater. Once in effect, the charm 
  lasts until removed by a dispel magic spell or until the affected 
  plant monster makes a successful saving throw versus Spells. 
  The charmed plant monster receives a saving throw to break the 
  spell each day if it has 7+1 HD or more, every week if it has 5-6 
  HD, and every month if it has 4 HD or fewer. This spell does not 
  grant the caster any special means of communication with the 
  affected plants. 
  Forgetfulness 
  Range: 
  15’  
  Eldritch 5 (Grey) 
  Duration: special
  This spell induces forgetfulness in one or more living creatures 
  within range. Up to 3d6 HD of living creatures of up to 4 HD 
  each can be affected. Creatures with the fewest HD are affected 
  first. Affected creatures lose all memory of the preceding 
  30 rounds (5 minutes) before the spell was cast and form no 
  memories of anything that happens during the subsequent 30 
  rounds (5 minutes) after the spell was cast. While under the 
  influence of the spell, the affected creatures are passive and 
  distracted, as if lost in thought or day dreaming. If attacked, they 
  will defend themselves, but otherwise they will not interfere 
  with the activities of other creatures. When the spell ends, the 
  creatures are not aware of having been affected; they simply feel 
  as if they have come out of a day dream or lapse in attention. 
  Memories lost to this spell can return to the creature if the effect 
  is dispelled or if the creature succeeds on a subsequent saving 
  throw versus Spells. An affected creature receives a saving 
  throw to recover its memories after a day has passed if it has 
  an Intelligence of 13 or greater, after a week if its Intelligence is 
  9-12, or after a month it its Intelligence is 8 or less. 
  EXAMPLE: Arwen, an elven spellsinger, has infiltrated 
  into the Temple of Dirgion in order to steal the Talisman of 
  the Fiery Eye. She disguises herself with the grey robes of a 
  priestess of Dirgion and enters the Temple. In the reliquary, 
  she is confronted by a trio of bugbear guards, Borgat, 
  Shigor, and Nassim. The bugbears attack her because she 
  fails to offer the correct password. On her initiative, Arwen 
  casts forgetfulness on the bugbears. She throws 3d6 to 
  determine the HD of creatures she can target, and rolls a 
  13 – more than enough to affect all three bugbears. 
  
  136 
  Eldritch Spell Lists
  The beastmen forget they saw her, and stand passively 
  daydreaming as she rummages through the reliquary, finds 
  the Talisman of the Fiery Eye, and departs. A month later, 
  Borgat, Shigor, and Nassim receive saving throws versus 
  Spells to recover their memories. Borgat makes his saving 
  throw and remembers what happened. Shigor and Nassim 
  fail their saves, and can’t corroborate his story. Borgat is 
  executed as the likely culprit.
  Frighten Beasts 
  Range: 
  60’  
  Eldritch 1 (Black) 
  Duration: 30 rounds
  This spell can frighten one or more animals (including giant 
  animals) within range. Up to 6 HD of animals can be affected. 
  Animals with the fewest HD are affected first. Affected animals 
  become frightened. A frightened animal cannot attack, cast 
  spells, or speak (except to bay, howl, or yip in fear). A frightened 
  animal will run from the source of its fear at its full movement 
  rate for the duration of the spell. If a frightened animal cannot 
  flee, its cower in terror. An engaged animal that is frightened 
  will cower in terror until it is able to disengage with defensive 
  movement. It suffers a -2 penalty to AC and cannot attack, cast 
  spells, move, or take any other actions until the condition ends. 
  Intelligent animals may make a saving throw versus Spells to 
  resist the spell. 
  Gentle Repose 
  Range: 
  touch 
  Eldritch 2 (Black) 
  Duration: 1 day per level
  This spell preserves the remains of a dead creature so they do 
  not decay. Doing so effectively extends the time limit on raising 
  that creature from the dead or animating it as a zombie. Days 
  spent under the influence of this spell don’t count against such 
  time limits. (This spell also makes transporting a fallen comrade 
  more pleasant!) 
  Guise Other 
  Range: 
  touch 
  Eldritch 5 (White) 
  Duration: 1 day
  This spell grants the caster the ability to alter a willing target’s 
  shape into that of any other humanoid creature. The caster 
  can control the target’s new shape’s physical qualities (such as 
  height, weight, gender, hair color, hair texture, and skin color) 
  within the normal ranges for a creature of its kind. The target’s 
  equipment, if any, remains worn or held where possible, and 
  otherwise melds into the new form. If used in conjunction with 
  a successful Disguise proficiency throw, guise other can allow 
  the target to appear as a specific individual. 
  Guise Self 
  Range: 
  self 
  Eldritch 4 (White) 
  Duration: 1 day
  This spell grants the caster the ability to alter his shape into that 
  of any other humanoid creature. The caster can control his new 
  shape’s physical qualities (such as height, weight, gender, hair 
  color, hair texture, and skin color) within the normal ranges for 
  a creature of its kind. His equipment, if any, remains worn or 
  held where possible, and otherwise melds into the new form. 
  If used in conjunction with a successful Disguise proficiency 
  throw, guise self can allow the caster to appear as a specific 
  individual.  
  Gusting Gale 
  Range: 
  0’ 
  Eldritch 4 (Grey) 
  Duration: Concentration to  
   
  maximum 1 round per level
  This spell creates a strong blast of air that originates from the 
  caster and affects all creatures in a line 10’ wide and 60’ long. 
  Because the spell draws its power from natural air, it can only 
  be cast outdoors or in a well-ventilated room.  The effect of the 
  gusting gale depends on the size of the creatures. 
  Tiny creatures (the size of a house pet or smaller) are knocked 
  down and rolled 1d4x10’, taking 1d4 points of nonlethal damage 
  per 10’. If flying, a tiny or smaller creature is blown back 2d6x10’ 
  feet and takes 2d6 points of nonlethal damage due to battering 
  and buffeting. Small creatures, such as halflings or goblins, are 
  knocked prone by the force of the wind, or if flying are knocked 
  back 1d6x10’ feet. Man-sized creatures are unable to move 
  forward against the force of the wind, or if flying are knocked 
  back 1d6x5’ feet. Large creatures may move normally within a 
  gusting gale. Creatures which make a successful saving throw 
  versus Blast are not affected by the wind.
  Missile attack throws within or through a gusting gale are at 
  a -4 penalty, as are proficiency throws to hear noise. The force 
  of the gust automatically extinguishes any candles, torches, or 
  other unprotected flames. It causes protected flames, such as 
  those of lanterns, to dance wildly, with a 50% chance of being 
  extinguished. A gusting gale will also do anything that a sudden 
  blast of 50mph wind would be expected to do, such as fan a large 
  fire, overturn delicate awnings, create a spray of dust, or blow 
  vapors out of range (Judge’s discretion).
  Healing Circle 
  Range: 
  30’ 
  Eldritch 5 (White) 
  Duration: instantaneous
  This spell immediately heals one or more creatures within 30’ 
  of the caster. The healing circle can affect one creature, plus an 
  additional two creatures per five additional caster levels after 
  1st (e.g. an 11th level caster can affect five creatures within his 
  healing circle). All effected creatures instantly regains hit points 
  as if each had rested for one day. The spell may also be used to 
  cure paralysis in one, some, or all of the affected creatures, but 
  does not then cure any points of damage. The spell will never 
  increase a creature’s hit points beyond the normal amount. 
  Home Ward 
  Range: 
  15’ 
  Eldritch 6 (White) 
  Duration: special
  The caster places a protective ward on a structure up to 
  20,000 cubic feet in size. (Larger structures can be protected 
  by multiple wards.) Once placed, a home ward remains until 
  either dispelled or triggered by a summoned creature entering 
  the structure it wards. When the home ward is triggered, the 
  summoned creature that triggered it must make a saving throw 
  versus Spells. If the save fails, the creature is dispelled back to 
  its home plane. If the save succeeds, the spell has no effect. In 
  either case, the home ward vanishes. A home ward leaves no 
  visible mark on the structure it protects, but its presence can be 
  revealed by detect magic, true seeing, or similar spells.
  
   
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  Magic
  Hypnotism 
  Range: 
  15’ 
  Eldritch 1 (Grey) 
  Duration: 1 round per level
  By means of mesmerizing gestures and droning incantations, 
  the caster can hypnotize 1d4 living creatures in range. Creatures 
  with fewest HD are affected first. Affected creatures may 
  resist the spell with a saving throw versus Spells. Hypnotized 
  creatures can be given a one sentence suggestion, which they 
  will carry out to the best of their ability. The suggestion must 
  be worded in such a manner as to make the activity sound 
  reasonable. Asking the creature to do some obviously harmful 
  act automatically negates the effect of the spell. However, a 
  target may be led to believe that an action is not harmful; for 
  instance, a creature might be told to drink a poisonous potion 
  by suggesting the potion is actually beneficial. Each hypnotized 
  creature will continue carrying out the suggestion until the 
  activity is complete or the duration expires, whichever comes 
  first. Note that the caster must be able to speak the language of 
  the creatures or otherwise communicate effectively in order to 
  issue suggestions.
  Ice Floe 
  Range: 
  touch 
  Eldritch 1 (Grey) 
  Duration: 8 hours
  This spell instantly freezes a portion of a body of water that 
  the caster touches, creating a flat pack of ice that floats on the 
  remaining water. The ice floe created by the spell may be up to 
  10’ long and 10’ wide and up to 1’ thick, for a total volume of 
  up to 100 cubic feet. The ice floe’s length, width, and thickness 
  cannot exceed the length, width, and depth of the body of water 
  from which it is created. It cannot be evoked so that it appears 
  where objects or creatures already are. The water inside a living 
  creature cannot be turned into an ice floe, no matter how large 
  the creature is.
  As ice is less dense than water, the top of the ice floe will be 
  about 10% higher than the surface of the water. A typical 1’ 
  thick ice floe will stick up about 1.25” above the water. The ice 
  floe can support up to 5lbs of creatures or objects per cubic foot 
  while remaining afloat, but any additional weight will cause 
  the ice floe to sink below the surface of the water. If the caster 
  concentrates while touching the ice floe, he can magically move 
  it across the water at an encounter movement rate of 20’ per 
  turn.
  The ice floe is only as resilient as any other large block of frozen 
  water. It counts as a structure with AC 2 and 5 shp. Man-sized 
  creatures, large creatures, and light ballista cannot deal damage 
  to the ice floe. Huge creatures, non-magical fire, and magic can 
  deal 1/5th damage. Artillery, gigantic creatures, and magical fire 
  can deal full damage. 
  When an ice floe is created in above-freezing temperatures, it 
  will melt after 8 hours. Dispel magic will instantly melt an ice 
  floe in above-freezing temperatures. Otherwise when the spell 
  expires or is dispelled, the caster loses the ability to magically 
  move the ice floe, but it does not melt until temperatures rise. 
  (That is to say, the ice doesn’t magically heat up!) 
  Ice Sheet 
  Range: 
  30’ 
  Eldritch 5 (Grey) 
  Duration: permanent
  This spell instantly freezes a large volume of water, creating a 
  thick sheet of ice that floats on the remaining water. The ice 
  sheet created by the spell can be either 1”, 4”, 1’, or 10’ thick. 
  A 1” thick ice sheet can have a maximum surface area of 180,000 
  square feet (approximately 240’ radius), a 4” thick sheet can have 
  a maximum surface area of 45,000 square feet (approximately 
  120’ radius), a 1’ thick sheet can have a maximum surface area 
  of 15,000 square feet (approximately 70’ radius), and a 10’ thick 
  sheet can have a maximum surface area of 1,500 square feet 
  (approximately 20’ radius). 
  The ice sheet’s surface area and thickness cannot exceed the 
  surface area and depth of the body of water from which it is 
  created. It cannot be evoked so that it appears where objects or 
  creatures already are, but it can be evoked over creatures under 
  the water. The water inside a living creature cannot be turned 
  into an ice sheet, no matter how large the creature is.
  As ice is less dense than water, the top of the ice sheet will be 
  about 10% higher than the surface of the water. A 1” thick ice 
  sheet will be about 1/8” above the water, a 4” thick sheet will be 
  about 3/8” above the water, a 1’ thick one will be about 1.25” 
  above the water, and a 10’ thick one about 1’. 
  Creatures may safely move across the ice sheet at their 
  encounter movement rate. Creatures moving across the sheet at 
  their combat movement rate must make a proficiency throw of 
  2+ each round or fall prone. Creatures moving across the sheet 
  at their running movement rate must make a proficiency throw 
  each round with a target value equal to their encumbrance, or 
  fall prone.
  The ice sheet can support a maximum weight of 75,000 lbs 
  across its entire surface. Any additional weight will cause the ice 
  sheet to sink below the surface of the water.  In addition, heavy 
  creatures may break through the ice beneath their feet. A 1” 
  thick sheet can only support small creatures (less than 35 lbs). A 
  4” thick sheet can support man-sized creatures (up to 400 lbs). 
  A 1’ thick sheet can support large creatures (up to 2,000 lbs.). A 
  10’ thick sheet can support gigantic creatures (up to 32,000 lbs). 
  For each size category by which a creature exceeds the ice sheet’s 
  limit, the ice has a 1 in 6 chance each round of breaking beneath 
  their feet. When this occurs, the creature falls into the water. 
  Creatures in icy water also suffer 1 point of cold damage per 
  round and must make a swimming check or begin drowning 
  (see ACKS p. 113). If the creature passes the swimming check, 
  it may pull itself back onto the safety of the ice on its initiative 
  (although the ice may break again). 
  EXAMPLE: Quintus is being pursued by an ogre. His 
  escape is blocked by a 500’ wide river. He casts ice sheet 
  and creates a 90’ wide, 500’ long, 4” bridge of ice across the 
  river. As a man-sized creature, Quintus is able to safely cross 
  the sheet. The ogre is a large-sized creature, however, and 
  may break through the 4” thick ice. It is one size category 
  larger than the 4” sheet’s limit, so it has a 1 in 6 chance each 
  round of breaking through. Assuming the ogre crosses at 
  its combat movement rate of 30’ per round, it will require 
  17 rounds to get across the ice….
  
  138 
  Eldritch Spell Lists
  The ice sheet is only as resilient as any other large block of 
  frozen water. It counts as a structure with AC 2 and 1 shp per 
  20 cubic foot area. Man-sized creatures, large creatures, and 
  light ballista cannot deal damage to the ice floe. Huge creatures, 
  non-magical fire, and magic can deal 1/5th damage. Artillery, 
  gigantic creatures, and magical fire can deal full damage. 
  Once created an ice sheet is permanent until dispelled.  
  Ice Storm 
  Range: 
  240’ 
  Eldritch 6 (Grey) 
  Duration: 1 round
  This spell conjures a 20’ diameter storm of freezing, razor-sharp 
  hail that rains down from the heavens onto the target location. 
  Any creatures or objects that begin their initiative in, or enter, 
  the ice storm suffer 1d4 points of cold damage per caster level, 
  or half that amount with a successful saving throw versus Blast. 
  Any movement through the ice storm’s area of effect is at half 
  normal rate. 
  If this spell is cast indoors or underground, the ice storm will 
  strike the ceiling or surface above the desired area of effect. If 
  the damage caused to an interposing barrier shatters or breaks 
  through it, the ice storm may continue beyond the barrier in 
  order to attain its full volume.
  Illumination* 
  Range: 
  120’ 
  Eldritch 1 
  Duration: 6 turns plus  
   
  1 turn per level
  This spell creates a spherical region of light around the target 
  location or object. The illumination extends out to 30’ with the 
  luminosity of torchlight, and sheds dim light for an additional 
  30’ beyond that. The effect is immobile if cast into an area, but it 
  can be cast on a movable object. 
  Reversed, illumination becomes tenebrosity, creating a 
  tenebrous area of darkness. The tenebrosity is as dark as a 
  moonless night out to 30’ and as dark as a moonlit night for 
  an additional 30’ beyond that. The tenebrosity also blocks out 
  infravision and negates mundane light sources out to 30’.
  Sometimes the effects of illumination and tenebrosity may 
  come into conflict. For instance, an illuminated object might 
  be carried into a tenebrous area, or a tenebrosity spell might 
  be cast in an illuminated area. In either case, the level of the 
  respective spellcasters determines the result. If the caster of 
  illumination is 3 or more caster levels higher than the caster of 
  tenebrosity, then the tenebrosity is extinguished. If the caster 
  of tenebrosity is 3 or more caster levels higher than the caster 
  of illumination, then the illumination is extinguished. In any 
  other case, both spells are extinguished, restoring the existing 
  ambient light level.  
  Illumination, Continual* 
  Range: 
  360’ 
  Eldritch 2 
  Duration: special
  This spell creates a spherical region of bright light around a 
  target location or object. The continual illumination extends 
  out to 30’ with the luminosity of full daylight, an additional 30’ 
  more with the luminosity of torchlight, and sheds dim light for 
  an additional 30’ beyond that.. The effect is immobile if cast into 
  an area, but it can be cast on a movable object. 
  Reversed, 
  continual 
  illumination 
  becomes 
  continual 
  tenebrosity, creating a tenebrous area of pitch darkness.  The 
  continual tenebrosity is pitch dark out to 30’, as dark as a 
  moonless night for another 30’, and as dark as a moonlit night 
  for an additional 30’ beyond that. The darkness blocks out 
  infravision and negates mundane light sources out to 60’.
  If an illuminated object enters the area of effect of continual 
  tenebrosity, or a tenebrous object enters the area of effect 
  of continual illumination, the lesser spell is immediately 
  extinguished. 
  Sometimes the effects of continual illumination and continual 
  tenebrosity may come into conflict. If so, the level of the 
  respective spellcasters determines the result. If the caster of 
  continual illumination is 3 or more caster levels higher than the 
  caster of continual tenebrosity, then the continual tenebrosity 
  is suppressed within the tenebrous area. If the caster of 
  continual tenebrosity is 3 or more caster levels higher, then the 
  continual illumination is suppressed within the illuminated 
  area. In any other case, both spells are suppressed, restoring the 
  existing ambient light level.  
  Continual illumination and continual tenebrosity are not 
  permanent effects, but are instead effects that are indefinitely 
  sustained by the caster without need for concentration. A 
  caster may indefinitely sustain one continual illumination 
  or continual tenebrosity spell per level of experience. A truly 
  permanent effect requires a permanency ritual or magic item.
  Illusory Interior 
  Range: 
  10’ per level 
  Eldritch 2 (Grey) 
  Duration: special
  This spell creates an illusion of interior decorations and 
  furnishings. The illusion is strictly visual and does not encompass 
  outdoor environments or living creatures. The entirety of the 
  illusory interior must be within range of the spell and fit within 
  a 10’ cube. (Multiple castings of illusory interior can be used 
  to cover larger areas.) Since the interior décor created by this 
  spell will not smell, sound, or feel as it should, creatures that 
  interact with the illusory interior receive a saving throw versus 
  Spells to disbelieve it. An illusory interior lasts until the illusion 
  is dispelled. Subject to these limitations, the spell is useful for, 
  e.g., concealing a door with an illusory wall, hiding a pit beneath 
  an illusory carpet, presenting mundane furnishings as luxurious 
  works of art, disguising a pile of coins as a hay pile, and so on. 
  Immunity to Acid 
  Range: 
  touch 
  Eldritch 4 (White) 
  Duration: 1 turn
  This abjuration grants a creature, including its carried and worn 
  items, complete immunity to acid for the duration of the spell. 
  Minor acid (such as a few drops from an alchemical accident) 
  might not even be noticed by the character. More significant 
  acid (such as the corrosive breath of a black dragon) causes mild 
  discomfort but no damage.  
  Immunity to Cold 
  Range: 
  touch 
  Eldritch 4 (White) 
  Duration: 1 turn
  This abjuration grants a creature, including its carried and worn 
  items, complete immunity to cold and ice for the duration of the 
  spell. Minor cold and ice (such as a exposure to winter weather 
  in inadequate clothing) does not even cause discomfort, and 
  might not even be noticed by the character. More significant 
  cold and ice (such as the icy breath of a white dragon), causes 
  mild discomfort but no damage.  
  
   
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  Immunity to Electricity 
  Range: 
  touch 
  Eldritch 4 (White) 
  Duration: 1 turn
  This abjuration grants a creature, including its carried and 
  worn items, complete immunity to electricity and shock for the 
  duration of the spell. Minor electricity (such as static shock) 
  might not even be noticed by the character. More significant 
  electricity (such as a thunderboltp/b]) causes mild discomfort 
  but no damage.  
  Immunity to Fire 
  Range: 
  touch 
  Eldritch 4 (White) 
  Duration: 1 turn
  This abjuration grants a creature, including its carried and worn 
  items, complete immunity to fire and heat for the duration of 
  the spell. Minor fire or heat (such as exposure to normal flame) 
  might not even be noticed by the character. More significant fire 
  or heat (such as a pillar of flame) causes mild discomfort but 
  no damage.  
  Incite Madness 
  Range: 
  60’ 
  Eldritch 1 (Black) 
  Duration: permanent
  This spell can afflict a living creature in range with a terrible 
  madness. The target creature must make a saving throw versus 
  Spells. If the save succeeds, the spell has no effect. If the save 
  fails, the target becomes insane.  The insane creature rolls 2d6 
  on the following table on its initiative number each round to 
  determine its actions:
  2d6
  Behavior
  2–5
  Attack the caster or allies with melee or ranged weapons 
  (or move closer if attack is not possible).
  6–8
  Do nothing but babble incoherently.
  9–12
  Attack the creature’s own party, if any.
  Attackers are not at any special advantage when attacking 
  the insane creature. Any insane creature who is attacked 
  automatically retaliates on its next initiative, as long as it is still 
  confused when its initiative comes. An insane creature which is 
  restrained, imprisoned, alone, or otherwise can’t carry out the 
  indicated action does nothing but babble incoherently.
  Insanity is permanent until the effects are extinguished with 
  dispel, cure disease, or remove curse.
  Inferno 
  Range: 
  150’ 
  Eldritch 6 (Grey) 
  Duration: 1 round per level
  This spell conjures a terrible inferno from the Sphere of 
  Elemental Fire itself. The inferno is 30’ in diameter and 10’ high 
  and burns everything within. It deals 1d10 points of damage 
  each round to creatures that begin their initiative in or enter 
  its area of effect (no saving throw). The inferno also sets fire to 
  combustibles and damages objects in the area. On the caster’s 
  initiative number each round, structures suffer 1 point of shp 
  per 10’ square area in the inferno. The inferno will also melt 
  metals with low melting points, such as lead, gold, copper, 
  silver, and bronze. The inferno lasts until dispelled or the spell’s 
  duration expires.
  Inflict Lycanthropy 
  Range: 
  60’ 
  Eldritch 5 (Black) 
  Duration: permanent
  This spell can infect a living creature with the horrid disease of 
  lycanthropy. The target may make a saving throw versus Spells 
  to avoid the infection. If the save succeeds, the spell has no 
  effect. If the save fails, the creature has been infected and will 
  permanently transform into a lycanthrope in 2d6 days. (Demi-
  humans and other creatures unable to become lycanthropes 
  will simply die of the disease.) Prior to that time, the infection 
  can be cured with cure disease but once the transformation has 
  occurred nothing short of a miracle will suffice.
  The caster of the spell may select the type of lycanthrope the 
  target transforms into, choosing from wererat, wereboar, 
  werewolf, weretiger, or werebear. Once the transformation takes 
  hold, the creature will gain the physical characteristics, mental 
  characteristics, and special abilities of that type of lycanthrope. 
  However, the creature will have the same number of Hit Dice 
  and hit points as it had in its original form.
  Infuriate Beasts 
  Range: 
  60’ 
  Eldritch 2 (Black) 
  Duration: 12  rounds
  This spell can enrage one or more animals (including giant 
  animals). It can affect up to 3d6 Hit Dice of animals of 4 or 
  fewer Hit Dice, or one animal of more than 4 Hit Dice. Calculate 
  creatures with less than 1 HD as having ½ HD, and creatures 
  with a bonus to HD as having the flat amount. The caster may 
  decide which individual creatures out of a mixed group are 
  to be affected first; excess Hit Dice of effect are ignored. Each 
  affected animal must make a saving throw versus Spells. If only 
  one animal is to be affected, then its saving throw is made with a 
  -2 penalty. If the save succeeds, the animal resists the spell. If the 
  save fails, the animal becomes infuriated.
  Each round, an infuriated animal will attack any creatures it can 
  detect. It will prioritize attacking whichever creature has most 
  recently damaged it, but otherwise will attack the closest target. 
  If the animal has no eligible targets, it will wait motionless in 
  seething fury until a target presents itself. An infuriated animal 
  gains a +2 bonus to its attack throws but suffers a -2 penalty 
  to its AC due to its mindless rage. It cannot talk or retreat. It 
  is immune to fear and ignores morale. The animal remains 
  infuriated until the spell ends or the effect is dispelled. However, 
  if an infuriated female animal ever finds itself about to attack its 
  own young, the animal may immediately make an additional 
  saving throw at +5, with a successful save ending the effect. 
  Infuriate Crowd 
  Range: 
  60’ 
  Eldritch 3 (Black) 
  Duration: 12  rounds
  This spell can enrage a crowd of living creatures. Up to 3d6 
  Hit Dice of living creatures of up to 4 HD each can be affected. 
  Calculate creatures with less than 1 HD as having ½ HD, 
  and creatures with a bonus to HD as having the flat amount. 
  The caster may decide which individual creatures out of a 
  mixed group are to be affected first; excess Hit Dice of effect 
  are ignored. Each affected creature must make a saving throw 
  versus Spells. If the save succeeds, the creature resists the spell. 
  If the save fails, the creature becomes infuriated. The effects on 
  infuriated creatures are identical to those for infuriate person.
  
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  Infuriate Person 
  Range: 
  60’ 
  Eldritch 1 (Black) 
  Duration: 12  rounds
  This spell can enrage a humanoid creature within range. 
  Humanoid creatures include bugbears, dryads, dwarves, elves, 
  gnolls, gnomes, goblins, hobgoblins, kobolds, lizardmen, men, 
  mermen, morlocks, neanderthals, naiads, ogres, pixies, sprites, 
  and troglodytes, and other man-like creatures no larger than 
  an ogre and possessing 4+1 or fewer Hit Dice. Humans and 
  demi-humans may be affected regardless of character level. The 
  target creature must make a saving throw versus Spells. If the 
  save succeeds, the creature resists the spell. If the save fails, the 
  creature become infuriated.
  Each round, an infuriated creature will attack any creatures it can 
  detect. It will prioritize attacking whichever creature has most 
  recently damaged it, but otherwise will attack the closest target. 
  If the creature has no eligible targets, it will wait motionless in 
  seething fury until a target presents itself. An infuriated creature 
  gains a +2 bonus to its attack throws but suffers a -2 penalty to 
  its AC due to its mindless rage. It cannot talk, retreat, or use 
  spells or spell-like magic items. It is immune to fear and ignores 
  morale. The creature remains infuriated until the spell ends or 
  the effect is dispelled. However, if an infuriated creature ever 
  finds itself about to attack its own spouse or child, the creature 
  may immediately make an additional saving throw at +5, with a 
  successful save ending the effect. 
  Inspire Awe* 
  Range: 
  self 
  Eldritch 3 (White) 
  Duration: 30 rounds
  This spell can inspire awe and dread in the hearts of the wicked. 
  The means by which this occurs will depend on the caster’s 
  spell signature. All “evil” creatures within 15’ of the caster must 
  make a saving throw versus Spells. Creatures that successfully 
  save are not affected. Creatures that fail the save are frightened. 
  A frightened creature will run from the source of its fear at its 
  full movement rate until the duration expires. If a frightened 
  creature cannot flee, its cower in terror. An engaged creature 
  that is frightened will cower in terror until it is able to disengage 
  with defensive movement. It suffers a -2 penalty to AC and 
  cannot attack, cast spells, move, or take any other actions until 
  the duration expires. For purposes of this spell, evil creatures 
  include hostile creatures of an alignment other than the caster’s 
  alignment, and inherently evil creatures such as undead and 
  summoned creatures of Chaotic alignment. 
  The reverse of this spell, inspire horror, can cause fear and terror 
  in the hearts of the kind, targeting good creatures rather than 
  evil. For purposes of this spell, good creatures include hostile 
  creatures of an alignment other than the caster’s alignment, and 
  inherently good creatures such as lammasu and summoned 
  creatures of Lawful alignment. 
  Iron Maiden 
  Range: 
  90’ 
  Eldritch 4 (Black) 
  Duration: special
  This spell creates an invisible crushing vise around the entire 
  body of the target creature. The target must make a saving throw 
  versus Death. If the target’s saving throw succeeds, it breaks out 
  of the iron maiden; it suffers 1d6 points of damage but the spell 
  ends. If the target’s saving throw fails, the target is imprisoned 
  by the iron maiden. It suffers 1d12 points of damage and is held 
  helpless by the spell. 
  When helpless, a creature cannot attack, cast spells, or move. A 
  helpless creature gains no benefit to its AC from its DEX or shield 
  (if any). A helpless creature can be ambushed or backstabbed by 
  creatures capable of doing so. All attack throws against helpless 
  creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes 
  or backstabs the helpless creature. The helpless creature is dealt 
  the attack’s ordinary damage, or the attack’s ordinary damage 
  multiplied by two or more from ambush or backstab. Melee 
  attack throws against helpless creatures automatically hit if the 
  If the attacker is of the same or larger size category than the 
  helpless creature. If the attacker is not engaged, and his attack 
  is capable of damaging the helpless creature, then the helpless 
  creature may be automatically slain. The attacker may not cleave 
  thereafter, however. Otherwise, the helpless creature may be 
  dealt the attack’s ordinary damage. 
  When the caster’s next initiative number comes up, if the caster 
  maintains concentration on the spell, then the imprisoned 
  target must make another saving throw. On a successful save, 
  the target breaks out (suffering 1d6 points damage) and ends 
  the spell. On a failed save, the target continues to be imprisoned 
  (suffering 1d12 points of damage and remaining helpless). The 
  iron maiden lasts until dispelled, the caster stops concentrating 
  upon it, or the target makes a successful saving throw and 
  breaks out.
  Kindle Flame* 
  Range: 
  15’ 
  Eldritch 1 (Grey) 
  Duration: instantaneous
  By means of this spell, the caster can cause one or more readily 
  flammable objects within range to burst into flame, even if the 
  object or objects are wet. Readily flammable objects include 
  bits of kindling, sticks of wood, clothing, hair, and cloth, but 
  not flesh. All of the affected objects must be within a single 5’ 
  diameter sphere. The caster can select which objects within the 
  spell’s area of effect are ignited. In most cases this spell is used 
  to light campfires in adverse weather, etc. If the spell is used 
  to attack (to set a foe’s clothes on fire, for example), the target 
  receives a saving throw versus Blast to avoid the effect. If it fails, 
  the target suffers 1d8 points of damage each round until the 
  flames go out. It takes one full round of rolling on the ground 
  or being immersed in water to extinguish the flames. Unless 
  the object ignited is quite large, the flames burn out naturally 
  in 1d4+1 rounds. 
  The reverse of this spell, Quench Flame, instantly extinguishes 
  the fire on one or more objects within range. All of the affected 
  objects must be within a single 5’ diameter sphere. 
  Lay of the Land 
  Range 
  3 miles 
  Eldritch 5 (White) 
  Duration: concentration
  This spell can magically reveal the existence of lairs within 3 
  miles (i.e. within the area of a 6-mile hex). The Judge should 
  make a searching throw on behalf of the caster after three turns 
  (30 minutes) of concentration. The target value for the throw is 
  4+, or 2+ if either the caster or his familiar has Land Surveying 
  proficiency. If the throw fails, the spell immediately ends. If the 
  throw succeeds, the caster learns the direction and approximate 
  distance to the nearest unrevealed lair and can continue 
  searching with the spell for other lairs. The throw automatically 
  fails if there are no lairs in range, or if all lairs within range have 
  been revealed by the spell. Because the roll is made in secret 
  
   
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  by the Judge, the caster cannot be certain whether the spell has 
  ended because of chance or because there are no more lairs to 
  find.
  Locate Distant Object 
  Range: 
  1,200 miles 
  Eldritch 6 (White) 
  Duration: concentration
  This spell allows the caster to sense the direction and approximate 
  distance to a well-known or clearly visualized object, even 
  over vast ranges (up to 1,200 miles or 50 24-mile hexes). He 
  can search for general items, in which case the nearest one of 
  its kind is located if more than one is within range. The caster 
  cannot specify a unique item unless he or she has observed that 
  particular item firsthand (not through divination). The spell is 
  blocked by even a thin sheet of lead or gold. Creatures cannot 
  be found by this spell. 
  Locate Haunting 
  Range: 
  12 miles 
  Eldritch 5 (White) 
  Duration: concentration
  This spell allows the caster to sense the direction and 
  approximate distance to the nearest undead creatures within 12 
  miles (i.e. within the area of a 24-mile hex). The caster can search 
  for undead in general, in which case the spell will reveal the type 
  of, as well as direction and distance to, the nearest undead of 
  any sort. Alternatively, the caster can locate a particular undead 
  creature (e.g. “the mummy Amon-Hotep”) that he either can 
  identify by its true name or has physically encountered in the 
  past. Locate haunting is not blocked by earth, stone, or wood, 
  but even a thin sheet of lead or gold will obscure an undead 
  creature from detection by this spell. 
  Mirage 
  Range: 
  240’ 
  Eldritch 5 (Grey) 
  Duration: special
  This spell makes a fortified structure or piece of terrain appear 
  as something else (e.g. a tower into a hill, a swamp into a lake, 
  etc.) The entire terrain feature must be within range of the spell. 
  This spell requires a full turn to cast. The affected terrain looks, 
  sounds, and smells exactly like its illusionary form. A save 
  versus Spells is allowed to see through the illusion, but only if 
  the creatures or characters affected actively attempt to do so. The 
  mirage lasts until the illusion is dispelled. Mirage is frequently 
  used by spellcasters to conceal their sanctums, and by elf-lords 
  to hide their fastnesses.
  Necromantic Invulnerability Range: 
  caster 
  Eldritch 6 (Black) 
  Duration: 1 hour per level
  This spell makes the character preternaturally difficult to kill. 
  Suffused with necromantic energies, the caster could have 
  his lung pierced, his throat cut, his arms cut off, or his skull 
  bashed in, and still not die!  In game terms, anytime the caster 
  is reduced to 0 or fewer hit points, the caster gets to immediately 
  roll 1d20+1d6 on the Mortal Wounds table. Apply the usual 
  modifiers for Hit Points and Constitution, but instead of the 
  modifiers for Treatment and Timing applies his caster level as 
  a bonus. Record the result of any permanent wounds as usual. 
  However, regardless of any permanent wound, the caster is 
  then immediately restored to 1 hp without need for bed rest. A 
  character protected by necromantic invulnerability can only 
  be actually killed if he is slain while helpless by an unengaged 
  combatant, or if he is disintegrated or slain by death magic.
  EXAMPLE: Ra-Ramses is an 11th level occultist with 31 
  hp and CON 11. He casts necromantic invulnerability 
  on himself. A few hours later, he is caught in a 38-hp 
  thunderbolt casts by his rival, Balbus, and reduced to -7 
  hp. Ra-Ramses immediately rolls 1d20+1d6 on the Mortal 
  Wounds table. His d20 roll is a lowly 2 but his d6 roll is a 
  5. There is no modifier from his CON of 11. There is a -2 
  penalty because his hp are at a negative value greater than ¼ 
  but less than ½ his maximum hp. In lieu of any Treatment 
  or Timing modifiers, he adds a bonus equal to his caster 
  level, or +11. His final d20 result is therefore (2-2+11) or 
  11. A result of 11, 2 on the Mortal Wounds table means that 
  Ra-Ramses has had an eye damaged. However, he is not 
  critically wounded nor does he need one week’s bed rest; 
  instead he immediately is restored to 1 hp. Balbus watches 
  in horror as Ra-Ramses sits up and brushes himself off, 
  the only apparent effect of the lightning blast being a filmy 
  cataract on one eye.
  Noiselessness 
  Range: 
  self 
  Eldritch 2 (White) 
  Duration: concentration  
   
  plus 3 rounds
  This spell creates a sphere of complete silence with a 10’ 
  radius around the caster. All sound is stopped: Conversation 
  is impossible, spells cannot be cast, and no noise whatsoever 
  issues from, enters, or passes through the area. The spell lasts 
  for as long as the caster concentrates plus 3 additional rounds 
  thereafter. The spellcaster can end it earlier if desired simply 
  by speaking. This spell provides a defense against sonic or 
  language-based attacks or spells.
  Noxious Cloud 
  Range: 
  30’ 
  Eldritch 3 (Grey) 
  Duration: 1 round per level
  This spell creates a billowing mass of foul-smelling vapors to 
  arise within 30’. Because the spell draws its power from natural 
  miasmas, it can only be cast outdoors or in a ventilated room. 
  The noxious cloud is 20’ x 20’ x 20’ in size and blocks line of 
  sight into or through it. Any creature that starts its initiative 
  number in or enters the noxious cloud must make a successful 
  saving throw versus Poison or become nauseated. Nauseated 
  creatures cannot attack, cast spells, or take any other action 
  except to move out of the cloud. The nauseated condition lasts 
  as long as the creature is in the cloud and for 1d4+1 rounds after 
  exiting it. Any creature that succeeds on its save but remains in 
  or re-enters the cloud must continue to save each round.
  Paralyze 
  Range: 
  60’ 
  Eldritch 3 (Grey) 
  Duration: 1 round per level
  This spell can paralyze up to 3d6 HD of living creatures within 
  range. Creatures with fewer HD are affected first. Each affected 
  creature may make a saving throw versus Paralysis to resist the 
  effect. Those that fail the saving throw are paralyzed until the 
  spell is dispelled or its duration expires. A paralyzed creature 
  cannot attack, cast spells, or move. A paralyzed creature gains 
  no benefit to its AC from its DEX or shield (if any). A paralyzed 
  creature can be ambushed or backstabbed by creatures capable 
  of doing so. All attack throws against paralyzed creatures 
  gain a +2 bonus, or a +4 bonus if the attacker ambushes or 
  backstabs the paralyzed creature. The paralyzed creature is 
  
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  dealt the attack’s ordinary damage, or the attack’s ordinary 
  damage multiplied by two or more from ambush or backstab. 
  Melee attack throws against paralyzed creatures automatically 
  hit if the If the attacker is of the same or larger size category 
  than the paralyzed creature. If the attacker is not engaged, and 
  his attack is capable of damaging the paralyzed creature, then 
  the paralyzed creature may be automatically slain. The attacker 
  may not cleave thereafter, however. Otherwise, the paralyzed 
  creature may be dealt the attack’s ordinary damage.
  Pillar of Fire 
  Range: 
  150’ 
  Eldritch 5 (Grey) 
  Duration: instantaneous
  This spell conjures a 40’ high and 20’ diameter column of 
  eldritch fire that roars downward from the heavens onto the 
  target location. The pillar of fire deals 5d8 points of damage 
  to all creatures within its area of effect. Creatures who make a 
  successful saving throw versus Blast suffer half damage. 
  If this spell is cast indoors or underground, the pillar of fire will 
  strike the ceiling or surface above the desired area of effect. If 
  the damage caused to an interposing barrier shatters or breaks 
  through it, the pillar may continue beyond the barrier in order 
  to attain its full volume.
  Phoenix Aura 
  Range: 
  0’ 
  Eldritch 5 (Grey) 
  Duration: 1 round per level  
   
  or special
  This spell surrounds the caster with an aura of elemental fire 
  to a 5’ radius. The caster is not harmed by the phoenix aura 
  itself, but any creatures or objects that begin their initiative in or 
  enter the recipient’s aura suffer 1d6 points of fire damage. The 
  phoenix aura lasts for one round per level of the caster or until 
  the caster triggers an explosion (see below), whichever comes 
  first.  
  On its initiative, in lieu of moving and attacking, the caster can 
  amplify the phoenix aura into an explosion that deals 4d6 points 
  of fire plus an additional 1d6 points of fire damage per round 
  left in the spell’s duration. The explosion affects all creatures 
  within 10’ of the caster when he triggers it, but does not harm 
  the caster. Affected creatures may make a saving throw versus 
  Blast to reduce damage by half.
  Prophetic Dream 
  Range: 
  self 
  Eldritch 6 (White) 
  Duration: special
  This spell can provide the caster with a short piece of meaningful 
  and important information. The caster can designate a specific 
  character, settlement, domain, realm, or object about which 
  he would like information, or open himself to whatever the 
  gods find most important. The information will be relayed in 
  the form of a prophetic dream the next time the caster sleeps. 
  The information provided by a prophetic dream is always 
  true, but because it comes in the form of a dream it may be 
  misunderstood due to cryptic symbolism and esoteric meaning. 
  If the caster misunderstands the prophetic dream, or doesn’t 
  act on the information, the conditions may change so that the 
  information is no longer useful. A character may cast this spell 
  no more than once per week.
  Protection from Blast 
  Range: 
  self 
  Eldritch 5 (White) 
  Duration: concentration
  This potent spell grants invulnerability to any spells which deal 
  damage or detrimental effects to individual targets or over areas 
  of effect through evoking or manipulating a medium such as 
  eldritch force, fire, or toxic gas. The protection extends to the 
  caster himself and all those within 5’ of him and continues for as 
  long as the caster maintains concentration upon the spell. 
  Protection from Blast,  
  Sustained 
  Range: 
  self 
  Eldritch 6 (White) 
  Duration: 2 turns
  This spell functions exactly as protection from blast, but with a 
  duration of 2 turns. The barrier will move with the caster, who 
  does not need to concentrate to maintain its protection. 
  Rain of Vitriol 
  Range: 
  180’ 
  Eldritch 3 (Grey) 
  Duration: 1 round
  This spell can only be cast outdoors under a rainstorm. When 
  the spell is cast, the caster designates a point within range. All 
  rain within a 10’ radius of the point is transformed into vitriol 
  (sulfuric acid). Any creatures that begin their initiative in, or 
  enter, the rain of vitriol must make a saving throw versus Blast.
  Creatures that fail the saving throw are soaked with vitriol. They 
  suffer 3d4 points of acid damage immediately, another 2d4 
  points of acid damage on their next initiative, and another 1d4 
  points of damage on their subsequent initiative. Creatures that 
  succeed on the saving throw are only splashed with vitriol. They 
  suffer 2d4 points of acid damage immediately and another 1d4 
  points of acid damage on their next initiative.  If a creature takes 
  an action in lieu of attacking to clean off the acid, it can reduce 
  the amount of damage it or any ally suffers on subsequent rounds 
  by 1d4 points. If a creature moves to completely immerse itself 
  in water (mere rain is not sufficient), it can reduce the damage it 
  suffers on subsequent rounds to 0. 
  Metal and stone objects suffer minor corrosion from rain of 
  vitriol but the effect is merely cosmetic. Constructs or creatures 
  made of metal and stone cannot be affected by the spell.
  Reflesh of the Bones 
  Range: 
  touch 
  Eldritch 6 (Black) 
  Duration: permanent
  The caster touches the skeleton of a dead creature and infuses 
  it with necromantic energy, causing new flesh, muscle, organs, 
  and tissue to instantly regenerate. The result is a new creature 
  of the same type, and with the same physical characteristics, as 
  the dead one. Reflesh of the bones does not return the mind or 
  soul of the original dead creature to the body, and if reflesh of 
  the bones is cast on the skeleton of a sapient adult creature, the 
  refleshed creature will be an empty-headed brute (INT 3, WIS 
  3, CHA 3). The spell has no effect on living or undead creatures, 
  nor on constructs or inanimate objects.
  
   
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  Resist Acid 
  Range: 
  touch 
  Eldritch 2 (White) 
  Duration: 6 turns
  This abjuration grants a creature temporary and partial 
  immunity to acid. Minor acid (such as a few drops from an 
  alchemical accident) is ignored by the subject creature. Against 
  more significant acid (such as the breath of a Black Dragon), 
  the subject creature gains a bonus of +2 on saving throws, and 
  all damage from such attacks is reduced by -1 point per die of 
  damage rolled. Any acid attacks will still inflict at least 1 point of 
  damage per die rolled, however. 
  Resist Electricity 
  Range: 
  touch 
  Eldritch 2 (White) 
  Duration: 6 turns
  This abjuration grants a creature temporary and partial 
  immunity to electricity. Minor electricity (such as static shock) 
  is ignored by the subject creature. Against more significant 
  electricity (such as a thunderbolt), the subject creature gains a 
  bonus of +2 on saving throws, and all damage from such attacks 
  is reduced by -1 point per die of damage rolled. Any electrical 
  attacks will still inflict at least 1 point of damage per die rolled, 
  however. 
  Restore Semblance of Life 
  Range: 
  touch  
  Eldritch 6 (Black) 
  Duration: instantaneous
  This spell imbues necromantic energies into a recently-deceased 
  creature, restoring it to a semblance of life. The caster can raise 
  a creature that has been dead for no longer than two days at 7th 
  level, and four days are added per level above 7. For example, a 
  9th level caster can restore semblance of life to a creature that 
  has been dead for 10 days. However, this spell cannot bring back 
  a creature that has died of old age, lost its head, or had its body 
  cremated. 
  Creatures restored to semblance of life do not need bed rest, as 
  the infusion of necromantic energies restores them to immediate 
  vigor. However, the spell has no effect on any permanent 
  wounds the creature may suffer from, so lost limbs, disfiguring 
  scars, or other injuries remain in effect. Many creatures restored 
  to a semblance of life thus awaken as cripples. Worse is the 
  spell’s effect on the subject’s very soul: Any creature restored to a 
  semblance of life will automatically suffer two side effects on the 
  Tampering with Mortality table in ACKS, one from Row 1-5 
  (“Great Cost”) and one from Row 11-15 (“Intense”). Roll 1d6 
  for each. In addition, the subject is sterile, having no genuine 
  vitality to pass on.
  EXAMPLE: Athelstan suffers a mortal wound, his lips and 
  tongue mangled by the mace of an ogre, and he expires 
  shortly thereafter. His comrade Balbus, now a 14th level 
  ecclesiastic, finds the dead warrior two weeks days later. 
  In a state of mad grief, Balbus foolishly decides to restore 
  semblance of life on his slain friend. As a 14th level caster, 
  Balbus is able to restore a creature dead for up to 30 days, so 
  the foul state of Athelstan’s corpse is no obstacle. Athelstan 
  is restored, but he must roll twice on the Tampering with 
  Mortality table. On Row 1-5, Athelstan rolls a 1 – his heart 
  beats and his blood flows, but life is not the same; he loses 
  1d4 points of CON and WIS. On Row 11-15, Athelstan rolls 
  a 2 – he is disturbed by what he saw on the other side and 
  mumbles constantly. “Eh Ohaoo…Eh ohaoo,” the warrior 
  mutters through his mangled lips and tongue. The horror.
  Ring of Fire 
  Range: 
  0’ 
  Eldritch 2 (Grey) 
  Duration: 1 turn
  This spell surrounds the caster with a protective circle of 
  immobile, opaque, flame. The ring of fire is 4’ high and 1” 
  thick, and encircles the caster at a radius of 5’ to 20’ (selected 
  when the spell is cast). Because of its low height, the ring of fire 
  does not block line of sight, and creatures capable of flight or 
  high jumping can easily clear it. Creatures outside the ring that 
  begin their initiative within 5’ of its outer edge or who move 
  within 5’ of its outer edge on their initiative, suffer 1d6 points of 
  fire damage. Creatures that pass through the ring of fire suffer 
  an additional 2d6 points of fire damage. The ring deals double 
  damage to undead creatures or creatures who use cold or are 
  accustomed to cold. The ring may be evoked so that it appears 
  where objects or creatures already are. Creatures who make a 
  successful saving throw versus Blast are able to dive into or out 
  of the ring (their choice) without being harmed; objects such 
  as furniture in the circumference of the ring will be ignited. 
  However, if the ring is evoked so that parts of its circumference 
  overlaps with a noncombustible barrier (such as a stone wall), 
  that part of the ring will simply not manifest, resulting in an 
  incomplete circle. The ring of fire lasts until the caster dismisses 
  it (as an action in lieu of moving), it is dispelled, or 1 turn 
  elapses.
  Safe Travels 
  Range: 
  0’ 
  Eldritch 4 (White) 
  Duration: Special
  This spell protects a traveler, guiding him to his destination safe 
  and unhindered. The subject of the spell gains a +2 bonus on 
  proficiency throws to avoid getting lost. In any terrain except 
  clear and grassland terrain, the subject of the spell receives a +3 
  bonus to proficiency throws to evade wilderness encounters. 
  The duration of the spell extends for the length of the traveler’s 
  journey, to a maximum duration of one month.
  Scouring Zephyr 
   
  Range: 
  0’ 
  Eldritch 5 (Grey) 
  Duration: instantaneous
  This spell summons up a scouring zephyr from the skies. 
  Because the spell draws its power from atmospheric winds, 
  it can only be cast outdoors or in a well-ventilated room. The 
  scouring zephyr sweeps from the caster to affect all creatures 
  in a cone 60’ long and 10’ wide at its terminus. Any creatures 
  within the cone will suffer 7d4 points of damage from abrasion 
  and debris whipped up by the zephyr. A successful saving throw 
  versus Blast reduces damage to half. 
  Creatures subjected to the scouring zephyr that fail their saving 
  throw suffer additional effects, depending on their size. Tiny 
  creatures (the size of a house pet or smaller) are knocked down 
  and rolled 1d4x10’, taking 1d4 points of nonlethal damage per 
  10’. If flying, a tiny or smaller creature is blown back 2d6x10’ 
  feet and takes 2d6 points of nonlethal damage due to battering 
  and buffeting. Small creatures, such as halflings or goblins, are 
  knocked prone by the force of the wind, and if flying are knocked 
  back 1d6x10’ feet. Man-sized creatures are unaffected if on foot, 
  but are knocked back 1d6x5’ feet if flying. Large creatures move 
  normally despite a scouring zephyr.  
  In addition, the force of the scouring zephyr automatically 
  extinguishes any candles, torches, or other unprotected flames. 
  It causes protected flames, such as those of lanterns, to dance 
  
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  Eldritch Spell Lists
  wildly, with a 50% chance of being extinguished. A scouring 
  zephyr will also do anything that a sudden blast of 50mph 
  wind would be expected to do, such as fan a large fire, overturn 
  delicate awnings, create a spray of dust, or blow vapors out of 
  range (Judge’s discretion).
  Shatter Blade 
  Range: 30’ 
  Eldritch 1 (Grey) 
  Duration: instantaneous
  By means of this spell, the caster destroys a single weapon, 
  causing its blade to shatter or melt away into smoke. If the 
  weapon is held by a creature, the wielder may make a saving 
  throw versus Death to resist the effect, adding the weapon’s 
  magic bonus (if any) to the die roll. In any case, the spell 
  causes no harm to the creature holding the weapon (except for 
  depriving him of it). 
  A caster of 6th level or higher may shatter two weapons, while 
  a caster of 11th level of higher may shatter three weapons. 
  The weapons may be held by the same creature or by different 
  creatures within range. Each weapon saves separately in any 
  case.
  Shared Dream 
  Range: 
  500 miles 
  Eldritch 3 (White) 
  Duration: 1 round per level
  This spell permits the caster to communicate with a target 
  character within range by means of a shared dream. The caster 
  must be able to identify the target – referencing a correct name 
  (“Audarius Tarkaun”), unique title (“the Tarkaun of Aura”), or 
  unique possession (“the owner of the Sword of the Dawn”) will 
  suffice. The caster then spends 10 minutes (1 turn) casting the 
  spell, during which time he enters a state of lucid dreaming. The 
  caster is unaware of his surroundings and completely helpless 
  while in this dream state.
  If the target is asleep when the caster completes the spellcasting, 
  the caster and the target begin to share a lucid dream. For the 
  duration of the spell, the caster and the target can converse in 
  this shared dream. The caster can also shape the environment 
  of the shared dream, creating landscapes, objects, and other 
  images, in order to communicate to the target. The target recalls 
  the shared dream perfectly upon waking. 
  If the target is awake when the caster completes the spellcasting, 
  the caster knows it, and can either end his dream-state (and the 
  spell) or can remain in the dream state while waiting for the 
  target to fall asleep, at which point the shared dream begins. 
  Shrieking Skull 
  Range: 
  30’ 
  Eldritch 4 (black) 
  Duration: 1 turn
  This spell allows the caster to animate the skull of a single 
  human or humanoid and command it to fly and attack at his 
  will. The skull attacks with a bite or a fearful shriek. Both bite 
  and shriek induce fear as per the spell cause fear (a saving throw 
  versus Spells negates), the reverse of the spell remove fear, but 
  the shriek affects all living creatures within 10’. When the shriek 
  is used, or at the end of the spell’s duration (whichever comes 
  first), the skull crumbles to the floor. The skull cannot be turned.
  Shrieking Skull: MV 20’ flying, AC 9, HD 4+4, #AT 1, DG 1d6 + fear or shriek,  
  SV C5, ML +3, AL C
  Shrouding Fog 
  Range: 
  0’ 
  Eldritch 2 (Grey) 
  Duration: 1 turn per level
  When this spell is cast, a misty vapor thickens around the 
  spellcaster, forming a billowing cloud 10’ high, and 10’ in 
  diameter per level of the caster. Because the spell draws its 
  power from natural air, it can only be cast outdoors or in a well-
  ventilated room. The shrouding fog is harmless, but blocks line 
  of sight for most creatures. The caster, and any creatures able to 
  see invisible, can see dimly through shrouding fog but all others 
  within the cloud are effectively blind. 
  Slag Armor 
  Range: 
  90’ 
  Eldritch 3 (Grey) 
  Duration: concentration
  The spell can raise the temperature of metal armor, causing it 
  to melt into slag and – if the armor is being worn - inflicting 
  horrible burns on its wearer. The armor may make a saving 
  throw versus Blast to resist the effect, adding its magic bonus 
  (if any) to the throw. If the armor is worn by a creature, use the 
  creature’s saving throw; otherwise, the armor saves as a normal 
  man. If the save succeeds, the spell has no effect. If the save fails, 
  the armor’s class is reduced by 1 point. A wearer suffers 1d6 
  points of fire damage and becomes unable to take any action 
  besides shedding the armor. It takes one round per stone of 
  encumbrance to shed armor. 
  When the caster’s next initiative number comes up, if the caster 
  maintains concentration on the spell, then the armor continues 
  to melt. The armor must make another saving throw, as above. 
  On a successful save, the spell ends. On a failed save, the 
  armor continues to melt (losing 1 point of AC) and any wearer 
  continues to be burned (suffering 1d6 points of damage and 
  remaining unable to take any action except shed the armor). If 
  the armor is reduced to AC 0 (including magic bonuses), it is 
  destroyed. 
  
   
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  Magic
  If slag armor is cast on a living iron statue, iron golem, or 
  similar creature constructed of metal, it reduces the target’s 
  armor class by 1 and deals 1d6 points of damage per round it is 
  in effect. Slag armor lasts until the spell is dispelled, the armor 
  is destroyed, the caster stops concentrating upon it, or the target 
  makes a successful saving throw. 
  Slicing Blow 
  Range: 
  30’ 
  Eldritch 1 (Black) 
  Duration: instantaneous
  This spell allows the caster to necromantically inflict a vicious 
  cut on a target creature within range. The spellcaster must make 
  a successful attack throw against the creature. If he hits, the 
  slicing blow deals 1d10 points of damage with no saving throw. 
  At 3rd level, and every two levels thereafter (5th, 7th, 9th, 11th, 
  and 13th level), the caster gains the ability to inflict an additional 
  slicing blow. The caster’s slicing blows can all strike at one 
  target or can strike at different targets, as desired; roll a separate 
  attack throw for each slicing blow.
  Sling Stone 
  Range: 
  180’ 
  Eldritch 1 (Grey) 
  Duration: instantaneous
  By means of this spell, the caster magically slings one or more 
  small objects at targets within range. The caster can sling up to 
  one object per level of experience. The objects scan be slung 
  at one target or distributed across several targets, as desired. 
  The spellcaster must make a successful attack throw with each 
  object. Each object that successfully hits deals 1d4 points of 
  damage to its target.
  To be slung by this spell, an object must be either in the caster’s 
  hands or lying on the ground within 5’; must be made of clay, 
  stone, or metal; and must weigh no more than 8 ounces. Most 
  casters will carry a pouch of sling stones or bullets for use with 
  this spell, but if necessary, a caster may resort to slinging objects 
  that are littering the ground nearby. The Judge may randomly 
  determine how many eligible objects are nearby based on the 
  caster’s environment by rolling on the adjoining table.
  Environment
  No . of Objects
  Room, Rubbled
  2d10
  Room, Cluttered
  1d10
  Room, Sparse
  1d6
  Room, Empty
  1d6-3
  Barren/Desert/Mountains
  1d10
  Hills/Jungle/Scrub/Woods
  1d6
  Clear/Grass/Swamp
  1d3
  Slumber 
  Range: 
  60’ 
  Eldritch 1 (Grey) 
  Duration: 4d4 turns
  With a slumber spell, the caster may attempt to put living 
  creatures into a magical sleep. The caster may target up to 1d4 
  living creatures of up to 4 HD each. Creatures with 4+1 HD 
  or more cannot be affected at all. All creatures to be affected 
  must be visible and within range of the spell. All targets receive 
  a saving throw v. Paralysis to avoid the effect.
  Slumbering creatures are helpless, and cannot attack, cast spells, 
  move, see, hear, or speak. A slumbering creature gains no 
  benefit to its AC from its DEX or shield (if any). A slumbering 
  creature can be ambushed or backstabbed by creatures capable 
  of doing so. All attack throws against slumbering creatures gain 
  a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs 
  it. The slumbering creature is dealt the attack’s ordinary damage, 
  or the attack’s ordinary damage multiplied by two or more from 
  ambush or backstab. Melee attack throws against slumbering 
  creatures automatically hit if the If the attacker is of the same 
  or larger size category than the slumbering creature. If the 
  attacker is not engaged, and his attack is capable of damaging 
  the slumbering creature, then the slumbering creature may 
  be automatically slain. The attacker may not cleave thereafter, 
  however. Otherwise, the slumbering creature may be dealt the 
  attack’s ordinary damage. 
  Attacking, damaging, or moving a slumbering creature awakens 
  it, but normal noise does not. Slumber does not affect creatures 
  that are already unconscious or undead, constructs, oozes, and 
  other creatures that do not rest. 
  Sorcerous Blast 
  Range: 
  150’ 
  Eldritch 5 (Black) 
  Duration: instantaneous
  The caster directs a sorcerous bolt towards a point of the caster’s 
  choice within range, where it explodes in a 20’ diameter blast 
  of power. Each creature or object in the area of effect suffers 
  5d6 points of damage, or half as much damage if it makes a 
  successful saving throw versus Blast. 
  To select the point of detonation, the caster points a finger in 
  the desired direction while mentally determining the range and 
  elevation. If the sorcerous blast’s path is blocked by a material 
  body or solid barrier, it will detonate early. If the damage caused 
  to an interposing barrier shatters or breaks through it, the 
  explosion may continue beyond the barrier in order to attain 
  its full volume. If the caster attempts to guide a sorcerous blast 
  through a narrow passage, such as through an arrow loop, he 
  must make a successful missile attack throw (without range 
  adjustments) to hit the opening, or else the blast strikes the 
  barrier and detonates prematurely.
  Sorcerous Bolt 
  Range: 
  150’ 
  Eldritch 3 (Black) 
  Duration: instantaneous
  The caster hurls a bolt of sorcerous power at a creature or object 
  within range. The bolt deals 5d6 points of damage to the target, 
  or half as much if the target makes a successful saving throw 
  versus Blast. 
  Soul Eating 
  Range: 
  touch 
  Eldritch 6 (Black) 
  Duration: 1 day
  The caster can draw and devour the soul from a victim, 
  temporarily gaining a fraction of the victim’s knowledge and 
  vigor. The spell is usually cast on bound and helpless victims; 
  if used in combat, it requires a successful melee attack throw to 
  touch the victim. Once touched, the victim must make a saving 
  throw versus Death. 
  Even if the saving throw succeeds, the victim is still slain, but 
  his soul eludes the caster’s grasp. If the saving throw fails, the 
  victim is slain and his soul is eaten by the caster. Victims whose 
  souls are eaten cannot be restored to life by any means short of a 
  miracle or wish. The caster immediately gains 1d10 temporary 
  hit points + 1 hp per level of the victim. In addition, the caster 
  learns some important knowledge possessed by the victim, either 
  a specific set of facts that the caster was seeking or some random 
  
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  Eldritch Spell Lists
  knowledge chosen by the Judge. The knowledge learned can be 
  quite complex, equivalent to a single rank in a proficiency, a class 
  power, a spell formula, or a language. The temporary hit points 
  will disappear at the expiration of the spell’s duration, while the 
  knowledge will fade as if it was a barely-remembered dream. 
  Nothing prevents a caster from writing down the knowledge 
  gained from this spell before it fades, however.
  EXAMPLE: Ra-Ramses wishes to plumb the depths of the 
  dungeon of his rival, Baldur the Black. Baldur’s dungeon is 
  reputed to be a deadly maze filled with traps, secret doors, 
  and foul guardians, so Ra-Ramses abducts Archimedian, 
  the engineer who built the dungeon, and casts soul eating 
  on him. Archimedian (a 5th level loremaster) fails his 
  saving throw v. Death, so his soul is eaten by Ra-Ramses. 
  Ra-Ramses gains 1d10 + 5 hp. The Judge decides that 
  having complete knowledge of the layout and design of 
  Baldur’s dungeon is equivalent to the Mapping proficiency, 
  and thus within the purview of the spell. Ra-Ramses now 
  has a day to exploit this knowledge, either by venturing into 
  the dungeon immediately or by spending a day drafting 
  maps.
  While soul eating is in effect, the spellcaster is treated as an 
  inherently evil summoned creature for purposes of detect evil 
  and protection from evil effects. A dispel evil or dispel magic 
  spell will strip the caster of his temporary proficiency and hit 
  points unless he makes a successful saving throw versus Spells.
  Spectral Legion 
  Range: 
  240 yards 
  Eldritch 5 (Grey) 
  Duration: concentration
  This spell was created for use by war-wizards on the field of 
  battle. It creates an audiovisual illusion of a complete military 
  unit of up to 120 man-sized creatures, 60 large (cavalry or ogre-
  sized) creatures, 20 huge creatures, 5 gigantic creatures, or 1 
  colossal creature. The unit can be of any type, equipped with any 
  arms or armor desired, wearing whatever colors, insignia, and 
  unit markings the caster wishes. It can appear fresh and well-
  ordered, or bloodied and demoralized, or anything in between. 
  Once the spectral legion is conjured, it can be moved anywhere 
  within range at the same movement rate as an actual unit 
  of its type. The spectral legion moves on the caster’s own 
  initiative. The illusion is fully dynamic, so the unit will seem 
  to march, trot, gallop, fly, or otherwise actually move, and as 
  it does so its boots will seemingly kick up dust, its banners will 
  seemingly wave in the breeze, and so on. The spectral legion 
  will remain on the battlefield for as long as the caster maintains 
  concentration. While concentrating, the caster can move at 
  half speed, but cannot attack or cast other spells. If the caster 
  loses concentration, or if the spectral legion is ever successfully 
  attacked by an enemy hero or unit, it immediately vanishes. For 
  purposes of such attacks, treat the spectral legion as an enemy 
  unit with AC 0. Due to its amazing veracity, a spectral legion 
  cannot be disbelieved.
  Spellward 
  Range: 
  self 
  Eldritch 3 (White) 
  Duration: 6 turns
  This spell creates a defensive ward around the spellcaster. The 
  spellward has a number of layers equal to the caster’s level of 
  experience. When the caster makes a saving throw against a 
  spell, elemental effect, or spell-like effect, he can expend one 
  or more layers of the spellward to gain a +1d4 bonus per layer 
  to the saving throw. After the saving throw (if any) is resolved, 
  the character can expend one or more layers of the spellward 
  to reduce the damage by 1d4 points per layer. If the damage is 
  reduced to 0 or less by the spellward, the character does not 
  suffer an interruption of concentration or other effects that may 
  accrue upon being hit. If a spellwarded caster is subjected to 
  a dispel magic spell, he can expend one or more layers from 
  the ward to increase his effective caster level by 1d4 per layer, 
  making it harder to dispel his magic. Spellward expires when 
  all of the layers are expended, or after 6 turns, whichever comes 
  first. If this spell is made permanent through ritual magic, the 
  spellward recharges two layers per turn.
  EXAMPLE: Quintus, a 6th level caster, is in a magical 
  duel! He had previously cast spellward, and as a 6th level 
  caster his ward has six layers. He is in the middle of casting 
  lightning bolt when his opponent strikes him with a 
  fireball that deals 21 points of damage. Quintus expends 
  one layer of the ward to gain a +1d4 bonus on the saving 
  throw. His save then succeeds, halving the damage to 10 
  points. He then expends the last five layers of the ward to 
  reduce the damage by 5d4 points. He rolls the dice and the 
  result is a 12! The damage has been reduced to 0 or less, 
  and his spell is not interrupted. On his initiative number, 
  he blasts his opponent with lightning bolt!
  Spellward Other 
  Range: 
  touch 
  Eldritch 4 (White) 
  Duration: 6 turns
  This spell creates a defensive ward around the creature touched. 
  The spellward has a number of layers equal to the caster’s level 
  of experience. When the subject makes a saving throw against 
  a spell, elemental effect, or spell-like effect, he can expend one 
  or more layers of the spellward to gain a +1d4 bonus per layer 
  to the saving throw. After the saving throw (if any) is resolved, 
  the character can expend one or more layers of the spellward 
  to reduce the damage by 1d4 points per layer. If the damage is 
  reduced to 0 or less by the spellward, the character does not 
  suffer an interruption of concentration or other effects that may 
  accrue upon being hit. If a spellwarded caster is subjected to 
  a dispel magic spell, he can expend one or more layers from 
  the ward to increase his effective caster level by 1d4 per layer, 
  making it harder to dispel his magic. Spellward Other expires 
  when all of the layers are expended, or after 6 turns, whichever 
  comes first. If this spell is made permanent through ritual 
  magic, the spellward recharges two layers per turn.
  Spellwarded Zone 
  Range: 
  touch 
  Eldritch 6 (White) 
  Duration: 6 turns
  This spell creates a defensive ward that protects a 20’ diameter 
  sphere. The spellward has a number of layers equal to the 
  caster’s level of experience. The spellward automatically triggers 
  whenever a spell, elemental effect, or spell-like effect would 
  affect the area. If a spell, elemental effect, or spell-like effect 
  
   
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  Heroic Fantasy Handbook
  Magic
  affects an area that is inclusive of the spellwarded zone, but also 
  affects areas outside the zone, the spellward will trigger, but its 
  protection only extends to its own area of effect.
  EXAMPLE: Quintus, Marcus, Balbus, and Viktir are 
  standing in a large amphitheater, 100’ in radius, the 
  four of them strung out in a line 5’ apart. Quintus, now 
  an 11th level caster, has cast spellwarded zone on a 20’ 
  diameter sphere centered on himself. He, Marcus, and 
  Balbus are all standing in the zone but Viktir is 5’ outside 
  its perimeter. Ramses-Ra calls down a 14th level starfall 
  with a 20’ diameter area of effect that strikes the area where 
  Viktir, Balbus, and Marcus are standing. The spellward is 
  triggered, but Viktir will not benefit from its protection.
  If the triggering effect allows for a saving throw, one layer of 
  the spellward will be automatically expended to provide a 
  +1d4 bonus to the saving throw for the affected area and/or any 
  creature(s) in the area. 
  EXAMPLE: Ramses-Ra has brought down a 14th level 
  starfall on Viktir, Balbus, and Marcus. It deals 50 points of 
  damage! However, Balbus and Marcus are in a spellwarded 
  zone with 11 layers. The spellward is triggered, and one 
  of its layers is automatically expended to provides a +1d4 
  bonus to Balbus and Marcus’s saving throws. The die roll is 
  a 3, so both Balbus and Marcus get a +3 bonus to their save. 
  Balbus succeeds, but Marcus rolls badly and fails despite 
  the bonus. Viktir, meanwhile, does not get the bonus, but 
  he manages a lucky roll of 19 and succeeds anyway. The 
  starfall will deal 50 points of damage to Marcus and 25 
  points to Balbus and Viktir.
  If the triggering effect deals damage, one layer of the spellward 
  will be automatically expended for every 5 points of damage the 
  effect deals (ignore any reduction from saving throws), up to 
  the maximum number of layers. Each layer expended reduces 
  the damage by 1d4 points. If the damage is reduced to 0 or less 
  by the spellward, then any creature(s) in the area are entirely 
  unharmed, and do not suffer an interruption of concentration 
  or other effects that may accrue upon being hit. 
  EXAMPLE: Ramses-Ra’s starfall is dealing 50 points of 
  damage. Therefore (50/5) 10 layers of the spellward are 
  automatically expended in order to reduce the damage by 
  10d4 points. The dice roll results in 30 points of damage 
  reduction. Balbus, whose save succeeded, therefore takes 
  no damage. Marcus, whose save failed, takes (50-30) 20 
  points of damage. Viktir, whose save succeeded, takes 25 
  points of damage because he is outside the spellwarded 
  zone.
  If the spellwarded zone is subjected to a dispel magic spell, it 
  will expend one layer of the ward per two caster levels of the 
  dispel in order to increase its effective caster level by 1d4 per 
  layer, making it harder to dispel the zone. Spellward zone 
  expires when all of the layers are expended, or after 6 turns, 
  whichever comes first. If this spell is made permanent through 
  ritual magic, the spellward recharges two layers per turn.
  Spiritwalk 
  Range: 
  self 
  Eldritch 5 (White) 
  Duration: 1 hour per level
  The caster enters a deep trance during which his spirit walks 
  free of his body. Once a spiritwalk begins, it continues until the 
  caster’s spirit returns to his body, to a maximum duration of 1 hour 
  per level. A spiritwalking character can see and hear normally, 
  move around at his normal movement rate, and pass through 
  solid objects without difficulty. However, the spiritwalking 
  character cannot see into, hear sounds from, or move through 
  an area warded by an anti-magic shell or protection from evil 
  spell or similar effect. The spiritwalking character is incorporeal 
  and invisible, but can be detected with detect invisible or true 
  seeing, harmed by spells and magic weapons if detected, and 
  forced to return to his body with dispel evil. If the spiritwalking 
  character’s body is destroyed, the character dies at the end of the 
  spiritwalk. If the spiritwalking character’s spirit is destroyed, his 
  body falls into a catatonic slumber that can only be lifted with 
  restore life and limb, resurrection, miracle, or wish. 
  Starfall 
  Range: 
  240’ 
  Eldritch 6 (Grey) 
  Duration: instantaneous
  This spell calls down a falling star from the heavens to strike a 
  point of the caster’s choice, where it explodes in a blossom of fire 
  that deals 1d6 points of damage per caster level to every creature 
  within a 20’ diameter sphere. Creatures in the area of effect who 
  make a successful saving throw versus Blast suffer half damage. 
  The explosion also sets fire to combustibles and damages objects 
  in the area. It can melt metals with low melting points, such as 
  lead, gold, copper, silver, and bronze. 
  To select the point of impact, the caster points a finger in the 
  desired direction while mentally determining the range and 
  elevation. A glowing, red-hot meteoroid then streaks from the 
  sky and descends to the desired point at the prescribed range. 
  However, if the falling star’s path to its destination is blocked 
  by a material body or solid barrier, it will detonate early. If the 
  damage caused to an interposing barrier shatters or breaks 
  through it, the explosion may continue beyond the barrier in 
  order to attain its full volume.
  If the caster attempts to call down a starfall through a narrow 
  passage, such as through an overhead murder hole or skylight, 
  he must make a successful missile attack throw (without range 
  adjustments) to hit the opening, or else the meteoroid strikes 
  the barrier and detonates prematurely.
  Strengthen the Unliving 
  Range: 
  30’ 
  Eldritch 3 (Black) 
  Duration: 1 turn
  This spell strengthens one or more undead creatures within 
  range. The caster can strengthen a number of Hit Dice of 
  undead equal to his caster level. Each strengthened undead 
  gains 1d10 temporary hit points + 1 additional temporary hp 
  per caster level. These temporary hit points will be the first lost 
  if any damage is suffered, but cannot be regained through rest 
  or healing magic, and will disappear at the expiration of the 
  spell’s duration. A dispel evil or dispel magic spell will strip the 
  undead of its temporary hit points unless its makes a successful 
  saving throw versus Spells.
  
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  Summon Manes 
  Range: 
  30’ 
  Eldritch 1 (Black) 
  Duration: 1 day
  The caster summons one manes per level of experience from the 
  Outer Darkness to serve him (see p. 171 of the Heroic Monsters 
  chapter for details). The manes appear anywhere within range. 
  The wretched demons will slavishly respond to the caster’s will. 
  The manes vanish when destroyed or dispelled, or when the 
  spell expires. Because of the soul-blasting nature of this spell, it 
  cannot be cast more than once per day.
  Summon Insect Swarm 
  Range: 
  10’ 
  Eldritch 2 (Black) 
  Duration: 1 day
  The caster summons a 4 HD insect swarm from the dark 
  places of the earth (see the Monsters chapter of Adventurer 
  Conqueror King System for details). The insect swarm forms 
  anywhere within range. The summoned swarm will mindlessly 
  respond to the caster’s will. The insect swarm will vanish when 
  destroyed or dispelled, or when the spell expires. Because of the 
  soul-blasting nature of this spell, it cannot be cast more than 
  once per day.
  Summon Ooze 
  Range: 
  10’ 
  Eldritch 3 (Black) 
  Duration: 1 day
  The caster summons his choice of a gelatinous cube, gray ooze, 
  green slime, or yellow mold from the dark places of the earth 
  (see the Monsters chapter of Adventurer Conqueror King 
  System for details). The summoned ooze appears anywhere 
  within range. The summoned ooze will mindlessly respond 
  to the caster’s will. The summoned ooze will vanish when 
  destroyed or dispelled, or when the spell expires. Because of the 
  soul-blasting nature of this spell, it cannot be cast more than 
  once per day.
  Summon Shadows 
  Range: 
  10’ 
  Eldritch 4 (Black) 
  Duration: 1 week
  The caster summons 1d4 shadows from the Outer Darkness to 
  serve him (see the Monsters chapter of Adventurer Conqueror 
  King System for details). The shadows appear anywhere within 
  range. The summoned shadows will respond to the caster’s will, 
  as will any shadows spawned by them, up to a maximum of four 
  shadows. (Any excess shadows depart for the Outer Darkness.) 
  However, shadows are hateful creatures inimical to all life, and 
  will always attempt to twist the meaning of their orders to wreak 
  as much evil as possible. More than one spellcaster has seen 
  friends and lovers damned by the depredations of such minions. 
  The shadows will vanish when destroyed or dispelled, or when 
  the spell expires. Because of the soul-blasting nature of this spell, 
  it cannot be cast more than once per week.
  Summon Hell Hounds 
  Range: 
  10’ 
  Eldritch 5 (Black) 
  Duration: special
  The caster summons 1d4+3 lesser hell hounds from the 
  Elemental Sphere of Fire to do his bidding (see the Monsters 
  chapter of Adventurer Conqueror King System for details). 
  The number of hell hounds summoned is increased to 1d4+4 
  if the caster is 12th level or higher, and 1d4+5 if 14th level or 
  higher. The hell hounds appear anywhere within range. When 
  summoned, the hell hounds must be tasked with a single 
  objective, such as guarding a location or hunting down a 
  particular creature. The spell expires when this task is completed 
  or one month elapses, whichever comes first. Hell hounds are 
  hateful, Chaotic creatures who wish to see the world burn, and 
  they will always interpret their orders in order to maximize the 
  destruction they can inflict. The hell hounds will vanish when 
  destroyed or dispelled or when the spell expires. Because of the 
  soul-blasting nature of this spell, it cannot be cast more than 
  once per week.
  Summon Invisible Stalker 
  Range: 
  10’ 
  Eldritch 6 (Black) 
  Duration: special
  The caster summons an invisible stalker from the Outer 
  Darkness to do his bidding (see the Monsters chapter of 
  Adventurer Conqueror King System for details). A second 
  invisible stalker is summoned if the caster is 13th level or higher. 
  The invisible stalker(s) can be summoned anywhere within 
  range. When summoned, the invisible stalker must be tasked 
  with a single objective, such as guarding a location or hunting 
  down a particular creature. (If more than one is summoned, 
  both must receive the same task.) The spell expires when this 
  task is completed. However, invisible stalkers resent protracted 
  missions or complex tasks and will seek to pervert their 
  instructions accordingly. The invisible stalker(s) will vanish 
  when destroyed or dispelled or when the spell expires. Because 
  of the soul-blasting nature of this spell, it requires one turn (10 
  minutes) to cast, and cannot be cast more than once per week.
  Summon Weather 
  Range: 
  5 miles or more 
  Eldritch 5 (Grey) 
  Duration: 6 turns per level
  This spell summons a weather condition to the spellcaster’s 
  location. The summoned weather must be of a natural and 
  routine type that regularly occurs in that location at that time 
  of year. Freak weather (such as snow in summer) and natural 
  disasters (such as blizzards, hurricanes, typhoons, or tornados) 
  
   
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  are prohibited, but the caster could relieve a drought with rain 
  or call up a dust cloud in the desert. The weather is affected out 
  to a range of five miles, plus one mile for each level of the caster 
  above the minimum level required to cast the spell. 
  Sunder Structure 
  Range: 
  touch 
  Eldritch 6 (Grey) 
  Duration: instantaneous
  The caster of this mighty spell can obliterate a structure such as 
  a bridge, cliff, tower, or wall by striking it with his staff or other 
  implement. The caster must make a melee attack throw against 
  the structure’s AC (typically 2 for wooden and 6 for stone 
  structures). If the attack throw succeeds, the targeted structure 
  is instantly dealt 250 SHP of damage (enough to destroy one 
  story of a tower or a 30’ length of wall). If the targeted structure 
  is destroyed, each creature on or within it suffers 5d6 points of 
  damage from collapsing rubble, or half as much damage if it 
  makes a successful saving throw versus Blast. Structures with 
  multiple stories have a separate shp per story, and each story 
  must be breached or destroyed separately; destroying a lower 
  story will destroy all upper stories, however.
  Swimming 
  Range: 
  0’ 
  Eldritch 2 (White) 
  Duration: 6 turns plus  
   
  1 turn per level
  The recipient of this spell gains the ability to swim at a combat 
  movement rate of 20’. The affected creature must have at least 
  three limbs (hands and feet) free to swim. While swimming, the 
  recipient can charge or run, attack with a one-handed weapon, 
  cast spells, and defend itself normally. This spell does not grant 
  the ability to breathe underwater. 
  Thunderbolt 
  Range: 
  0’ 
  Eldritch 6 (Grey) 
  Duration: instantaneous
  The caster releases a thunderous blast of electricity that is 120’ 
  long. The thunderbolt passes through an area 5’ wide, arcing 
  and jumping, so that, while it is not actually 5’ wide, for game 
  purposes treat it as if it is so. Any creatures caught in the area 
  of effect of the thunderbolt must make a saving throw versus 
  Blast. A creature that fails the saving throw suffer 1d6 points 
  of electricity damage per level of the caster and is deafened by 
  the shock and thunder. A creature that succeeds on the saving 
  throw suffers half damage but is not deafened. 
  A deafened creature suffers a -2 penalty to surprise rolls and a 
  -4 penalty on ceremony throws and spellsinging throws, and 
  has a 2 in 6 chance of failing any attempt to cast a spell, read a 
  scroll, or utter a command word. A deafened creature can make 
  another saving throw at the end of its initiative each round. If 
  the save succeeds, it is no longer deafened. 
  The thunderbolt sets fire to combustibles and damages objects 
  in its path. It can melt metals with a low melting point, such 
  as lead, gold, copper, silver, or bronze. If the damage caused to 
  an interposing barrier shatters or breaks through it, the bolt 
  may continue beyond the barrier if the spell’s range permits; 
  otherwise, it may reflect from the barrier back toward the caster, 
  or in a random direction at the Judge’s option. Creatures already 
  affected by the thunderbolt do not take additional damage if 
  struck by the reflection of the same bolt. A thunderbolt is so 
  loud that it can be heard as a low rumble by creatures up to 10 
  miles away.
  Thunderclap 
  Range: 
  60’ 
  Eldritch 1 (Grey) 
  Duration: instantaneous
  A deafening peal of thunder resounds at a point of the caster’s 
  choice. The thunderclap is so loud that it can be heard as a 
  low rumble by creatures up to 10 miles away. Each creature 
  within 5’ of the thunderclap must make saving throw versus 
  Blast. If the save fails, the creature suffers 1d6 points of damage 
  and is deafened. If the save succeeds, the creature suffers half 
  damage but is not deafened (though its ears may ache and ring). 
  A deafened creature suffers a -2 penalty to surprise rolls and a 
  -4 penalty on ceremony throws and spellsinging throws, and 
  has a 2 in 6 chance of failing any attempt to cast a spell, read a 
  scroll, or utter a command word. A deafened creature can make 
  another saving throw at the end of its initiative each round. If 
  the save succeeds, it is no longer deafened. 
  Transform Other 
  Range: 
  touch 
  Eldritch 6 (Grey) 
  Duration: permanent
  This spell allows the caster to change the target touched into 
  another form of living creature. The target’s new form can’t 
  have more Hit Dice than caster’s level, and must have fewer 
  than twice the Hit Dice of the target’s old form. Incorporeal or 
  gaseous forms cannot result from a transform other, nor can 
  forms of constructs, elementals, or undead. The spell cannot 
  create a duplicate of a specific individual.
  While transformed, the target gains the physical capabilities, 
  statistics, physical attacks, and special abilities of the new form 
  while retaining his own mental abilities (usually to his horror). 
  The target creature will have the same number of hit points it 
  previously had, regardless of the Hit Dice of the form assumed.
  An attack throw is required to touch an unwilling target (unless 
  it is helpless). Unwilling targets that successfully make a saving 
  throw versus Spells are not affected. Incorporeal or gaseous 
  creatures are immune to this spell, and creatures with shape 
  changing abilities such as a doppelganger can revert to their 
  natural form in one round. Otherwise, the spell is permanent 
  until dispelled by dispel magic or the creature is slain, at which 
  time the target’s corpse reverts to its original form.
  Transform Self 
  Range: 
  self 
  Eldritch 6 (White) 
  Duration: 6 turns plus  
   
  1 turn per level
  This spell allows the caster to change into another form of living 
  creature. The assumed form can’t have more Hit Dice than the 
  caster’s level. The caster can’t assume an incorporeal or gaseous 
  form, or the form of a construct, elemental, or undead creature, 
  and cannot become a duplicate of a specific individual. If slain, 
  the caster reverts to his original form.
  While transformed, the caster gains the physical capabilities and 
  statistics of the new form while retaining his own mental abilities. 
  He also gains all physical attacks and special, supernatural, or 
  spell-like abilities possessed by the new form. Were the caster to 
  assume the form of a dragon he could use the dragon’s normal 
  claw, bite, and tail swipe attacks, as well as its dragon breath and 
  
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  other special abilities. The caster will have the same number of 
  hit points he previously had, regardless of the Hit Dice of the 
  form assumed. The caster can remain transformed for the full 
  duration of the spell, or may choose to end the spell whenever 
  he desires.
  Tremor 
  Range: 
  0’  
  Eldritch 5 (Grey) 
  Duration: concentration
  This spell causes the earth near the caster to begin to spasm 
  and shake violently. The caster can choose to have the tremor 
  radiate outward from him along the ground in all directions to a 
  50’ radius, or blast outward along the ground in a flat cone  150’ 
  long and 100’ wide. Creatures in the area of effect must make a 
  saving throw versus Blast every round. Those that fail the saving 
  throw are knocked down and suffer 1d6 points of damage. 
  Those that succeed on the saving throw retain their footing and 
  suffer no damage. Creatures gain a +4 bonus to the saving throw 
  per size category larger than man-sized. Buildings in the area of 
  effect suffer 1shp of damage per round per 10’ square area.  A 
  tremor can only be brought forth if the caster is standing on 
  soil, sand, silt, clay, or uncut, unworked rock and it is halted by 
  deep water (5’ or more).
  Turn to Dust 
  Range: 
  150’  
  Eldritch 5 (White) 
  Duration: instantaneous
  This spell can turn a single undead creature within range into 
  dust. The target of the spell can make a saving throw versus 
  Death to resist the effect. If the save succeeds, the spell has no 
  effect. If the save fails, the target is instantly destroyed. Turn to 
  dust has no effect on living creatures or constructs.
  Unliving Puppet 
  Range: 
  60’  
  Eldritch 1 (Black) 
  Duration: concentration
  This spell raises the bones or body of a single dead creature 
  within range as an undead skeleton or zombie under the caster’s 
  mental control. An animated skeleton can be created only from 
  a mostly intact skeleton; a zombie can be created only from a 
  mostly intact corpse. 
  Skeletons will have Hit Dice equal to the number the monster 
  had in life; for skeletons of humans or demi-humans, this means 
  one Hit Die, regardless of the character level of the deceased. 
  Zombies will have one more Hit Die than the monster had in life. 
  Unlike animate dead, the HD of the skeleton or zombie created 
  are not limited by the caster’s level. However, only creatures of 
  less than 8 HD can be raised by this spell. An unliving puppet 
  remains animated until destroyed or dispelled, or until the 
  caster relinquishes concentration. The creature’s remains 
  crumble to dust when the spell ends.
  Vitriolic Infusion 
   
  Range: 
  0’  
  Eldritch 2 (Grey) 
  Duration: 1 day
  This spell infuses water with concentrated vitriol, transforming 
  it into a highly-damaging vitriolic infusion. A single casting will 
  transform six flasks of water. When a flask of vitriolic infusion 
  is thrown, resolve the effects as if it were a flask of burning oil 
  (see ACKS, p. 103). The magical infusion will evaporate in one 
  day if unused. The spell has no effect on creatures of any type, 
  nor upon magic potions, oil, or holy water.
  Voice of Persuasion 
  Range: 
  120’ 
  Eldritch 2 (Grey) 
  Duration: 6 turns
  With sweet and sonorous tones, the caster persuades a living 
  creature to comply with his will. If the target fails a saving throw 
  versus Spells, he will oblige the caster’s requests as if subject to 
  a charm for the duration of the spell. If the target of the spell is 
  currently being threatened or attacked by the caster or his or 
  her allies, it receives a +5 bonus on its saving throw. The spell 
  does not enable the caster to control the charmed creature as if 
  it were an automaton; rather, it responds to his requests in the 
  most favorable way. The target will not do anything it wouldn’t 
  ordinarily do, and further may receive an additional saving 
  throw to overcome orders contrary to its nature (at the Judge’s 
  discretion). The caster must speak the charmed creature’s 
  language to communicate any commands.
  Voice of Command 
  Range: 
  120’ 
  Eldritch 4 (Grey) 
  Duration: 6 turns
  With authoritative and resonant tones, the caster forces a living 
  creature to comply with his will. For the duration of the spell, 
  the caster may give the target a series of one sentence commands, 
  each of which it obeys to the best of its ability until given further 
  orders. Each sentence must make sense in itself, such as “slay 
  those orcs,” “drop your weapons,” “flee from this place,” or “kneel 
  before me.” The target cannot be ordered to knowingly cause 
  himself direct harm, but it can be commanded to undertake 
  aggressive or risky action. Note that the caster must be able to 
  speak the language of the target. The target is entitled to a saving 
  throw versus Spells to avoid the effect.
  Wave of Earth 
  Range: 
  0’  
  Eldritch 2 (Grey) 
  Duration: 1 round
  This spell causes the earth to swell into a heaving wave 5’ wide 
  and tall that travels 120’ away from the caster along the ground 
  in any desired direction. Creatures that begin their initiative in, 
  or enter, the wave’s path must make a saving throw versus Blast. 
  Those that fail the saving throw are knocked down and suffer 
  1d6 points of damage. Those that succeed on the saving throw 
  retain their footing and suffer no damage. Creatures gain a +4 
  bonus to the saving throw per size category larger than man-
  sized. The wave of earth can only be brought forth along an 
  area of soil, sand, silt, clay, or uncut, unworked rock. The wave 
  cannot be conjured on an area of worked stone, wood, cement, 
  concrete, metal, or water deeper than 5’, and if it encounters 
  such an area, it immediately comes to a halt.
  Weave Fire 
  Range: 
  60’ 
  Eldritch 4 (Grey) 
  Duration: 2 turns
  This spell allows the caster to manipulate an existing volume of 
  fire, up to a maximum of 100 cubic feet, into a different shape. 
  Weave fire does not create the fire itself, so it must be cast on a 
  bonfire, forest fire, etc. The spell cannot affect fire carried or held 
  by creatures, or in which there are creatures already, nor can it 
  impact creatures. It cannot affect a carried torch, for instance, or 
  weave fire straight into an enemy.
  Due to the enchantments placed up on it, the woven fire is 
  impenetrable to monsters with fewer than 4 HD. Monsters with 
  more than 4 HD suffer 1d6 hit points of damage when they pass 
  through the fire. The fire deals double damage to creatures that 
  
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  are especially susceptible to fire. The fire is opaque. The fire may 
  not be woven to be less than 1” thick.
  Subject to those limitations, the caster can weave the fire into 
  almost any shape he desires. The resulting shape need not be 
  vertical, nor rest upon any firm foundation; however, it must 
  eventually merge with the fire’s kindling source. When the spell 
  expires, the fire sputters out wherever there is not appropriate 
  fuel, and thereafter burns as a natural fire. 
  Weave Metal 
  Range: 
  120’ 
  Eldritch 6 (Grey) 
  Duration: permanent
  This spell allows the caster to manipulate an existing volume of 
  metal, up to a maximum of 85 cubic feet, into a different shape.  
  Weave metal does not create the metal itself, so it must be cast 
  on a metal vein, treasure pile, etc. The spell cannot affect metal 
  carried or held by creatures, or on which there are creatures 
  already, nor can it be woven into creatures. For instance, it could 
  not weave a suit of armor worn by a foe or weave a bronze door 
  into an enemy. The metal cannot be woven to less than the 
  thickness of a coin.
  Subject to those limitations, the caster can weave the metal into 
  almost any shape he desires - bars, ingots, doors, furniture, walls, 
  etc. The metal can be woven into one or more free-standing and 
  movable objects, or bonded to surrounding nonliving material, 
  provided in either case that the base of the shape rests on a firm 
  foundation (i.e. the metal cannot be woven to float in thin air). 
  If the caster has appropriate proficiencies, such as Craft (coin-
  minting) or Engineering, the final shape will be well-worked, 
  as if by the hand of the caster himself; otherwise the final shape 
  will be crude, but serviceable. 
  If weave metal is cast as part of a construction project, apply 
  250gp towards the project’s construction cost per casting. The 
  weaving is permanent, but the metal is still subject to destruction 
  from damage, rust, perforation, tarnishing, and other natural 
  phenomena.
  Weave Smoke 
  Range: 
  120’ 
  Eldritch 1 (Grey) 
  Duration: 1 turn
  This spell allows the caster to manipulate an existing volume 
  of fog and smoke, up to a maximum of 1,000 cubic feet, into 
  a different shape. The spell does not create the smoke itself, so 
  it must be cast on morning mist, banks of fog, smoke from a 
  fire, etc. The smoke may not be woven so that it appears where 
  objects or creatures already are, nor can it be woven into 
  creatures. The smoke may not be woven to be less than 1” thick.
  Subject to those limitations, the caster can weave the smoke into 
  almost any shape he desires. The resulting shape need not be 
  vertical, nor rest upon any firm foundation. If woven to at least 
  6” thickness, woven smoke will block vision, and if woven to 
  1’ thickness, it will block both vision and light. Smoke never 
  presents an obstacle to movement or magical effects (except 
  for those requiring a line of sight to target, of course). Once 
  woven, the smoke can still be affected by water or strong winds 
  like an ordinary cloud of smoke, though other attacks will have 
  correspondingly little effect on it. A disintegrate or dispel 
  magic spell will disperse the woven smoke instantly; it will 
  otherwise dissipate in 1 turn.
  Weave Stone 
  Range: 
  120’ 
  Eldritch 5 (Grey) 
  Duration: permanent
  This spell allows the caster to manipulate an existing volume 
  of earth and stone, up to a maximum of 500 cubic feet, into a 
  different shape. Weave stone does not create the stone itself, so 
  it must be cast on a building, earthen rampart, wall, etc. The spell 
  cannot affect stone carried or held by creatures, nor on which 
  there are creatures already, nor can it be woven into creatures. 
  For instance, it could not be used to create a pillar under a 
  creature, nor to remove a bridge from beneath a creature’s feet. 
  The stone may not be woven to be less than 1” thick.
  Subject to those limitations, the caster can weave the stone 
  into almost any shape he desires – boulders, bridges, building 
  blocks, walls, etc. The stone can be woven into one or more 
  free-standing and movable objects, or bonded to surrounding 
  nonliving material, provided in either case that the base of the 
  shape rests on a firm foundation (i.e. the stone cannot be woven 
  to float in thin air). The woven stone can be used to bridge a 
  chasm or as a ramp. For this use, if the span is more than 20’, the 
  stone must be arched and buttressed. This requirement reduces 
  the spell’s area by half. If the caster has appropriate proficiencies, 
  such as Craft (stonemason) or Engineering, the final shape will 
  be well-worked, as if by the hand of the caster himself; otherwise 
  the final shape will be crude, but serviceable. 
  If weave stone is cast as part of a stone construction project, apply 
  250gp towards the project’s construction cost per casting. The 
  weaving is permanent but the stone is still subject to destruction 
  from damage, erosion, and other natural phenomena.
  Weave Water 
  Range: 
  120’ 
  Eldritch 4 (Grey) 
  Duration: 2 turns
  This spell allows the caster to manipulate an existing volume 
  of water, up to a maximum of 100 cubic feet, into a different 
  shape. Weave water does not create the water itself, so it must be 
  cast on a fountain, lake, river, etc. The spell cannot affect water 
  carried or held by creatures, nor in which there are creatures 
  already, nor can it be woven into creatures. The water may not 
  be woven to be less than 1” thick.
  Due to the enchantments placed up on it, the woven water is 
  impenetrable to monsters with fewer than 4 HD. Monsters with 
  more than 4 HD suffer 1d6 hit points of damage when they swim 
  or wade through the water. The water deals double damage to 
  creatures that use fire or are accustomed to hot conditions. The 
  water is translucent. 
  Subject to those limitations, the caster can weave the water into 
  almost any shape he desires. The resulting shape need not be 
  vertical, nor rest upon any firm foundation; however, it must 
  eventually merge with and be solidly supported by existing water. 
  When the spell expires, the weaving collapses spectacularly and 
  the water returns to its natural shape. 
  Weave Wood 
  Range: 
  120’ 
  Eldritch 4 (Grey) 
  Duration: permanent
  This spell allows the caster to manipulate an existing volume 
  of nonliving wood, up to a maximum of 100 cubic feet, into a 
  different shape. Weave wood does not create the wood itself, 
  so it must be cast on a wooden building, fence, palisade, etc. 
  The spell cannot weave wood carried or held by creatures, 
  
   
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  nor on which there are creatures already, nor can it  be woven 
  into creatures. For instance, it could not be used to re-shape a 
  creature’s shield, nor could it remove a wooden bridge from 
  beneath a creature’s feet. The wood may not be woven to be less 
  than the thickness of a shield (1/2”).
  Subject to those limitations, the caster can weave the wood into 
  almost any shape he desires – beams, chairs, doors, shelves, walls, 
  etc. The wood can be woven into one or more free-standing 
  and movable objects, or bonded to surrounding nonliving 
  material, provided in either case that the base of the shape rests 
  on a firm foundation (i.e. the wood cannot be woven to float 
  in thin air). The woven wood can be used to bridge a chasm or 
  as a ramp with a span of up to 20’. If the caster has appropriate 
  proficiencies, such as Craft (carpentry) or Engineering, the final 
  shape will be well-worked, as if by the hand of the caster himself; 
  otherwise the final shape will be crude, but serviceable. 
  If weave wood is cast as part of a wooden construction 
  project, apply 250gp towards the project’s construction cost 
  per casting. The weaving is permanent but the wood is still 
  subject to destruction from damage, fire, rot, and other natural 
  phenomena.
  NEW AND UPDATED RITUALS
  Gate 
  Range: 
  30’ 
  Eldritch 9 (Black) 
  Duration: special
  At the completion of this powerful ritual, the caster utters the 
  true name of a specific extraplanar creature of great power (such 
  as a demon, devil, demigod, or even god) from whom he seeks 
  aid and assistance. This utterance attracts the creature’s attention 
  and allows it, or its representative, to travel to the caster’s vicinity 
  by means of an interdimensional portal simultaneously created 
  by the ritual’s completion – the eponymous gate itself. If the 
  creature named is anything short of a deity or demon lord, it 
  will usually travel through the gate itself. Gods, demon lords, 
  and other planar rulers will likely send a representative rather 
  than come through the gate personally. The Judge’s discretion is 
  final with regard to what creature comes through the gate.
  In either case, the creature arriving through the gate is not 
  under the control of the caster. Its actions will be determined 
  by its alignment, its relationship with the caster, the reason for 
  its summoning, and the nature of the threats it confronts. If a 
  creature is called by a caster of an opposed alignment seeking 
  assistance in pursuing goals contrary to the creature’s own, it 
  will attempt to destroy the caster if possible, or depart if not. If a 
  creature is called for a trifling matter (relative to its own power), 
  it might depart immediately, or perhaps linger long enough to 
  chastise the caster for his impudence, even going so far as to lay 
  a curse or quest upon him. Usually, however, the creature will 
  provide some aid or assistance to the caster, especially if his need 
  is great and his goals align with those of the creature itself. 
  After aiding the caster, the creature will typically demand 
  payment of some sort for its service – the payment demanded 
  might be services, treasure, blood sacrifices, or even some part 
  of the caster’s own body, such as an eye or hand. The payment 
  demand is at the Judge’s discretion based on the power of the 
  creature relative to the caster and the reason for its summoning. 
  For creatures other than gods and demon lords summoned to 
  aid characters of their own alignment, a payment of 1,000 gp (or 
  equivalent) per HD of the creature will usually suffice. 
  Casting a gate ritual requires 4,500 gp of divine power as its 
  special component. 
  Holy Word 
  Range: 
  0’ 
  Eldritch 7 (White) 
  Duration: instantaneous
  This ritual culminates with the utterance of a powerful holy 
  word which affects all evil creatures within a 30-foot radius 
  around the caster. For purposes of the ritual, evil creatures 
  include hostile creatures of an alignment other than the caster’s 
  alignment, and inherently evil creatures such as undead and 
  summoned creatures of Chaotic alignment. The effects of the 
  holy word are shown on the table below: 
  Creature’s 
  HD or 
  Level
  Effect of 
  Holy Word
  Movement 
  Penalty 
  Attack 
  Penalty
  Spellcasting
  3 or Less
  Killed/
  destroyed 
  instantly
  Dead
  Dead
  Dead
  4 to 7+
  Paralyzed 
  1d4 turns
  Paralyzed
  Paralyzed
  Paralyzed
  8 to 11+
  Slowed  and 
  stunned for 
  2d4 rounds
  Halved
  -4, 
  Slowed
  None 
  permitted
  12 or More
  Deafened 
  for 1d4 
  rounds
  None
  -2
  3 in 6 chance 
  of failure
  In addition, if the caster is on his home plane, all evil creatures 
  from other planes within the area of effect are banished to their 
  own plane of existence for 24 hours unless they make a saving 
  throw versus Spells. There is no saving throw against the other 
  effects of a holy word, though magical resistance can protect 
  against it.
  Reversed, this spell becomes unholy word. Its effects are 
  identical to those noted above, except that it is a black magic 
  ritual that affects good rather than evil creatures. 
  Casting a holy word or unholy word ritual requires 3,500 gp of 
  divine power as its special component. 
  Lair of Power 
  Range: 
  special 
  Eldritch 9 (Grey) 
  Duration: permanent
  This ritual transforms the caster’s lair into a place of power. 
  For purposes of this spell, a lair can be a man-made or natural 
  site encompassing an area of up to 10,000 square feet and a 
  volume of up to 100,000 square feet. For example, a lair might 
  encompass the entirety of a rambling one-story manor house 
  (100’ long x 100’ wide x 10’ tall) or a tall, spindly stone pillar (30’ 
  long x 30’ wide x 110’ tall). 
  When the ritual is begun, the caster selects the type of place he 
  desires his lair to become: either a pinnacle of good, sinkhole of 
  evil, aerie of air, edifice of earth, furnace of fire, or well of water. 
  In order to create a lair of power of a particular type, the caster 
  must meet the requirements noted below for that type.
  
  154 
  Eldritch Spell Lists
  Type of Place
  Requirement
  Pinnacle of Good
  Caster must be Lawful and have no corrupting 
  weaknesses
  Sinkhole of Evil
  Caster must be Chaotic and have at least five 
  corrupting weaknesses
  Aerie of Air
  Caster must know at least one elemental air 
  spell of each level (1st – 6th)
  Edifice of Earth
  Caster must know at least one elemental earth 
  spell of each level (1st – 6th)
  Furnace of Fire
  Caster must know at least one elemental fire 
  spell of each level (1st – 6th)
  Well of Water
  Caster must know at least one elemental water 
  spell of each level (1st – 6th)
  While the ritual is being performed, the lair must be kept empty 
  of any creatures except the caster and his assistants, apprentices, 
  henchmen, followers, familiars, animal companions, charmed 
  or necromantic slaves, and similar allies. If other creatures arrive 
  in the lair during the ritual, they must be slain, driven off, or 
  enlisted into the caster’s service before the ritual can proceed.
  When the ritual is complete, the caster’s lair becomes a minor 
  place of power of the chosen type. If the lair is already a minor 
  place of power of the chosen type, the lair becomes a major 
  place of power of that type instead. If the lair is already a major 
  place of power of the chosen type, the lair becomes a supreme 
  place of power of that type instead.
  If the lair is already a supreme place of power of the chosen type, 
  the caster must immediately make a saving throw versus Spells. 
  Fate Points cannot be spent on this roll. If the save succeeds, 
  the lair of power gains a permanent gate to the appropriate 
  sphere of existence. If the save fails, the caster is immediately 
  disintegrated and a cataclysm appropriate to the type of place 
  occurs in the hex, centered on the lair. 
  A caster may “stack” multiple lairs of power of different types 
  in the same physical area if desired. However, he must meet all 
  of the requirements for each type of place and perform separate 
  rituals (or series of rituals) for each type. For instance, a caster 
  might perform the ritual three times to create a roaring (major) 
  aerie of air and smoldering (minor) furnace of fire. 
  Symbol 
  Range: 
  touch 
  Eldritch 8 (Grey) 
  Duration: special
  This ritual allows the caster to scribe a potent rune of power 
  upon a surface. To be effective, a symbol must always be placed 
  in plain sight and in a prominent location. Symbols are visible 
  and legible at a distance of 60 feet.  Covering or hiding the rune 
  renders the symbol ineffective, unless a creature removes the 
  covering, in which case the symbol works normally. 
  Until it is triggered, a symbol is inactive. By default, a symbol is 
  triggered whenever a creature does one or more of the following: 
  looks at the rune; reads the rune; touches the rune; passes over 
  the rune; or passes through a portal bearing the rune. The caster 
  can choose to limit the trigger to just a few or one of these 
  triggers if desired. Regardless of the trigger method or methods 
  chosen, a creature more than 60 feet from a symbol can’t trigger 
  it (even if it meets one or more of the triggering conditions, such 
  as reading the rune). Once the spell is cast, a symbol’s triggering 
  conditions cannot be changed.
  
   
  Eldritch Spell Lists 
  155
  Heroic Fantasy Handbook
  Magic
  When triggered, a symbol will affect one or more creatures 
  within 60 feet of the rune. The effect will vary depending on the 
  type of symbol inscribed. Once triggered, the symbol becomes 
  active and glows, lasting for 10 minutes per caster level. Any 
  creature that enters the area while the symbol is active may be 
  subject to its effect, whether or not that creature was in the area 
  when it was triggered. A creature need save against the symbol 
  only once as long as it remains within the area, though if it leaves 
  the area and returns while the symbol is still active, it must save 
  again.
  When scribing a symbol, the caster can specify a password or 
  phrase that prevents a creature using it from triggering the effect. 
  Anyone using the password remains immune to that particular 
  rune’s effects so long as the creature remains within 60 feet of 
  the rune. If the creature leaves the radius and returns 
  later, it must use the password again.
  There are eight different kinds of 
  symbol, each of which has a different 
  effect when triggered. Some of the 
  symbols are considered black 
  magic, however, and scribing 
  those symbols will earn the 
  caster corruption. 
  Conflict: The symbol causes 
  all creatures within 60’ to begin 
  arguing with others in their 
  area for 5d4 rounds. Arguing 
  creatures of differing alignment 
  may (50% chance) fight for 2d4 
  rounds.  Creatures in the area 
  of effect may resist the symbol of 
  conflict with successful saving throws 
  versus Spells. 
  Death (black): The symbol slays one or more 
  creatures within 60’ whose combined total current hit 
  points do not exceed 80. The symbol affects the closest creatures 
  first, skipping creatures with too many hit points to slay. 
  Creatures in the area of effect may resist the symbol of death 
  with successful saving throws versus Death. 
  Despair (black): The symbol causes all creatures within 60’ 
  to endure feelings of hopelessness and futility for 3d4 turns. 
  Affected creatures will automatically cower, surrender, or retreat 
  in the face of determined opposition. Otherwise they have a 
  25% chance per round of taking no action due to their despair. 
  Creatures in the area of effect may resist the symbol of despair 
  with successful saving throws versus Paralysis.  
  Fear (black): The symbol causes all creatures within 60’ to flee 
  at their running speed for 30 rounds, as if affected by the spell 
  fear. Creatures in the area of effect may resist the symbol of fear 
  with successful saving throws versus Spells at -4.  
  Insanity (black): The symbol causes one or more creatures 
  within 60’ whose combined total current hit points do not 
  exceed 120 to become permanently insane (as the incite 
  madness spell). The symbol affects the closest creatures first, 
  skipping creatures with too many hit points to affect. The 
  insanity can only be cured with ritual magic. Creatures in the 
  area of effect may resist the symbol of insanity with successful 
  saving throws versus Spells.  
  Pain (black): The symbol causes all creatures 
  within 60’ to endure wracking pains for 
  2d10 turns. Affected creatures suffer 
  a -1 penalty to initiative, -1 penalty 
  to armor class, and -4 penalty to 
  attack throws. Creatures in the 
  area of effect may resist the 
  symbol of pain with successful 
  saving throws versus Spells.
  Sleep: The symbol causes all 
  creatures of 8 HD or less within 
  60’ to fall into a catatonic 
  slumber for 1d12+4 turns. 
  Catatonic creatures cannot be 
  awakened by non-magical means 
  before this time expires. Creatures in 
  the area of effect may resist the symbol 
  of sleep with successful saving throws 
  versus Death. 
  Stunning: The symbol causes one or more creatures 
  within 60’ whose combined total current hit points do not 
  exceed 160 to become stunned and unable to act for 3d4 rounds. 
  Any held items will be dropped. The symbol affects the closest 
  creatures first, skipping creatures with too many hit points to 
  affect. Creatures in the area of effect may resist the symbol of 
  stunning with successful saving throws versus Paralysis. 
  Casting a symbol ritual requires special components worth 
  4,000 gp total.
  
  Chapter 6: Heroic Monsters
  What he had taken for a part of the tower was the shoulder of the 
  Dragon of Pendor as he uncurled his bulk and lifted himself slowly 
  up.  When he was all afoot his scaled head, spike-crowned and 
  triple-tongued, rose higher than the broken tower’s height, and his 
  taloned forefeet rested on the rubble of the town below. His scales 
  were grey-black, catching the daylight like broken stone. Lean as a 
  hound he was and huge as a hill. Ged stared in awe. There was no 
  song or tale could prepare the mind for this sight.
  - a wizard oF earthSea, urSuLa k. Leguin
  
   
  Eldritch Spell Lists 
  157
  Heroic Fantasy Handbook
  Monsters
  157 
  Baleygr
  As noted in ACKS (p. 151), monsters with similar characteristics 
  are grouped into monster types. The Heroic Companion 
  introduces two new monster types (demon and plant). A creature 
  can belong to multiple types.
  Demons are creatures summoned from the Outer Darkness. 
  Demons are resistant (take half damage from) attacks based on 
  cold, electricity, fire, and gas. All demons possess infravision (90 
  feet) and telepathy, which allows them to communicate with any 
  creatures they encounter. Demons are unholy beings that can be 
  held at bay by protection from evil, dispelled with dispel evil 
  and turned by clerics as Infernal.
  Plants are sentient vegetable creatures. Plants are immune to all 
  charm, sleep, and hold spells, to stunning, and to poisons not 
  designed to work on plants. They are vulnerable to spells that 
  affect plants.
  NEW MONSTERS BY TYPE
  Type
  Monsters
  Animal
  Giant Constricting Viper
  Beastman
  -
  Construct 
  -
  Demon
  Báleygr, Cacodemon, Manes
  Fantastic Creature
  Cave Kraken 
  Giant Humanoid
  Stone Troll
  Humanoid
  -
  Plant
  -
  Summoned Creature
  Báleygr, Manes
  Undead
  Deathbound Wraith
  Vermin
  Giant Slug
  BÁLEYGR
  % In Lair: 
  35%
  Dungeon Enc: 
  Solitary (1) / Fist (1d4)
  Wilderness Enc: Fist (1d4) / Legion (2d4 Fists)
  Alignment: 
  Chaotic
  Movement: 
  120’ (40’)
  Armor Class: 
  10
  Hit Dice: 
  12****
  Attacks: 
  1 (weapon or whip)
  Damage: 
  4d6/2d6, drag 
  Save: 
  F12
  Morale: 
  +4
  Treasure Type: 
  N x2 (per báleygr)
  XP: 
  4,800
  Báleygr (Old Jutlandic for “flaming-eyed”) are dreadful demons 
  of smoke and flame, resembling 12’ tall iron-skinned minotaurs 
  with fiery eyes and stunted black wings. Báleygr rejoice in war 
  and bloodshed, and typically carry giant-sized weapons of black 
  metal in each hand, favoring a sword, axe, or mace in one hand 
  and a whip in the other. Some sages believe that the báleygr were 
  once guardians of the Elemental Sphere of Fire, and that they 
  were turned to darkness by Bel, called the Slaughterprince, the 
  Chthonic god of battle. Others claim they are born of the hates 
  and fears of men, and grow stronger as the world descends into 
  chaos. Whatever their origins, báleygr are fearsome foes who 
  bring ruin to any that stand against them. 
  At will, a báleygr can surround itself with an aura of elemental 
  fire and/or shrouding smoke. When the báleygr’s  aura of 
  elemental fire is active, creatures within 25’ of the báleygr take 
  1d8 points of fire damage if they begin their initiative in its aura, 
  or move into it on their initiative. When its aura of shrouding 
  smoke is active, the báleygr is hidden by the smoke and any 
  creatures (other than the báleygr) within 25’ of it are blinded, 
  unless able to see invisible. The báleygr may have both auras 
  active, if desired. 
  The mere sight of a báleygr can cause panic in its opponents. 
  When a báleygr appears, all creatures with less than 1 Hit Dice 
  automatically flee at their running movement rate for 30 rounds 
  with no saving throw. All creatures with 1 – 3 Hit Dice must save 
  versus Paralysis or flee at their running movement rate for 30 
  rounds.  All creatures with more than 3 Hit Dice must save versus 
  Paralysis or suffer a -2 penalty to attack and saving throws while 
  the báleygr remains in sight. As a báleygr terrifying presence is 
  preternatural, it functions even through the obscurement of its 
  aura of shrouding smoke.
  In combat, a báleygr will strike with one of its giant-sized 
  weapons. Targets within 10’ will be attacked with its sword, axe, 
  or mace for 4d6 points of damage. More distant targets, up to 30’, 
  will be attacked with its whip for 2d6 points of damage. Targets 
  struck by the báleygr’s whip must make a saving throw versus 
  Paralysis or be dragged adjacent to the báleygr.  Occasionally 
  báleygr arm themselves with huge bows, with which they shoot 
  flaming arrows. Báleygr’s bows have twice the range and accuracy 
  of longbows and deal 4d6 points of fire damage on a successful 
  attack. A báleygr’s weapons melt into slag if the creature is slain. 
  A báleygr is immune to death magic, fire, and ordinary weapons, 
  and resistant (takes half damage) to acid, cold, and electricity. 
  It possesses infravision (90’) and telepathy, which allows it to 
  communicate with any creatures it encounters. It can be held at 
  bay by protection from evil and turned as an infernal creature, 
  but may make a saving throw versus Spells to ignore the effects of 
  being turned. A summoned báleygr can be dispelled.
  If encountered in a wilderness lair, a legion of báleygr will be led 
  by a lord with AC 12, 16 HD, 80 hp, and a +4 bonus on damage 
  rolls. A báleygr lord is worth 7,200 XP and has additional treasure 
  of type Q. It has a 25% chance to be mounted on a mature adult 
  red dragon; if so, generate the dragon’s characteristics and 
  treasure separately. 
  Tales of a dark overlord fielding entire armies of báleygr mounted 
  on dragons and led by a terrible giant-sized prince are generally 
  considered fanciful even by the standards of adventurers.
  
  158 
  Eldritch Spell Lists
  
   
  Eldritch Spell Lists 
  159
  Heroic Fantasy Handbook
  Monsters
  159 
  Cacodemon
  CACODEMON
  % In Lair: 
  Varies
  Dungeon Enc: 
  Varies
  Wilderness Enc: Varies
  Alignment: 
  Any
  Movement: 
  Varies
  Fly: 
  Varies
  Armor Class: 
  Varies
  Hit Dice: 
  Varies
  Attacks: 
  Varies
  Damage: 
  Varies
  Save: 
  Varies
  Morale: 
  Varies
  Treasure Type: 
  Varies
  XP: 
  Varies
  Cacodemons are living horrors from the Outer Darkness 
  brought to our world by black magic, evil prayer, or terrible 
  suffering and calamity. Utterly alien and unspeakably vile, they 
  have been known to mankind by many names: gremlin, incubus, 
  demon, devil, fiend. Civilized adults, living in the safe realms of 
  Law, may dismiss cacodemons as mere myths and legends, but 
  the learned must endure the terror of knowing they are real. 
  Cacodemon Characteristics by Age Category
  Cacodemons range in power from chaotic spawn, no more 
  fearsome than a gnoll, to archfiends capable of destroying 
  dragons. Demonologists have codified this range into ten 
  different ranks. A cacodemon’s characteristics primarily 
  depend on its rank. See the Primary Cacodemon Attributes and 
  Secondary Cacodemon Attributes tables, below. 
  Cacodemon Body Form
  A cacodemon’s movement rate and attack routine are determined 
  by its body form. Some occultists argue that cacodemons have 
  no true body form, and that it is the summoner’s will which 
  imposes shape upon their formless souls. Others argue that 
  as creatures of Chaos, cacodemons come in every body form 
  imaginable.  Whatever the case, cacodemons most often appear 
  in one of five basic body forms, each of which has winged 
  and wingless variants, for a total of ten common body form 
  configurations. These are:
  Arachnine: Arachnine cacodemons resemble giant spiders, 
  with chitinous segmented eight-legged bodies,  fanged 
  chelicerae, web-making spinnerets, and up to eight insect-like 
  eyes. Winged arachnine cacodemons add a pair of dragonfly-
  like wings. A wingless arachnine has a movement rate of 60’. 
  A winged arachnine has a movement rate of 60’ and a flying 
  movement rate of 120’. In either case, arachnines can climb at 
  their base movement rate. An arachnine cacodemon’s attack 
  routine consists of a bite attack. Arachnine cacodemons may 
  select the poison special ability if desired. 
  Humanoid: Humanoid cacodemons are bipedal, two-armed, 
  two-legged creatures. Some are beautiful and majestic, 
  resembling elves, men, or gods. Others are hideous to behold, 
  resembling minotaurs, ogres, owlbears, or worse. If wings are 
  present, they sprout from the shoulder blades; they are typically 
  bat-like, but feathered avian wings and membranous insect 
  wings are also possible. A wingless humanoid has a movement 
  rate of 120’. A winged humanoid has a movement rate of 90’ 
  and a flying movement rate of 240’. A humanoid’s attack routine 
  consists of a pair of claw attacks and a bite attacks. Some 
  Secondary Cacodemon Attributes
  Rank
  Dung . 
  Enc .
  Wild . 
  Enc . 
  Special 
  Abilities
  Chance 
  Speech
  Caster
  Spells Per Day
  1
  2
  3
  4
  5
  6
  Spawn
  1d4
  1d4
  2 abilities
  1%
  1st
  2
  -
  -
  -
  -
  -
  Imp
  1d4
  1d4
  2 abilities
  2%
  3rd
  3
  1
  -
  -
  -
  -
  Gremlin
  1d4
  1d4
  2 abilities
  5%
  5th
  3
  2
  1
  -
  -
  -
  Hellion
  1d4
  1d4
  2 abilities
  10%
  7th
  4
  3
  2
  1
  -
  -
  Incubus
  1d4
  1d4
  3 abilities
  20%
  9th
  4
  4
  3
  2
  1
  -
  Demon
  1d4
  1d4
  3 abilities
  35%
  11th
  5
  4
  4
  3
  2
  1
  Dybbuk
  1d2
  1d2
  3 abilities
  50%
  12th
  5
  5
  4
  4
  2
  2
  Devil
  1d2
  1d2
  4 abilities
  75%
  15th
  5
  5
  5
  4
  3
  2
  Fiend
  1d2
  1d2
  4 abilities
  100%
  17th
  5
  5
  5
  5
  4
  3
  Archfiend
  1
  1
  5 abilities
  100%
  20th
  5
  5
  5
  5
  5
  5
  Primary Cacodemon Attributes
  Rank
  % In Lair
  AC
  HD
  Save
  Morale
  Treasure Type
  XP
  Spawn
  90%
  3
  2**
  F2
  0
  B
  29
  Imp
  70%
  4
  4**
  F4
  0
  H
  190
  Gremlin
  50%
  5
  6**
  F6
  0
  N
  820
  Hellion
  40%
  6
  8**
  F8
  0
  Q
  1,600
  Incubus
  40%
  7
  10***
  F10
  +1
  Q, N
  2,950
  Demon
  30%
  8
  12***
  F12
  +1
  Q, N
  3,900
  Dybbuk
  40%
  9
  14***
  F14
  +1
  R
  4,900
  Devil
  50%
  10
  16****
  F16
  +2
  R
  7,200
  Fiend
  70%
  11
  18******
  F18
  +2
  R, N
  9,800
  Archfiend
  90%
  12
  20*******
  F20
  +3
  R, Q
  15,400
  
  160 
  Eldritch Spell Lists
   
  Cacodemon 
  160
  Heroic Fantasy Handbook
  Monsters
  humanoids may instead have a weapon attack, which deals 
  damage as an arachnine bite attack. 
  Monadine: Monadine cacodemons appear as amorphous 
  blobs of cytoplasmic ichor, capable of changing their shape, 
  forming stalks, and extruding pseudopods. Some monadine 
  cacodemons may have blinking eyes, agonized human faces, or 
  pulsating organs visible on or within their cytoplasm. “Wingless” 
  monadine have a movement rate of 30’. “Winged” monadine, 
  capable of propelling themselves into the air and forming 
  their bodies into a wing-like surface, gain a flying movement 
  rate of 60’. In either case, monadine cacodemons can climb 
  and swim at their base movement rate. A monadine’s attack 
  routine consists of an envelopment by an extruded pseudopod. 
  Monadine cacodemons may select the swallow attack special 
  ability if desired.
  Scolopendrine: Scolopendrine cacodemons resemble enormous 
  carcass scavengers, with long segmented bodies with a pair 
  of legs on every segment, terminating in a head festered 
  with elongated mandibles and eight tentacle-like antenna. 
  Winged scolopendrine gain a pair of membranous wings on 
  every segment, granting a flying movement rate of 180’. A 
  scolopendrine’s attack routine consists of eight tentacle attacks 
  and a bite attack. Scolopendrine cacodemons may select the 
  paralysis special ability if desired.
  Wyverine: Wyverine cacodemons have bipedal body forms 
  with two vestigial arms (like a tyrannosaur). If wings are 
  present, they replace the arms (like a bat or bird). A wingless 
  wyvernine cacodemon has a movement rate of 120’, while a 
  winged wyvernine cacodemon has a movement rate of 90’ and a 
  flying movement rate of 240’. A wyvern’s attack routine consists 
  of either a bite and a tail attack or two talon attacks. Winged 
  wyvernine cacodemons may select the dive attack special 
  ability while wingless ones may select the berserk special ability. 
  Cacodemon Size, Mass, and Carrying Capacity
  A cacodemon’s mass (in pounds) is determined by its HD and 
  its body mass exponent, according to the formula mass = (HD x 
  10)BME. The cacodemon’s weight then determines its carrying 
  capacity and size category. Its carrying capacity is calculated 
  according to the formula carrying capacity = mass x CCF. Size 
  category is shown on the table below.
  Cacodemon Attack Routines and Damage by Body Type and Power Category
  Body Type
  Arachnine
  Humanoid
  Monadine
  Scolopendrine
  Wyverine
  AC
  +1
  0
  0
  +0
  +1
  Move
  60’, 120’ fly 
  120’, 180’ fly
  30’, 60’ fly
  120’ , 180’ fly
  90’, 240’ fly
  BME
  1.5
  2
  2.08
  1.5
  1.72
  CCF
  0.30
  0.033
  NA
  0.20
  0.20
  Attack Routine
  1 (bite)
  3 (2 claws/bite)
  1 (envelopment)
  9 (8 tentacles/bite)
  2 (talons or bite/
  sting)
  Spawn
  1d8
  1d2/1d2/1d3
  1d8
  0/ 1d6
  1d4/1d4
  Imp
  2d8
  1d3/1d3/1d6
  2d8
  1d2-1/2d4
  1d8/1d8
  Gremlin
  2d12
  1d4/1d4/1d10
  2d12
  1d3-1/2d4+1
  1d12/1d12
  Hellion
  4d8
  1d6/1d6/2d6+1 
  4d8
  1d3-1/2d6+1
  2d8/2d8
  Incubus
  4d10
  1d10/1d10/2d10
  4d10
  1d2/2d10
  2d10/2d10
  Demon
  4d12
  1d12/1d12/2d12
  4d12
  1d2/2d12
  2d12/2d12
  Dybbuk
  6d8
  2d6/2d6/4d6
  6d8
  1d3/4d6
  3d8+1/3d8+1
  Devil
  6d10
  2d6+1/2d6+1/4d6+1
  6d10
  1d3/3d10
  3d10+1/3d10+1
  Fiend
  6d12
  2d8/2d8/3d12
  6d12
  1d4/3d12
  3d12/3d12
  Archfiend
  7d10+2
  2d10/2d10/4d10
  7d10+2
  1d4/4d10
  2d20/2d20
  Mass
  35 lbs or less
  36 to 400 lbs
  401 to 2,000 lbs
  2,001 to  
  8,000 lbs
  8,001 to  
  32,000 lbs
  More than 
  32,000 lbs
  Size Category
  Small
  Man-Sized
  Large
  Huge
  Gigantic
  Colossal
  Length/Height
  Less than 2’
  Less than 8’
  8’ to 12’
  12’ to 20’
  20’ to 32’
  32’ or more
  
   
  Eldritch Spell Lists 
  161
  Heroic Fantasy Handbook
  Monsters
  161 
  Cacodemon
  Cacodemon Special Abilities
  Like all demons, cacodemons are resistant to (take half damage 
  from) attacks based on cold, electricity, fire, and gas; have 
  infravision (90 feet); and possess telepathy allowing them to 
  communicate with any creatures they encounter.
  In addition, all cacodemons have at least two other special 
  abilities, one of them often derived from their body form. High-
  ranking 
  cacodemonsmayhaveasmanyasfivespecialabilities.
  RefertotheSecondaryCacodemon Attributes tableforthenumber 
  ofspecial abilities the cacodemon should receive. Winged 
  cacodemons loseone special ability to compensate for flight. 
  The Judge may roll or select powers for the cacodemon from 
  the list below, or make up his own. Note that some selections 
  yield powers worth 1/8, 1/ 2, or 1/4 a special ability (*). The Judge 
  should continue to roll or choose powers until the appropriate 
  total number is chosen.
  Usage
  Usage Factor
  Usage
  Usage Factor
  At will
  1
  1/day
  0.4
  1/turn
  0.8
  1/week
  0.3
  1/3 turns
  0.7
  1/month
  0.2
  1/hour
  0.6
  1/season
  0.1
  3/day
  0.5
  1/year
  0.05
  EXAMPLE: A particular cacodemon can cast illusion at 
  will (4th level, usage 1), command word at will(1st level, 
  usage 1), mirror image once perday (2nd level, usage 0.4), 
  and charm person once per day (1st level, usage 0.4). Its 
  spell-like abilities count as [(1/4 x 4 x 1) + (1/4 x 1 x 1) + 
  (1/4 x 2 x 0.4) + (1/4 x 1 x 0.4)] 1.55 abilities, rounded to 2.
  Whatever their special abilities, cacodemons are unholy beings 
  that can be held at bay by protection from evil, dispelled with 
  dispel evil and turned by clerics as Infernal.
  Cacodemon Speech Capability
  Refer to the Secondary Cacodemon Attributes table for the 
  probability of speech and the spells per day available for 
  cacodemons of various ages. The older the cacodemon, the 
  greater the probability that it has the capability of speech.All 
  cacodemons that can speak know Common and two other 
  languages. Cacodemons that speak may also cast eldritch spells. 
  Cacodemons always know the same number of eldritch spells 
  that they can cast per day. Different cacodemons favor different 
  types of spell s, but black enchantments such as incite madness, 
  infuriate beast, inspire horror, endless slumber, feeblemind, and 
  enslave are common.
  Cacodemons that can speak and cast spells should be counted as 
  having two additional special abilities for purposes of XP. (This is 
  already factored into the XP awards for Fiends and Archfiends, 
  which always can speak and cast spells). If all cacodemons 
  are unintelligent creatures incapable of speech in the Judge’s 
  campaign setting, then cacodemons who would be capable of 
  speech should gain an additional special ability instead.
  Roll
  Special Ability
  01-02
  Acid (1): The cacodemon’s attacks destroy non-magical armor or clothing on a successful hit. A non-magical weapon that strikes the 
  cacodemon dissolves immediately after dealing damage. Magical weapons and armor are allowed a saving throw using the wearer’s 
  save versus Death, adding any magical bonus to the roll if applicable.
  03-04
  Aura (1): The cacodemon is surrounded by a damaging aura that deals damage to susceptible creatures each round. The aura has a 
  radius of 2’ per HD, and deals 1d8 damage per round. Roll 1d8 for the type of aura: 1 – fire; 2 – lightning; 3 – freezing vapors; 4 – 
  poison vapor; 5 – scouring wind; 6 – acid; 7 – blistering steam; 8 – fetid gas.
  05
  Berserk (1): The cacodemon gains a +2 bonus to attack rolls and is immune to fear. Its morale score is raised to +4. 
  06-07
  Bonus Attack (Varies): The cacodemon gains one or more bonus attacks. Roll 1d6: 1-3 one bonus attack dealing damage equal to 
  its primary attack, 4-6 two bonus attacks each dealing damage equal to its secondary attack (or half its primary attack). If the bonus 
  attack increases the cacodemon’s average damage to more than 4 points per HD, it counts as 1 special ability. Otherwise it counts as 
  1/4 special abilities.
  08-09
  Breath Weapon (1): The cacodemon gains a cacodemon-like breath weapon usable 3/day. The breath weapon deals 1d6 points of 
  damage per HD of the cacodemon, with a saving throw v. Blast reducing damage by half. Roll 1d8 for the type of breath weapon or 
  choose: 1 – fire; 2 – lightning; 3 – freezing vapors; 4 – poison vapor; 5 – scouring wind; 6 – acid; 7 – blistering steam; 8 – fetid gas. 
  Area of effect and special properties are as per a cacodemon.
  10-13
  Charge (1/4): The cacodemon is capable of making charge attacks that deal double damage. Choose one natural attack type for the 
  charge.
  14-15
  Charm (1): The cacodemon can enslave victims to its will 3/day or by gaze. The target must save v. Spells or be totally enthralled by 
  the cacodemon. If the cacodemon has 3 HD or less, the save is at +2. If the cacodemon has 9 HD or more, the save is at -2.
  16-17
  Class Powers/Proficiencies (Varies): The cacodemon gains 1d4 class powers or proficiencies, selected based on the cacodemon’s overall 
  design (Judge’s choice), excluding spellcasting. If the cacodemon has all the powers of a class, it counts as 1 special ability. Otherwise, 
  each class power counts as one 1/8 special ability.
  18-19
  Energy Drain (2): Victims of the cacodemon’s primary attack lose 1 or more levels of experience. If the cacodemon has 6 HD or less, it 
  drains 1 level of experience. If it has 7 HD or more, it drains 2 levels of experience.
  20-23
  Flying (1): The cacodemon is capable of flying at the movement rate noted for its body form. If it already flies, it becomes capable of 
  making dive attacks that deal double damage. If a dive hits a victim smaller than itself, it grabs and carries him off, unless the victim 
  makes a successful save v. Paralysis. If it already has a dive attack, re-roll.
  
  162 
  Eldritch Spell Lists
   
  Cacodemon 
  162
  Heroic Fantasy Handbook
  Monsters
  Roll
  Special Ability
  24-25
  Grab (1): Victims of the cacodemon’s primary attack must save v. Paralysis or be grabbed. Grabbed victims are helpless until they 
  escape by making a successful saving throw v. Paralysis on their turn.
  26-31
  Hug (1/4): If the cacodemon hits with more than half its attacks during its attack sequence, it deals additional damage: 2d6 if man-
  sized, 2d8 if large, 2d10 if huge, 2d12 if gigantic, and 2d20 if colossal.
  32-37
  Immunity (Varies): The cacodemon gains an immunity. Roll 1d12: 1 – fire (1/4); 2 – lightning (1/4); 3 – cold (1/4); 4 – acid (1/4);  5 
  – sleep, charm, hold, and poison (1); 6 – fear (1/4); 7 – blunt weapons (1/4); 8 – edged weapons (1/4); 9 – piercing weapons (1/4); 
  10 – bronze/iron/wood weapons (3/4), 11 – all nonmagical weapons (1), 12 – all elemental effects (1). Re-roll if the cacodemon is 
  already immune to the effect.
  38
  Incorporeal (1): The cacodemon is formless, weightless, and unable to interact with physical objects except through its attacks or special 
  abilities. If an incorporeal cacodemon has 4 HD or less, it can only be harmed by silver weapons. If an incorporeal cacodemon has 5 HD 
  or more, it can only be harmed by magical weapons. It may select energy drain and flying as special abilities.
  39
  Infectious (1/4): The cacodemon is able to transform its victims into others of its kind. Creatures slain by the cacodemon might rise 
  as cacodemons of its type unless appropriate measures are taken; or victims suffering loss of half or more of their hit points to the 
  cacodemon’s natural attacks might become a cacodemon of its type after 2d6 days. 
  40-41
  Initiative (1): The cacodemon is extremely fast, and always has the initiative each round.
  42-43
  Invisibility (1): The cacodemon is naturally invisible. It may act freely, including attacking, without becoming visible.
  44
  Magic Resistance (1): The cacodemon gains magic resistance with a target value of (20-HD).
  45-48
  Ongoing Damage (1): Once the cacodemon has hit its victim, it does ongoing damage each round equal to its most damaging attack. 
  Special effects (energy drain, poison, etc.) are not ongoing.
  49-51
  Paralysis (1): Victims of the cacodemon’s primary attack(s) must save v. Paralysis or be paralyzed. Roll 1d6: 1-2 paralysis lasts for 1d10 
  rounds, 3-6 paralysis lasts for 2d4 turns.
  52-53
  Petrification (2): Any victim that either (1-3) meets the cacodemon’s gaze or (4-6) is struck by the cacodemon’s attack(s) is required to 
  make a saving throw v. Petrification or be turned to stone.
  54-61
  Poison (1): Victims of the cacodemon’s primary attack(s) must save v. Poison or die. If the cacodemon has 3 HD or less, the save is at 
  +2. If the cacodemon has 9 HD or more, the save is at -2.
  62-63
  Regeneration (1): The cacodemon regenerates hit points each round, with the ability to re-attach lost limbs, unless the damage is of 
  two particular types (usually fire and acid). The amount regenerated will be HD/2 per round.
  64-68
  Resistance (Varies): The cacodemon gains resistance to two effects. Roll 1d12: 1 – fire (1/8); 2 – lightning (1/8); 3 – cold (1/8); 4 – 
  acid (1/8);  5 – sleep, charm, hold, and poison (1/2); 6 – fear (1/8); 7 – blunt weapons (1/8); 8 – edged weapons (1/8); 9 – piercing 
  weapons (1/8); 10 – bronze/iron/wood weapons (3/8), 11 – all nonmagical weapons (1/2), 12 – all elemental effects (1/2). If the 
  same effect is rolled twice, the cacodemon becomes immune (as above). Re-roll if the cacodemon is already immune to the effect.
  69-71
  Spellcasting (2): The cacodemon may cast spells as if it were a Zaharan sorcerer of the class level shown on the  Secondary Cacodemon 
  Characteristics table. Re-roll if the cacodemon is already able to cast spells.
  72-75
  Spell-like Abilities: The cacodemon gains 1d4 spell-like abilities. Generate the abilities as if rolling for spell scrolls or select appropriate 
  abilities based on the cacodemon’s other powers (Judge’s choice). Each spell-like ability counts as a fraction of a special ability. Multiply 
  2 x spell level x the usage factor (see below).
  76-80
  Stealth (1/4): The cacodemon is difficult to notice. Roll 1d6: 1-2 characters encountering the cacodemon at any time suffer a -1 
  penalty to surprise rolls; 3-4 characters encountering the cacodemon in its natural habitat suffer a -1 penalty to surprise rolls; 4-6 
  characters encountering the cacodemon in its natural habitat suffer a -2 penalty to surprise rolls.
  81-83
  Swallow Attack (1): The cacodemon can swallow whole victims smaller than itself on an unmodified attack throw of 19 or 20. A victim 
  that is swallowed whole takes damage equal to the cacodemon’s most damaging attack each round until the cacodemon is killed or 
  the victim dies.
  84-86
  Swift (1/4): The cacodemon moves rapidly. Its movement rate is increased by 30’ for every 120’ of base encounter movement
  87-88
  Terrifying (1): Any being seeing the cacodemon must succeed in a saving throw versus Paralysis or become paralyzed with dread. This 
  affect passes if the cacodemon leaves the victim’s range of vision, or if the cacodemon engages in combat.
  89-94
  Tough: The cacodemon is unusually tough or hardy. Its AC is increased by 1d4 points. If this increases its AC to more than its HD x 1.5, 
  this counts as a 1 special ability. Otherwise it counts as ¼ special ability.
  95-99
  Trample (1/4): The cacodemon gains a trample attack which it may use in lieu of its normal attack sequence. The trample attack 
  should inflict an average of 2 hp of damage per HD the cacodemon possesses. The cacodemon gains a +4 bonus to attack man-sized 
  targets when trampling. If the cacodemon is not at least large sized, re-roll.
  100
  Unusual (1): The cacodemon has a rare, unique, or special power determined by the Judge. Examples include the rust monster’s ability 
  to destroy metal armor and weapons, and the vampire’s ability to assume gaseous form when reduced to 0 hit points.
  
   
  Eldritch Spell Lists 
  163
  Heroic Fantasy Handbook
  Monsters
  163 
  Cave Kraken
  CAVE KRAKEN
  % In Lair: 
  100%
  Dungeon Enc.: 
  Solitary (1)
  Wilderness Enc.: None
  Alignment: 
  Chaotic
  Movement:
     Swim: 
  90' (30')
  Armor Class: 
  7
  Hit Dice: 
  8**
  Attacks: 
  8 tentacles or 1 bite
  Damage: 
  1d8 x 8 or 1d10
  Save: 
  F8
  Morale: 
  +2
  Treasure Type: 
  K
  XP: 
  1,560
  Cave krakens are frightening, octopus-like creatures often used 
  by evil wizards to guard treasures in subterranean lakes and other 
  bodies of water. They possess eight 12’ long tentacles, which are 
  covered in wicked barbs.
  On a successful attack throw with a tentacle, a cave kraken 
  automatically restrains the creature it hit. Thereafter the cave 
  kraken can automatically constrict its restrained victim with its 
  tentacle, dealing 1d8 points of damage without having to make 
  an attack throw. Doing so counts as the cave kraken’s attack with 
  the tentacle it has used to restrain the creature.
  A cave kraken can restrain and constrict a different creature 
  with each tentacle simultaneously. It can also choose to restrain 
  and constrict a particular creature with multiple tentacles. If this 
  occurs, the restrained creature suffers a -1 penalty on its attack 
  throws for each additional tentacle, in addition to suffering 
  constriction damage from each tentacle.
  A restrained creatures cannot use a shield and can be attacked 
  with a +2 bonus, or can be ambushed or backstabbed for a 
  +4 bonus. It cannot move until it cuts itself free from the cave 
  kraken’s tentacle(s). To cut itself free, a creature must successfully 
  deal 6 points of damage to the cave kraken with one blow. If a 
  cave kraken loses half or more of its tentacles, it will flee beneath 
  the water, attacking again only if it is pursued or to defend any 
  treasure it might be guarding.
  Tentacles that successfully strike a target constrict for 1d8 points 
  of damage initially and then 1d8 per round thereafter until 
  either the target is dead or the tentacle cut off. For every tentacle 
  constricting a single target, the target suffers a -1 penalty to attack 
  rolls. A tentacle can be cut off if a total of 6 hit points or more of 
  damage is dealt with one blow. 
  DRAGON, HEROIC FANTASY VARIANT
  % In Lair: 
  Varies
  Dungeon Enc: 
  Varies
  Wilderness Enc: Varies
  Alignment: 
  Any
  Movement: 
  Varies
     Fly: 
  Varies
  Armor Class: 
  Varies
  Hit Dice: 
  Varies
  Attacks: 
  Varies
  Damage: 
  Varies
  Save: 
  Varies
  Morale: 
  Varies
  Treasure Type: 
  Varies
  XP: 
  Varies
  Dragons are an ancient and dangerous reptilian species, capable 
  of surviving for thousands of years, growing in size and power 
  with each passing century. While all dragons belong to the 
  same race of creatures and can inter-breed, dragons come in 
  an astounding variety of shapes, colors, and powers. In certain 
  worlds, they may be intelligent – and in those worlds they are 
  often representative of the greatest evils those worlds have to 
  offer. In other worlds, dragons are feral creatures of bestial 
  instinct.  In every world, they are held in awe and terror as living 
  embodiments of avarice, gluttony, and wrath. 
  Dragon Characteristics by Habitat
  In the world of the Auran Empire, dragons are elemental 
  creatures whose very bodies adapt to whatever habitat they 
  choose to lair in. In other worlds, dragons might have evolved in 
  different ways in different habitats, or might have been created at 
  different times for different environments. In any case, a dragon’s 
  color and its breath weapon (if any) usually reflect the terrain 
  and climate of their habitats, and dragons are often grouped 
  into general categories on this basis. For instance, dragons that 
  dwell in glaciers or frigid tundra will often have white hides and 
  freezing breath weapons, earning the name white dragons.
  Dragon Characteristics by Age Category
  A dragon’s characteristics primarily depend on its age. See the 
  Primary Dragon Attributes and Secondary Dragon Attributes 
  tables, below. 
  Dragon Body Form
  A dragon’s movement rate and attack routine are determined 
  by its body form. Dragons come in four basic body forms, each 
  of which has winged and wingless variants, for a total of eight 
  possibly body form configurations. These are:
  Dragon Attributes by Habitat
  Habitat
  Common Name
  Hide Color
  Breath Weapon
  Any sinkhole of evil
  Wyrm
  Purple taupe, liver, charcoal, or black
  40’ long, 40’ wide, cloud, fetid gas
  Any pinnacle of good
  Metallic dragon
  Bronze, silver, electrum, or gold
  90’ long, 30’ wide, cone, fire
  Clouds, mountain peaks
  Blue dragon
  Sky blue, slate grey, cloud white
  100’ long, 5’ wide, line, lightning bolt
  Deserts, wastelands
  Brown dragon
  Burnt orange, copper, or sandy brown
  90’ long, 30’ wide, cone, scouring wind
  Oceans, lakes
  Sea dragon
  Sea green, teal, or cerulean blue
  90’ long, 30’ wide, cloud, blistering steam
  Glaciers, icy caves
  White dragon
  Ivory, pearl, or snow white
  90’ long, 30’ wide, cloud, freezing vapor
  Volcanoes, badlands
  Red dragon
  Flaming red, burnt orange, or charcoal
  90’ long, 30’ wide, cone, fire
  Woods, jungles
  Green dragon
  Moss green, olive, or forest green
  40’ long, 40’ wide, cloud, poison vapor
  Swamps, marshes
  Black dragon
  Green-grey, midnight green, or black
  100’ long, 5’ wide, line, acid
  
  164 
  Eldritch Spell Lists
  
   
  Eldritch Spell Lists 
  165
  Heroic Fantasy Handbook
  Monsters
  165 
  Dragon
  Guivre: A guivre has a limbless body form resembling a serpent. 
  If wings are present, they are an addition to the body. A guivre 
  has a movement rate of 90’ and, if winged, a flying movement 
  rate of 240’. A guivre’s attack routine consists of a bite and a tail 
  attack. All guivres possess the constriction special ability. 
  Lindworm: A lindworm has a legless body form with two front 
  claws resembling a worm lizard. If wings are present, they are an 
  addition to the body. (That is, a winged lindworm has two front 
  claws and two wings on a legless body, for a total of four limbs. 
  A serpentine body form with two wings and no other limbs is a 
  winged guivre.) A lindworm has a movement rate of 60’ and a 
  burrowing movement rate of 30’; if winged, it also has a flying 
  movement rate of 180’. A lindworm’s attack routine consists of 
  a single very powerful bite attack. All lindworms possess the 
  decapitating bite special ability. 
  Wyverns: A wyvern has a bipedal body form with two vestigial 
  arms (like a tyrannosaur). If wings are present, they replace the 
  arms (like a bat or bird). A wingless wyvern has a movement rate 
  of 120’, while a winged wyvern has a movement rate of 90’ and a 
  flying movement rate of 240’. A wyvern’s attack routine consists 
  of either a bite and a tail attack and, if winged, two talon attacks. 
  All winged wyverns possess the clutching claws special ability 
  while all wingless wyverns possess the arm claws special ability. 
  Monitor: A monitor has a quadrupedal body form resembling a 
  large lizard. If wings are present, they are an addition to the body 
  Primary Dragon Attributes
  Category
  Age
  % In Lair
  AC
  HD
  Save
  Morale
  Treasure Type
  XP
  Spawn
  1-5 years
  90%
  3
  2**
  F2
  0
  B
  38
  Very Young
  6-15 years
  70%
  4
  4**
  F4
  0
  H
  190
  Young
  16-25 years
  50%
  5
  6**
  F6
  0
  N
  820
  Juvenile
  26-50 years
  40%
  6
  8**
  F8
  0
  Q
  1,600
  Adult
  51-75 years
  40%
  7
  10***
  F10
  +1
  Q, N
  2,950
  Mature Adult
  75-100 years
  30%
  8
  12***
  F12
  +1
  Q, N
  3,900
  Old
  101-200 years
  40%
  9
  14***
  F14
  +1
  R
  4,900
  Very Old
  201-400 years
  50%
  10
  16****
  F16
  +2
  R
  7,200
  Ancient
  401-700 years
  70%
  11
  18*****
  F18
  +2
  R, N
  9,900
  Venerable
  701+ years
  90%
  12
  20******
  F20
  +3
  R, N
  13,600
  Secondary Dragon Attributes
  Category
  Dung . Enc .
  Wild . Enc .
  Chance 
  Asleep
  Chance 
  Speech
  Special 
  Abilities*
  Spells Per Day
  1
  2
  3
  4
  5
  Spawn
  1d4
  1d4
  80%
  1%
  1 ability
  1
  -
  -
  -
  -
  Very Young
  1d4
  1d4
  70%
  2%
  1 ability
  2
  -
  -
  -
  -
  Young
  1d4
  1d4
  60%
  5%
  1 ability
  2
  1
  -
  -
  -
  Juvenile
  1d4
  1d4
  50%
  10%
  1 ability
  2
  2
  -
  -
  -
  Adult
  1d4
  1d4
  40%
  20%
  2 abilities
  2
  2
  1
  -
  -
  Mature Adult
  1d4
  1d4
  30%
  35%
  2 abilities
  2
  2
  2
  -
  -
  Old
  1d2
  1d2
  20%
  50%
  2 abilities
  3
  2
  2
  1
  -
  Very Old
  1d2
  1d2
  10%
  75%
  3 abilities
  3
  3
  2
  2
  -
  Ancient
  1d2
  1d2
  5%
  100%
  3 abilities
  3
  3
  3
  2
  -
  Venerable
  1
  1
  0%
  100%
  4 abilities
  3
  3
  3
  3
  2
  *Excluding special abilities gained from body form
  Dragon Attack Routines and Damage by Body Type and Age Category
  Body Type
  Guivre
  Lindworm
  Wyvern
  Monitor
  Age Category
  2 (bite/tail)
  1 (bite)
  2 (bite/tail or talon/talon)
  3 (claw/claw/bite)
  Spawn
  1d6/1d6
  2d6
  1d6/1d6
  1d2/1d2/2d3
  Very Young
  1d8/1d8
  2d8
  1d8/1d8
  1d3/1d3/2d4
  Young
  1d10/1d10
  2d10
  1d10/1d10
  1d4/1d4/2d6
  Juvenile
  2d6/2d6
  3d8 
  2d6/2d6
  1d6/1d6/2d8
  Adult
  2d8/2d8
  3d10
  2d8/2d8
  2d3/2d3/2d10
  Mature Adult
  3d6/3d6
  6d6
  3d6/3d6
  1d8/1d8/3d8
  Old
  3d6+1/3d6+1
  7d6
  3d6+1/3d6+1
  2d4/2d4/3d10
  Very Old
  4d6/4d6
  8d6 
  4d6/4d6
  1d10/1d10/4d8
  Ancient
  4d6+1/4d6+1
  9d6
  4d6+1/4d6+1
  1d12/1d12/4d10
  Venerable
  5d6/5d6
  10d6
  5d6/5d6
  3d4/3d4/5d8
  Venerable, Massive 1*
  6d6/6d6
  12d6
  6d6/6d6
  3d6/3d6/6d8
  Venerable, Massive 2*
  7d6/7d6
  14d6
  7d6/7d6
  3d8/3d8/6d10
  *Only available if Massive Size special ability is taken.
  
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  Dragon 
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  Monsters
  (giving it a total of six limbs). A monitor has a movement rate of 
  90’ and, if winged, a flying movement rate of 240’. A monitor’s 
  attack routine consists of a pair of claw attacks and a bite attack. 
  All monitors gain one bonus special ability from their body 
  form. This body form is sometimes called “draconic” or “true 
  dragon” form.  
  Dragon Special Abilities
  In addition to the special ability gained from their body form, 
  all dragons have at least one other special ability. As they age, 
  dragons become increasingly powerful and gain additional 
  special abilities. One of these special abilities is usually, but not 
  always, a breath weapon. However, winged dragons lose one 
  special ability to compensate for the ability to fly. Refer to the 
  Secondary Dragon Attributes table for the number of special 
  abilities the dragon should receive. Select powers appropriate to 
  the dragon’s habitat and alignment from the list below, or make 
  up your own. 
  Breath Weapon: The dragon gains a breath weapon appropriate 
  to its habitat. See Dragon Breath Weapons, below.
  Clutching Claws: The dragon may make a dive attack with its 
  claws (or talons), dealing double damage. If the dragon hits a 
  creature smaller than itself with both its claw or talon attacks, 
  the dragon automatically grabs the creature struck (no saving 
  throw). A grabbed creature cannot attack, cast spells, move, or 
  take any other action except to attempt to escape. To escape the 
  dragon’s clutches, a creature has to two options. First, it may 
  attempt to slip free with a saving throw versus Paralysis. Second, 
  it may attempt to break free with a proficiency throw to open 
  doors. If the creature has Contortionism proficiency, it gains a 
  +4 bonus on either throw. If the creature is man-sized or smaller, 
  or has less than half the dragon’s Hit Dice, it suffers a -4 penalty 
  on the throw. Due to their small size, such creatures can be 
  carried off during the dragon’s movement, and can be grabbed 
  even if the dragon is casting a spell. Only winged dragons with 
  either claw or talon attacks can select this ability.
  Constriction: On a successful tail attack, the dragon is able to 
  grab the creature it struck in its snaky coils. On the dragon’s 
  initiative each round thereafter, it may either release or squeeze 
  the grabbed creature. If the dragon releases the grabbed 
  creature, it may attack another creature with its tail instead. If 
  the dragon squeezes the grabbed creature, the grabbed creature 
  suffers additional damage as if struck by the dragon’s tail. A 
  grabbed creature cannot attack, cast spells, move, or take any 
  other action except to attempt to escape. When attempting to 
  escape from being grabbed, a creature has to two options. First, 
  it may attempt to slip free with a saving throw versus Paralysis. 
  Second, it may attempt to break free with a proficiency throw 
  to open doors. If the creature has Contortionism proficiency, it 
  gains a +4 bonus on either throw. If the creature is man-sized 
  or smaller, or has less than half the dragon’s Hit Dice, it suffers a 
  -4 penalty on the throw. Due to their small size, such creatures 
  can be carried off during the dragon’s movement, and can be 
  squeezed even if the dragon is casting a spell. Only dragons with 
  tails can select this special ability. 
  Decapitating Bite: On a critical hit, the dragon’s bite may attempt 
  to decapitate its target (in lieu of other critical hit effects). The 
  character bitten must make a saving throw versus Death or die. 
  Even if the saving throw is successful, the character will suffer 
  quadruple damage from the bite.
  Draconic Persuasion: Some dragons have a dangerous charisma 
  about them – their voices are inviting, cloying, seductive, their 
  bearing commanding, their eyes penetrating. Any creature that 
  speaks with such a dragon must make a saving throw v. Spells. 
  If the save fails, the creature is charmed. If the save succeeds, 
  the creature is thereafter immune to that particular dragon’s 
  draconic persuasion. Only dragons capable of speech may select 
  this special ability. 
  Elemental Aura: The dragon is surrounded in a 5’ radius by an 
  aura of elemental energy appropriate to its habitat (a red dragon 
  might be wreathed in flame, for instance). Characters who 
  begin their initiative within the aura, or enter it during their 
  initiative, immediately suffer damage as if hit by a claw attack by 
  a monitor-form dragon of the radiating dragon’s age category. 
  Only dragons with breath weapons may select this special ability.
  Fear Aura: When the dragon charges or flies overhead, it causes 
  fear in its opponents. All creatures with less than 1 Hit Dice flee 
  in panic for 4d6 turns. All creatures with 1-3 Hit Dice must save 
  versus Paralysis or be paralyzed with fear. All creatures with 
  more than 3 Hit Dice must save versus Paralysis or suffer a -1 
  to attack throws. The fear effects last until the dragon is slain or 
  passes out of sight and sound.
  Gem-Encrusted Hide: The dragon’s hide is coated with gemstones 
  and coins from centuries of lying on its treasure pile. Because of 
  this protection, it gains a +2 bonus to AC, but its movement is 
  reduced by 30’.  The AC bonus increases to +3 when the dragon 
  becomes Very Old, and +4 when the dragon becomes Venerable. 
  Horrific Stench: The dragon gives off a disgusting stench. 
  Characters who begin their initiative, or move on their initiative 
  to, within 20’ of the dragon must make a Saving Throw versus 
  Poison or be queasy from by its overwhelming stench. The 
  saving throw is at a -1 penalty if the dragon is Very Old, or -2 
  if Venerable. Queasy characters suffer -3 to attack throws and 
  damage rolls while in, and for 1d4+4 rounds after, leaving the 
  dragon’s vicinity. 
  Invulnerable: The dragon’s innate power protects it from most 
  attacks. The dragon cannot be harmed by non-magical weapons. 
  Massive Size: The dragon is of enormous size for its age. Its 
  Hit Dice are increased by 2, with a commensurate increase in 
  damage from its attack routine. A dragon may take this special 
  ability multiple times, representing a truly colossal specimen. 
  Paralyzing Blows: Up to the three of the dragon’s attacks can 
  channel negative energy. Successful hits by these attacks cause 
  the target to suffer paralysis for 3d4 turns unless it makes a 
  successful Saving Throw versus Paralysis. If the dragon has 
  only one attack in its attack routine, the saving throw is at a 
  -2 penalty; if the dragon has two attacks in its attack routine, 
  the saving throw is at -1. This effect is otherwise identical to a 
  ghoul’s paralysis. Only chaotic dragons may select this special 
  ability. 
  Poisonous Blood: Corrosive venom flows through the dragon’s 
  veins. Any opponent successfully hitting the dragon in melee 
  must save versus Poison to avoid being splashed with highly 
  
   
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  Monsters
  
  168 
  Eldritch Spell Lists
  
   
  Eldritch Spell Lists 
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  Monsters
  169 
  Dragon
  venomous blood. A failed saving throw results in death. The 
  saving throw is at a -1 penalty if the dragon is Very Old, or -2 if 
  Venerable. As the venom functions corrosively, acid resistant or 
  immunity will protect a victim form it. 
  Polymorph Self: The dragon can change its shape to any humanoid 
  or animal form at will. The dragon does not gain any special 
  abilities of the form, merely its physical characteristics. Only 
  dragons capable of casting spells may select this special ability. 
  Swallow Attack: On a critical hit against a target that is man-
  sized or has less than half the dragon’s Hit Dice, the dragon can 
  swallow it whole (in lieu of other critical hit effects). Characters 
  who are swallowed whole suffer damage equal to a claw attack by 
  a monitor-form dragon of the swallowing dragon’s age category 
  every round until they die, or until the monster is killed. If a 
  dragon ever uses a breath weapon while one or more characters 
  are within its belly, the swallowed character(s) take(s) full damage 
  with no saving throw permitted. If a character who has been 
  swallowed has a sharp weapon, he may attack the dragon from 
  inside its belly with an attack penalty of -4. Should a swallowed 
  character die and remain in a dragon’s belly for 6 turns, he has 
  been irrecoverably digested and cannot benefit from restore life 
  and limb. 
  Tail Lash: The dragon can make one additional melee attack 
  each round, lashing out with its tail at targets to its rear. When 
  attacking with its tail lash, the dragon inflicts the tail damage of a 
  guivre-form dragon of its own age category. Only lindworm- and 
  monitor-form dragons can select this special ability. (Guivre- 
  and wyvern-form dragons already have tail attacks).
  Trample: The dragon may stomp on or slither over its an 
  opponent, dealing damage through to its immense bulk. A 
  trample attack occurs in lieu of a dragon’s normal attack routine. 
  When attacking with a trample attack, the dragon gains a +4 
  bonus to its attack throw if the target is man-sized or has less 
  than half the dragon’s Hit Dice, and inflicts the bite damage of a 
  guivre-form dragon of its age category. 
  Venomous Bite: The dragon’s bite carries lethal poison. Any 
  creature struck by the dragon’s venom must make a successful 
  saving throw versus Poison or immediately die. The saving throw 
  is at a -1 penalty if the dragon is Very Old, or -2 if Venerable.
  Wing / Arm Claws: The dragon can make two additional melee 
  attacks each round with the claws on its arms or wings. When 
  attacking with its arms or wings, the dragon inflicts the claw 
  damage of a monitor-form dragon of its own age category. 
  Winged guivre-, wingless lindworm-, wingless or winged 
  wyvern-, and winged monitor-form dragons can select this 
  ability once. Winged lindworm-form dragons can select this 
  ability twice (once for their arms and once for their wings). 
  Wingless guivre- and wingless monitor-form dragons cannot 
  select this ability at all; the former have no claws, and the latter 
  already attack with their foreclaws.
  Dragon Speech Capability
  Refer to the Secondary Dragon Attributes table for the probability 
  of speech and the spells per day available for dragons of various 
  ages. The older the dragon, the greater the probability that it 
  has the capability of speech. All dragons that can speak know 
  Common, Draconic, and one other language. Dragons that 
  speak may also cast eldritch spells at a caster level of ½ their HD. 
  Dragons always know the same number of eldritch spells that 
  they can cast per day. Different dragons favor different types of 
  spells, but charm person, swift sword, striking, invisibility, and 
  mirage are perennial favorites. 
  Dragons that can speak and cast spells should be counted as 
  having two additional special abilities for purposes of XP. (This 
  is already factored into the XP awards for Ancient and Venerable 
  dragons, which always can speak and cast spells). If dragons 
  are unintelligent creatures incapable of speech in the Judge’s 
  campaign setting, then they should gain an additional special 
  ability instead.
  Dragon Breath Weapons
  Dragons who select the breath weapon special ability are able 
  to produce a powerful attack with a breath weapon. Though the 
  classic breath weapon is the fire from a “fire-breathing dragon,” 
  different dragons may breathe different kinds of effects based 
  on their habitat. All dragons’ breath weapons deal 1d6 points of 
  damage per Hit Die of the dragon. 
  Breath weapons can either be limited-use or recharging. Limited-
  use breath weapons can be used 3 times per day. Recharging 
  breath weapons can be used once every 1d6 rounds.  
  A dragon’s breath weapon can have one of three potential shapes: 
  cloud shaped, cone shaped, and line shaped. All cloud-shaped 
  breath effects occupy an area that is 20’ high, 40’ long, and 40’ 
  wide. Cone-shaped effects begin with a width of 2’, and spread 
  out into a cone shape 90’ long and 30’ wide. Line shaped breath 
  weapons have the same 5’ width for their entire lengths (100’). All 
  creatures within the area of effect will take full damage from the 
  breath unless they make a saving throw versus Breath. Success 
  indicates that the creature takes only half damage. 
  Dragons with a breath weapon are immune to the effects of their 
  own breath weapon, as well as the same kind of breath weapon 
  from other dragons. They are further immune to ordinary 
  instances of a similar nature to their attack. For instance, a fire-
  breathing dragon is immune to all ordinary fire and the fire 
  breath of all other dragons. However, dragons will sustain half 
  damage from magical based attacks that are similar to the nature 
  of their breath weapons. A lightning-breathing dragon, for 
  instance, will not suffer damage from a natural lightning strike, 
  but will suffer half damage from spell lightning bolt. 
  In addition to damage, certain breath weapons have special 
  effects, noted below:
  Acid: The acid stream will burn through wooden or metal 
  barriers and continue beyond them to its full length. The acid 
  can corrode metal, wood, and cloth it touches, but cannot harm 
  stone. 
  Fetid Gas: Creatures that fail to save versus Breath are afflicted by 
  a noxious rotting disease which causes their body to deteriorate. 
  They lose 1d4 points of STR, DEX, and CON each day until 
  cured by a cure disease spell from a 9th level or higher cleric. If 
  any of the character’s ability scores is reduced to 0, the character 
  dies. Lost ability score points are recovered at a rate of 1 per day 
  after the disease is cured.
  
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  Dragon 
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  Monsters
  Blistering Steam, Freezing Vapors, Poison Vapor, or Scouring 
  Wind: For one round after the dragon breathes, the area of 
  effect is partly obscured by the billowing vapors, steam, or dust. 
  Attacks into or through the area suffer a -2 penalty.
  Lightning Bolt: The bolt can melt metals with a low melting 
  point, such as lead, gold, copper, silver, or bronze. If the damage 
  caused to an interposing barrier shatters or breaks through it, 
  the bolt may continue beyond the barrier.
  Fire: The fire ignites combustibles and damages objects in the 
  area. It can melt metals with low melting points, such as lead, 
  gold, copper, silver, and bronze. If the damage caused to an 
  interposing barrier shatters or breaks through it, the breath may 
  continue beyond the barrier in order to attain its full volume. 
  Sleeping Dragons
  When a dragon is encountered in its lair, or otherwise in a 
  location on the ground, there is a chance that the dragon will 
  be asleep when stumbled across. Dragons are an ancient, long-
  lived race, and as such they operate on a different schedule than 
  humanoids. Dragons may sleep in a safe location for days, weeks, 
  or sometimes years if left undisturbed. However, despite sleeping 
  more often, older, wiser dragons generally take precautions 
  against being caught unawares. The percentage chance that a 
  dragon will be caught asleep when found is provided on the 
  Secondary Dragon Attributes table. If the dragon is found 
  asleep, opponents may attack the sleeping dragon for one round 
  with a bonus of +2 to all attack throws. Thieves may backstab 
  a sleeping dragon. The dragon will be roused after this round 
  regardless of whether any attacks actually make contact, and 
  combat will progress on the second round as normal. 
  Dragon Interaction
  Because of their long history, dragons seldom take notice of the 
  lesser insignificant intelligent races, and view them as primitive 
  upstarts. Nonetheless, dragons are extremely intelligent and 
  value their own lives. To this end, dragons will bargain and even 
  surrender to characters to save their lives or otherwise richly 
  benefit. Dragons have immense egos, and even the most evil 
  dragon may stop to listen to the pleas or praise of a soon-to-be 
  lunch. 
  Dragons of differing alignment will interact with other intelligent 
  creatures in different ways. Neutral dragons may or may not 
  converse with characters, depending on the circumstances. 
  Lawful dragons are more likely to aid a good party or a party 
  on a noble mission. Chaotic dragons will likely attempt to 
  destroy a party on sight unless there is something to be gained 
  by exercising restraint.
  Adventurers may use incapacitating attacks (see Special 
  Maneuvers in Chapter 6) to attempt to capture a dragon, or 
  other methods of the adventurers’ devising.  If the dragon is 
  successfully captured, the adventurers may choose to enslave 
  the dragon or sell it to a buyer. An enslaved dragon becomes a 
  henchman to the character that enslaved it, but will always wish 
  for its freedom. An enslaved dragon must make a Henchman 
  Loyalty roll any time it has the opportunity to escape or betray 
  its master. Apply the dragon’s normal morale bonus as a penalty 
  to this roll.  Alternatively, a live dragon may be sold in a Class 
  I or II market. See Lairs & Encounters for prices of dragons of 
  various age categories.
  Encountering Multiple Dragons
  If two dragons are encountered, they will be a mated pair (if 
  adult or older) or siblings (if juvenile or younger). If three or 
  more dragons are encountered, they will be a mated pair (adults 
  or older) along with their offspring (juvenile or younger). Roll 
  separately for treasure for each dragon based on its age.
  Sea Dragons
  Sea dragons have the ability to breathe underwater and swim at 
  a rate of 240’ (80’). Sea dragons are almost always guivre-form. If 
  wingless they stay almost exclusively in the water. If winged, sea 
  dragons may glide over the surface of water for up to 6 rounds (1 
  minute) before having to land. Sea dragons live in underwater 
  caverns where they hoard treasure from sunken vessels. They 
  will never be found asleep above water. A sea dragon with the 
  constriction special ability can wrap its serpentine body around 
  ships to deal structural damage each round. The shp dealt will 
  be equal to the tail damage of a guivre-form dragon of one age 
  category younger than itself.  
  MANES
  % In Lair: 
  None
  Dungeon Enc: 
  Plague (4d4)
  Wilderness Enc: Horde (5d20)
  Alignment: 
  Chaotic
  Movement: 
  30’ (10’)
  Armor Class: 
  4
  Hit Dice: 
  1*
  Attacks: 
  2 (claws)
  Damage: 
  1d3/1d3
  Save: 
  F1
  Morale: 
  0
  Treasure Type: 
  None
  XP: 
  13
  Manes are pathetic demons who grovel and serve both others 
  of their kind as well as Chaotic casters who summon them. No 
  larger than humans, they have gray skin and empty eyes. Manes 
  are resistant to cold, electricity, fire, gas, and ordinary weapons. 
  Like all demons, they have infravision (90’) and telepathy. 
  SLUG, GIANT
  % In Lair: 
  None
  Dungeon Enc: 
  Solitary (1)
  Wilderness Enc: Solitary (1)
  Alignment: 
  Neutral
  Movement: 
  60’ (20’)
  Armor Class: 
  1
  Hit Dice: 
  12**
  Attacks: 
  1 (bite or spit acid)
  Damage: 
  1d12 or 5d8
  Save: 
  F12
  Morale: 
  +2
  Treasure Type: 
  None
  XP: 
  3000
  Giant slugs are larger, much stronger versions of normal slugs. 
  A typical giant slug is 20 feet long, but can grow to twice that 
  length. They are pale gray in color with a dull white underbelly, 
  and possess a single pair of long, thin tentacles or antennae 
  which they use to sense brightness, heat, and scent. A giant slug’s 
  squishy, flexible body allows it to squeeze into relatively narrow 
  
   
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  Snake, Giant Constricting Viper
  corridors, though this may prevent it turning around. A large 
  slime trail marks the ground wherever it moves. Giant slugs are 
  found in moist or wet environments such as swamps, marshes, 
  rain forests, and dungeons. They are both scavengers and 
  predators, and feed on both plants and animals. Giant slugs are 
  nocturnal creatures and spend the daylight hours away from the 
  heat of the sun. In combat, giant slugs can attack with a bite, or 
  spit acid to a range of 60 feet. Giant slugs are immune to attacks 
  by non-magical blunt weapons.
  SNAKE, GIANT CONSTRICTING VIPER
  % In Lair: 
  None
  Dungeon Enc: 
  Solitary (1)
  Wilderness Enc: Solitary (1)
  Alignment: 
  Neutral
  Movement: 
  90’ (30’)
  Armor Class: 
  3
  Hit Dice: 
  15**
  Attacks: 
  2 (bite, constrict)
  Damage: 
  3d6, poison/5d6
  Save: 
  F5
  Morale: 
  +2
  Treasure Type: 
  P
  XP: 
  4,200
  The giant constricting viper is a primeval serpent that can grow 
  to be up to 50’ long, with a head the size of a horse’s skull and a 
  girth as tall as a man. When its yawning mouth opens, fangs drip 
  with a venom that brings madness and death.
  Like other constrictor snakes, the constricting viper hunts by 
  biting its prey, then squeezing it to death with its coils. Unlike 
  pythons and boas, however, the bite of the constricting viper is 
  venomous! A bitten victim must succeed in a saving throw vs. 
  Poison. If the save fails, the victim is immediately maddened (as 
  the spell incite madness). If the venom is not neutralized, the 
  victim will die 1d4+2 turns later.
  After a successful bite attack, the giant constricting viper may 
  immediately grab the creature it has bitten and constrict it for 
  an additional 5d6 points of damage. Thereafter the constricting 
  viper can automatically constrict the grabbed creature on its 
  initiative each round, dealing 5d6 points of damage without 
  having to make an attack throw. The constricting viper may also 
  continue to bite the creature it has grabbed with a +2 bonus, or 
  bite other opponents. Due to its great size, the constricting viper 
  can simultaneously grab up to two different man-sized creatures.
  The grabbed creature cannot attack, cast spells, move, or take any 
  other action except to attempt to escape. Maddened characters 
  will not attempt to escape. When attempting to escape from 
  being grabbed, a creature has to two options. First, it may attempt 
  to slip free with a saving throw versus Paralysis with a -4 penalty. 
  Second, it may attempt to break free with a proficiency throw to 
  open doors with a -4 penalty. If the creature has Contortionism 
  proficiency, it gains a +4 bonus on either throw. In either case, 
  if the throw succeeds, the creature has escaped. Remember that 
  grabbed creatures cannot use shields and can be attacked with a 
  +2 bonus, or can be ambushed or backstabbed for a +4 bonus. 
  STYMPH
  % In Lair: 
  40%
  Dungeon Enc: 
  Flock (1d12) / Nest (4d12)
  Wilderness Enc: Storm (4d12) / Nest (4d12) 
  Alignment: 
  Neutral
  Movement: 
  30’ (10’)
     Fly: 
  360’ (120’)
  Armor Class: 
  5
  Hit Dice: 
  1**
  Attacks: 
  2 (flung flight feathers) or 1 (beak)
  Damage: 
  1d4 or 1d6
  Save: 
  F2
  Morale: 
  -2
  Treasure Type: 
  F
  XP: 
  16
  Stymphs are man-eating cranes with brazen beaks and feathers. 
  Their flight feathers are particularly large and sharp, and can be 
  flung like darts to wound their prey. A stymph can throw two 
  flight feathers per round while airborne. Flight feathers can hit 
  targets up to 180’ away and deal 1d4 points of damage each. 
  A stymph can throw up to 6 flight feathers without losing its 
  capability to flight; a stymph will typically have 2d3 feathers 
  available at the start of an encounter. Once a stymph has flung 
  all of its available feathers, it will attack its prey in melee with 
  its beak. The beak is armor-piercing, granting a +2 bonus to the 
  stymph’s attack throws. 
  Stymphs are rapacious and fecund. A flock of stymphs will soon 
  desolate the area around its nest, eventually moving on when 
  prey becomes scarce. A flock of stymphs on the move will destroy 
  any crops, livestock, and countryfolk it encounters. In part, the 
  creature’s rapacity is due to the high metabolic cost of replacing 
  its flung flight feathers. A well-fed stymph can regrow its flung 
  flight feathers at a rate of two per day, but a hungry stymph will 
  be lucky to replace one per month. 
  Despite their ferocity, stymphs are easily frightened, and a flock 
  can sometimes be driven off by killing even one of its number 
  (this is reflected in their low morale score of -2).
  TROLL, STONE
  % In Lair: 
  40%
  Dungeon Enc: 
  Gang (1d8) 
  Wilderness Enc: Gang (1d8) / Lair (1d8 gangs) 
  Alignment: 
  Chaotic
  Movement: 
  120’ (40’)
  Armor Class: 
  5
  Hit Dice: 
  6 + 3*
  Attacks: 
  2 (2 fists) or by weapon
  Damage: 
  1d8/1d8 or by weapon
  Save: 
  F6
  Morale: 
  +2 (0)
  Treasure Type: 
  O (per gang)
  XP: 
  680
  A stone troll’s hide is usually of a grey or grey-brown, often of 
  a pebbly texture. They are hairless, and are usually bulky and 
  rotund. They stand 8’ to 10’ tall, and clothe themselves in rough 
  loincloths of uncured hide. They are not picky eaters, but have a 
  taste for intelligent humanoids.
  Stone trolls are only found above ground at night – a time they 
  spend hunting, raiding, and scavenging for food and other 
  materials. They do not range too far – perhaps only a few hour’s 
  march from their lairs. Only bachelor groups migrating between 
  lairs or seeking a new domicile are found further afield, unless 
  they have been pressed into service by a more powerful being.
  
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  173 
  Wraith, Deathbound
  The light of day is extremely perilous - stone trolls caught in 
  direct sunlight are immediately turned to real stone, and no 
  magic short of wish or miracle can reverse the process (but who 
  would do so?). Stone trolls under cover of shade or in the area of 
  effect of an illumination spell act as if slowed.
  Stone troll lairs are found in deep caves in mountainous or hilly 
  lands. Each stone troll gang will be led by a champion with AC6, 
  7+3 Hit Dice, and 51 hit points. A stone troll lair will be led a 
  chieftain with AC8, 10+6 Hit Dice, 63 hit points, and a +2 bonus 
  to damage rolls with its natural attacks. As long as the chieftain 
  is alive, the trolls will gain a +1 to morale rolls.  Stone troll lairs 
  will have female and young trolls equal to 100% the number of 
  males in the lair each. Female trolls fight as ogres, while young 
  trolls fight as orcs. 
  When stone trolls are encountered in a lair, certain additional 
  creatures will be present. The chieftain will be accompanied by 
  a sub-chieftain and 1d4 bodyguards. These will have AC7, 8+3 
  Hit Dice, 45 hit points, and a +2 bonus to damage rolls with 
  their natural attacks. 
  WRAITH, DEATHBOUND
  % In Lair: 
  25%
  Dungeon Enc: 
  Solitary (1) / Coven (1d3)
  Wilderness Enc: Solitary (1) / Wrath (2d4+1)
  Alignment: 
  Chaotic
  Movement: 
  120’ (40’)
     Fly: 
  240’ (80’)
  Armor Class: 
  6 or more
  Hit Dice: 
  11****
  Attacks: 
  1 touch or weapon
  Damage: 
  1d6, energy drain or by weapon x2
  Save: 
  F11 or more
  Morale: 
  +4
  Treasure Type: 
  Q
  XP: 
  4,200 (or more)
  The terrible undead known as deathbound wraiths have 
  overcome death by eternally binding their spirit to an object, 
  often an amulet or ring. For as long as the binding object endures 
  in the world, so too will the deathbound wraith. Deathbound 
  wraiths were often great kings and sorcerers in life, and  may 
  possess the proficiencies and special abilities of characters of 
  at least 11th level of experience, with anti-paladin, occultist, 
  ruinguard, and sorcerer being the most common classes.
  Deathbound wraiths are dreadful to behold, and any character 
  seeing one must save versus Paralysis or be paralyzed by fear 
  until the deathbound wraith goes out of sight or attacks. 
  Unlike common wraiths, which are completely incorporeal, 
  a deathbound wraith can take on a semi-corporeal form. To 
  become semi-corporeal, the deathbound wraith must have 
  access to body-covering clothing or armor; it cannot become 
  semi-corporeal while naked. Conversely, any equipment worn 
  or carried by a semi-corporeal deathbound wraith immediately 
  drops to the ground when it becomes incorporeal. It takes one 
  round for a deathbound wraith to change from incorporeal to 
  semi-corporeal or vice versa. 
  When a deathbound wraith is incorporeal, it can fly with a 240’ 
  movement rate. It attacks with a touch, which deals 1d6 points 
  of damage and energy drains one level. A characters reduced 
  to level 0 or less by a deathbound wraith’s touch is slain, and 
  will rise again as a common wraith under the command of the 
  deathbound wraith that killed him in 24 hours. 
  When clothed in semi-corporeal form, a deathbound wraith 
  can no longer fly or drain energy, but it can speak, use 
  equipment, ride mounts, and otherwise act in the world as if 
  it were corporeal. If armored, the deathbound wraith gains 
  an AC bonus equal to the value of any armor, shield, and/or 
  magic items equipped. If armed, the deathbound wraith deals 
  double damage with whatever weapon it wields (plus any fighter 
  damage bonus, where appropriate). 
  Though the semi-corporeal deathbound wraith loses the ability 
  to energy drain those it touches, its life-draining energies 
  manifest in a necrotic miasma that surrounds the wraith like 
  a cold, dark pall in a 5’ radius. Any Lawful and Neutral living 
  creature that begins in or enters the miasma on its initiative must 
  make a saving throw versus Breath or be afflicted by a noxious 
  rotting disease which causes its body to deteriorate. The victim 
  will lose 1d4 points of STR, DEX, and CON each day until cured 
  by a cure disease spell from a 9th level or higher cleric. If any of 
  the character’s ability scores is reduced to 0, the character dies, 
  and will rise again as a common wraith under the command of 
  the one that killed him in 24 hours. Lost ability score points are 
  recovered at a rate of 1 per day after the disease is cured.
  Whether incorporeal or semi-corporeal, deathbound wraiths 
  can only be damaged by holy water, spells or magic weapons, 
  all of which only do half damage. Any weapon striking a semi-
  corporeal deathbound wraith is instantly sundered unless its 
  wielder makes a saving throw v. Paralysis (subject to the usual 
  bonuses and penalties, including the weapon’s bonus).  
  When a deathbound wraith is reduced to zero hit points (or 
  otherwise physically destroyed), it automatically becomes 
  incorporeal and attempts to escape back to the object to which it 
  is bound. Any additional damage dealt to a deathbound wraith 
  forced into incorporeal form has no effect. The deathbound 
  wraith will move at its flying rate while traveling to its binding 
  object. Once the deathbound wraith reaches its binding object, 
  it will recover 1d10 nights later at full hit points. A deathbound 
  wraith can only be permanently destroyed if it can be prevented 
  from reaching its binding object for 10 days or if its binding 
  object is destroyed.
  Deathbound wraiths are immune to sleep, charm, and hold 
  spells. they are turned as vampires, but may make a saving 
  throw versus Spells to ignore the effects of being turned.
  
  Chapter 7: Heroic Treasure
  Everywhere, by the light of opulent lamps, they beheld inestimable 
  and miraculous treasures. There were tables of ebony wrought with 
  sorcerous runes of pearl and white coral; webs of silver and samite, 
  cunningly pictured; caskets of electrum overflowing with talismanic 
  jewels; tiny gods of jade and agate; and tall chryselephantine 
  demons. Here was the loot of ages, lying heaped and mingled in 
  utter negligence, without lock or ward, as if free for any casual 
  thief.
  - the death oF maLygriS (C.a. Smith)
  
   
  Eldritch Spell Lists 
  175
  Heroic Fantasy Handbook
  Treasure
  175 
  Treasure Type & Average Value
  Treasure Type  & 
  Avg . Value
  1000s of 
  Copper
  1000s of 
  Silver
  1000s of 
  Electrum
  1000s 
  ofGold
  1000s of 
  Platinum
  Gems
  Jewelry
  Magic Items
  A
  Incidental 
  275gp
  30% 2d4
  30% 1d3
  None
  None
  None
  30% 1d4 
  ornamentals
  30% 1d4 
  trinkets
  20% 1 common,  
  2% 1 uncommon
  B
  Hoarder 
  500gp
  80% 4d4
  80% 1d4
  None
  None
  None
  70% 1d4 
  ornamentals
  30% 1d4 
  trinkets
  50% 1 common,  
  25% 1 uncommon,  
  5% 1 rare
  C
  Incidental 
  700gp
  35% 2d4
  35% 1d3
  10% 1d3
  None
  None
  40% 1d6 
  gems
  30% 1d6 
  trinkets
  25% 1 common,  
  15% 1 uncommon,  
  2% 1 rare
  D
  Hoarder 
  1,000gp
  80% 4d4
  80% 1d4
  20% 1d4
  None
  None
  80% 1d6 
  ornamentals
  70% 1d4 
  trinkets
  50% 2d2 common,  
  50% 1 uncommon, 
  20% 1 rare
  E
  Raider 
  1,250gp
  70% 
  2d10
  60% 2d6
  20% 1d4
  10% 1d3
  None
  60% 1d4 
  ornamentals
  40% 1d4 
  trinkets
  50% 2d4 common,  
  25% 1d3 uncommon
  F
  Incidental 
  1,500gp
  35% 2d4
  35% 1d4
  15% 1d3
  10% 1d3
  None
  40% 1d6 
  gems
  30% 1d4 
  jewelry
  30% 1 common,  
  20% 1 uncommon,  
  3% rare
  G
  Raider 
  2,000gp
  70% 
  2d20
  60% 3d6
  30% 1d4
  20% 1d3
  None
  50% 1d6 
  ornamentals
  50% 1d6 
  trinkets
  60% 2d6 common,  
  35% 1d4 uncommon,  
  10% 1 rare
  H
  Hoarder 
  2,500gp
  80% 4d4
  80% 1d8
  50% 1d4
  None
  None
  80% 1d6  
  gems
  80% 1d6 
  trinkets
  50% 2d6 common,  
  30% 1d8 uncommon,  
  25% 1d2 rare,  
  15% 1 very rare,   
  1% 1 legendary
  I
  Incidental 
  3,250gp
  35% 2d4
  35% 1d6
  15% 1d6
  15% 1d6
  None
  50% 2d4 
  gems
  40% 1d8 
  jewelry
  35% 2d2 common,  
  30% 1 uncommon,  
  4% 1 rare,  
  2% 1 very rare
  J
  Raider 
  4,000gp
  80% 
  2d20
  60% 3d6
  50% 1d8
  35% 1d6
  None
  50% 1d6 
  gems
  50% 1d8 
  trinkets
  70% 2d8 common,  
  50% 1d4 uncommon,  
  15% 1 rare,  
  5% 1 very rare
  K
  Incidental 
  5,000gp
  35% 3d6
  35% 1d8
  20% 1d6
  20% 1d6
  None
  25% 1d4 
  brilliants
  50% 1d4 
  jewelry
  45% 2d4 common,  
  35% 1 uncommon,  
  15% 1 rare,  
  3% very rare
  L
  Raider 
  6,000gp
  80% 
  3d20
  60% 4d6
  60% 1d8
  50% 1d6
  None
  60% 1d6 
  gems
  40% 1d4 
  jewelry
  80% 2d8 common, 60% 1d4 
  uncommon, 25% 1 rare,  
  10% 1 very rare,  
  1% 1 legendary
  M
  Incidental 
  8,000gp
  35% 7d6
  35% 1d8
  20% 1d6
  20% 1d6
  10% 1d2
  30% 1d6 
  brilliants
  50% 1d6 
  jewelry
  50% 2d6 common, 40% 1 
  uncommon, 20% 1 rare,  
  5% 1 very rare,  
  2% 1 legendary
  N
  Hoarder 
  9,000gp 
  80% 5d6
  80% 2d6
  75% 2d4
  60% 1d6
  None
  80% 1d8 
  gems
  80% 1d8 
  jewelry
  65% 2d8 common, 50% 
  1d10 uncommon, 35% 1d4 
  rare,  
  25% 1 very rare,  
  5% 1 legendary
  O
  Raider 
  12,000gp
  80% 
  3d20
  75% 5d6
  70% 2d6
  50% 2d6
  None
  30% 1d4 
  brilliants
  60% 1d4 
  jewelry
  90% 3d6 common, 70% 1d6 
  uncommon, 30% 1d2 rare,  
  15% 1 rare,  
  5% 1 legendary
  P
  Incidental 
  17,000gp
  35% 7d6
  35% 1d8
  30% 1d6
  25% 1d6
  25% 1d4
  40% 1d4 
  brilliants
  30% 1d4 
  regalia
  50% 2d6 common, 50% 1d3  
  uncommon, 50% 1 rare,  
  10% 1 very rare,  
  5% 1 legendary
  Q
  Hoarder 
  22,000gp
  80% 6d6
  80% 4d6
  80% 2d6
  75% 2d4
  30% 1d4
  60% 1d6 
  brilliants
  80% 1d4 
  jewelry
  75% 3d6 common, 75% 2d6 
  uncommon, 50% 1d6 rare,  
  25% 1d2 very rare, 10% 1 
  legendary
  R
  Hoarder 
  25,000gp
  80% 7d6
  80% 5d6
  80% 2d6
  80% 2d4
  75% 1d6
  70% 1d4 
  brilliants
  60% 1d4 
  regalia
  95% 4d6 common, 95% 3d6 
  uncommon, 80% 2d6 rare,  
  75% 1d4 very rare, 50% 1d2 
  legendary
  
  176 
  Treasure Type
   
  Special Treasure Tables 
  176
  Heroic Fantasy Handbook
  Treasure
  TREASURE TYPE
  Treasure - the wage of heroes! A dragon’s or evil sorcerer-king’s 
  hoard will lay glimmering in the torchlight, coin in uncountable 
  volume like the sands of the desert. Sprinkled among the coin 
  will be goods from exotic lands, trophies of monsters and 
  victories won, and possibly even items of legendary power. 
  Bold adventurers may carry off a few choice items and precious 
  metals, but few parties could plunder the full hoard unless 
  they’ve brought an army. To better reflect these genre tropes, 
  the Treasure Type tables have been substantially adjusted for the 
  Heroic Fantasy Handbook.
  COIN
  In the ACKS core rules, low-level hoards consisted mostly of 
  common coin (cp and sp), while high-level hoards consisted 
  mostly of precious coin (gp and pp). In the Heroic Fantasy 
  Handbook, all hoards consist mostly of common coin, with high-
  level hoards consisting of a lot of common coin with moderate 
  amounts of precious coin. As a result, treasure hoards are now 
  considerably larger in total bulk than those in the core rules. 
  For instance, a dragon hoard (TT R) in the core rules would 
  typically contain 1750sp, 2100gp, and 3600pp. The same hoard 
  using these rules would typically contain 19600cp, 14000sp, 
  5600ep, 4000gp, and 2625pp. The first hoard weighs 7.5 stone 
  and is worth 20,275gp. The second hoard is seven times bigger 
  (46 stone) but worth only a bit more (21,525gp). Rarer coin can 
  still be placed as Special Treasure (see below), however.
  SPECIAL TREASURE
  Ancient cities hold terracotta pottery or rare dyes and pigments. 
  The tombs of ancient kings have trinkets of carved ivory and 
  ostrich plumes dipped in gold. Goblin raiders have captured 
  spices, silk, or rare furs, or even human prisoners! These items 
  are collectively called special treasures. 
  First introduced in ACKS, the special treasure rules allow the 
  Judge to introduce rewards beyond coin, gems, and jewelry. To 
  include special treasures in a hoard, first calculate the treasure 
  normally and divide it into lots: 1 piece of jewelry, 1 gem, or 
  1,000 coins is a lot. Then choose or roll on the table below for 
  each lot of coin, gems, and jewelry and substitute the special 
  treasure rolled for that lot. As always the Judge should feel free to 
  disregard an inappropriate random result and select something 
  more sensible!
  Note that the Special Treasure tables below have been updated 
  from those found in ACKS in order to include new trade goods, 
  equipment, herbs, and so on. Where captives or slave values are 
  given, this will represent either the reward earned from rescuing 
  a captive, or the price earned from selling a slave, depending on 
  the type of heroic fantasy setting.
  Roll 1d20 per 1,000cp:
  1
  2d20 bags of grain or vegetables, worth 5sp each  
  (4 stone each)
  2
  1d3 barrels of preserved fish or pork, worth 5gp each  
  (8 stone each)
  3
  1d3 tenths of a cord of hardwood log, worth 5gp each  
  (8 stone each)
  4
  3d20 wheels of cheese, worth 3sp each (1/3 stone each)
  5
  1d3 half-barrels of beer, worth 5gp each (4 stone each)
  6
  4d6 bricks of salt, worth 7sp each (½ stone each)
  7
  3d6 ingots of common metals, worth 1gp each  
  (½ stone each)
  8
  1d3 quarter-barrels of preserved meats, worth 5gp each  
  (2 stone each)
  9
  1 roll of roughspun cloth, worth 10gp (4 stone)
  10-19
  1,000 copper pieces
  20
  100 silver pieces
  Roll 1d20 per 1,000sp:
  1
  10,000 copper pieces
  2
  3d6x10gp of livestock (roll 1d6 on Animals table of Trade 
  Goods)
  3
  2d4 jars of lamp or cooking oil, worth 20gp each (6 stone 
  per jar)
  4
  1d4 captured or enslaved laborers, worth 40gp each   
  (12 stone each if unconscious)
  5
  1d3x10 yards of woven textiles, worth 5gp each  
  (1 stone each) 
  6
  2d6 bundles of common fur pelts (such as beaver, fox, or 
  rabbit), worth 15gp each (1 stone per 5gp value)
  7
  1 captured or enslaved domestic servant, worth 100gp  
  (12 stone if unconscious)
  8
  4d8 common animal antlers, horns, and tusks (such as boar, 
  bull, or ram) worth 1d10gp each (1 stone per 10gp value)
  9
  1d3 jars of dyes and pigments, worth 50gp each  
  (5 stone each)
  10
  1d3 quarter-barrels of fine spirits or liquor, worth 50gp each 
  (4 stone each)
  11
  1d2 bags of loose tea or coffee, worth 75gp each  
  (5 stone each)
  12
  1d3 half-crates of terra-cotta pottery, worth 50gp each  
  (2 3/6 stone each)
  13-19 1,000 silver pieces
  20
  100 gold pieces
  
   
  Treasure Type 
  177
  Heroic Fantasy Handbook
  Treasure
  177 
  Special Treasure Tables
  Roll 1d20 per 1,000ep: 
  1
  5,000 silver pieces
  2
  1d3 captured or enslaved craftsmen or merchants,  worth 
  1d4x100gp  each (12 stone each if unconscious)
  3
  1d3 crates of armor and weapons, worth 225gp each  
  (10 stone each)
  4
  2d100 bottles of fine wine, worth 5gp each (1 stone per 5 
  bottles)
  5
  3d12 rugs of common fur pelts (such as beaver, fox, and 
  rabbit) worth 2d4x5gp each (1 stone per 25gp value)
  6
  2d4x500 common bird feathers (such as goose, owl, or swan) 
  worth 1d3sp each (1 stone per 150 feathers) 
  7
  3d4 bundles of large common fur pelts (such as black bear, 
  hyena, or wolf) worth 1d8x15gp each (1 stone per 30gp 
  value)
  8
  1d12 uncommon animal antlers, horns, and tusks (such as 
  sabre-tooth tiger) worth 3d4x10 gp each (1 stone per 40gp 
  value)
  9
  1d4 crates of glassware, worth 200gp each (5 stone each)
  10
  1d3 bundles of large uncommon fur pelts (such as ape, lion, 
  or polar bear) worth 2d4x50gp each (1 stone per 50gp 
  value)
  11-19 1,000 electrum pieces
  20
  500 gold pieces
  Roll 1d20 per 1,000gp: 
  1
  10,000 silver pieces
  2
  1 metamphora of preserved special components, worth  
  4d4 x 100gp (1 stone per 60gp value)
  3
  1d6 fresh monster carcasses, with special components worth 
  1d10 x 50gp each (1 stone per 60gp value)
  4
  1d12x12 monster feathers (such as griffon, hippogriff, or 
  roc), worth 1d6x1d6gp each (1 stone per 80gp value)  
  5
  1d8 monster horns and tusks (such as basilisk, dragon, or 
  wyvern) worth 1d8 x 50gp each (1 stone per 80gp value)
  6
  2d20 pieces of elephant ivory, worth 1d100gp each  
  (1 stone per 100gp value)
  7
  4d4 bundles of healing herbs, worth 100gp each  
  (1 stone each)
  8
  1d4 rolls of silk, worth 400gp each (4 stone each) 
  9
  1d3 bundles of rare fur pelts (such as ermine, mink, or sable), 
  worth 2d4x100gp each (1 stone per 100gp value)
  10
  1 captured equerry or lady-in-waiting or enslaved hetaera or 
  odalisque, worth 2d4x200gp (10 stone if unconscious)
  11
  1d3 crates of fine porcelain, worth 500gp each  
  (5 stone each)
  12
  4d6 rugs of large common fur (such as black bear, hyena,  
  or wolf), worth 1d4x30gp each (1 st per 150gp value)
  13-19
  1,000 gold pieces (1 stone)
  20
  200 platinum pieces
  Roll 1d20 per 1,000pp:
  1
  5,000 gold pieces (5 stone)
  2
  3d10 ingots of precious metals, worth 300gp each (2 stone 
  each)
  3
  5d10 capes of common fur (such as beaver, fox, and rabbit), 
  worth 1d6x50gp each (1 stone each)
  4
  2d6+1 rugs of large uncommon fur (such as ape, lion, or 
  polar bear), worth 1d4x250gp each (1 st per 250gp value)
  5
  6d10 rare books, worth 150gp each (1 stone per 2 books)
  6
  2d12 pieces of rare horn or tusk (such as rhino or yali), 
  worth 1d4x150 each (1 stone per 450gp value)
  7
  1 captured squire or damsel or enslaved gladiator or 
  concubine, worth 2d4x1,000gp (10 stone if unconscious)
  8
  2d8 coats of common fur (such as beaver, fox, and rabbit), 
  worth 1d6x150gp each (1 stone each)
  9
  2d4+1 jars of spices, worth 800gp each (1 stone each)
  10
  4d4 pieces of unicorn or narwhale ivory worth 2d4x100gp 
  each (1 stone per 1,000gp value)
  11-20
  1,000 platinum pieces (1 stone)
  Roll 1d12 per ornamental: (30)
  1
  1d12 silver arrows, each worth 5gp (1 item each)
  2
  1d12 pouches of lungwort or willowbark, worth 5gp each (1 
  item each)
  3
  1d6 pouches of birthwort, comfrey, goldenrod, or 
  woundwort, worth 10gp each (1 item each)
  4
  1d6 pouches of aloe, belladonna, bitterwood, blessed 
  thistle, or wolfsbane, worth 10gp each (1 item each)
  5
  1d4 pouches of horsetail or saffron, worth 15gp each (1 
  item each)
  6
  1d2 vials of holy water, worth 25gp each (1 item each)
  7-12
  1 ornamental 
  Roll 1d10 per gem: (200)
  1
  1 pouch of black lotus, worth 200gp (1 item)
  2
  1 set of superior thieves’ tools, worth 200gp (1 item)
  3
  1d4 sets of engraved teeth, worth 2d6x10gp each  
  (1 item each)
  4
  1d3 vials of rare perfume, worth 1d6x25gp each  
  (1 item each)
  5
  2d10 sticks of rare incense, worth 5d6gp each (1 stone  
  per 100 sticks)
  6-10
  1 gem or 2d6 ornamentals 
  Roll 1d8 per brilliant: (4000)
  1
  2d20 jade carvings of heroes, monsters, and gods, worth 
  200gp each (1 item per 6 carvings)
  2
  1d4 sets of masterwork thieves’ tools, worth 1,600gp each 
  (1 item each)
  3
  2d4 opal cameo portraits of historical figures and 
  aristocrats, worth 800gp each (1 item per 6 portraits)
  4
  1d6 amethyst cylinder seals depicting religious scenes, 
  worth 1,200gp each (1 item per 6 seals)
  5-8
  1 brilliant or 4d8 gems 
  
  178 
  Treasure Type
   
  Common Magic Items 
  178
  Heroic Fantasy Handbook
  Treasure
  Roll 1d10 per trinket: (225)
  1
  3d6 bone fetishes and figurines, each worth 2d20gp  
  (1 item each)
  2
  2d6 glass eyes, lenses, or prisms, each worth 1d6x10gp  
  (1 item each)
  3
  1d4 items of superior quality, worth 70+5d6gp each  
  (1 item each)
  4
  1d4 silver holy/unholy symbols, each worth 2d8x10gp  
  (1 item each)
  5-10
  1 trinket (1 item)
  Roll 1d10 per piece of jewelry: (1000)
  1
  1d8 trinkets (1 item each)
  2
  1 cape of large animal fur (such as black bear, hyena, or 
  wolf), worth 2d4x200gp (1 stone each)
  3
  1d10 vials of common poison (animal venom or plant toxin) 
  worth 2d6x25gp each (1 item each)
  4
  1d3 statuettes, worth 1d10x100gp (1 stone per 1d3 
  statuettes)
  5
  1d2 items of masterwork quality, worth 2d6x100gp each (1 
  item each)
  6-10
  1 piece of jewelry (1 item)
  Roll 1d12 per regalia: (11,000)
  1
  4d8 pieces of jewelry (1 item each)
  2
  1d6 capes of rare animal or monster fur (such as ermine, 
  mink, sable, or chimera), worth 1d6x1000gp each  
  (1 stone each)
  3
  1d4 coats of large common or uncommon animal fur (such 
  as apes, bears, or great cats), worth 1d6+1x1000gp   
  (1 stone each)
  4
  2d10 vials of rare poison (animal venom or plant toxin) 
  worth 4d4x100gp each (1 item each)
  5
  2d10 alabaster and jet game pieces with jeweled eyes, worth 
  3d6x100gp each (1 item per 6 game pieces)
  6
  1 coat of rare animal or monster fur (such as ermine, mink, 
  sable, or chimera), worth 2d10x1000gp (1 stone)
  7
  1d8 carved ivory figurines, worth 1d4x1000 each  
  (1 item per 6 figurines) 
  8
  1d4 platinum reliquaries with crystal panes, worth 
  1d8x1000gp each (1 item per 6 reliquaries)
  9-12
  1 regalia (1 item) 
  Common Items
  Roll 
  d00
  Common Item
  Roll 
  d00
  Common Item
  1-5
  Armor, Masterwork
  41
  Potion of Righteous 
  Wrath
  6-15
  Miscellaneous Weapon, 
  Masterwork
  42-43
  Potion of Silent Step
  16-17
  Oil of Bane-Rune
  44
  Potion of Speaking With 
  Animals
  18-19
  Oil of Sharpness
  45-46
  Potion of Spider Climb
  20-21
  Oil of Slipperiness
  47
  Potion of Swift Sword
  22
  Oil of Vitriolic Infusion
  48
  Potion of Swimming
  23
  Potion of Alter Self
  49-52
  Rechargeable Trinket, 
  Level 1 (4d4)
  24-25
  Potion of Chameleon
  53-56
  Rechargeable Trinket, 
  Level 2 (2d4)
  26-29
  Potion of Cure Light 
  Wounds
  57-59
  Rechargeable Trinket, 
  Level 3 (1d6)
  30-31
  Potion of Cure 
  Moderate Wounds
  60-61
  Rechargeable Trinket, 
  Level 4 (1d4)
  32
  Potion of Eldritch Armor 62
  Rechargeable Trinket, 
  Level 5 (1d2)
  33
  Potion of ESP
  63
  Rechargeable Trinket, 
  Level 6 (1)
  34-35
  Potion of Jump
  64-68
  Shield, Masterwork
  36
  Potion of Ogre Power
  69-83
  Spell Scroll (1 spell level)
  37
  Potion of Resist Acid
  84-88
  Spell Scroll (2 spell 
  levels)
  38
  Potion of Resist Cold
  89-98
  Sword, Masterwork
  39
  Potion of Resist 
  Electricity
  99-100 Waybread (1d2 slices)
  40
  Potion of Resist Fire
  MAGIC ITEMS
  
   
  Treasure Type 
  179
  Heroic Fantasy Handbook
  Treasure
  179 
  Uncommon Magic Items
  Uncommon Items
  Roll d00
  Uncommon Item
  Roll d00
  Uncommon Item
  1-5
  Armor +1
  41
  Potion of Levitation
  6
  Arrow +3, Slaying Arrow
  42
  Potion of Necromantic Invulnerability
  7
  Arrows +1, 2d6 (7)
  43
  Potion of Poison
  8
  Arrows +2 , 1d6 (3)
  44
  Potion of Protection From Normal Missiles
  9
  Arrows +3, 1d4 (2)
  45
  Potion of Protection from Normal Weapons
  10
  Bracers of Armor +1
  46
  Potion of Skinchange
  11
  Crossbow Bolts +1, 2d6 (7)
  47
  Potion of Speak with Dead
  12
  Crossbow Bolts +2, 1d6 (3)
  48
  Potion of Speak with Plants
  13
  Crossbow Bolts +3, 1d4 (2)
  49
  Potion of Strength of Mind
  14-16
  Miscellaneous Weapon +1
  50
  Potion of Telepathy
  17
  Oil of Stone to Flesh
  51
  Potion of Transform Self
  18
  Oil of Striking
  52
  Potion of Trollblood
  19
  Potion of Acid Immunity
  53
  Potion of True Seeing
  20
  Potion of Angelic Aura
  54
  Potion of Vigor
  21
  Potion of Cold Immunity
  55
  Potion of Water Walking
  22
  Potion of Cure Blindness
  56
  Potion of Waterbreathing
  23
  Potion of Cure Critical Wounds
  57
  Potion of Winged Flight
  24
  Potion of Cure Disease
  58
  Rechargeable Trinket, level 4 (3d6)
  25
  Potion of Cure Major Wounds
  59
  Rechargeable Trinket, Level 5 (2d6)
  26
  Potion of Diminution
  60
  Rechargeable Trinket, Level 6 (2d4)
  27
  Potion of Electrical Immunity
  61
  Rod of Cancellation
  28
  Potion of Eyes of the Eagle
  62-66
  Shield +1
  29
  Potion of Find Treasure
  67-71
  Spell Scroll (3 spell levels)
  30
  Potion of Fire Immunity
  72-74
  Spell Scroll (4 spell levels)
  31
  Potion of Flying
  75
  Spell Scroll (5 spell levels)
  32
  Potion of Gaseous Form
  76
  Spell Scroll (6 spell levels)
  33
  Potion of Giant Strength
  77
  Spell Scroll (7 spell levels)
  34
  Potion of Greater Clairaudience
  78
  Spell Scroll (8 spell levels)
  35
  Potion of Greater Clairvoyance
  79
  Spell Scroll (9 spell levels)
  36
  Potion of Growth
  80
  Spell Scroll (10 spell levels)
  37
  Potion of Guise Self
  81-90
  Sword +1
  38
  Potion of Infravision
  91-94
  Talisman +1
  39
  Potion of Invisibility
  95-98
  Treasure Map (1d4x1,000gp)
  40
  Potion of Invulnerability to Evil
  99-100
  Waybread (2d6 slices)
  
  180 
  Treasure Type
   
  Rare Magic Items 
  180
  Heroic Fantasy Handbook
  Treasure
  Rare Items
  Roll d00
  Rare Item
  Roll d00
  Rare Item
  1
  Armor +1 and Shield +1
  46
  Spell Scroll (22 spell levels)
  2-3
  Armor +2
  47
  Spell Scroll (24 spell levels)
  4
  Armor +2 and Shield +1
  48
  Spell Scroll (26 spell levels)
  5
  Armor +2 and Shield +2
  49
  Spell Scroll (28 spell levels)
  6
  Armor +1 and Shield +2
  50
  Spell Scroll (30 spell levels)
  7
  Boots of Speed
  51
  Spell Scroll (32 spell levels)
  8
  Bowl of Commanding Water Elementals
  52
  Spell Scroll (34 spell levels)
  9
  Bracers of Armor +2
  53
  Spell Scroll (36 spell levels)
  10
  Brazier of Commanding Fire Elementals
  54
  Spell Scroll (38 spell levels)
  11
  Censer of Controlling Air Elementals
  55
  Spell Scroll (40 spell levels)
  12
  Cloak of Protection +1
  56
  Spell Scroll (42 spell levels)
  13
  Cloak of Skinchanging
  57
  Staff of Healing [DE]
  14
  Crystal Ball
  58
  Staff of Striking  [DE]
  15
  Cube of Frost Resistance
  59
  Stone of Controlling Earth Elementals
  16
  Elven Boots
  60-61
  Sword +1, +2 versus specific enemy
  17
  Elven Cloak
  62
  Sword +1, +3 versus specific enemy
  18
  Eyes of Charming
  63
  Sword +1, light 30’ radius
  19
  Helm of Comprehending Languages
  64-65
  Sword +1, proficiency
  20-21
  Misc. Weapon +1, +2 versus specific enemy
  66-67
  Sword +2
  22-23
  Misc. Weapon +1, +3 versus specific enemy
  68
  Sword +2, +3 versus specific enemy
  24-25
  Misc. Weapon +1, proficiency
  69
  Sword +2, proficiency
  26-27
  Miscellaneous Weapon +2
  70-72
  Talisman +2
  28
  Misc. Weapon +2, +3 versus specific enemy
  73-74
  Talisman +3
  29
  Miscellaneous Weapon +2, proficiency
  75
  Talisman +4
  30
  Ring of Djinni Calling
  76
  Talisman +5
  31-34
  Ring of Protection +1
  77
  Talisman +6
  35
  Rope of Climbing
  78-79
  Treasure Map (1 rare, 1 uncommon item)
  36
  Scarab of Protection
  80-82
  Treasure Map (2d10 jewelry, 5d6 gems)
  37
  Shield +1, proficiency
  83-84
  Treasure Map (1d6 jewelry, 1 rare item)
  38-39
  Shield +2
  85-86
  Treasure Map (5d6 gems, 1 rare item)
  40
  Shield +2, proficiency
  87-89
  Treasure Map (5d6x1,000gp, 1 uncommon item)
  41
  Spell Scroll (12 spell levels)
  90-92
  Treasure Map (5d6x1,000gp, 5d6 gems)
  42
  Spell Scroll (14 spell levels)
  93-95
  Treasure Map (6d6x1,000gp)
  43
  Spell Scroll (16 spell levels)
  96-97
  Wand of Detecting Enemies [AE]
  44
  Spell Scroll (18 spell levels)
  98-99
  Wand of Detecting Magic [AE]
  45
  Spell Scroll (20 spell levels)
  100
  Wand of Illusion [AE]
  
   
  Treasure Type 
  181
  Heroic Fantasy Handbook
  Treasure
  181 
  Very Rare Magic Items
  Very Rare Items
  Roll d00
  Very Rare Item
  Roll d00
  Very Rare Item
  1
  Amulet versus Crystal Balls and ESP
  48
  Ring of Command Plant
  2
  Armor +1 and Shield +3
  49
  Ring of Fire Resistance
  3
  Armor +2 and Shield +3
  50
  Ring of Invisibility
  4-5
  Armor +3
  51
  Ring of Protection +2
  6
  Armor +3 and Shield +1
  52
  Ring of Protection +2, 5' Radius
  7
  Armor +3 and Shield +2
  53
  Ring of Protection +3
  8
  Armor +3 and Shield +3
  54
  Ring of Protection +3, 5' Radius
  9
  Bag of Holding
  55
  Ring of Regeneration 
  10
  Boat, Folding
  56
  Ring of Water Walking
  11
  Boots of Levitation
  57
  Rod of Torture [ADE]
  12
  Boots of Traveling and Springing
  58-59
  Shield +3
  13
  Bracers of Armor +3
  60
  Shield +3, proficiency
  14
  Bracers of Armor +4
  61
  Shield +3, two proficiencies
  15
  Bracers of Armor +5
  62
  Staff of Commanding
  16
  Chime of Opening
  63
  Staff of Elemental Power [AE]
  17
  Cloak of Protection +3
  64
  Staff of the Serpent [DE]
  18
  Collar of Conversation
  65
  Staff of Withering [DE]
  19
  Crystal Ball with Clairaudience
  66-70
  Sword +3
  20
  Crystal Ball with ESP
  71-73
  Sword +3, proficiency
  21
  Cube of Force
  74-75
  Sword +3, two proficiencies
  22
  Dead Man's Hand
  76
  Talisman +7
  23
  Displacer Cloak
  77
  Talisman +8
  24
  Drums of Panic
  78
  Talisman +9
  25
  Efreeti Bottle
  79
  Talisman +10
  26
  Eyes of the Eagle
  80
  Talisman +11
  27-28
  Gauntlets of Ogre Power
  81
  Talisman +12
  29
  Girdle of Giant Strength
  82
  Talisman +13
  30
  Helm of Awe
  83
  Talisman +14
  31
  Helm of Telepathy
  84
  Talisman +15
  32
  Horn of Blasting
  85-87
  Treasure Map (3 rare, 2 common items)
  33
  Medallion of ESP
  88-89
  Treasure Map (3 rare, 1 uncommon item)
  34
  Medallion of ESP (90')
  90-91
  Treasure Map (1 very rare item)
  35
  Mirror of Life Trapping
  92-95
  Treasure Map (5d6x1000gp, 1 rare item)
  36-40
  Miscellaneous Weapon +3
  96
  Wand of Fear [AE]
  41-43
  Miscellaneous Weapon +3, proficiency
  97
  Wand of Frost [AE]
  44-45
  Miscellaneous Weapon +3, two proficiencies
  98
  Wand of Paralyzation [AE]
  46
  Ring of Animal Command
  99
  Wand of Impetus [AE]
  47
  Ring of Command Human
  100
  Wand of Sorcery [AE]
  
  182 
  Treasure Type
   
  Legendary Magic Items 
  182
  Heroic Fantasy Handbook
  Treasure
  Legendary Items
  Roll d00
  Legendary Item
  Roll 
  d00
  Legendary Item
  1-2
  Apparatus of the Crab
  41-42
  Mirror of Opposition
  3-4
  Armor of the Invincible Conqueror
  43-44
  Panoply of the Imperial Warmistress, Boots
  5-6
  Bow of the Great Eagles
  45-46
  Panoply of the Imperial Warmistress, Bracers
  7-8
  Bow of the Unconquered Sun
  47-48
  Panoply of the Imperial Warmistress, Corselet
  9-10
  Bracers of Armor +6
  49-50
  Panoply of the Imperial Warmistress, Diadem
  11-12
  Bracers of Armor +7
  51-52
  Red Sword of the Warlord
  13-14
  Broom of Flying
  53-54
  Ring of Anti-Magic
  15-16
  Chalice of Blood
  55-56
  Ring of the Queen's Heart
  17-18
  Chariot of the Gods, Heavy
  57-58
  Rod of the Night Sky [ADE]
  19-20
  Chariot of the Gods, Light
  59-60
  Scourge of Law
  21-22
  Chariot of the Gods, Medium
  61-62
  Seal of Chaos
  23-24
  Decanter of Endless Water
  63-64
  Shield of the Empyrean Heavens
  25-26
  Emblem of the Eagle
  65-66
  Shining Spear
  27-28
  Eyes of Petrification
  67-68
  Staff of the Cataclysm [ADE]
  29-30
  Flying Carpet
  69-70
  Sword +3, Vorpal
  31-32
  Glaive of the Blade-Goddess
  71-72
  Sword of Kings
  33-34
  Great Axe of the North
  73-74
  War Hammer +2, Dwarven Thrower
  35-36
  Holy Talisman of the Winged Sun
  75-83
  Treasure Map (1 legendary item)
  37-38
  Iron Crown of the Sorcerer-Kings
  84-88
  Treasure Map (1 legendary Item, 2d4 regalia, 2d6 brilliant gems, 
  3d6x10,000gp)
  39-40
  Iron-Bound Book of Xisuthros
  89-93
  Treasure Map (leg. Item, 1d6 very rare items, 1d4 regalia, 1d6 
  brilliant gems, 2d4x10,000gp)
  94-100
  Treasure Map (1d3 legendary items)
  
   
  Treasure Type 
  183
  Heroic Fantasy Handbook
  Treasure
  183 
  Armor, Swords, and Weapons
  ARMOR, SWORDS, AND WEAPONS
  Types of Armor, Swords, and Weapons Found
  In most cases, the entries for armor, swords, and weapons on the 
  Magic Item tables do not specify the exact item found. A suit of 
  armor might be hide, ring, or plate; a sword might be a short 
  sword or a two-handed sword; a miscellaneous weapon might be 
  a battle axe or spear or a warhammer. What is found will depend 
  on the source of the treasure. The Judge can use the tables below 
  to guide placement of appropriate armors, swords, and weapons 
  in his treasure hoards based on the campaign setting and treasure 
  source. 
  The categories used in these tables are described below. The 
  Judge should feel free to modify these tables or create his own 
  that match his particular campaign settings. Many interesting 
  possibilities presented by history have been excluded simply due 
  to the limits of space.
  Ancient Myth: For campaigns set in an ersatz Mesopotamian 
  and Mediterranean Bronze or Iron Age civilization, such as 
  Sumeria, Babylonia, Scythia, or Mycenae. Armor tends to be 
  laminated cloth (leather), leather scale, Sumerian overlapping 
  bronze plate (banded), or early bronze panoply (plate). Gladiator 
  armors are included to represent partial armor sets of the next 
  Armor Type 
  Roll 1d20
  Ancient Myth
  Classical Epic
  Northern Saga
  Chivalric 
  Romance
  Arabian 
  Adventure
  High Fantasy
  Sword & 
  Sorcery
  Hide
  1
  1
  1
  -
  1
  -
  -
  Leather
  2-5
  2-6
  2-6
  1-5
  2-6
  1-5
  1-5
  Light Arena
  6-7
  7
  -
  -
  -
  -
  6
  Ring
  -
  -
  7-9
  6-7
  7-9
  6
  7
  Scale
  8-9
  8
  10-11
  8-9
  9-13
  7
  8
  Chain
  -
  9-11
  12-16
  10-14
  14-16
  8-12
  9-12
  Heavy Arena
  10-13
  12
  -
  -
  -
  -
  13
  Banded
  14-15
  13-14
  -
  -
  -
  13
  14
  Lamellar
  16-17
  15-16
  -
  15-16
  17-19
  14
  15
  Plate
  18-20
  17-20
  17-20
  17-20
  20
  15-20
  16-20
  Sword Type 
  Roll 1d20
  Ancient Myth
  Classical Epic
  Northern Saga
  Chivalric 
  Romance
  Arabian 
  Adventure
  High Fantasy
  Sword & 
  Sorcery
  Dagger
  1-3
  1-3
  1-3
  1-3
  1-3
  1-3
  1-2
  Short Sword
  4-9
  4-7
  4-6
  4-5
  4-6
  4-5
  3-5
  Sword
  10
  8-9
  7-9
  6-8
  7-9
  6-8
  6-8
  Two-Handed 
  Sword
  -
  10
  10
  9-10
  10
  9-10
  9-10
  Misc . Weapon  
  Roll 1d100
  Ancient 
  Myth
  Classical 
  Epic
  Northern 
  Saga
  Chivalric 
  Romance
  Arabian 
  Adventure
  High Fantasy
  Sword & 
  Sorcery
  Arbalest
  -
  -
  01-05
  -
  01-05
  01-02
  Axe, Battle
  01-05
  01-05
  01-10
  06-10
  01-03
  06-10
  03-09
  Axe, Great
  -
  -
  11-15
  11-15
  -
  11-15
  10-14
  Axe, Hand
  06-10
  06-10
  16-20
  16-20
  06-10
  16-20
  15-17
  Bola
  -
  -
  -
  -
  -
  -
  18
  Bow, Composite
  11-25
  11-25
  -
  -
  11-25
  21-25
  19-24
  Bow, Long
  26-35
  -
  21-30
  21-30
  -
  26-30
  25-30
  Bow, Short
  -
  26-35
  31-35
  31-35
  26-35
  31-35
  31-34
  Club
  36-40
  36-40
  -
  -
  -
  -
  35
  Crossbow
  -
  41-45
  -
  36-40
  -
  36-40
  36-40
  Darts
  41-45
  46-50
  -
  -
  -
  -
  41-45
  Flail
  -
  -
  36-40
  41-50
  36-40
  41-50
  46-50
  Javelin
  46-50
  51-55
  41-45
  -
  41-50
  -
  51-55
  Lance
  51-55
  56-60
  -
  51-60
  51-60
  51-60
  56-60
  Mace
  56-65
  -
  46-50
  61-65
  61-65
  61-65
  61-65
  Morning Star
  -
  -
  51-55
  66-70
  66-70
  66-70
  66-70
  Net
  -
  61-65
  -
  -
  71-75
  -
  71
  Pole Arm
  66-75
  66-70
  56-60
  71-75
  76-80
  71-75
  72-76
  Sap
  -
  -
  -
  -
  -
  -
  77
  Sling
  76-85
  71-80
  61-65
  -
  81-85
  -
  78-82
  Spear
  86-100
  81-100
  66-85
  76-90
  86-99
  76-90
  83-92
  Staff
  -
  -
  -
  91-95
  -
  91-95
  93-94
  Warhammer
  -
  -
  86-100
  96-100
  -
  96-100
  95-99
  Whip
  -
  -
  -
  -
  100
  -
  100
  
  184 
  Treasure Type
   
  Armor, Swords, and Weapons 
  184
  Heroic Fantasy Handbook
  Treasure
  higher tier. Common weapons in these ancient days include 
  the composite bow, javelin, mace, short sword, and spear. In the 
  Auran Empire setting, treasures from the Ancient Argollëan, 
  Thrassian, and Zaharan civilizations, and from contemporary 
  Kemesh, would use these entries.
  Classical Epic: For campaigns inspired by Greco-Roman, 
  Zoroastrian Persian, or Byzantine civilization or sword-and-
  sandal fiction. Armor might be linothorax (leather), leather 
  scale, Celtic mail or Roman lorica hamata (chain), Roman 
  lorica squamata (scale), Roman lorica segmentata (banded), 
  Byzantine or Persian lamellar, or Greek classical panoply 
  (plate). Gladiator armors are included to represent both actual 
  gladiator apparel and partial armor sets. Common weapons 
  include composite bows; lances such as the kontos and xyston; 
  pole arms such as the falx and sarissa; short swords such as the 
  gladius, kopis, and xiphos; spears such as the doru; and swords 
  such as the spatha. In the Auran Empire setting, these entries 
  would apply to treasures from the Classical Auran civilization 
  and the current Imperial one.
  Northern Saga: For campaigns similar to the world described 
  in the Old Norse and Icelandic epics and the Anglo-Saxon 
  poem Beowulf, or historical Iron Age Germany or Viking 
  Age Scandinavia. Armor will include furs, hardened leather, 
  Frankish ring armor, leather scale, chainmail byrnies, and 
  limited plate-and-mail. Common weapons include the battle 
  axe, great axe, seax (dagger), spear, sword, and warhammer. 
  In the Auran Empire setting, treasures from the Kingdoms of 
  Jutland and Rorn would use these entries.
  Chivalric Romance: For campaigns inspired by the 11th to 13th 
  century chansons de geste, such as the Matter of France or Matter 
  of Britain and the later chivalric romances of the 13th and 14th 
  centuries. Armor might be cuir bouilli (leather), ring armor, 
  leather scale, Norman mail hauberks, brigandine (lamellar), and 
  plate-and-mail. Common weapons include the couched lance, 
  great sword, horseman’s flail, longbow, knightly sword, mace, 
  morning star, and various pole arms such as the halberd, glaive, 
  and pike. This time period post-dates the Auran Empire setting, 
  but is very common in other fantasy game settings.
  Arabian Adventure: For campaigns drawing on the late 
  Byzantine and Persian Empires, the medieval Crusades, the 
  Islamic Golden Age, and the folk lore of One Thousand and 
  One Nights. Armor might be silk, leather, ring, leather scale, 
  Crusader mail, eastern lamellar, or mirror armor (plate). 
  Common weapons include the composite bow, lance, mace, 
  spear, and various curved swords such as the scimitar, shamshir, 
  and tulwar. In the Auran Empire, these entries could be used 
  for contemporary Opelenean, Somirean, Skysos, and Celdorean 
  treasures.
  High Fantasy: For campaigns inspired by Tolkienesque heroic 
  fantasy in the pseudo-medieval tradition, including The 
  Lord of the Rings, Dragonlance, Game of Thrones, The Deed of 
  Paksenarrion, and most other popular fantasy of the last few 
  decades. The armor and weapons tend to be similar to those 
  used in the High Middle Ages .
  Sword & Sorcery: For campaigns inspired by Howardian heroic 
  fantasy in the pulp tradition, including Conan, Kull, Thongor, 
  Kothar, and other works. The armor and weapons tend to be 
  a hodgepodge of the ancient, classical, medieval, exotic, and 
  purely fantastical. 
  Powers of Armor, Swords, and Weapons Found
  Magical weapons and armor follow the same class restrictions as 
  all normal weapons and armor. When armor has a bonus, it will 
  improve the AC and reduce the encumbrance (to a minimum 
  of 0) by the amount specified. For example, leather armor 
  +1 would grant AC 3 with an encumbrance of 1. Masterwork 
  armor provides a +1 bonus to armor class, but does not decrease 
  encumbrance.
  When a sword or other weapon has a plus, such as a dagger 
  +1, this means that attack throws and damage rolls both receive 
  a +1 bonus. Masterwork weapons grant a +1 bonus to attack 
  throws and damage, but cannot affect creatures which can only 
  be harmed by magic. If a weapon has more than one bonus 
  listed, the first bonus applies to all attacks and damage, and the 
  second applies only to an exclusive group of creatures. If the 
  weapon’s entry does not specify which group of creatures the 
  secondary bonus applies to, the Judge can choose or roll for the 
  creatures affected on the table below.
  Roll 1d20
  Type
  1
  Animals*
  2
  Avians*
  3
  Beastmen
  4
  Constructs
  5
  Demons
  6
  Dragons
  7
  Dwarves, Gnomes & Halflings
  8
  Elementals
  9
  Elves, Faeries, & Nymphs
  10
  Giant Humanoids
  11
  Men
  12
  Lycanthropes
  13
  Oozes
  14
  Plants*
  15
  Regenerating Creatures
  16
  Sea Creatures*
  17
  Spellcasters
  18
  Summoned Creatures
  19
  Undead
  20
  Vermin*
  *Including normal and giant creatures of this type, but not 
  sentient creatures
  
   
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  185 
  Armor, Swords, an d Weapons
  Items of Proficiency: Some magical shields, swords, or 
  weapons grant their wielder access to one or more proficiencies. 
  The Judge can choose or roll for the proficiency granted by the 
  item on the tables below.
  Items of proficiency can be activated three times per day (3/
  day). When activated, items of proficiency grant their wielder 
  the proficiency for one hour, or until the wearer drops the 
  item or the effect is dispelled. This effect is worth 6,000gp (it’s 
  effectively a 1st level spell 3/day). Some legendary items, such 
  as the bow of the great eagles, grant proficiencies whenever 
  they are wielded, without requiring activation. As permanent 
  powers, these effect cannot be dispelled, but are much more 
  expensive to enchant!
  Naming Arms and Armor (Optional)
  When creating a magic weapon, shield, or suit of armor, its 
  creator must give the item a name. Only those who confidently 
  speak the name of the item receive the full benefit of its powers. 
  If a character is unsure of an item’s name, he may guess once; if 
  incorrect, he may not guess again until reaching a higher level 
  of experience.
  Alternatively, when an item is found, it may be given a new 
  name by its wielder or wearer. Upon first naming the item, 
  the character receives the benefit of one of its bonuses in 
  one category (e.g. +1 to hit, +1 to damage, +1 to AC, -1 to 
  encumbrance) or of a special power or ceremonial spell. With 
  each level of experience earned wielding or wearing his re-
  named item, the character unlocks an additional point of bonus 
  in one category, until all bonuses in all categories are unlocked. 
  The Judge makes the determination of the order in which the 
  item’s powers unlock. 
  EXAMPLE: In the tomb of Durin Blackfist, Raknar 
  discovers an ancient war hammer, gleaming and rune-
  carved. He decides this must be Durin’s hammer Fist 
  of Iron and announces such. In battle, the war hammer 
  reveals itself a +3 weapon – Raknar was right! 
  Like a true Jutland hero, Raknar dies fighting, his body 
  sprawled on a mound of orc corpses. Later, a young 1st 
  level fighter named Marcus finds the rune-carved war 
  hammer. Knowing it to be magical, but not having any 
  idea of its origin, he names the hammer Tooth-Breaker. 
  In his next fight, Marcus gets a +1 bonus to damage from 
  Tooth-breaker. When he reaches 2nd level, Marcus finds 
  that Tooth-Breaker is +1 to hit and damage. When he is 
  3rd level, it becomes +1 to hit and +2 to damage, and so 
  on, until at 6th level it reaches its full power of +3 to hit 
  and damage. 
  But what if Marcus were slain at 4th level, after unlocking 
  Fist of Iron / Tooth-Breaker’s powers to the level of +2 to 
  hit and +2 to damage? Assume his henchman, Peristo, 
  now claims Tooth-Breaker. It is a +2 weapon in his hands. 
  When Peristo gains a level, Tooth-Breaker will become +2 
  to hit and +3 to damage. If Peristo were to discover that this 
  weapon is also Fist of Iron, it would immediately reach its 
  full +3 powers.
  Armor, Sword, and Weapon Descriptions
  Armor of the Invincible Conqueror: According to legend, the 
  hero Valerian Bellësareus wore the armor of the invincible 
  conqueror during his duel with his brother, the ruinguard 
  Acherib, at the height of the Empyrean War. Crafted of gleaming 
  orichalcum, this suit of archaic plate armor +3 grants its wearer 
  complete protection from normal, non-magical attacks. Magic 
  or silver weapons can harm the wearer, but any number of 
  normal swords, arrows, clubs, or natural weapons will be fended 
  off. Monsters which themselves can only be affected by silver or 
  magical weapons can still harm the subject, and monsters with 5 
  HD or more are able to affect the subject through natural ferocity. 
  Value: 160,000gp (+3 enchantment, 5th level permanent effect).
  Roll 
  1d10
  Shield
  Missile Weapon
  1
  Alertness
  Acrobatics
  2
  Berserkergang
  Alertness
  3
  Combat Trickery (force back) Combat Reflexes
  4
  Combat Trickery (knock 
  down)
  Fighting Style (missile 
  weapon)
  5
  Combat Trickery (overrun)
  Precise Shooting
  6
  Dungeon Bashing
  Running
  7
  Endurance
  Skirmishing
  8
  Fighting Style (weapon & 
  shield)
  Sniping
  9
  Fighting Style (weapon & 
  shield)
  Swashbuckling
  10
  Skirmishing
  Weapon Focus 
  Roll 
  1d10
  Small Melee 
  Weapon
  Medium Melee 
  Weapon
  Large Melee 
  Weapon
  1
  Acrobatics
  Alertness
  Alertness
  2
  Cat Burglary
  Berserkergang
  Berserkergang 
  3
  Combat Reflexes
  Combat Trickery 
  (disarm)
  Combat Trickery 
  (force back)
  4
  Combat Trickery 
  (disarm)
  Combat Trickery 
  (sunder)
  Combat Trickery 
  (knock down)
  5
  Fighting Style (two 
  weapons)
  Fighting Style (two 
  weapon)
  Combat Trickery 
  (overrun)
  6
  Running
  Fighting Style 
  (weapon & shield)
  Combat Trickery 
  (sunder)
  7
  Skirmishing
  Skirmishing
  Dungeon Bashing
  8
  Swashbuckling
  Swashbuckling
  Fighting Style 
  (two-handed)
  9
  Weapon Finesse
  Weapon Finesse
  Skirmishing
  10
  Weapon Focus
  Weapon Focus
  Weapon Focus
  
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  Treasure Type
   
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  Treasure
  Bow of the Great Eagles: The legendary bow of the great 
  eagles is an elven composite bow +3 crafted of laminated dawn 
  redwood with bow-limbs carved to resemble eagle’s talons. The 
  elvish general Aedon Lann is credited with killing more than 
  500 orcs with the bow during the Beastman Wars of the Third 
  Century B.E. Anytime an arrow is nocked on the bow’s string, 
  the bow’s wielder gains precise shooting (as the proficiency), 
  allowing him to fire at engaged targets with a -4 penalty, and 
  eyes of the eagle (as the spell), allowing him to see 100 times 
  further than normal and reducing the wielder’s penalty for 
  missile attacks with the bow at medium range to -1 and at long 
  range to -2. Once per day, if the wielder fires an arrow into the 
  sky, the bow will call a large roc to serve the wielder (as the spell 
  call of the giant eagle). If a character who already possesses one 
  or more ranks of Precise Shooting wields the bow, its granted 
  proficiency stacks with his natural ranks. Value: 160,000gp (+3 
  enchantment, 5th level daily effect, 3rd level permanent effect, 
  1st level permanent effect).
  Bow of the Unconquered Sun: A relic of the Empyrean War, 
  the bow of the unconquered sun is a composite bow crafted of 
  laminated dawn redwood and trimmed in golden orichalcum. 
  It grants its wielder two attack per round (as swift sword) with 
  a bonus of +1, +2 versus avian and regenerating creatures, 
  +3 versus undead and plant-like creatures. Each arrow fired 
  from the bow is magically ignited with eldritch flame to deal an 
  additional 1d6 fire damage per hit. The arrow flames can be used 
  to ignite readily flammable objects (as the spell kindle flame). 
  This weapon’s damage cannot be further increased with striking 
  or similar effects, and its wielder cannot gain more attacks from 
  swift sword, haste, or similar spells. Value: 170,000gp (+1/2/3 
  enchantment, 3rd level permanent effect, 2nd level permanent 
  effect, 1st level permanent effect).
  Glaive of the Blade-Goddess: The bladedancer Aurëlyn 
  Tarcalus wielded this legendary polearm +3 at the Battle of 
  the Fangs, when she held off the orc hordes that threatened to 
  overwhelm the Auran right flank long enough for Malantavius 
  to drive Thrax from the field. Featuring a curved orichalcum 
  blade mounted atop a tall oak pole, the glaive of the blade-
  goddess can be swung and spun with amazing speed. Its 
  wielder gains a +1 bonus to initiative (canceling the usual -1 
  penalty for two-handed weapons). If the glaive of the blade-
  goddess is used to perform a sweeping attack, it deals an extra 
  1d10 damage on each successful hit (including any subsequent 
  cleaves), and the opponents targeted by the sweeping attack do 
  not receive an opportunity to withdraw. This weapon’s damage 
  cannot be further increased with striking or similar effects. 
  Value: 160,000gp (+3 enchantment, 3rd level permanent effect, 
  two 1st level permanent effects).
  Great Axe of the North: This long-bearded axe has a rune-
  carved head and a sturdy yew haft gouged with bite-marks. 
  The hero Sigvhan carried the great axe of the north during 
  his expeditions against Dagr, the frost giant king, north of the 
  Jutting Mountains. The sagas recount that Sigvhan died of 
  wounds received felling Dagr and was interred with the axe 
  by his comrades in a great burial mound on the slopes of Mt. 
  Skarstind.  The great axe of the north is +3, +5 versus dragons 
  and giants, and grants its bearer immunity from cold (as 
  the spell). Once per day, by gnawing on the haft of the axe, a 
  character may enter a greater berserkergang (as the berserker 
  class power). Value: 185,000gp (+3/+4/+5 enchantment, 4th 
  level permanent effect, 3rd level daily effect).
  Javelin of Hurling: This +2 weapon has a weighted pyramidal 
  head of iron set atop a cedar shaft fastened to a leather throwing 
  strap. When thrown, the javelin of hurling strikes with great 
  force, dealing an additional 1d6 points of damage (as striking) 
  and requiring the creature hit to make a saving throw versus 
  Paralysis. If the creature fails its save, it is knocked back a 
  number of feet equal to the damage dealt by the attack. If this 
  would push the creature into a wall or obstacle, it is knocked 
  down at the point of impact, taking 1d6 points of damage per 10’ 
  it has traveled.  If the creature is pushed into another character 
  or monster, it is knocked down if the character or monster it 
  is pushed into is as large or larger than him. Otherwise, the 
  character/monster is instead knocked down, and the  struck 
  creature continues to be forced back. The javelin of hurling 
  unerringly returns to its thrower’s hand immediately after being 
  thrown. This weapon’s damage cannot be further increased with 
  striking or similar effects. Value: 90,000gp (+3 enchantment, 
  three 1st level permanent effects).
  Red Sword of the Warlord: Few weapons are so legendary as 
  the red sword of the warlord. The beastman warlord Thrax 
  wielded this orichalcum sword +3 until his death at the Battle 
  of Bythnium and the Tarkaun Audarius XI Ulkyreus later bore 
  it throughout his 42-year reign of conquest and war. Like many 
  other imperial relics, it was lost to history during the Second 
  Imperial Civil War. The wielder of the red sword of the warlord 
  is a veritable god of war on the battlefield. He may make two 
  attacks every round (as per swift sword) and every successful 
  hit deals an extra 1d6 points of damage (as per striking). In 
  addition, the red sword’s wielder may cleave without any 
  limit from his HD, subject only to the availability of enemies 
  within reach given his maximum combat movement per round. 
  The blade of the red sword glimmers scarlet (giving off light 
  like a torch) if brandished  while enemies are within 60’. This 
  weapon’s damage cannot be further increased with striking or 
  similar effects, and its wielder cannot gain more attacks from 
  swift sword, haste, or similar spells. Value: 285,000gp (+3 
  enchantment, 4th level permanent effect, 3rd level permanent 
  effect, 2nd level permanent effect, 1st level permanent effect).
  Scourge of Law: This legendary weapon was enchanted in 
  the waning years of Zahar as a tool to detect and destroy 
  practitioners of the heretical Empyrean faith. The scourge of 
  law appears as an enchanted rune-carved metal flail made of 
  segmented hepatizon (a dark purplish copper). If the scourge 
  is swung overhead, any enemies  within 60’, even if invisible or 
  hidden, are marked by a fiery red aura. The aura is visible only 
  to the wielder and lasts for 6 turns or until the enemy is slain. 
  If the scourge is wrapped around the neck of a helpless lawful 
  creature, the wielder can read the thoughts of the creature (as 
  the spell ESP). If used in battle, the scourge provides its wielder 
  with a +3 bonus to attack throws and damage rolls. However, 
  each time the scourge is used to slay a lawful creature in combat, 
  the scourge’s damage bonus is temporarily increased by +1, up 
  to a maximum damage bonus equal to the wielder’s HD. The 
  damage bonus is lost when the combat ends or one turn (10 
  minutes) elapses, whichever comes first. Value: 205,000gp (+3 
  enchantment, 4th level permanent effect, 2nd level permanent 
  effect, 1st level permanent effect).
  
   
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  187 
  Miscellaneous Magic Items
  Shield of the Empyrean Heavens: This legendary shield +3 
  was brought down from Mt. Audarammas by Azendor, prophet 
  of Ammonar, and used by a succession of heroes during 
  the Empyrean War. Like other shields from that archaic era, 
  the shield of the empyrean heavens is approximately 3’ in 
  diameter, with scooped indentations on either side that give it 
  an hourglass-like shape. It is faced with orichalcum and painted 
  with the symbol of the winged sun. Any character bearing the 
  shield is immune to all critical hits. Anytime the bearer raises 
  the shield and concentrates, the shield grants protection from 
  blast (as the spell) to the bearer himself and all creatures within 
  5’ of him. The protection lasts as long as the bearer concentrates 
  on the effect. Once per day, by clanging his weapon against the 
  shield, the bearer can cast prayer (as the spell). The shield of the 
  empyrean heavens itself cannot be damaged by anything short 
  of a vorpal weapon or disintegration effect. Value 150,000gp 
  (+3 enchantment, 5th level permanent effect, 3rd level daily 
  effect, 2nd level permanent effect).
  Shining Spear: This legendary spear +3, +4 versus undead, 
  +5 versus demons is crafted of ancient dawn redwood and 
  tipped with a leaf-shaped spearhead of bright orichalcum 
  counterbalanced by an orchicalcum butt-spike. The shining 
  spear grants its wielder immunity to fear while held. Three 
  times per day, by striking the butt-spike on the ground while 
  reciting prayers to the Empyrean gods, the wielder can conjure 
  an angelic aura (as the spell) around himself. Value 150,000gp 
  (+3/4/5 enchantment, 5th level thrice-daily effect, 2nd level 
  permanent effect).
  Sword of Kings: This legendary sword was wielded by Arëtar 
  Pendaelen when he slew the High King of Jutland on the banks 
  of the River Rorn, and it is said that only a man worthy of Arëtar 
  can tap its powers. In the hands of an ordinary adventurer, it 
  functions as an ordinary sword +3. If brandished by a worthy 
  hero (a chosen, a Nobiran champion, a paladin, or a Lawful 
  fighter with CHA 16 or higher), the sword of kings gains an 
  additional +1 bonus, for a total bonus of +4. Should the hero 
  also rule a domain or realm, it gains another +1 bonus, for a 
  total bonus of +5. The hero-ruler also gains two additional 
  powers drawn from the sword’s ties to the ancient rites of 
  kingship. First, he deals an extra 1d6 points of damage when 
  using the sword to hit Chaotic creatures in his domain or realm. 
  Second, he gains the Nobiran champion’s 13th level class power 
  of oneness of land and lord while within his domain. (If the 
  wielder is a 13th+ level Nobiran champion who already has 
  that class power, then he receives his choice of either the lion-
  hearted leader or clarion commander class power instead.) 
  This weapon’s damage cannot be increased with striking or 
  similar effects. Value 255,000gp (+5 enchantment, 4th level 
  permanent effect, 2nd level permanent effect).
  MISCELLANEOUS MAGIC ITEMS
  Chalice of Blood: By drinking from this silver and bone goblet, 
  a character can gain the strength and knowledge of his slain 
  foes. It is said that the first blood the chalice tasted was that of its 
  own creator, the dark lord Theophanous, who tore out his own 
  heart and drank its hot leakage from the cup to better embrace 
  undeath without the weakness of heart-felt pity or compassion. 
  To use the chalice of blood, a character must first fill its cup 
  with the blood of a sapient lawful victim he has personally 
  slain in the last day. Upon drinking from the chalice, the 
  character immediately gains 2d10+14 temporary hit points + an 
  additional 1 temporary hp per level of the victim. In addition, 
  the character learns some important knowledge possessed by 
  the victim, either a specific set of facts that the character was 
  seeking or some random knowledge chosen by the Judge. 
  The knowledge learned can be quite complex, equivalent to a 
  single rank in a proficiency, a class power, a spell formula, or a 
  language. The character also gains 8 corruption points for each 
  use of the chalice. The temporary hit points will disappear one 
  day later, while the knowledge will fade as if it were a barely-
  remembered dream. Nothing prevents a character from writing 
  down the knowledge gained before it fades, however. The 
  corruption points are permanent. The chalice can be used once 
  per turn (10 minutes), provided sufficient victims are available. 
  If a character drinks the chalice while already affected by its 
  powers, the additional temporary hp and memories gained by 
  the additional use(s) are cumulative with those already granted, 
  to a maximum of 38 temporary hp. Value 132,000gp (6th level 
  per-turn effect, 2nd level per-turn effect).
  Chariot of the Gods: A chariot of the gods appears as a 
  magnificent  wheeled vehicle constructed from slates of dawn 
  redwood and reinforced with bronze. Chariots of the gods 
  come in three sizes, with their crew, combat characteristics and 
  dimensions determined by their size:  
  Light Chariot of the Gods: This chariot has two wheels on an 
  axle set at the very rear of the body for maximum mobility and 
  stability. The chariot’s wheels are about 2’6” in diameter. Its 
  wheel track is about 5’9” wide, while its total length, including 
  harnessed creatures, is 11’6”. The cab measures 3’3” wide, 1’8” 
  deep, and 2’6” high, with room for two man-sized creatures, 
  
  188 
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  Miscellaneous Magic Items 
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  Heroic Fantasy Handbook
  Treasure
  Crew
  Combat Characteristics
  Dimensions
  Chariot 
  Type
  Driver
  Warriors
  Animals
  Move
  Max 
  Move
  AC
  AC 
  Bonus
  SHP
  Chariot
  Cab/Platform
  Light
  1
  1
  1 - 2
  x3/4
  360’
  0
  0
  5
  5’9” x 11’6”
  3’3” x 1’8” x 2’6”
  Medium
  1
  2
  2 - 3
  x2/3
  240’
  1
  +1
  8
  6’6” x 13’
  4’ x 3’ x 3’
  Heavy
  1
  3
  3 - 4
  x½
  180’
  2
  +2
  10
  7’ x 15’
  4’6” x 3’3” x 3’9”
  one of whom must be the driver. The cab includes three built in 
  weapon-cases, with room for a composite bow, 3 javelins, and 
  20 arrows. A light chariot of the gods has AC 0 and 5 shp. It may 
  be pulled by one or two creatures whose normal loads add up to 
  at least 40 stone. The chariot can transport up to the harnessed 
  creatures’ combined normal load at 3/4 the harnessed creatures’ 
  movement rate, or up to the harnessed creature’s combined 
  maximum load at 3/8 the harnessed creatures’ movement rate. 
  Medium Chariot of the Gods: This chariot has two wheels on an 
  axle set beneath the center of the cab. The chariot’s wheels are 
  about 3’ in diameter. Its wheel track is about 6’6” wide, while its 
  total length is 13’. The cab measures 4’ wide, 3’ deep, and 3’ high, 
  with room for three man-sized creatures, one of whom must 
  be the driver. The cab includes three built in weapon-cases, 
  with room for a composite bow, 3 javelins, and 20 arrows. The 
  sturdily-built cab provides its occupants with a +1 AC bonus 
  against attacks to the front and flank. A medium chariot of 
  the gods has AC 1 and 8 shp. It may be pulled by two or three 
  creatures whose normal loads add up to at least 60 stone. The 
  chariot can transport up to the harnessed creatures’ combined 
  normal load at 2/3 the harnessed creatures’ movement rate, or 
  up to the harnessed creature’s combined maximum load at 1/3 
  the harnessed creatures’ movement rate. The chariot may not 
  exceed 240’ per turn in any case.  
  Heavy Chariot: This chariot has two or four wheels on an axle 
  set beneath the center of the cab. The chariot’s wheels are about 
  5’ in diameter. Its wheel track is about 7’ wide, while its total 
  length is 15’. The cab measures 4’6” wide, 3’3” deep, and 3’9” 
  high, with room for four man-sized creatures, one of whom 
  must be the driver. The cab includes three built in weapon-cases, 
  with room for a composite bow, 3 javelins, and 20 arrows. The 
  armored cab provides its occupants with a +2 AC bonus against 
  attacks to the front and flank. A heavy chariot of the gods has 
  AC 2 and 10 shp. It may be pulled by two, three, or four flying 
  creatures whose normal loads add up to at least 80 stone. The 
  chariot can transport up to the harnessed creatures’ combined 
  normal load at 1/2 the harnessed creatures’ movement rate, or 
  up to the harnessed creature’s combined maximum load at 1/4 
  the harnessed creatures’ movement rate. The chariot may not 
  exceed 180’ per turn in any case.
  Unlike ordinary chariots, chariots of the gods can traverse 
  empty space (thin air) as if it were solid, level ground. When 
  a chariot of the gods is hitched to flying creatures capable 
  of pulling it, it can soar through the heavens as easily as an 
  ordinary chariot rolls traverses the battlefield or race-course. 
  Anytime a chariot of the gods is in the air, it glows brilliantly (as 
  the spell continual illumination) and the chariot, its driver, and 
  its passengers enjoy protection from normal missiles as well as 
  resistance to cold, fire, and lighting. Value: 1,175,000gp heavy, 
  950,000gp medium, 725,000gp light (3rd level permanent 
  effect, 3-5 additional 3rd level permanent effects, 3-5 2nd level 
  permanent effects, and 7-13 additional 2nd level permanent 
  effects, for chariot and passengers).
  Collar of Conversation: When this bejeweled leather collar is 
  fastened around the throat of an animal, it grants the animal 
  wearing it the ability to comprehend and converse in the language 
  of any intelligent creature within 60’ of the animal. For purposes 
  of speech, an animal wearing the collar of conversation has an 
  effective INT ability score equal to 6 +/- Trainability Modifier. 
  For instance, a white ape (TM +3) wearing the collar has an 
  effective INT 9, while a crocodile (TM -1) wearing it has an 
  effective INT 5.  If the collar is fastened around the throat of 
  a sapient creature, it has no magical effect, but may inspire 
  interesting conversations all the same. Value 100,000gp (3rd 
  level permanent effect, 1st level permanent effect).
  Cloak of Skinchanging: By raising the hood and wrapping 
  himself in the folds of the cloak of skin-changing, the wearer 
  can change into the form of a specific animal (determined by 
  the type of cloak). While transformed, the wearer gains all of 
  the physical characteristics, movement types, attack routines, 
  and special abilities of his new form while retaining his own 
  mental abilities. Once transformed, the wearer can remain in 
  animal form indefinitely, but may return to his own form at 
  any time. If slain while transformed, the wearer reverts to his 
  original form. Once the wearer returns to his own form, the 
  cloak’s powers may not be used again for one hour (six turns). 
  Cloaks of skinchanging traditionally come in one of four types, 
  shown below. The Judge can choose or roll randomly for the 
  type of cloak found, or make cloaks for other types of animals 
  appropriate to his setting. Value 24,000gp (3rd level hourly 
  effect).
  
   
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  Miscellaneous Magic Items
  Roll (d4)
  Animal
  Characteristics
  1
  Bear
  Move 120’, AC 3, #AT 2 claws, 1 bite,  
  Dmg 1d3/1d3/1d6, bear hug
  2
  Hawk
  Move 480’ fly, AC 1, #AT 2 talons,  
  Dmg 1d2/1d2, swoop attack
  3
  Swan
  Move 360’ fly, AC 3, #AT 2 wings, 1 bill, 
  Dmg 1/1/1d2
  4
  Wolf
  Move 180’, AC 2, #AT 1 bite, Dmg 1d6
  Dead Mans’ Hand: This grotesque artifact of necromantic 
  blasphemy is composed of the dried and pickled hand of a 
  lawfully-executed murderer, upon which is mounted a candle 
  formed from the fat of the same murderer. For any of the powers 
  of the dead man’s hand to be used, its candle must be lit. The 
  flame from the hand’s candle gives off no radiance and never 
  seems to burn down, but like any flame can be extinguished by 
  strong wind or water.
  While the hand’s candle is lit, the hand grants its bearer 
  infravision (as the spell) as well as two spell-like abilities each 
  useable once per turn. First, by speaking the dead murder’s true 
  name, the bearer of the hand can cast hold person (as the spell). 
  Second, by speaking the name of the murderer’s last victim, the 
  bearer can cast knock (as the spell). A dead man’s hand can 
  be used by any character, but is most sought after by thieves, 
  freebooters, and assassins. Value: 86,000gp (4th level daily 
  effect, 3rd level per-turn effect, 2nd level per-turn effect).
  Emblem of the Eagle: This legendary insignia was first carried 
  by the legion of Audarius Tarkaun when he defeated Baal the 
  Terrible at the gates of Zidium, and for centuries afterward 
  served as the insignia of the Auran Army. During the tumult of 
  the Second Imperial Civil War, the emblem was smuggled out 
  of the capital by the Emperor’s Talons, but no record of its final 
  whereabouts exists. 
  The emblem of the eagles consists of a gold eagle mounted atop 
  a 12’ tall pole. To use the emblem, a character must affix the flag 
  of an organized military unit, division, or army to the emblem’s 
  pole and bear it into battle. Bearing the emblem counts as 
  wielding a weapon or shield (e.g. the emblem’s bearer can bear 
  the emblem in one hand and either wield a one-handed weapon 
  or a shield in his other hand). 
  In combat, the emblem of the eagle inspires the troops who 
  serve under it with invincible courage.  Friendly creatures 
  within 30’ of the emblem are protected from harm by normal 
  weapons. Magic or silver weapons can harm the protected 
  creatures, but any number of normal swords, arrows, clubs, or 
  natural weapons will be fended off. Monsters which themselves 
  can only be affected by silver or magical weapons can still harm 
  the protected creatures, however, as can monsters with 5 HD 
  or more through natural ferocity. The protection afforded by 
  the emblem is lost for the duration of the fight if at any time 
  the bearer is slain, flees, or drops the emblem (voluntarily or 
  involuntarily). 
  If the emblem is carried as the flag of a company-sized unit on 
  the battlefield, the entire unit is protected from harm by normal 
  weapons. The unit cannot be damaged by missile or melee 
  attacks from units of less than 5 HD without silver or magical 
  weapons, and is never considered threatened by enemy units 
  that are unable to damage it.  The effect ends if the unit ever 
  recoils, flees, or routs. 
  If the emblem is carried as the flag of an army leader’s unit, 
  then so long as the unit carrying the emblem is fighting on the 
  battlefield with its army, the entire army automatically stands 
  firm on its first morale, or rallies if it would have stood firm. 
  However, this benefit is lost for the duration of the battle if the 
  unit carrying the emblem is destroyed, routed, or leaves the 
  battle. Value: 808,500gp (six 8th level permanent effects, 1st 
  level per-turn effect).
  Helm of Awe: This orichalcum helmet has an open face with 
  long cheek guards and a tall red crest. The wearer of the helm 
  of awe inspires dread in the hearts of his enemies. The first time 
  each day that each enemy creature  approaches within 15’ of the 
  wearer, that creature must make a saving throw versus Spells. 
  Any creatures that fail the save are frightened for 30 rounds. A 
  frightened creature will run from the source of its fear at its full 
  movement rate. If a frightened creature cannot flee, its cower 
  in terror. An engaged creature that is frightened will cower in 
  terror until it is able to disengage with defensive movement. It 
  suffers a -2 penalty to AC and cannot attack, cast spells, move, 
  or take any other actions until the condition ends. Creatures 
  that successfully save are not affected. Whether they make or 
  fail their saving throw, creatures encountering the wearer of 
  the helm of awe cannot be affected by its magic again until the 
  following day. Value: 67,500gp (3rd level permanent once-per-
  creature effect).
  Holy Talisman of the Winged Sun: This legendary relic was said 
  to have been carried down from Mt. Audarammas by Azendor, 
  prophet of Ammonar, when the Laws of Light first returned to 
  mankind. It was lost to history when Baal the Terrible sacked 
  Aura, and remains much sought by the Temple of the Winged 
  Sun. Any character of Lawful alignment who bears the holy 
  talisman gains the protection of strength of mind (a bonus 
  of +4 to saving throws versus Death, Staffs, Wands, Paralysis, 
  Petrification, and Spells). If the bearer is also a divine or eldritch 
  caster or ceremonialist, he can also use the holy talisman to cast 
  holy word, restore life and limb, and harvest once per week 
  each, and to cast dispel evil once per turn. Value: 213,000gp 
  (three 7th level weekly effects, 5th level permanent effect, 5th 
  level daily effect).
  Iron-bound Book of Xisuthros: Written by the chthonic priest 
  Xisuthros a thousand years before the Auran Empire dawned, 
  the iron-bound book contains innumerable incantations and 
  workings of black magic and demonology. It is said that writing 
  the iron-bound book drove Xisuthros mad, and that the book’s 
  final pages were cut from his own flesh and inked with his own 
  blood. Whether Xisuthros was mad or simply esoteric, the iron-
  bound book is so cryptic that understanding its secrets often 
  requires numerous re-readings.
  Any character literate in Ancient Zaharan can read the iron-
  bound book. Reading the entire book requires one day (8 
  hours) of game time, but need not take place in one sitting. 
  Each time a character reads the entire book, he should roll 
  1d100 to determine whether he has learned some valuable piece 
  of lore. The chance of learning lore starts at 6% and increases 
  with each additional re-read of the entire book, as shown on 
  the Iron-Bound Book table, adjacent. If a character successfully 
  
  190 
  Treasure Type
   
  Miscellaneous Magic Items 
  190
  Heroic Fantasy Handbook
  Treasure
  Roll (d20)
  Lore Learned
  1
  2d6-1 1st level spell formulas
  2
  2d3-1 2nd level spell formulas
  3
  1d3 3rd level spell formulas
  4
  1d2 4th level spell formulas
  5
  1 5th level spell formula
  6
  1 6th level spell formula
  7
  True names of 2d6-1 cacodemon spawn
  8
  True names of 2d3-1 imps
  9 
  True names of 1d3 hellions
  10
  True names of 1d2 dybbuk
  11
  True names of 1d2 devils
  12
  True name of 1 fiend
  13
  True name of 1 archfiend
  14
  2d6-1 1st level potion formulas
  15
  2d3-1 2nd level potion formulas
  16
  1d3 3rd level potion formulas
  17
  1d2 4th level potion formulas
  18
  1 5th level potion formula
  19
  1 6th level potion formula
  20
  1 black ritual formula 
  learns from the book the Judge should roll 1d20 on the Black 
  Lore table below to determine what the character learns – a spell 
  formula, a potion formula, a ritual formula, or the true name of 
  a cacodemon. (Ceremonialists who read the book should learn 
  ceremonial formulas instead of spell formulas.)
  Note: Possessing a cacodemon’s true name allows a 
  character to conjure that specific cacodemon in lieu of 
  rolling for a random one (as described in the various 
  conjure cacodemon spells). Possessing a potion formula or 
  ritual formula allows a character to pursue magic research 
  into that potion or ritual at half the base time and cost. 
  Possessing a spell formulas allows the character to add that 
  spell to the caster’s repertoire if the character can still learn 
  new spells of that level. If the character’s repertoire is full, 
  or if the spell is of too high level for him to learn, then the 
  spell cannot be put into the repertoire, but the formula may 
  be saved to be put into the repertoire in the future. It takes 
  one week of study to add a spell to the character’s repertoire 
  from the formula. 
  Number of 
  Readings
  Learn Lore
  Slip Into Madness
  1
  6%
  1%
  2
  9%
  3%
  3
  12%
  5%
  4
  16%
  10%
  5
  20%
  15%
  6
  25%
  20%
  7
  35%
  25%
  8
  45%
  30%
  9
  55%
  35%
  10
  65%
  40%
  11
  75%
  45%
  12
  85%
  50%
  13
  95%
  100%
  Though it may reveal long-lost secrets, the iron-bound book 
  eventually brings ruin on those who read it. Each time a 
  character reads the book, he gains 1d10 points of corruption and 
  risks slipping into madness. The percentage chance of slipping 
  into madness starts at 1% and increases with each additional 
  reading, as shown on the Iron-Bound Book table, above. A 
  characters who slips into madness fall under the Judge’s control 
  for a number of weeks equal to the number of times he has read 
  the entire book. The madness caused by the book cannot be 
  cured by any means save wish or miracle. Value: 125,000gp (5th 
  level permanent effect)
  Iron Crown of the Sorcerer-Kings: This legendary regalia was 
  created by Uragasi, first sorcerer-king of Zahar, conqueror of the 
  Thrassians. It was worn by every reigning sorcerer-king thereafter 
  until it was lost to history during the fall of Zahar. While the iron 
  crown is worn, the wearer regenerates 3 hit points each round. 
  If the wearer is reduced to 0 or fewer hit points, he immediately 
  rolls 1d20+1d6 on the Mortal Wounds table, applying the usual 
  modifier for Hit Points and Constitution, but applying a +11 
  bonus in lieu of the usual modifiers for Treatment and Timing. 
  After the mortal wound (if any) is determined, the wearer is then 
  immediately restored to 1 hp without any need for best rest. Any 
  limbs or body parts lost to mortal wounds will attempt to crawl 
  or squirm back to the main portion of the body to reattach, and 
  can be reattached instantly simply by being held to the stump. 
  If severed limbs or parts are forcibly kept from reattaching, the 
  lost limbs and parts, along with any/all other mortal wounds 
  received, will be restored when the wearer regenerates to full hit 
  points. The wearer of the iron crown can only be actually killed 
  if he is disintegrated, slain by death magic, or slain while helpless 
  by an unengaged combatant. 
  Each day that the iron crown of the sorcerer-kings is worn, its 
  wearer accumulates 6 corruption points due to its necromantic 
  influence. The crown will never accidentally slip from a Chaotic 
  wearer’s brow, but it can be voluntarily removed, and it can be 
  knocked from its wearer’s brow with a successful Disarm special 
  maneuver. Value: 300,000gp (two 6th level permanent effects).
  Panoply of the Imperial Warmistress: This legendary set of 
  items was created for Zeodarë I, the first woman acclaimed 
  Tarkaun, by the Temple of the Winged Sun in gratitude for 
  her re-building the Golden Temple on Mt. Audarammas. The 
  panoply was lost centuries later during the widespread looting 
  of the Second Imperial Civil War, and its whereabouts remain 
  unknown. The panoply consists of a pair of bracers, a pair of 
  boots, a corselet, and a diadem, described below.
  Bracers of the Imperial Warmistress: The wearer of these shining 
  orichalcum bracers is immune to normal missile attacks (as the 
  spell protection from normal missiles) and gains a +2 bonus 
  to AC and saving throws (as the spell eldritch protection). 
  Both bracers must be worn for the magic to be effective. Value: 
  166,250gp (two 3rd level permanent effects, fractional set 
  powers)
  Boots of the Imperial Warmistress: A character wearing these 
  strappy red leather boots has an effective Dexterity 18 for all 
  purposes, with a +3 bonus to armor class, initiative, DEX-based 
  attack throws, and relevant proficiency throws. She may spring 
  up to 10’ high and to a distance of 30’, gains a +10 bonus on 
  Acrobatics throws, and need not rest if engaged in ordinary 
  movement. Both boots must be worn for the magic to be 
  
   
  Treasure Type 
  191
  Heroic Fantasy Handbook
  Treasure
  
  192 
  Potions, Philters, & Oils
  effective. Value: 116,250gp (2nd level permanent effect, two 1st 
  level permanent effects, fractional set powers)
  Corselet of the Imperial Warmistress: This body-hugging corselet 
  is crafted of red leather and ornamented with a gleaming 
  orichalcum eagle. It grants its wearer resistance to cold (as the 
  spell) and an Armor Class of 7 against attacks of all sorts (as the 
  spell eldritch armor). The corselet does not stack with worn 
  normal or magical armor, if any, but other enhancements to AC 
  (including that from the bracers of the imperial warmistress) 
  will function normally.  Value: 116,250gp (two 2nd level 
  permanent effects, fractional set powers)
  Diadem of the Imperial Warmistress: This ornamental headband 
  is forged of bright orichalcum and set with a ruby sun. While 
  wearing the diadem, the character has an effective Charisma 
  18 for all purposes, with a +3 bonus to reaction rolls, loyalty, 
  and number of henchmen. In addition, she is immune to fear. 
  Value: 116,250gp (two 2nd level permanent effects, fractional 
  set powers)
  A bladedancer or warmistress equipped with at least two of the 
  four components of the panoply gains the ability to cast swift 
  sword once per day. If equipped with at least three of the four 
  components, she gains the ability to cast striking once per day. 
  If equipped with the entire panoply, she gains the ability to cast 
  winged flight once per day. (The set power cost was calculated 
  by dividing the base cost of each of the three daily effects by the 
  corresponding number of items in the set required to access that 
  power, then applying that cost to all items in the set.)
  POTIONS, PHILTERS, & OILS
  Drinking a potion causes the listed spell effect to target the 
  imbiber for a duration of 1d6+6 turns, or the duration of the 
  spell granted by the potion, whichever is shorter. There are three 
  exceptions to this rule. 
  • 
  Potions enchanted with spells of indefinite duration remain 
  indefinite and the potion’s effects are permanent until 
  dispelled. Such potions are normally known as philters 
  (e.g. philter of love).
  • 
  Potions enchanted with spells of instantaneous duration 
  (such as various types of healing potions) remain 
  instantaneous. However, as with all potions, the target 
  is the character who drinks the potion - a potion cannot 
  imbue a character with the ability to cast an instantaneous 
  spell on another creature or area. A potion of cure light 
  wounds healers the imbiber as if the spell had been cast on 
  him; it doesn’t let the imbiber cast cure light wounds. A 
  hypothetical potion of fireball would causes the imbiber 
  to suffer the effects of a fireball, not grant the ability to cast 
  one.  
  • 
  Potions enchanted with spells that affect objects must be 
  poured or rubbed on the object. Such potions are normally 
  known as oils (e.g. oil of sharpness). 
  Drinking a potion or pouring an oil takes one round. Drinking 
  an oil takes one round, too, but has no effect. The effects begin 
  in the same round as their consumption. If a character drinks a 
  potion while another potion (other than a philter) is in effect, 
  the character will be sickened and unable to take any actions for 
  3 turns (30 minutes); neither potion will have any other affect. 
  The spell triggered by a potion has a caster level equal to the 
  minimum caster level required to cast the spell.
  Waybread: Although it resembles an ordinary loaf of bread, 
  waybread is actually made of ancient strands of grain carefully 
  cultivated over generations by the elves. It is both delicious and 
  nutritious; indeed, a single slice of waybread is enough for a 
  man-sized creature to survive for a day without any other food 
  or water. When found, a typical loaf of waybread will have 2d6 
  slices remaining. As long as waybread is stored in its original 
  wrappings of dried leaves, it remains fresh indefinitely. Value: 
  4,500gp per loaf (5th level single-use effect, 4th level single-use 
  effect).
  RINGS
  All magical rings are usable by any character class. They must be 
  worn on a digit of the hands only (fingers or thumb). It is only 
  possible to wear two magical rings; if more than two are worn 
  all of the rings do not function.
  Ring of Anti-Magic: The wearer of this ring is protected by a 
  10’ radius shell of anti-magic that stops any spell or spell-like 
  effects (including the wearer’s) from coming in or going out. 
  Spell-like effects are all effects that duplicate a spell, or magical 
  effects that are resisted with a saving throw versus Spells or Staffs 
  & Wands (but excluding effects that do not duplicate a spell and 
  are resisted with saving throws versus Poison, Breath, Paralysis, 
  or Petrification). Spells with a range of “self,” or “touch” spells 
  used on the wearer himself, are not blocked by the ring of anti-
  magic. If a creature or item with an ongoing spell or spell-like 
  effect enters the ring’s shell, the spell or effect is dispelled as if by 
  a dispel magic; effects which cannot be dispelled (such as magic 
  weapon bonuses) are not affected. The anti-magic shell created 
  by the ring cannot itself be dispelled. Value: 150,000gp (6th level 
  permanent effect).
  Ring of the Queen’s Heart: According to legend, this bejeweled 
  band was used by the sorceress-queen Semiramis during her 
  courtship by the hundred lords of her realm. The wearer of 
  the ring of the queen’s heart becomes completely immune to 
  enchantments, including charm, hold, sleep, Mystic Aura, and 
  other related effects. Once per turn, by kissing the ring of the 
  queen’s heart, the wearer can become invisible (as the spell). 
  Value: 191,000gp (5th level permanent effect, 4th level per-turn 
  effect).
  Seal of Chaos: This item resembles a signet ring forged of 
  adamant and hepatizon bearing the seal of the chthonic 
  powers. It grants the wearer the ability to conjure spirits from 
  the chthonic and elemental spheres. The wearer can use each of 
  the following spells once per day: conjure cacodemon spawn, 
  conjure imp, conjure hellion, conjure dybbuk, conjure fiend, 
  conjure elemental, and conjure genie.  In addition, the wearer 
  of the seal of chaos can speak with animals at will. The wearer 
  of the seal gains corruption points equal to the level of the spell 
  each time its conjuration effects are used. Value: 185,000gp (two 
  6th level daily effects, two 5th level daily effects, 4th level daily 
  effect, 3rd level daily effect, 2nd level daily effect, 1st level daily 
  effect, 2nd level permanent effect).
  
   
  Rods, Staffs, and Wands 
  193
  Heroic Fantasy Handbook
  Treasure
  RODS, STAFFS, AND WANDS
  Wands are only usable by arcane or eldritch classes. Rods may 
  be usable by arcane, divine, and/or eldritch classes, or any class 
  at all, depending on the kind of rod. Staffs may be usable by 
  arcane, divine, and/or eldritch classes, depending on the kind 
  of staff. When a class-restricted item is described, the name of 
  the item will be followed by either “D” if it is usable by a divine 
  class, “A” if it is usable by arcane classes, and “E” if it is usable by 
  eldritch classes. 
  Each of these magic items generally uses a charge when its effect 
  is triggered, and each item has a limited number of charges. 
  When found, a rod will contain 2d6 charges, a staff will contain 
  3d10 charges, and a wand will contain 2d10 charges. Exceptions 
  will be noted in specific item descriptions. Physically, these three 
  types of magic items differ primarily in size. Wands are small 
  and thin, being about 18” long. A staff is much larger, being 6’ 
  long and generally has a 2” diameter. Rods are somewhere in-
  between these two kinds of items, being about 3’ long. Wands 
  cast spells at minimum caster level while rods and staffs cast 
  spells at minimum caster level +3.
  Rod of the Night Sky [ADE]: This legendary device grants its 
  bearer the power of the stars themselves.  Just as the stars move 
  across the heavens, the powers of the rod of the night sky change 
  with every month of the year; but each month always provides 
  three powers that can each be used once per day In order for 
  the rod to function, its dials and switches must be rotated to 
  correctly match the configuration of the constellation currently 
  within the zodiac, which requires a successful Knowledge 
  (astrology) proficiency throw. Once properly configured, 
  the rod of the night sky can be used by  any arcane, divine, and 
  eldritch casters and ceremonialists. If the rod is used to cast 
  black magic spells, the wielder gains corruption points equal to 
  the level of the spell cast each time.  
  The table below lists the constellations of the zodiac for the 
  Auran Empire setting, along with the powers afforded to the 
  bearer when so configured. The Judge may substitute zodiac 
  signs of his own design in lieu of those listed below; each zodiac 
  sign should have three powers, totaling 12 total levels of spells 
  (e.g. 1 6th, 1 4th, and 1 2nd level power, or 1 6th, 1 5th, and 1 st, 
  or 2 5th and 1 2nd, etc.) All of the spells are cast at minimum 
  caster level. Value: 360,000gp (12 spell levels available for daily 
  use one month out of each year, at a cost of x5, for 12 x 500 x 5 = 
  30,000gp per set of monthly powers, x 12 months).
  Zodiac
  Powers
  The Empress
  enslave, voice of command, voice of 
  persuasion
  The Cowl
  necromantic invulnerability, animate dead, 
  deathless minion
  The Eye
  greater clairvoyance, contact other sphere, 
  incite madness
  The Manticore
  banner of invincibility, winged flight, sling 
  stone
  The Scorpion
  cloud of poison, hold monster, summon 
  insect swarm
  The Naga
  corrupting dream, weakness of mind, charm 
  person 
  The Prince
  conjure fiend, conjure dybbuk, conjure imp
  The Wolf
  inflict lycanthropy, lay of the land, call of 
  the wolf pack
  The Kraken
  capsizing wave, growth of animals, water 
  breathing
  The Egg
  reflesh the bones, cure serious wounds, cure 
  moderate wounds
  The Thunderbolt
  thunderbolt, control winds, thunderclap
  The Void
  disintegrate, summon shadows, dark 
  whisper
  Rod of Torture [ADE]: This black iron rod is topped with a 
  blood-stained bulbous tip and capped with a forked spike. In 
  the hands of an arcane, divine, or eldritch caster or ceremonialist 
  who knows its command words, the rod of torture can be used 
  to cast each of the following spells once per day: circle of agony, 
  iron maiden, dismember, bloody flux, slicing blow. All of the 
  spells are cast at minimum caster level +3. The wielder gains 
  corruption points equal to the level of the spell cast each time 
  a charge is expended. Value: 60,000gp (5th level charged effect, 
  plus one-half cost of 4th, 3rd, 2nd, and 1st level charged effects, 
  at 12 charges).
  Staff of Cataclysm [ADE]: Imperial history exists in the 
  aftermath of a mysterious and apocalyptic event known as the 
  Day Without Night. Whether the staff of cataclysm brought 
  about the Day Without Night, or was made merely in imitation 
  of it,  it is a potent and terrible weapon of wizardry. The staff 
  of cataclysm can be used to cast each of the following spells at 
  a cost of one charge each: ice storm, inferno, starfall, sunder 
  structure, thunderbolt. The staff can also be used to cast the 
  ritual cataclysm in one round at a cost of two charges. Once 
  cast, the actual cataclysm comes into effect seven weeks later. In 
  the interim, ominous signs and portents will warn of imminent 
  doom, with increasing frequency as the cataclysm nears. The 
  cataclysm can only be stopped with a wish or miracle or by 
  destroying the staff. Destroying the staff causes an explosion 
  
  194 
  Scrolls
  that deals 8 points of damage per charge remaining in the staff 
  to all creatures within 30’. The staff of cataclysm can be used by  
  any arcane, divine, and eldritch casters and ceremonialists. All 
  of the spells are cast at 14th level. Value: 292,500gp (9th level 
  charged effect at 15 charges, plus one-half cost of five 6th level 
  charged effects at 30 charges).
  Staff of Elemental Power [AE]: These mighty staffs were 
  created by elven wizards of Argollë at the noontide of that 
  kingdom’s glory. Each of the four staffs of elemental power is 
  the embodiment of its sphere’s magical force. Each staff can be 
  used by arcane or eldritch classes to cast any of its spells at a cost 
  of one charge each. The four types and their powers are noted 
  below. Roll randomly to determine the type of staff found. All of 
  the spells are cast at minimum caster level +3 (14th and 12th for 
  6th and 5th respectively). Value: 210,000gp (6th level charged 
  effect, plus one-half cost of 6th level and two 5th level charged 
  effects, at 30 charges). 
  Staff of Elemental Air: control weather, thunderbolt, control 
  winds, summon weather
  Staff of Elemental Earth: move earth, sunder structure, tremor, 
  weave stone
  Staff of Elemental Fire: inferno, starfall, pillar of fire, phoenix 
  aura
  Staff of Elemental Water: capsizing wave, lower water, cone of 
  frost, ice sheet
  Wand of Frost [AE]: This wand projects a cone of freezing water 
  60’ long and 30’ wide stretching from its tip, as the spell cone 
  of frost. The cone deals 6d4 points of damage to all creatures 
  within its area of effect, or half that with a successful saving 
  throw versus Blast. One charge is expended per usage. It can be 
  used by any arcane or eldritch caster or ceremonialist. The spell 
  is cast at 9th level. Value: 50,000gp (5th level charged effect at 
  20 charges).
  Wand of Impetus [AE]: This wand can fling one or more objects 
  or creatures within range a distance of up to 20’, as the spell 
  force of impetus. The wielder can target up to nine creatures or 
  objects of 18 stone (180lb) or less, or a single creature or object 
  weighing up to 162 stone (1,620lb). One charge is expended 
  per usage. It can be used by any arcane or eldritch caster or 
  ceremonialist. The spell is cast at 9th level. Value: 50,000gp (5th 
  level charged effect at 20 charges).
  Wand of Sorcery [AE]: This wand can discharge a sorcerous 
  blast, as the spell. One charge is expended per usage. The wielder 
  gains 5 corruption points each time a charge is expended. It can 
  be used by any arcane or eldritch caster or ceremonialist. The 
  spell is cast at 9th caster level. Value: 50,000gp (5th level charged 
  effect at 20 charges).
  SCROLLS
  A scroll of spells will be found with anywhere from 1 to 42 spell 
  levels written on it. In heroic fantasy campaigns, spell scrolls 
  will contain spells from the eldritch spell list. Eldritch scrolls 
  are divided into white, grey, and black scrolls, which represent 
  the predominant type of magic that will be found on the scroll. 
  When determining the contents of a scroll of spells, first to 
  determine the color of scroll (white, grey, or black) on the Scroll 
  Color table. Then roll on the Language by Scroll Color table to 
  determine what language the scroll is written in. Next, roll as 
  many times as needed to generate individual spells on the Spell 
  Level by Total Spell Levels Remaining on Scroll Table. Next, 
  determine the color of each spell on the scroll on the Spell Color 
  by Scroll Type table. Then choose or roll for each spell on the 
  appropriate eldritch list.
  EXAMPLE: The Judge is placing a rare scroll of 20 spell 
  levels. He first rolls 1d6 to determine the scroll’s color, 
  scoring a 5 – so the scroll is grey. Next, he rolls on the 
  Language by Scroll Color table, scoring a 34. On the Grey 
  column, that results in a scroll written in Draconic. Now 
  he must determine the individual spells on the scroll. 
  Since there are 9+ spell levels on the scroll, he rolls on 
  that column initially. A result of 26 indicates a 2nd level 
  spell, and 18 spell levels remaining. On the same column, 
  a result of 87 indicates a 5th level spell, and 13 spell levels 
  remaining. On the same column, a result of 84 indicates a 
  4th level spell, and 9 spell levels remaining. On the same 
  column, a result of 40 indicates a 2nd level spell, and 7 spell 
  level remaining. He now switches to the 7 column and rolls 
  1d100. A roll of 88 indicates a 5th level spell, and 2 spell 
  levels remaining. He now switches to the 2 column and 
  rolls 1d100. A result of 55 indicates a 2nd level spell, and no 
  spells level remaining. The scroll contains two 5th, one 4th, 
  and three 2nd level spells. The Judge now determines the 
  color each of these spells on the Spell Color by Scroll Color 
  table. He rolls 1d6 for each spell and cross-indexes the row 
  of the result with the Grey column. The result is 5th, roll 1, 
  white; 5th, roll 4, grey; 4th, roll 5, grey; 2nd, roll 6, black; 
  2nd, roll 1, white; and 2nd, roll 3, grey. The result is a scroll 
  written in draconic with one 5th level white spell, one 5th 
  level grey spell, one 4th level grey spell, one 2nd level white 
  spell, one 2nd level grey spell, and one 2nd level black spell. 
  The Judge decides to theme the scroll around illusion, and 
  selects true seeing, mirage, spectral force, noiselessness, 
  phantasmal force, and undetectable charm.
  Reagents (Optional)
  In some campaigns, spell scrolls may be replaced with reagents. 
  A reagent is a special component that has had its latent energies 
  configured for use in casting a particular spell. Reagents might 
  include mummy wrappings of fear, troll blood of regeneration, 
  or bronze golem slag of giant strength. Reagents are typically 
  found in bundles of 1 to 7.
  Reagents radiate as magical under detection. Adventurers 
  with Alchemy, Collegiate Wizardry, Magical Engineering, or 
  Naturalism proficiency can identify the properties of a found 
  reagent. A proficiency throw of 14+ is required; the target 
  value is reduced by 4 for each additional proficiency rank the 
  character possesses in any of the appropriate proficiencies, to 
  a minimum of 2+. A Loremastery throw can be used in lieu of 
  these proficiencies at the character’s unmodified target value. 
  If the throw fails, the adventurer is ignorant of the properties 
  of the reagent. If the throw succeeds, the adventurer learns the 
  spell contained in the reagent.
  
   
  Trinkets and Talismans 
  195
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  Treasure
  Characters can only cast a spell using a reagent if the spell is 
  on their class list, but the spell does not need to be in their 
  repertoire. A spell may be cast using a reagent even if it is not 
  normally usable by a spellcaster of the user’s level. Reagent spells 
  are cast as if from a spell caster of the minimum level required 
  to cast the spell. Once a spell is cast using a reagent, the magical 
  energies in the reagent are expended. 
  If a character discovers a reagent for a spell that is not in his 
  repertoire, he may expend the reagent to add it to his repertoire 
  if the character can still learn new spells of that level. If the spell 
  is of too high level to be cast, it cannot be put into the repertoire, 
  but the reagent may be saved to be put into the repertoire in the 
  future. It takes one week of experimentation with the reagent to 
  add its spell to the character’s repertoire. The reagent is used up 
  in the process.
  Casters may create reagents at the same level they would 
  otherwise be able to scribe scrolls. Creating a reagent has a base 
  cost of 500gp per spell level and a time requirement of 1 week 
  per spell level. Special components with a value equal to the 
  base cost are also required. (Technically speaking, these special 
  components are transformed into the reagent, rather than being 
  consumed in its creation.) If these optional rules are used, all 
  other references to scrolls, including in proficiencies and class 
  powers, should be replaced by reference to reagents. 
  Note: The scroll is an anomaly within d20 fantasy role-
  playing games. While almost every other magic item in the 
  genre can be traced to a mythological or literary precedent, 
  the scroll seems to be purely mechanical invention for the 
  game. In the bibliography of the Heroic Fantasy Handbook, 
  we uncovered not even one recorded instance of a magical 
  scroll that can be used once and then crumbles away. What 
  we did uncover were powders, candles, herbs, and other 
  components filling a similar role. 
  TRINKETS AND TALISMANS
  Trinkets
  A ceremonial trinket is a minor magic item that allows a 
  ceremonialist to perform the ceremony it contains as if he 
  were casting it as a spell. A ceremonial trinket has three 
  characteristics: the object itself, the tradition it was made with, 
  and the ceremony it contains. Entries on the Magic Items table 
  may result in a set of 1 to 16 rechargeable trinkets being placed 
  in a treasure hoard. Each set of trinkets will always belong to the 
  same tradition, but will carry a mix of eldritch spells.
  T&T Tradition
  Trinket Spell Color by Tradition
  Roll 
  D8
  Tradition
  Roll 1d10
  White
  Grey
  Black
  1
  Antiquarian
  1-5
  6-9
  10
  2
  Chthonic
  1
  2-4
  5-10
  3
  Liturgical
  1-7
  8-9
  10
  4
  Runic
  1-4
  5-8
  9-10
  5
  Sylvan
  1-4
  5-8
  9-10
  6
  Shamanic
  1-3
  4-7
  8-10
  7
  Theurgical
  1-2
  3-8
  9-10
  8
  Judge’s Choice
  When placing a set of trinkets in a treasure hoard, first determine 
  their tradition by rolling 1d8 on the Trinkets & Talisman 
  Tradition table. Then, for each trinket in the set, determine the 
  color of spell contained in each trinket by rolling 1d10 on the 
  Trinket Spell Color by Tradition. Next, choose or roll for each 
  spell on the appropriate eldritch list. Finally, roll 1d100 on the 
  Trinket & Talisman Object by Tradition table to determine the 
  nature of the trinket.
  Scroll Color
  Spell Color by Scroll Color
  Language by Scroll Color
  Roll D6
  Scroll 
  Color
  Roll D6
  White
  Grey
  Black
  Scroll’s 
  Language
  Roll 1d100
  White
  Grey
  Black
  1
  White
  1
  White
  White
  White
  Classical Auran
  01-30
  01-20
  01-05
  2
  White
  2
  White
  Grey
  Grey
  Common
  21-40
  21-30
  06-15
  3
  Grey
  3
  White
  Grey
  Grey
  Draconic
  41-60
  31-50
  16-35
  4
  Grey
  4
  Grey
  Grey
  Black
  Dwarven
  61-80
  51-70
  36-40
  5
  Grey
  5
  Grey
  Grey
  Black
  Elven
  81-100
  71-90
  41-50
  6
  Black
  6
  Black
  Black
  Black
  Zaharan
  -
  91-100
  51-100
  Spell Level by Total Spell Levels Remaining on Scroll
  Roll 
  d100
  9
  Roll 
  d100
  8
  Roll 
  d100
  7
  Roll 
  d100
  6
  Roll 
  d100
  5
  Roll 
  d100
  4
  Roll 
  d100
  3
  Roll 
  d100
  2
  Roll 
  d100
  1
  01-25
  1
  01-25
  1
  01-25
  1
  01-25
  1
  01-25
  1
  01-25
  1
  01-33
  1
  01-50
  1
  1-100
  1
  26-50
  2
  26-50
  2
  26-50
  2
  26-50
  2
  26-50
  2
  26-50
  2
  34-66
  2
  51-100
  2
  51-70
  3
  51-70
  3
  51-70
  3
  51-70
  3
  51-75
  3
  51-75
  3
  67-100
  3
  71-85
  4
  71-85
  4
  71-85
  4
  71-85
  4
  76-90
  4
  76-100
  4
  86-95
  5
  86-95
  5
  86-95
  5
  86-95
  5
  91-100
  5
  96-97
  6
  96-98
  6
  96-99
  6
  96-100
  6
  98
  7
  99
  7
  100
  7
  99
  8
  100
  8
  100
  9
  
  196 
  Treasure Type
   
  Trinkets and Talismans 
  196
  Heroic Fantasy Handbook
  Treasure
  EXAMPLE: The Judge is placing a set of five 3rd level 
  rechargeable trinkets. He rolls 1d8 to determine the 
  trinkets’ tradition, and scores a 3 – so this set of trinkets 
  is liturgical. He now rolls 1d10 for each of the five trinkets 
  to determine what color of eldritch magic each holds. His 
  results are 3, 3, 4, 5, 9, so there are four white and one grey 
  trinkets. He selects cure blindness, cure disease, cure 
  moderate wounds, and remove curse from the 3rd level 
  white magic list, and hypnotic pattern from the grey magic 
  list. The Judge then rolls 1d100 five times on the Trinket 
  & Talisman Object table, cross-referencing each row result 
  with the Liturgical column, to determine the nature of each 
  of the five trinkets. His results are 84, 15, 68, 8, and 47, so 
  the set of trinkets consists of a skull of cure blindness, a 
  book of cure disease, a phylactery of cure moderate 
  wounds, an altar cloth of remove curse, and a gem of 
  hypnotic pattern. 
  Talismans
  A ceremonial talisman is a magic item that provides a bonus 
  to ceremony throws made to perform particular types of 
  ceremonies. A ceremonial talisman is described with four 
  characteristics: its object, its tradition, its bonus, and its type. 
  Talisman bonuses can range from +1 to +4. Talisman types 
  include: death & necromancy; detection; elemental air; 
  elemental earth; elemental fire; elemental water; enchantment 
  & illusion; healing; movement; protection; summoning; 
  and transmogrification. A talisman can aid just one type of 
  ceremonies, or several types. 
  Entries on the Magic Items table may result in talismans with 
  a total bonus (across all types of spells) of up to +16. When 
  placing a talisman in a treasure hoard, first determine the 
  talisman’s tradition by rolling 1d8 on the Trinkets & Talisman 
  Tradition table. Then, for each bonus afforded by the talisman, 
  roll 1d100 on the Talisman Bonus Type by Tradition table until 
  each bonus has been allocated to a particular type. If the same 
  type is rolled more than once, the bonus stacks, to a maximum 
  bonus of +4. Re-roll results that yield bonuses of greater than +4 
  for any particular type of spell. Finally, roll 1d100 on the Trinket 
  & Talisman Object by Tradition table to determine the nature 
  of the talisman.
  EXAMPLE: The Judge is placing a rare talisman +5. 
  He first rolls 1d8 to determine the talisman’s tradition, 
  rolling a 2 – so the talisman is chthonic. Now, he rolls 
  1d100 five times (one for each +1) on the Talisman Type 
  by Tradition table, cross-referencing each row result with 
  the chthonic He rolls 90, 87, 70, 21, and 9, for a result of  
  Summoning, Summoning, Healing Detection, and Death 
  & Necromancy. The Judge now rolls 1d100 on the Trinket 
  & Talisman Object by Tradition table, and cross-references 
  the result row of 99 with the Chthonic column, indicating 
  an unholy symbol. The talisman is therefore an unholy 
  symbol of +2 summoning, +1 death & necromancy, 
  detection, and healing.
  Talisman Bonus Type by Tradition
  Type
  Roll 1d10
  Antiquarian
  Chthonic
  Liturgical
  Runic
  Sylvan
  Shamanic
  Theurgical
  Death & 
  Necromancy
  01-04 
  01-20
  01-03
  01-08
  01-04
  01-08 
  01-12
  Detection
  05-16
  21-28
  04-15
  09-20
  05-12
  09-16
  21-24
  Elemental Air
  17-24
  29-36
  16-23
  21-28
  13-22
  17-26
  25-32
  Elemental Earth
  25-32 
  37-44 
  24-31
  29-36
  23-32
  27-36
  33-40
  Elemental Fire
  33-40 
  45-52
  32-39
  37-44
  33-42
  37-46
  41-48
  Elemental Water
  41-48
  53-60
  40-47
  45-52
  43-52
  47-56
  49-56
  Enchantment & 
  Illusion
  49-56 
  61-68
  48-57
  53-60
  53-64
  57-63
  56-62
  Healing
  57-74
  69-70
  58-81
  61-72
  65-70
  64-69
  63-70
  Movement
  75-76
  71-72
  82-83
  73-76
  71-72
  70-72
  71-72
  Protection
  77-92
  73-80
  84-90
  77-84
  73-80
  73-80
  73-80
  Summoning
  93-96
  81-90
  91-95
  85-92
  81-90
  81-90
  81-95
  Transmogrification
  97-100
  91-100
  96-100
  93-100
  91-100
  91-100
  96-100
  
   
  Treasure Type 
  197
  Heroic Fantasy Handbook
  Treasure
  197 
  Trinkets and Talismans
  Trinket & Talisman Object by Tradition
  Type
  Roll 1d100
  Antiquarian
  Chthonic
  Liturgical
  Runic
  Sylvan
  Shamanic
  Theurgical
  Amulet
  01-04
  01-04
  01-04
  01-05
  01-05
  01-04
  01-04
  Animal parts
  -
  -
  -
  -
  06-10
  05-10
  -
  Altar cloth
  -
  05-08
  05-08
  -
  -
  -
  05-08
  Athame
  05-14
  -
  -
  -
  -
  -
  -
  Bauble
  15-18
  09-12
  09-12
  06-10
  11-15
  11-14
  09-12
  Beads
  19-22
  -
  -
  11-15
  16-20
  15-18
  -
  Bell
  23-26
  -
  -
  -
  -
  19-22
  -
  Book
  -
  13-18
  13-18
  -
  -
  -
  13-20
  Bone
  27-30
  19-22
  19-22
  16-20
  21-25
  23-26
  21-24
  Bowl
  31-34
  -
  -
  -
  -
  -
  Bracelet
  35-38
  23-26
  23-26
  21-25
  26-30
  27-30
  25-28
  Candelabra
  -
  -
  27-30
  -
  -
  -
  -
  Censer
  -
  27-30
  31-34
  -
  -
  -
  29-32
  Chain
  -
  31-34
  -
  -
  -
  -
  -
  Chalice
  39-42
  -
  35-42
  -
  -
  -
  33-36
  Curio
  43-46
  35-38
  43-46
  26-30
  31-35
  31-34
  -
  Crown
  -
  -
  -
  -
  -
  -
  37-40
  Crystal
  47-50
  -
  -
  -
  36-40
  35-38
  -
  Dagger
  -
  39-42
  -
  -
  -
  -
  -
  Drum
  -
  -
  -
  -
  -
  39-42
  -
  Drum stick
  -
  -
  -
  -
  -
  43-46
  -
  Figurine
  51-54
  43-46
  47-50
  31-35
  41-45
  47-50
  41-44
  Font
  -
  -
  51-54
  -
  -
  -
  -
  Gem
  55-58
  47-52
  55-58
  36-40
  46-50
  51-54
  45-48
  Herb bundle
  59-62
  -
  -
  -
  51-55
  -
  -
  Holy symbol
  -
  -
  59-66
  -
  -
  -
  49-56
  Lamp
  -
  -
  -
  -
  -
  -
  57-60
  Medicine bag
  -
  -
  -
  -
  -
  55-62
  -
  Pendant
  63-66
  53-56
  67-70
  41-45
  56-60
  63-66
  61-64
  Perfume casket
  -
  57-60
  -
  -
  -
  -
  -
  Pipe
  -
  -
  -
  -
  -
  67-70
  -
  Pitcher
  -
  61-64
  -
  -
  -
  -
  65-68
  Phylactery
  -
  65-68
  71-74
  -
  --
  -
  69-72
  Precious metal ingot
  -
  -
  -
  46-50
  -
  -
  -
  Rattle
  -
  -
  -
  -
  -
  71-74
  -
  Ribbons
  -
  -
  -
  -
  -
  75-78
  -
  Ring
  67-70
  69-72
  75-78
  51-55
  61-65
  79-82
  73-76
  Rosary
  -
  -
  79-82
  -
  -
  -
  -
  Rune-carving knife
  -
  -
  -
  56-65
  -
  -
  -
  Rune set
  -
  -
  -
  66-75
  -
  -
  -
  Scourge
  -
  73-76
  -
  -
  -
  -
  -
  Scroll
  -
  77-82
  -
  -
  -
  -
  -
  Skull
  71-74
  83-88
  83-88
  76-80
  66-70
  83-86
  77-80
  Small plate
  -
  -
  89-92
  -
  -
  -
  -
  Small cauldron
  74-78
  -
  -
  -
  71-75
  -
  -
  Staff
  79-88
  89-94
  93-100
  81-90
  76-85
  87-96
  81-90
  Stone piece
  89-92
  -
  -
  91-95
  86-90
  97-100
  -
  Sword
  -
  -
  -
  -
  -
  -
  91-95
  Wand
  93-100
  -
  -
  -
  91-100
  -
  96-100
  Wood piece
  -
  -
  -
  96-100
  -
  -
  -
  Unholy symbol
  -
  95-100
  -
  -
  -
  -
  -
  
  Chapter 8: Heroic Secrets
  “There have been times when only a hair’s-breadth has 
  intervened betwixt myself and the seething devil-ridden world 
  of madness; for the hideous knowledge, the horror- blackened 
  memories which I have carried so long, were never meant to be 
  borne by the human intellect.”
  - the gorgon (C.a. Smith)
  
   
  Custom Classes 
  199
  Heroic Fantasy Handbook
  Secrets
  CUSTOM CLASSES
  All of the new classes in this supplement were built using rules 
  in the ACKS Player’s Companion with new or modified class 
  categories. The following rules modify and supplement the 
  Custom Class rules in Chapter 4 of ACKS Player’s Companion. 
  BUILD POINTS AND CLASS CATEGORIES
  All Human Classes have 4 (four) build points to spend on 
  five class categories: Hit Dice, Arcane, Ceremonial, Divine, 
  Eldritch, Fighting, and Thievery. Each category is allocated 
  between 0 and 4 points. The Hit Dice class category determines 
  the Hit Die the class uses, while the other class categories grant 
  abilities associated with character classes. The final total spent on 
  the class must equal 4 build points.
  ELDRITCH VALUE
  Value
  Eldritch
  XP Cost
  4
  Wizard + 4 class powers
  2500
  3
  2/3 level Wizard + 3 class powers
  1875
  2
  ½ level Wizard + 2 class powers
  1250
  1
  1/3 level Wizard +1 class powers
  625
  0
  none
  0
  The Eldritch Value allows characters to be eldritch spellcasters. 
  As explained in the Heroic Magic chapter, eldritch magic has 
  two drawbacks compared to arcane magic – its spells are less 
  powerful and its spellcasters can suffer corruption. To balance 
  these drawbacks, the Eldritch Value offers class powers that the 
  Arcane Value does not. 
  Eldritch 1: An Eldritch Value of 1 gives the class the ability to 
  learn and cast eldritch spells and engage in magical research as 
  a Nobiran wizard of ⅓ the character’s actual class level, rounded 
  down. For instance, at 3rd level, the character has the abilities of 
  a 1st level Nobiran wizard. The class uses its effective caster level 
  (⅓ its level of experience) for purposes of level-dependent spell 
  ranges, durations, and damage. In addition, the class receives 
  one class power. In lieu of the class power, the class may take 
  spellsinging.
  Eldritch 2: An Eldritch Value of 2 gives the class the ability to 
  learn and cast eldritch spells and engage in magical research as 
  a Nobiran wizard of ½ the character’s actual class level. After 1st 
  level, round fractions of 0.5 or greater up. For instance, at 5th 
  level, the character has the abilities of a 3rd level Nobiran wizard. 
  The class uses its effective caster level (½ its level of experience) 
  for purposes of level-dependent spell ranges, durations, and 
  damage. In addition, the class receives two class powers. In lieu 
  of these class powers, the class may take spellsinging.
  Eldritch 3: An Eldritch Value of 3 gives the class the ability to 
  learn and cast eldritch spells and engage in magical research as 
  a Nobiran wizard of ⅔ the character’s actual class level. Round 
  fractions of 0.5 or greater up. For instance, at 5th level, the 
  character has the abilities of a 4th level Nobiran wizard. The 
  class uses its effective caster level (⅔ its level of experience) for 
  purposes of level-dependent spell ranges, durations, and damage. 
  In addition, the class receives three class powers. In lieu of these 
  class powers, the class may take spellsinging.
  Eldritch 4: An Eldritch Value of 4 gives the class the ability to 
  learn and cast eldritch spells and engage in magical research as a 
  Nobiran wizard. In addition, the class receives four class powers. 
  In lieu of these class powers, the class may take spellsinging.
  The selection of class powers received from the Eldritch Value 
  may be exchanged for a larger selection at a higher level of 
  experience if desired.
  Spellcasting and Magic Research
  All eldritch spellcasters use the same spell progression as Nobiran 
  wizards (a spell progression which is roughly 15% better than 
  that of mages). They select their spells from the eldritch spell 
  list and are susceptible to corruption (see Shades of Magic,  
  p. 94). They may collect and use divine power as clerics. Eldritch 
  spellcasters with an effective caster level of 5 or more can research 
  spells, brew potions, and scribe scrolls. Eldritch spellcasters with 
  an effective caster level of 9 or more can create permanent magic 
  items. Eldritch spellcasters with an effective caster level of 11 or 
  more can create constructs, create undead, crossbreed monsters, 
  and cast ritual magic. 
  Saving Throw Progression
  Eldritch classes (e.g. those for which the Eldritch category is the 
  highest rating) use a new saving throw progression, the eldritch 
  progression. If the Eldritch category’s rating is tied with another 
  category, it takes precedence. The following rules apply to classes 
  using the eldritch saving throw progression:
  • 
  The class will have INT and/or WIS as one of its prime 
  requisites.
  • 
  The class will be able to use all magic items usable by either 
  clerics or mages. 
  • 
  The class will gain proficiencies at the same rate as clerics. 
  • 
  After 8th level, the class will require an additional 150,000 
  XP per level to advance.
  • 
  After 9th level, the class will gain 1 hit point per level.  
  • 
  When selecting strongholds, an Eldritch value of 2+ qualifies 
  the class for either a fortified church or a sanctum.
  Converting Arcane Classes to Eldritch Classes
  Since the XP Cost for the Arcane and Eldritch Values are 
  identical, classes from ACKS Core or Player’s Companion with 1 
  or more points in the Arcane Value can be converted into Heroic 
  Fantasy classes by substituting an equivalent number of points 
  in the Eldritch value. The class’s level progression, Hit Dice, and 
  attack throw progression are unchanged. If the class uses the 
  mage saving throw progression and proficiency progression, 
  substitute the cleric progression instead. Replace the mage spell 
  progression (or fraction thereof) with the Nobiran wizard spell 
  progression (or fraction thereof). Instead of selecting its spell 
  repertoire from the arcane spell list, the class selects from the 
  eldritch spells list (p. 120), and it becomes subject to the rules for 
  the shades of magic (p. 94). In exchange, the class gains either 
  spellsinging or bonus class powers. 
  
  200 
  Custom Classes
  
   
  Custom Classes 
  201
  Heroic Fantasy Handbook
  Secrets
  CEREMONIAL VALUE
  Value
  Ceremonial
  XP Cost
  4
  Loremaster
  2,000
  3
  Mage
  1,000
  2
  Runemaker
  500
  1
  ½ level Runemaker
  250
  0
  none
  0
  The Ceremonial Value allows the class to perform eldritch 
  ceremonies, to create talismans and trinkets to store magical 
  effects (see Ceremonial Magic, p. 105), and to engage in magical 
  research. 
  Ceremonial 1: A Ceremonial Value of 1 gives the class one class 
  power along with the ability to perform eldritch ceremonies and 
  engage in magical research as a runemaker of ½ the character’s 
  actual class level, rounded up. For instance, at 5th level, the 
  character has the abilities of a 3rd level runemaker. The class 
  uses its effective ceremonialist level (½ class level) for purposes 
  of level-dependent ceremony ranges, durations, and damage.  
  Ceremonial 2: A Ceremonial Value of 2 points gives the class 
  two class powers along with the ability to perform eldritch 
  ceremonies and engage in magical research as a runemaker.
  Ceremonial 3: A Ceremonial Value of 3 gives the class 
  three class powers along with the ability to perform eldritch 
  ceremonies and engage in magical research as a loremaster. 
  However, use the mage progression instead of the (superior) 
  loremaster progression to determine the number of ceremonies 
  per day at each level. The class still uses its full class level for all 
  level-dependent ceremony ranges, durations, and damages.  
  Ceremonial 4: A Ceremonial Value of 4 gives the class four class 
  powers along with the ability to perform eldritch ceremonies 
  and engage in magical research as a loremaster. 
  The selection of class powers received from the Ceremonial 
  Value may be exchanged for a larger selection at a higher level of 
  experience, or may be traded in for the ability to turn undead at 
  the effective caster level. 
  Ceremonial Performance and Magic Research
  Ceremonialists select their ceremonies from the eldritch spell 
  list and are susceptible to corruption (see Shades of Magic, p. 94, 
  and Ceremonial Magic, p. 105). They may collect and use divine 
  power as clerics. Ceremonialists with an effective caster level of 
  1 or more can create trinkets. Ceremonialists with an effective 
  caster level of 5 or more can research spells, brew potions, scribe 
  scrolls, and create talismans. Ceremonialists with an effective 
  caster level of 9 or more can create permanent magic items. 
  Ceremonialists with an effective caster level of 11 or more can 
  create constructs, create undead, crossbreed monsters, and cast 
  ritual magic.
  Saving Throw Progression
  Ceremonial classes (e.g. those for which the Ceremonial category 
  is the highest rating) use a new saving throw progression, the 
  occultist progression. If the Ceremonial category’s rating is tied 
  with another category, it takes precedence, except to Eldritch. 
  The following rules apply to classes using the occultist saving 
  throw progression:
  • 
  The class will have either INT or WIS as one of its prime 
  requisites.
  • 
  The class will be able to use all magic items usable by either 
  clerics or mages. 
  • 
  The class will gain proficiencies at the same rate as clerics. 
  • 
  After 8th level, the class will require an additional 100,000 
  XP per level to advance.
  • 
  After 9th level, the class will gain 1 hit point per level.  
  • 
  When selecting strongholds, a Ceremonial value of 2+ 
  qualifies the class for either a fortified church or a sanctum.
  Converting Divine Classes to Ceremonial Classes
  Since the XP Cost for the Divine and Ceremonial Values are 
  identical, classes from ACKS Core or Player’s Companion with 
  1 or more points in the Divine Value can be converted into 
  Heroic Fantasy classes by substituting an equivalent number of 
  points in the Ceremonial value. The class’s level progression, Hit 
  Dice, attack throw progression, saving throw progression, and 
  proficiencies are unchanged. The class gains the ability to use 
  magic items usable by mages.
  Instead of casting spells from its class spell list, however, the 
  class now can perform ceremonies drawn from the eldritch 
  spells list (p. 120) and it becomes subject to the rules for the 
  shades of magic (p. 94). The class should be assigned a tradition 
  appropriate to its class powers and flavor. It replaces its divine 
  spell progression with the eldritch ceremony progression. 
  The class is no longer subject to its Divine Value Code. Other 
  changes may be desirable for cosmetic reasons. 
  Arcane and Divine Ceremonialists
  The Ceremonial Value above is for eldritch ceremonialists. 
  Should the Judge wish to use ceremonialists in campaigns with 
  arcane and divine spellcasters, make the following modifications: 
  • 
  An arcane ceremonialist (e.g. one who performs arcane 
  ceremonies) has the spell progressions and XP Costs listed 
  above, but he gains no class powers; cannot use divine 
  power; cannot use cleric magic items; and uses the mage 
  saving throw progression. 
  • 
  A divine ceremonialist (e.g. one who performs divine 
  ceremonies) has the class powers and spell progressions 
  of a divine caster. He cannot crossbreed monsters or use 
  mage-only magic items. The category’s XP costs are 400, 
  200, 100, and 50 at Value 4, 3, 2, and 1 respectively.
  HALFLING CUSTOM CLASSES
  Halflings are a race of diminutive and insular humanoids noted 
  for their love of food, wealth, and comfort and their dislike of 
  big people, strangers, and travel. Descending from human and 
  dwarven stock, they stand about 3’ tall, with ruddy skin, dark 
  hair, and brown or black eyes.  Among the most hirsute of the 
  humanoid races, halflings cultivate their body hair the way 
  dwarves cultivate their beards. Well-groomed foot hair is the 
  mark of a halfling of fine breeding. Halflings live in small, close-
  
  202 
  Custom Classes
  knit communities of hill burrows with big, round windows. 
  These “halfling holes” are a compromise between a dwarven 
  heritage that craves the security of thick earth overhead and a 
  human bloodline clamoring for sun and space. 
  Requirements 
  All halfling classes require a minimum Dexterity 9 or better.
  Class Category Values
  Fighting: Halflings with narrow weapon selections are limited 
  to choosing from the following weapons: bola, dagger, darts, 
  hand axe, javelin, sling, short bow, short sword. Halflings with 
  broad weapon selections can also choose battle axe, crossbow, 
  mace, or sword. (Also see the Undersized racial weakness, 
  below.) Halflings cannot allocate more than 2 points to Fighting.
  Arcane: Halflings may not allocate points to the Arcane value.
  Eldritch: Halflings may not allocate points to the Eldritch value.
  Halfling Value
  When building a halfling custom class, assign between 0 
  and 4 build points to the class’s Halfling Value. These points 
  represent the degree by which the members of the class embody 
  archetypical halfling characteristics.
  Halfling 0: At Halfling 0, all halflings gain the following halfling 
  custom powers:
  Value
  Halfling
  XP Cost
  4
  Halfling 4
  -150
  3
  Halfling 3
  -225
  2
  Halfling 2
  -300
  1
  Halfling 1
  -375
  0
  Halfling 0
  -450
  • 
  Child-like: Any halfling character suffers -2 to loyalty and 
  morale from any non-halfling henchman, but gains +2 to 
  loyalty and morale from any halfling henchman. This does 
  not affect their reaction rolls.
  • 
  Demi-human Ancestry: Due to their dwarven ancestry, 
  halflings gain a +1 bonus on saving throws versus 
  Petrification/Paralysis and Spells. 
  • 
  Difficult to Corrupt:  Halfling crave comfort and security 
  far to much to be able to descend into dastardly wickedness. 
  They suffer only ½ the usual amount of Corruption from 
  spending time in sinkholes of evil (p. 98), using evil magic 
  items (p. 94), or suffering the effects of corrupting dreams 
  (p. 132). 
  • 
  Easily Encumbered: Halflings have a base movement rate 
  of 90’. Halflings can only carry 3 stone without becoming 
  encumbered. When carrying 4 stone their encounter 
  movement rate is reduced to 60’. When carrying 5-6 stone, 
  their encounter movement rate is reduced to 45’. When 
  carrying 7 stone or more, their encounter movement rate is 
  reduced to 30’. A halfling can carry a maximum of 12 stone, 
  modified by its Strength bonus or penalty.
  • 
  Halfling Tongues: All halflings speak the common tongue, 
  their native tongue, and three bonus languages, selected 
  from the following list based on their shire’s proximity 
  to other races and realms: Bugbear, Dwarf, Elf, Gnome, 
  Goblin, Human (various), Hobgoblin, Kobold, Orc.
  • 
  Heroic Breakfast: Once per day a halfling can recover his 
  base healing rate in hp by consuming a meal accompanied 
  by alcohol, coffee, or tea. This recovery is in addition to any 
  hit points gained from complete rest.
  • 
  Underfoot: Because of their small size, halflings can more 
  easily avoid attacks by big, clumsy creatures. Monsters of 
  larger than man-sized suffer a -2 penalty to their attack 
  throws against halflings.
  • 
  Short-Statured: Due to their short stature, halflings may 
  never wield large-sized weapons such as arbalests, great 
  axes, morning stars, lances, longbows, polearms, staffs, 
  or two-handed swords, and must use two hands when 
  wielding medium-sized weapons such as battle axes, 
  maces, and swords.
  • 
  Weak: Halflings have a -4 penalty to proficiency throws to 
  open doors and other feats of strength and they roll one die 
  size smaller than normal for their Hit Dice (d8 becomes d6; 
  d6 becomes d4; d4 becomes d2). 
  Additional points allocated to the Halfling Value represents 
  the halfling’s expertise in certain specialized skills and abilities 
  that are shared by word of mouth between halfling adventurers, 
  free spirits, and travelers. Each point provides one halfling skill 
  selected from the following: Find Traps, Hide in Shadows, Hear 
  Noise, Move Silently, Open Locks, or Remove Traps (as thief); 
  Accuracy, Difficult to Spot, or Evade Wilderness Encounters 
  (as explorer);  or Arcane Dabbling, Beast Friendship, Magical 
  Music, Passing Without Trace, Precise Shooting, Running, 
  Skirmishing, Swashbuckling (as class proficiency); or Placating, 
  a special halfling-only class power.
  Placating: A halfling may use disarming  words, glib talk, or 
  submissive body language to avoid being attacked. A halfling 
  may not attack while placating, but may walk at half speed, 
  or perform an action in lieu of moving, such as standing up 
  from being knocked down, picking an item off the ground, or 
  retrieving an item from a pack or sack. A halfling may not placate 
  if he, or any other halflings in his party, have already attacked 
  an opponent during the present encounter. When a halfling 
  is placating, any opponent attempting to strike or otherwise 
  directly attack the halfling must attempt a saving throw versus 
  Spells. If the save succeeds, the opponent can attack the halfling 
  normally that round. If the save fails, the opponent will not 
  attack the halfling that round and will attack another creature 
  instead. Area effects may still affect the halfling. Mindless 
  creatures and fantastic creatures of animal intelligence cannot 
  be placated, but ordinary animals and all sapient creatures are 
  susceptible to a halfling’s cringing placation. 
  EXAMPLE: The Halfling Burglar is built with class category 
  values of HD 1, Fighting 1b, Thief 2, Halfling 3. The HD 1 
  value would normally yield 1d6 hp per level, but the Weak 
  class power reduces this to 1d4 hp per level. The Fighting 
  1b Broad weapon selection is traded down to Narrow 
  
   
  Custom Classes 
  203
  Heroic Fantasy Handbook
  Secrets
  weapon selection in exchange for 2 class powers. Therefore 
  the Halfling Burglar receives 2 class powers, 5 thief skills, 
  and 3 halfling skills, for a total of 10 special abilities. As a 
  7-point racial class build, Halfling Burglars are limited to 
  the 10th level of experience. They require (500 + 500 + 400 
  - 225) 1,175 XP to advance to level 2. 
  EXAMPLE: The Halfling Bounder is built with class 
  category values of HD 2, Fighting 2, Halfling 4. The HD 1 
  value would normally yield 1d8 hp per level, but the Weak 
  class power reduces this to 1d6 hp per level. The Fighting 
  2 Unrestricted weapon selection is traded down to Broad 
  weapon selection in exchange for 1 class power. Therefore 
  the Halfling Bounder receives 1 class power and 4 halfling 
  skills, for a total of 5 special abilities. As an 8-point racial 
  build, Halfling Bounders are limited to the 8th level of 
  experience. They require (1000 + 1000 + 150 - 150) 2,000 
  XP to advance to level 2.
  Experience Point Progression After 8th level
  Halflings decrease the amount of experience required to gain 
  each level after 8th by 25,000XP. 
  Elf and Zaharan Custom Classes
  Points allocated to the Elf or Zaharan Value can stack with points 
  allocated to either the Arcane or the Eldritch Value for purposes 
  of spellcasting, class powers, magical research, strongholds, 
  and magic item usability, if desired. Choose which of the two 
  values the Elf or Zaharan Value will stack with when the class is 
  created. Add the two values to find the class’s effective Eldritch 
  abilities. Because of their innate magical power, the XP Cost for 
  the Eldritch Value is reduced by 125XP for elven classes. 
  THE MATH BEHIND THE MATH
  The following information is provided for those Judges 
  who like to understand the mathematics that power ACKS. 
  It is not necessary to the enjoyment of ACKS or the Heroic 
  Fantasy Handbook. 
  In the Player’s Companion, Divine Value 2 offers the 
  magical progression of a cleric, Divine Value 3 offers 
  magical progression 33% better than that of a cleric, and 
  Divine Value 4 offers magical progression 50% better than 
  that of a cleric. In comparison, the pattern of magical 
  progressions for the Ceremonialist Value seems completely 
  arbitrary: Ceremonial Value 2 offers the magical 
  progression of a runemaker; Ceremonial Value 3 offers the 
  magical progression of a mage; and Ceremonial Value 4 
  offers the magical progression of a loremaster. There seems 
  no apparent logic in switching from runemaker to mage 
  to loremaster progression. In fact, the Ceremonial Value 
  follows the exact same pattern of magical progressions 
  used for the Divine Value in the Player’s Companion. The 
  math is simply hidden in the magical progressions. 
  For each progression, what we did was add up the total 
  spell levels granted per day per level, apply a discount value 
  at each level (because characters spend more time at low 
  levels than high), and sum the totals. Comparing these 
  totals, you will see that the mage’s magical progression is 
  approximately 33% better than that of the runemaker’s, 
  and that the loremaster’s is approximately 50% better than 
  that of the runemaker’s. The exact comparisons are shown 
  below. (114.19 / 85.99 = 133%; 127.46 / 85.99 = 151%).
  As the table shows, the symmetries of the math extend into 
  the progressions of the loremaster and Nobiran wizard. 
  Because the magical progression of a mage is 33% better 
  than that of a runemaker, conversely a runemaker’s magical 
  progressions is (1/1.33) 75% of a mage’s. Since a loremaster 
  is supposed to be 50% better than a runemaker, and 0.75 x 
  1.51 = 1.132, an elegant byproduct of this math is that the 
  magical progression for a loremaster and the progression 
  of a Nobiran wizard can be made equal, as the Nobiran 
  wizard progression yields almost exactly that.  
  Runemaker
  Mage
  Loremaster / Nobiran Wizard
  Class Level
  Spell 
  Levels
  Discount 
  Rate
  Discounted 
  Spell Levels
  Spell 
  Levels
  Discount 
  Rate
  Discounted 
  Spell Levels
  Spell 
  Levels
  Discount 
  Rate
  Discounted 
  Spell Levels
  1
  0
  1.00
  0.93
  1
  1
  1
  2
  1.00
  2
  2
  1
  0.93
  1.72
  2
  2
  1.86
  3
  0.93
  2.79
  3
  2
  0.86
  3.16
  4
  4
  3.44
  5
  0.86
  4.29
  4
  4
  0.79
  4.26
  6
  6
  4.74
  7
  0.79
  5.5
  5
  6
  0.71
  5.76
  9
  9
  6.39
  10
  0.71
  7.14
  6
  9
  0.64
  6.84
  12
  12
  7.68
  15
  0.64
  9.64
  7
  12
  0.57
  8.5
  17
  17
  9.69
  20
  0.57
  11.43
  8
  17
  0.50
  10.32
  23
  23
  11.5
  27
  0.50
  13.5
  9
  22
  0.43
  11.16
  31
  31
  13.33
  34
  0.43
  14.57
  10
  28
  0.36
  13.34
  40
  40
  14.4
  43
  0.36
  15.36
  11
  42
  0.29
  10.29
  47
  47
  13.63
  53
  0.29
  15.14
  12
  49
  0.21
  8.4
  60
  60
  12.6
  64
  0.21
  13.71
  13
  60
  0.14
  4.41
  63
  63
  8.82
  70
  0.14
  10
  14
  63
  0.07
  0.93
  73
  73
  5.11
  77
  0.07
  5.5
  Total
  85.99
  114.19
  130.57
  
  204 
  Custom Classes
  Beastmaster: HD 1, Fighting 2, and Thievery 1 yields a 1,700 
  XP cost with fighter attack and saving throws. Thievery 1 grants 
  three class powers. Armor selection is reduced to “none” for 
  four class powers (+600 XP). Weapon selection is reduced to 
  “narrow” for three class powers (+450 XP). Fighting styles are 
  reduced to two in exchange for one class power (+150 XP). One 
  class weakness is taken to gain one class power. This yields 12 
  class powers and a final XP cost of 2,900. 
  Berserker: HD 2 and Fight 2 yields a 2,000 XP cost with 
  fighter attack and saving throws. Armor selection is reduced 
  to “narrow” for two class powers (+300 XP). Damage bonus is 
  reduced to one type for one class power (+150 XP). Fighting 
  styles reduced to two types for one class power (+150 XP). 
  Weapon selection reduced to “broad” for one class power (+150 
  XP). This yields five class powers. Greater Berserkergang ability 
  requires one class power, leaving four class powers. One class 
  power is traded for powers at 5th and 9th level, leaving three 
  powers at 1st level in addition to Greater Berserkergang. Final 
  XP cost is 2,750. 
  Chosen: HD 1, Fighter 2, and Thief 1 yields a 1,700 XP cost with 
  fighter attack and saving throws. Thievery 1 grants three class 
  powers. Armor selection is reduced to “restricted” for three class 
  powers (+450 XP). Weapon selection is reduced to “narrow” for 
  three class powers (+450 XP). This yields nine class powers. Six 
  class powers at 1st level are traded for one class power at every 
  level after 1st.  Final XP cost is 2,600.
  The Math Behind the Math: The Chosen’s trade-offs dos 
  not follow the rules as written in Player’s Companion. The 
  PC rules slightly subsidize the number of powers available 
  when making trade offs. For instance, a 1st level power 
  ought to trade for one power at 4th and one at 11th, but 
  Player’s Companion grants one at 4th and one at 10th. 
  The trade-off subsidy is intended to encourage more trade-
  offs and is balanced by the fact that most campaigns rarely 
  reach the highest levels (despite my best design efforts to 
  encourage it). When taken to the extremes used by the 
  Chosen, however, the subsidy yields too many powers at 
  high levels for play balance. Therefore the Chosen is built 
  using unsubsidized trade-offs. The unsubsidized trade-offs 
  are 2nd/13th, 3rd/12th, 4th/11th, 5th/10th, 6th/9th, and 
  7th/8th. The Chosen is thus built with three class powers at 
  1st level, and six trade offs.
  If you want to test the class out according to the PC trade 
  off rules, then trade one power at 1st level for powers at 
  2nd and 12th; one at 1st for powers at 3rd and 11th; one 
  at 1st for powers at 4th and 10th; one at 1st for powers at 
  5th and 9th; one at 1st for powers at 6th and 8th; and one 
  at 1st for two powers at 7th. Then trade one power at 7th 
  for powers at 9th and 13th. Then trade one power at 9th for 
  two powers at 12th. Then trade both powers at 12th for two 
  powers at 13th and two powers at 14th. The result is three 
  powers at 1st level; one additional power at each of 2nd, 
  3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, and 12th level; 
  three powers at 13th level; and two powers at 14th level. 
  Using the small subsidy creates an over-powered class by 
  14th level.
  Ecclesiastic: Thievery 1 and Ceremonial 3 yields a 1,200 XP 
  cost with mage attack throws and ceremonial saving throws. 
  Turn undead is retained. Thievery 1 grants three class powers. 
  Final XP cost is set at 1,250 XP to maintain compatibility with 
  ACKS and Player’s Companion classes, which round 1,200 XP 
  to 1,250 XP in all cases.
  Elven Spellsinger: Thievery 1, Eldritch 3, and Elf 1 yields a 
  2,700 XP cost with mage attack throws and eldritch saving 
  throws. (Remember that elves reduce the cost of Eldritch value 
  by 125 XP.) Spellsinging is selected in lieu of eldritch class 
  powers. Thievery 1 grants three class powers. This yield three 
  class powers and a final XP cost of 2,700. As a 5-point racial 
  build, maximum level is 12th.  
  Class
  HD
  Fighting
  Thievery
  Eldritch
  Ceremonial
  Elf
  Halfling
  Nobiran
  Thrassian
  Zaharan
  Beastmaster
  1
  2
  1
  0
  0
  -
  -
  -
  -
  -
  Berserker
  2
  2
  0
  0
  0
  -
  -
  -
  -
  -
  Chosen
  1
  2
  1
  0
  0
  -
  -
  -
  -
  -
  Ecclesiastic
  0
  0
  1
  0
  3
  -
  -
  -
  -
  -
  Elven Spellsinger
  0
  0
  1
  3
  0
  1
  -
  -
  -
  -
  Freebooter
  0
  2
  2
  0
  0
  -
  -
  -
  -
  -
  Halfling Bounder
  2
  2
  0
  0
  0
  -
  4
  -
  -
  -
  Halfling Burglar
  1
  1
  2
  0
  0
  -
  3
  -
  -
  -
  Loremaster
  0
  0
  0
  0
  4
  -
  -
  -
  -
  -
  Nobiran 
  Champion
  2
  2
  0
  0
  0
  -
  -
  0
  -
  -
  Nobiran Wizard
  0
  0
  0
  4
  0
  -
  -
  0
  -
  -
  Occultist
  0
  0
  0
  0
  4
  -
  -
  -
  -
  -
  Runemaker
  1
  1
  0
  0
  2
  -
  -
  -
  -
  -
  Thrassian 
  Deathchanter
  2
  (2)
  0
  2
  0
  -
  -
  -
  4
  -
  Venturer
  0
  1
  3
  0
  0
  -
  -
  -
  -
  -
  Warmistress
  1
  2
  1
  0
  0
  -
  -
  -
  -
  -
  Zaharan Darklord
  0
  1
  1
  2
  -
  -
  -
  -
  2
  Zaharan Sorcerer
  0
  0
  0
  4
  0
  -
  -
  -
  -
  0
  CUSTOM CLASS BUILDS
  
   
  Custom Classes 
  205
  Heroic Fantasy Handbook
  Secrets
  Freebooter: Fighting 2 and Thievery 2 yields a 1,400 XP cost 
  with fighter attack throws and thievery saving throws. Thievery 2 
  grants five class powers. Armor selection is reduced to “narrow” 
  for two class powers (+300 XP). Damage bonus is reduced to 
  one type for one class power (+150 XP). Fighting styles are 
  reduced to two types for one class power (+150 XP). Weapon 
  selection is reduced to “broad” for one class power (+150 XP). 
  This yields 10 class powers and a final XP cost of 2,150. 
  Halfling Bounder: HD 2, Fighting 2, Halfling 4 yields an 1,850 
  XP cost with fighter attack and saving throws. Halfling 4 grants 
  four class powers. Weapon selection is reduced to “broad” for 
  one class power (+150 XP). This yields 5 class powers and a final 
  XP cost of 2,000. As an 8-point racial build, maximum level is 
  8th.
  Halfling Burglar: HD 1, Fighting 1, Thievery 2, and Halfling 
  3 yields a 1,175 XP cost with thief attack and saving throws. 
  Weapon selection is reduced to “narrow” for two class powers. 
  Thievery 2 grants five class powers. Halfling 3 grants three class 
  powers. This yields 10 class powers and a final XP cost of 1,175 
  XP. As a 7-point racial build, maximum level is 10th. 
  Loremaster: Ceremonial 4 yields a 2,000 XP cost with mage 
  attack throws and ceremonial saving throws. Four class powers 
  are selected in lieu of turn undead. One class power at 1st level 
  is traded for class powers at 3rd and 11th level. This yields three 
  class powers at 1st level, one at 3rd level, and one at 11th level. 
  Final XP cost is 2,000 XP.
  Nobiran Champion: HD 2, Fighting 2, and Nobiran 0 yields 
  a 2,125 XP cost with fighter attack and saving throws. Armor 
  selection is reduced to “broad” for one class power (+150 XP). 
  Damage bonus is reduced to one type for one class power (+150 
  XP). Weapon selection is reduced to “broad” for one class power 
  (+150 XP). One class power at 1st level is traded for powers at 
  3rd and 11th level. One class power at 1st level is traded for two 
  class powers at 7th level. One class power at 7th level traded is 
  traded for powers at 9th and 13th level. This yields class powers 
  at 1st, 3rd, 7th, 9th, 11th, and 13th level. Final XP cost is 2,575. 
  As a 4-point racial build, maximum level would be 13th, but 
  Nobiran’s Heroic Spirit increases this to 14th. 
  Nobiran Wizard: Eldritch 4, Nobiran 0 yields a 2,625 XP cost 
  with mage attack throws and eldritch saving throws. Eldritch 4 
  grants four class powers. One class power is traded in for powers 
  at 3rd and 11th level. One class power is traded in for powers at 
  5th and 9th level. This yields two class powers at 1st level, and 
  one at 3rd, 5th, 9th, and 11th level. Final XP cost is 2,625 XP. 
  As a 4-point racial build, maximum level would be 13th, but 
  Nobiran’s Heroic Spirit increases this to 14th. 
  Occultist: Ceremonial 4 yields a 2,000 XP cost with mage attack 
  throws and ceremonialist saving throws. Four class powers are 
  selected in lieu of turn undead. One class power is traded in for 
  powers at 3rd and 11th level. One class power is traded in for 
  powers at 5th and 9th level. This yields two class powers at 1st 
  level, and one at 3rd, 5th, 9th, and 11th level. Final XP cost is 
  2,000 XP.
  Runemaker: HD 1, Fighting 1, and Ceremonial 2 yields a 1,500 
  XP cost with cleric attack throws and ceremonial saving throws. 
  Armor selection is reduced to “broad” for one class power. Two 
  class powers are selected in lieu of turn undead. One class power 
  at 1st level is traded for powers at 3rd and 11th level. This yields 
  two class powers at 1st level and one at 3rd and 11th level. Final 
  XP cost is 1,500. 
  Thrassian Deathchanter: HD 2, Eldritch 2, and Thrassian 4 
  yields a 4,550 XP cost. Thrassian 4 grants Fighting 2, yielding 
  fighter attack throws, but (due to precedence of eldritch value 
  over fighting value) eldritch saving throws. Armor selection 
  is reduced to “broad” for one class power (+150 XP). Weapon 
  selection is reduced to “broad” for one class power (+150 XP). 
  Spellsinging is selected in lieu of eldritch class powers. This 
  yields spellsinging and 2 class powers with a final XP cost of 
  4,850! As an 8-point racial build, maximum level is 8th, but 
  Thrassian 4 grants the After the Flesh racial ability and allows 
  further advancement.
  Venturer: Fighting 1 and Thievery 3 yields a 1,250 XP cost with 
  thief attack and saving throws. Thievery 3 grants 10 class powers. 
  This is a straightforward build that yields 10 class powers and 
  final XP cost of 1,250.
  Warmistress: HD 1, Fighting 2, and Thievery 1 yields a 1,700 
  XP cost with fighter attack and saving throws. Armor selection 
  is reduced to “narrow” for two class powers (+300 XP). Damage 
  bonus is reduced to one type for one class power (+ 150 XP). 
  Fighting styles are reduced to two types for one class power 
  (+150 XP). Weapon selection is reduced to “broad” for one class 
  power (+150 XP). Thievery 1 yields three class powers. This 
  yields eight class powers. One class power at 1st level is traded 
  for powers at 3rd and 11th level. One class power at 1st level is 
  traded for two powers at 7th level. One class power at 7th level is 
  traded for class powers at 9th and 13th level. This yields six class 
  powers at 1st level, plus class powers at 3rd, 7th, 9th, 11th, and 
  13th level. Final XP cost is 2,450 XP.
  Zaharan Darklord: Fighting 1, Thievery 1, Eldritch 2, and 
  Zaharan 2 yields a 3,400 XP cost with cleric attack throws 
  and eldritch saving throws. Eldritch 2 and Zaharan 2 stack to 
  grant four class powers. Thievery 1 grants three class powers. 
  Dominate Beastman ability requires four class powers. One 
  class power at 1st level is traded for powers at 2nd and 12th level. 
  One class power at 1st level is traded for powers at 4th and 10th 
  level. One class power at 1st level is traded for powers at 6th and 
  8th level. This yields Dominate Beastman at 1st level, plus class 
  powers at 2nd, 4th, 6th, 8th, 10th, and 12th level. Final XP cost 
  is 3,400 XP. As a 6-point racial build, maximum level is 11th, 
  but the Zaharan’s After the Flesh racial ability allows further 
  advancement.
  Zaharan Sorcerer: Eldritch 4 and Zaharan 0 yields a 2,700 
  XP cost with mage attack throws and eldritch saving throws. 
  Eldritch 4 grants four class powers. One class power at 1st level 
  is traded for powers at 3rd and 11th level. One class power at 1st 
  level is traded for powers at 5th and 9th level. This yields two 
  class powers at 1st level, and one at 3rd, 5th, 9th, and 11th level. 
  Final XP cost is 2,700 XP. As a 4-point racial build, maximum 
  level is 13th, but the Zaharan’s After the Flesh racial ability 
  allows further advancement.
  
  206 
  Custom Spells
  CUSTOM SPELLS
  Virtually all the new spells in this supplement were built using 
  rules in the ACKS Player’s Companion. Listed below are the 
  effects and factors used to build the spells appearing in this 
  supplement were constructed. Certain types of spells, though 
  common in traditional fantasy games, are uncommon in 
  heroic fantasy. Other types of effects were either new or had 
  not previously been calculated in the Player’s Companion. 
  Therefore, certain base costs and costs factors had to be created 
  or revised. These are summarized before each type of spells, 
  while their use is noted in italics in the spell builds. 
  BLAST SPELLS
  Add the following effects and modifiers: 
  • 
  Effect: Halve target’s movement rate for duration of spell 5
  • 
  Effect: Deafness for duration of spell 5
  • 
  Effect: Ignites flammable object 10
  • 
  Effect: Knockdown target 10
  • 
  Effect: Knock target overboard 20
  • 
  Effect: Destroy sunderable object 20
  • 
  Effect: Smash target (50-80 shp) 85  
  • 
  Effect: Obliterate target (250 shp) 255
  • 
  Maximum Damage Modifier Factor: Maximum 8d damage 
  x0.95
  • 
  Effect Modifier Factor: Spell draws on specific 
  environmental power source (storm, bonfire, etc.) x0.67.
  • 
  Effect Modifier Factor: Spell draws on general environment 
  (outdoors, etc.) x0.75
  • 
  Targeting Factor: 30’ diameter, 10’ high cylinder x2.25
  • 
  Targeting Factor: 20’ diameter x 40’ tall cylinder x2.25
  • 
  Targeting Modifier Factor: Spell targets only objects x0.67
  • 
  Targeting Modifier Factor: Spell targets only wooden 
  objects x0.5
  • 
  Targeting Modifier Factor: Spell affects 5’ radius around 
  target x1.5
  • 
  Targeting Modifier Factor: Spell affects 10’ radius around 
  target x2.25
  • 
  Duration Factor: Concentration up to a maximum of 1 
  round per level x2 
  • 
  Duration Factor: Until target makes its saving throw x3
  • 
  Duration Modifier Factor: Effect does not begin until 
  triggered x2.75  
  • 
  Source Factor: Eldritch x1.5.  
  Blast Effect Notes
  Deafen:  A deafened creature is easy to sneak up on, and suffers 
  a -2 penalty to surprise rolls.  Due to its inability to hear itself, 
  a deafened creature has a -4 penalty on ceremony throws and 
  spellsinging throws. A deafened creature has a 2 in 6 chance 
  of failing any attempt to cast a spell, read a scroll, or utter a 
  command word.
  Knockdown: A prone creature can move, but only to crawl 
  at a movement rate of 5’, to take an action in lieu of moving, 
  or to end the condition by using an action in lieu of moving 
  to stand up. A prone creature that is engaged is subject to the 
  movement restrictions of being engaged, so it can only crawl 
  if using defensive movement, and cannot stand up in lieu of 
  moving. A prone creature can attack, but suffers a -4 penalty 
  on its attack throws. A prone creature can stand up in lieu of 
  attacking. A prone creature can be backstabbed by creatures 
  capable of doing so. Attack throws against prone creatures gain 
  a +2 bonus, or a +4 bonus if the attacker backstabs the stunned 
  creature. The stunned creature is dealt the attack’s ordinary 
  damage, or the attack’s ordinary damage multiplied by two 
  or more from backstab. The conditions is ended immediately 
  when the creature stands up.
  Nausea: A nauseated creature cannot attack, cast spells, or 
  speak. A nauseated creature can move away from the source of 
  nausea (or take actions in lieu of moving to relieve themselves of 
  whatever is inducing the nausea), but cannot otherwise move. 
  They are still able to defend themselves. These rules revise and 
  replace the rules for nausea found in the Player’s Companion 
  spell stinking cloud.
  Blast Spell Builds
  Arrows of the Sun (6): Blast, 1d6 damage per level (27), 
  maximum 1d (x0.1), elemental – fire (x1),  target 1 creature per 
  level (x7), spell only targets objects (x0.67), selective targeting 
  within area of effect (x3), range 120’ (x0.9), duration 1 round 
  (x1.1), no saving throw (x1), eldritch (x1.5), total cost 56.4
  Battering Ram (3): Blast, 1d4 damage per level (20), maximum 
  5d damage (x0.7), target 1 creature (x1), spell targets only objects 
  (x0.67), range 90’ (x0.8), duration instantaneous (x1), no 
  saving throw (x1), eldritch (x1.5), cost 11.3; and 1d6 damage 
  per level (27), maximum 5d damage (x0.7), target 10’ diameter 
  sphere (x1.25), spell draws on specific environmental power 
  source (damaged object) (x0.67), range 90’ (x0.8), duration 
  instantaneous, saving throw for ½ effect (x0.75), eldritch (x1.5), 
  cost 14.2; total cost 25.5
  Boil Blood (5): Blast, 1d8 damage per level (35), maximum 
  8d damage (x0.95), elemental – fire (x1), target 1 creature (x1), 
  range 150’ (x1), duration instantaneous (x1), saving throw 
  reduces spell effect by half (x0.75), eldritch (x1.5), cost 37.4; 
  nausea-inducing (10), elemental – fire (x1), target 1 creature 
  (x1), range 150’ (x1), duration instantaneous (x1), saving throw 
  avoids spell effect (x0.5), eldritch (x1.5), cost 7.5; and 1d6 
  damage per level (27), maximum 1d damage (x0.1), elemental 
  – fire (x1), target 10’ diameter sphere (x1.25), range 150’ (x1), 
  duration instantaneous (x1), saving throw avoids spell effect 
  (x0.5) [original creature], saving throw reduces spell effect by 
  half (x0.75) [secondary blast], eldritch (x1.5), cost 1.89; total 
  cost 46.79
  
   
  Custom Spells 
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  Secrets
  Burning Sparks (2): Blast, 1d6 damage per level (27), maximum 
  4d damage (x0.5), elemental (x1), target 10’ diameter sphere 
  (x1.25), selective targeting within area of effect (x3), spell draws 
  on specific environmental power source (x0.67), range 30’ (x0.6), 
  duration instantaneous (x1), saving throw for ½ effect (x0.75), 
  eldritch (x1.5), total cost 22.9
  Capsizing Wave (6): Blast, smash target (85), elemental – water 
  (x1), target 1 creature (x1), spell targets only objects (x0.67), spell 
  draws on specific environmental power source (x0.67), range 150’ 
  (1), duration instantaneous (x1), saving throw reduces spell 
  effect by half (x0.75), eldritch (x1.5), total cost 42.9; and knocked 
  overboard (20), no maximum damage (x1), 20’ long x 20’ wide 
  x 20’ deep cube (x2.25), spell draws on specific environmental 
  power source (x0.67), range 150’ (x1), duration instantaneous 
  (x1), saving throw avoids spell effect (x0.5) [captain’s proficiency 
  throw], saving throw avoids spell effect (x0.5) [individual 
  sailors], eldritch (x1.5), sub total 11.3; and 1d6 damage per 
  level (27), 1d maximum damage (x0.1), 20’ long x 20’ wide x 
  20’ deep cube (x2.25), spell draws on specific environmental 
  power source (x0.67), range 150’ (x1), duration instantaneous 
  (x1), saving throw avoids spell effect (x0.5) [captain’s proficiency 
  throw], saving throw avoids spell effect (x0.5) [individual 
  sailors], eldritch (x1.5), sub total 1.5; total cost 55.7 
  Cone of Frost (5): Blast, 1d4 damage per level (20), maximum 
  6d damage (x0.8), elemental - water (x1), target 60’ long x 30’ 
  wide cone (x6), range 0’ (x0.4), duration instantaneous (x1), 
  saving throw reduces spell effect by half (x0.75), eldritch (x1.5), 
  total cost 43.2
  Earth’s Excrescence (2): Blast, 1d6 damage per level (27), 
  maximum damage 3d (x0.33), elemental (x1), target 15’ 
  diameter sphere (x1.5), spell draws on general environmental 
  power source (x0.75), range 60’ (x0.7), duration instantaneous 
  (x1), saving throw reduces spell effect by half (x0.75), eldritch 
  (x1.5), cost 7.8; knockdown (10), elemental (x1), target 15’ 
  diameter sphere (x1.5), spell draws on general environmental 
  power source (x0.75), range 60’ (x0.7), duration instantaneous 
  (x1), saving throw avoids spell effect (x0.5), eldritch (x1.5), cost 
  5.9; total cost 13.7
  Fangs of the Earth (3): Blast, 1d6 damage per level (27), 
  maximum damage 5d (x0.7), elemental – earth (x1), target 1 
  creature per level within 30’ (x5), attack throw required (x0.35), 
  spell draws on general environmental power source (x0.75), range 
  120’ (x0.9), duration instantaneous (x1),  no saving throw (x1), 
  eldritch (x1.5), total cost 33.5
  Gusting Gale (4): Blast, forceful gust (20), elemental – air (x1), 
  target 60’ long x 10’ wide cone (x4.5), spell draws on general 
  environmental power source (x0.75), range 0’ (x0.4), duration 
  concentration to maximum 1 round per  levels (x2), saving throw 
  avoids effect (x0.5), eldritch (x1.5), total cost 40.5 
  Kindle Flame (1): Blast, 1d8 damage per level (35), maximum 
  1d damage (x0.1), effect ignites flammable object (10), elemental 
  – fire (x1), target 5’ diameter sphere (x1), selective targeting 
  within area of effect (x3), spell targets only objects (x0.67), range 
  15’ (x0.5), duration instantaneous (x1), saving throw avoids 
  spell effect (x0.5), eldritch (x1.5), total cost 10.1
  Ice Storm (6): Blast, 1d4 damage per level (20), elemental – 
  water (x1),  target 20’ diameter sphere (x2), range 240’ (x1.2), 
  duration 1 round (x1.1), saving throw for ½ effect (x0.75), spell 
  draws on general environmental power source (x0.75), eldritch 
  (x1.5), cost 44.55; and Blast, target’s movement rate halved (5), 
  elemental – water (x1),  target 20’ diameter sphere (x2), range 
  240’ (x1.2), duration 1 round (x1.1), no saving throw, spell draws 
  on general environmental power source (x0.75), eldritch (x1.5), 
  cost 14.8; total cost 59.4
  Inferno (6): Blast, 1d10 damage per level (44), maximum 1d 
  damage (x0.1), elemental – fire (x1), 30’ diameter, 10’ high 
  cylinder (x2.25), range 150’ (x1), duration 1 round per level (x4), 
  no saving throw (x1), eldritch (x1.5), total cost 59.4
  Pillar of Fire (5): Blast, 1d8 damage per level (35), maximum 
  5d damage (x0.7), elemental (x1), 20’ diameter x 40’ tall cylinder 
  (x2.25), spell draws on general environmental power source 
  (x0.75), range 150’ (x1), saving throw reduces spell effect by half 
  (x0.75), eldritch (x1.5), total cost 46.5
  Phoenix Aura (5): Blast, 1d6 damage per level (27), maximum 
  1d (x0.1), target 1 creature (x1), spell affects 5’ radius around 
  target (x1.5), range touch (x0.4), duration 1 round per level (x4), 
  no saving throw (x1), source eldritch (x1.5), cost 9.7; and blast, 
  1d6 damage per level (27), maximum 4d (x0.5), spell draws on 
  specific environmental power source (x0.67), target 1 creature 
  (x1) spell effects 10’ radius around target (x2.25), duration 
  does not begin until triggered (x2.75), range 0’ (x0.4), duration 
  instantaneous (x1), saving throw reduces spell effects by half 
  (x0.75), eldritch (x1.5), cost 25.2; and protection, invulnerability 
  to prior effects (20), target 1 creature (x1), range self (x0.75), 
  duration 1 round per level (x0.75), beneficial effect (x1), eldritch 
  (x1), cost 11.2; total cost 46.1
  Rain of Vitriol (3): Blast, 1d4 damage per level (20), maximum 
  6d damage (x0.8), elemental – water (x1), target 20’ diameter 
  sphere (x2), range 180’ (x1.1), duration 1 round (x1.1), saving 
  throw reduces spell effects by half (x0.75), spell draws on specific 
  environmental power source (x0.67), eldritch (x1.5), total cost 
  29.1
  Scouring Zephyr (5): Blast, 1d4 damage per level (20), 
  maximum 7d4 damage (x0.9), elemental – air (x1),  60’ long 
  x 10’ wide cone (x4.5), range 0’ (x0.4), duration instantaneous 
  (x1), saving throw for half effect (x0.75), spell draws on general 
  environmental power source (x0.75), eldritch (x1.5) sub-total 
  cost 27.3; and gusting (20), ), elemental – air (x1),  60’ long x 
  10’ wide cone (x4.5), range 0’ (x0.4), duration instantaneous 
  (x1), saving throw avoids effect (x0.5), spell draws on general 
  environmental power source (x0.75), eldritch (x1.5), sub-total 
  cost 20.2; total cost 47.5
  Shatter Blade (1): Blast, destroys sunderable object (20), 
  elemental – earth (x1), target 1 creature plus 1 per 5 additional 
  levels (x2), spell targets only objects (x0.67), range 15’ (x0.5), 
  duration instantaneous (x1), saving throw avoids spell effect 
  (x0.5), eldritch (x1.5), total cost 10 (1 at 1st level, 2 at 6th, and 
  3 at 11th)
  
  208 
  Custom Spells
  Slag Armor (3): Blast, destroys sunderable object (20), 1 creature 
  (x1), elemental (x1), spell targets only objects (x0.67), range 90’ 
  (x0.8), duration concentration or until target makes save (x2), 
  saving throw avoids spell effect (x0.5), eldritch (x1.5), cost 16.1; 
  1d6 damage per level (27), maximum 1d damage (x0.1), nausea-
  inducing (10), elemental (x1), 1 creature (x1), spell draws on 
  specific elemental power source (x0.67), range 90’ (x0.8), duration 
  concentration or until target makes save (x2), saving throw 
  avoids spell effect (x0.5), eldritch (x1.5), cost 10.2; total cost 26.3
  Sling Stone (1): Blast, 1d4 damage per level (20), maximum 1d4 
  damage (0.1), 1 creature per level (x7), attack throw required 
  to hit target (x0.35), spell draws on general environmental power 
  source (x0.75), range 180’ (x1.1), duration instantaneous (x1), 
  no saving throw (x1), eldritch (x1.5), total 6.0
  Sorcerous Bolt (3): Blast, 1d6 damage per level (27), maximum 
  5d damage (x0.7), target 1 creature (x1), range 150’ (x1), 
  duration instantaneous (x1), saving throw reduces spell effects 
  by half (x0.75), eldritch (x1.5), total cost 21.3
  Sorcerous Blast (5): Blast, 1d6 damage per level (27), maximum 
  5d damage (x0.7), target 20’ diameter sphere (x2), range 150’ 
  (x1), duration instantaneous (x1), saving throw reduces spell 
  effects by half (x0.75), eldritch (x1.5), total cost 42.5
  Sunder Structure (6): Blast, obliterate target (255), elemental 
  – earth (x1), target 1 creature (x1), spell targets only objects 
  (x0.67), attach throw required (x0.75), range 0’ (x0.4), duration 
  instantaneous (x1), saving throw reduces spell effect by half 
  (x0.75), eldritch (x1.5), total cost 57.6
  Thunderbolt (6): Blast, 1d6 damage per level (27), elemental 
  – air (x1),  target 120’ long x 5’ wide line (x3.5), range 0’ (x0.4), 
  duration instantaneous (x1), saving throw reduces spell effects 
  by half (x0.75), eldritch (x1.5); cost 42.5; temporary deafness (5), 
  elemental (air x1), target 120’ long x 5’ wide line (x3.5), range 
  0’ (x0.4), duration until target makes save  (x3), saving throw 
  avoids effect (x0.5), eldritch (x1.5); cost 15.8; total cost 58.3
  Thunderclap (1): Blast, 1d6 damage (27), maximum 1d damage 
  (x0.1), target 10’ diameter sphere (x1.25), range 60’ (x0.6), 
  duration instantaneous (x1), saving throw reduces spell effect 
  by half (x0.5), eldritch (x1.5), cost 1.51; temporary deafness (5), 
  elemental – air (x1), target 10’ diameter sphere (x1.25), range 
  60’ (x0.6), duration until target makes save (x3), saving throw 
  avoids spell effect (x0.5), eldritch (x1.5), cost 8.4; total cost 9.94
  Tremor (5): Blast, deals 1d6 damage (27) capped at 1d damage 
  (x.1), knockdown (10), elemental - earth (x1), target 25’ 
  diameter sphere* (x4), range 0’ (x0.4), spell draws on general 
  environmental power source (x0.75), duration concentration 
  (x4), saving throw avoids spell effect (x0.5), eldritch (x1.5), total 
  cost 45.7. *Note: The surface area of a sphere is 4∏r2. A 25’ 
  diameter sphere therefore has a surface area of 7,850 square feet. 
  If that surface area is projected onto a two-dimension plane, it 
  yields a circle with a 50’ radius or a triangle 150’ long and 100’ 
  wide at its terminus.
  Wave of Earth (2): Blast, deals 1d6 damage (27) capped at 1d 
  damage (x.1), knockdown (10), elemental (x1), spell draws on 
  general environmental power source (x0.75), target 120’ x 5’ wide 
  line (x5), range 0’ (x0.4), duration 1 round (x1.1), saving throw 
  avoids spell effect (x0.5), eldritch (x1.5), total cost 15.72
  Warp Wood (2): Blast, destroys sunderable object (20), elemental 
  – earth (x1), target 1 creature plus 1 per additional 5 levels 
  (x2), spell targets only wooden objects (x0.5), range 240’ (x1.2), 
  duration instantaneous (x1), saving throw avoids spell effect 
  (x0.5), eldritch (x1.5), total cost 18 
  DEATH SPELLS
  Add the following effects and modifiers: 
  • 
  Effect: Animate dead target as skeleton/zombie 5
  • 
  Effect: Animate dead target as flay fiend 16
  • 
  Effect: Target choking/vomiting 15
  • 
  Effect: Target held helpless 40
  • 
  Effect: Target suffers a side effect of tampering with 
  mortality 85
  • 
  Targeting Factor: 2 HD of creatures per level x3.5
  • 
  Targeting Modifier Factor: Only targets living creatures 
  x0.9
  • 
  Targeting Modifier Factor: Only targets humanoids x0.85
  • 
  Targeting Modifier Factor: Only targets undead x0.85
  • 
  Targeting Modifier Factor: Attack throw required to hit 
  target x 0.75
  • 
  Targeting Modifier Factor: Creatures with 2HD or more 
  cannot be targeted x0.25
  • 
  Duration Factor: Until target makes its saving throw x2.25
  • 
  Source Factor: Eldritch x1
  • 
  Source Modifier Factor: Eldritch spell affecting undead or 
  life energy x0.75
  Death Effect Notes
  Animate Dead: The animate dead spell allows the caster may 
  animate a number of Hit Dice of undead equal to twice his 
  caster level each time he casts this spell. However, in the Player’s 
  Companion the spell is incorrectly built to animate a number of 
  HD of undead equal to just caster level, as reprinted below.
  animate dead target as undead skeleton/zombie (10), target 
  1 HD worth of creature per level (x1.75), range 0’  (x0.4), 
  duration 1 day (x7), no saving throw (x1), arcane (x1), 
  total cost 49 not 1 HD per level as shown in the Player’s 
  Companion build.  
  To correct this error, the cost of animate dead effect has been 
  reduced from 10 to 5 points, and a new targeting factor of 2 HD 
  per level has been added. The spell is therefore properly built as 
  animate dead target as undead skeleton/zombie (5), target 
  2 HD worth of creature per level (x3.5), range 0’  (x0.4), 
  duration 1 day (x7), no saving throw (x1), arcane (x1), total 
  cost 49.
  This correction impacts the effects of deathless minion, which 
  has been revised in this rulebook (see below and p. 133).
  
   
  Custom Spells 
  209
  Heroic Fantasy Handbook
  Secrets
  Choking/Vomiting: A choking or vomiting creature a cannot 
  attack, cast spells, move, or speak. However, it can still defend 
  itself. This effect replaces the effect “held helpless” effect found 
  in the Player’s Companion spell choking grip. Holding a target 
  helpless is now a 40-point effect.
  Helpless: A helpless creature cannot attack, cast spells, or move. 
  A helpless creature gains no benefit to its AC from its shield (if 
  any). A helpless creature can be ambushed or backstabbed by 
  creatures capable of doing so. All attack throws against helpless 
  creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes 
  or backstabs the helpless creature. The helpless creature is dealt 
  the attack’s ordinary damage, or the attack’s ordinary damage 
  multiplied by two or more from ambush or backstab. Melee 
  attack throws against helpless creatures automatically hit if the 
  attacker is of the same or larger size category than the helpless 
  creature. If the attacker is not engaged, and his attack is capable 
  of damaging the helpless creature, then the helpless creature may 
  be automatically slain. The attacker may not cleave thereafter, 
  however. Otherwise, the helpless creature may be dealt the 
  attack’s ordinary damage. 
  Death Targeting Notes
  Attack throw required to hit target is erroneously listed with a 
  targeting factor of x0.35 in Player’s Companion. The correct 
  targeting factor is x0.75.
  Death Spell Builds
  Angelic Aura (5): Death, 1d8 damage per level (44), maximum 
  5d damage (x0.7), target 1 creature per level within 30’ diameter 
  (x5), only targets undead (x0.85), creatures with fewest HD are 
  affected first (x0.5), range 0’ (x0.4), duration 1 round per level 
  (x4), saving throw avoids spell effect (x0.5), eldritch undead 
  (x0.75), total cost 50.5 
  Bloody Flux (2): Death, 1d12 damage per level (60), maximum 
  1d damage (x0.1), target vomits (15), target 1 creature (x1), 
  range 90’ (x0.8), duration until target makes save (x2.25), saving 
  throw avoids spell effect (x0.5), eldritch (x1), total cost 18.9
  Choking Grip (1): Death, 1d6 damage per level (33), maximum 
  1d damage (x0.1), target choked (15), target 1 creature (x1), 
  range 30’ (x0.6), duration concentration or until target makes 
  save (x1.75), saving throw avoids effect (x0.5), eldritch (x1), 
  total cost 10
  Circle of Agony (5): Death, 1d4 damage per level (27), 
  maximum 1d damage (x0.1), target held helpless (40), target 1 
  HD of creatures per level (x1.75), range 30’ (x0.6), duration until 
  target makes save (x2.25), saving throw avoids spell effect (x0.5), 
  total cost 50.4
  Dark Whisper (2): Death, target suffers a side effect of tampering 
  with mortality (85), target 1 creature (x1), attack throw required 
  to hit target (x0.75), range 0’ (x0.4), duration instantaneous (x1), 
  saving throw avoids spell effect (x1), eldritch (x1), total cost 25.5
  Deathless Minion (2): Death (necromancy), animate dead 
  as skeleton/zombie (5), target 1 creature (x1), range 30’ (x0.6), 
  duration 1 hour (x6), no saving throw (x1), eldritch undead 
  (x0.75), total cost 13.5
  Destroy Dead (1): Death, deanimate dead (27), target 1 creature 
  (1), creatures with 8HD or more cannot be targeted (x0.75), 
  range 150’ (x1), duration instantaneous (x1), saving throw 
  avoids effect (x0.5), eldritch undead (x0.75), total cost 7.6
  Dismember (3): Death, 1d6 damage per level capped at 3d 
  (16.5), target suffers mortal wound roll (60), target 1 creature 
  (x1), range 60’ (x0.7), duration instantaneous (x1), saving throw 
  avoids effect (x0.5), eldritch (x1), total cost 27
  Flesh to Ashes (4): Death, target disintegrated (135), target 1 
  creature (x1), creatures with 8HD or more cannot be targeted 
  (x0.75), only targets living creatures (x0.9), range 90’ (x0.8), 
  duration instantaneous (x1), saving throw avoids spell effect 
  (x0.5), source eldritch (x1), total cost 36.5  
  Flay the Slain (5): Death (necromancy), animate dead as flay 
  fiend (16), target 1 creature per level within 30’ (x5), creatures 
  with 2HD or more cannot be targeted (x0.25), only targets 
  humanoids (x0.85), range 15’ (x0.5), duration 1 day (x7), no 
  saving throw (x1), eldritch undead (x0.75), total cost 44.6 
  Fillet and Serve (5): Death (necromancy), animate dead as 
  undead skeleton (5), target 1 creature (x1), range 90’ (x0.8), 
  duration 1 day (x7), save avoids spell effect (x0.5), eldritch 
  undead (x0.75), cost 10.5; slay target (85), 1 creature (x1), 
  only target living creatures (x0.9), range 90’ (x0.8), duration 
  instantaneous (x1), save avoids spell effect (x0.5), cost 30.6; total 
  cost 41.1
  Iron Maiden (4): Death, target held helpless (40), target 1 
  creature (x1), range 90’ (x0.8), duration concentration or until 
  target makes save (x1.75), saving throw avoids effect (x0.5), 
  eldritch (x1), sub-total 28; and target suffers 1d12 damage per 
  level (60), maximum 1d damage (x0.1), target 1 creature (x1), 
  range 90’ (x0.8), duration concentration or until target makes 
  save (x1.75), saving throw reduces spell effect by half (x0.75), 
  eldritch (x1), sub-total 6.3; total 34.3
  Slicing Blow (1): Death, 1d10 damage per level (52), maximum 
  1d damage (x0.1), target 1 creature +1 per 2 additional levels 
  (x4), attack throw required to hit target (x0.75), range 30’ (x0.6), 
  duration instantaneous (x1), no saving throw permitted (x1), 
  eldritch (x1), total cost 9.36
  Soul Eating (6): Death, target slain (85), target 1 creature, range 
  0’ (x0.4), attack throw required (x0.75), duration instantaneous 
  (x1), no saving throw (x1); cost 25.5; and death (necromancy), 
  necromantic potence (10), 1 creature (x1), attack throw required 
  (x0.75), range 0’ (x0.4), duration 1 day (x7), saving throw avoids 
  effect (x0.5), cost 10.5; and transmogrification, current form 
  gains a proficiency (20), target 1 living corporeal creature (x1), 
  attack throw required (x0.75), range self (x0.5), duration 1 day 
  (x3), saving throw avoids effect (x1), total cost 22.5; total cost 
  58.5
  Strengthen the Unliving (3): Death (necromancy), imbue 
  target with necromantic potence (10), target1 HD of creatures 
  per level within 60’ diameter (x1.5), only targets undead (x0.85), 
  range 30’ (x0.6), duration 1 turn (x5), eldritch undead (x0.75), 
  total cost 28.7
  
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  Custom Spells
  Turn to Dust (5): Death (necromancy), target disintegrated 
  (135), target 1 creature (x1), only undead can be targeted (x0.85), 
  range 150’ (x1), duration instantaneous (x1), saving throw 
  avoids spell effect (x0.5), eldritch spell affecting undead (x0.75), 
  total cost 43
  Unliving Puppet (1): Death (necromancy), animate dead (5), 
  target 1 creature (1), creature must have less than 8 HD (x0.75), 
  range 60’ (x0.7), duration concentration (x4), no save (x1), 
  eldritch undead (x0.75), total cost 7.9
  DETECTION SPELLS
  Add the following effects and modifiers: 
  • 
  Effect: clairvoyance 11
  • 
  Effect: clairaudience 11
  • 
  Effect: detect lair in range 15
  • 
  Effect: detect place of power in range 15 
  • 
  Effect Modifier Factor: each use of effect requires 4+/2+ 
  throw x0.9 
  • 
  Effect Modifier Factor: spell can only be performed once 
  per day x0.8
  • 
  Effect Modifier Factor: each use of effect requires 3 turns of 
  concentration before duration triggers x0.7
  • 
  Targeting Factor: 1 small area/object/creature within range 
  at a time x0.85
  • 
  Targeting Factor Modifier: target must be asleep x0.5
  • 
  Range Factor: 3 miles x5.5
  • 
  Range Factor: 12 miles x 6.5
  • 
  Range Factor: 500 miles x9
  • 
  Range Factor: 1,200 miles x10 
  • 
  Duration Factor: 12 turns x2.5
  • 
  Duration Factor: 8 hours x4
  • 
  Source Factor: Eldritch x1
  • 
  Source Modifier Factor: Eldritch divination or communion 
  x1.25
  Detection Spell Builds
  Clairvoyance, Greater (6): Detection, clairvoyance (11), spell 
  takes 1 turn to cast (x0.8), spell can only be performed once per 
  day (x0.8), 1 creature within range at a time (x0.85), range 500 
  miles (x9), duration concentration (x1), no saving throw (x1), 
  eldritch (x1), total cost 53.9 
  Find Place of Power (6): Detection, detect place of power in 
  range (15), 1 area within range (x0.7), spell takes 1 turn to cast 
  (x0.8), range 12 miles (x6.5), duration concentration (x1), no 
  saving throw (x1), eldritch (x1), total cost 54.6
  Lay of the Land (5): Detection, detect lair in range (15), each 
  use of effect requires throw of 4+/2+ to succeed (x0.9), each use of 
  effect requires 3 turns of concentration (x0.7), 1 area within range 
  at a time (x0.85), range 3 miles (x5.5), duration concentration 
  (x1), no saving throw (x1), eldritch (x1), total cost 44.2
  Locate Distant Object (6): Detect known object (8), 1 
  object within range (x0.7), range 1,200 miles (x10), duration 
  concentration (x1), no saving throw (x1), eldritch (x1), total 
  cost 56
  Locate Hauntings (5): Detection, detect undead (10), 1 
  creature within range (x0.7), range 12 miles  (x6.5), duration 
  concentration (x1), no saving throw (x1), eldritch (x1), total 
  cost 45.5
  Shared Dream (3): Detection, clairaudience (11), clairvoyance 
  (11), target 1 creature within range (0.7), spell takes 1 turn to 
  cast (x0.8), target must be asleep (x0.5), range 500 miles (x9), 
  duration 1 round per level (x0.25), total cost 13.9; 27.8 for two-
  way communication. 
  ENCHANTMENT SPELLS
  Add the following effects and modifiers: 
  • 
  Effect: Target infuriated for duration of spell 30
  • 
  Effect: Target frightened for duration of spell 34
  • 
  Effect: Target forgets one minute before and one turn after 
  spell for duration 40
  • 
  Effect Modifier Factor: Slumber can only be ended with 
  magic or condition x3
  • 
  Targeting Factor: Target 30’ diameter sphere x5
  • 
  Targeting Modifier Factor: Only targets good/evil creatures 
  x0.75
  • 
  Duration Factor: 30 rounds x1.175
  • 
  Source Factor: Eldritch x1
  Enchantment Effect Notes
  Confused: A confused creature rolls 2d6 each round to 
  determine its action. On a roll of 2-5, it attacks its enemies, 
  on a 6-8 it does nothing but babble incoherently, and a 9-12 it 
  attacks its own allies. Attackers are not at any special advantage 
  when attacking the confused creature. A confused creature 
  who is attacked automatically retaliates on its next initiative. 
  A confused creature which is restrained, imprisoned, alone, or 
  otherwise can’t carry out the indicated action does nothing but 
  babble incoherently.
  Frightened: A frightened creature cannot attack, cast spells, or 
  speak (except to make exclamations of peril and warning such 
  as “DRAGON!” or “Flee for your life!”). A frightened creature 
  will run from the source of its fear at its full movement rate 
  until the condition ends. If a frightened creature cannot flee, its 
  cowers in terror. It suffers a -2 penalty to AC and cannot attack, 
  cast spells, move, or take any other actions until the condition 
  ends. An engaged creature that is frightened will cower in terror 
  until it is able to disengage with defensive movement.
  Helpless: A helpless creature cannot attack, cast spells, or 
  move. A helpless creature gains no benefit to its AC from its 
  DEX or shield (if any). A helpless creature can be ambushed 
  or backstabbed by creatures capable of doing so. All attack 
  throws against helpless creatures gain a +2 bonus, or a +4 bonus 
  if the attacker ambushes or backstabs the helpless creature. 
  The helpless creature is dealt the attack’s ordinary damage, or 
  
   
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  the attack’s ordinary damage multiplied by two or more from 
  ambush or backstab. Melee attack throws against helpless 
  creatures automatically hit if the attacker is of the same or 
  larger size category than the helpless creature. If the attacker is 
  not engaged, and his attack is capable of damaging the helpless 
  creature, then the helpless creature may be automatically slain. 
  The attacker may not cleave thereafter, however. Otherwise, the 
  helpless creature may be dealt the attack’s ordinary damage. 
  Infuriated: An infuriated creature will attack any creatures it can 
  detect. It will prioritize attacking whichever creature has most 
  recently damaged it, but otherwise will attack the closest target. 
  If the creature has no eligible targets, it will wait motionless in 
  seething fury until a target presents itself. An infuriated creature 
  gains a +2 bonus to its attack throws but suffers a -2 penalty 
  to its AC due to its mindless rage. An infuriated creature is 
  immune to fear and ignores morale rolls. An infuriated creature 
  cannot speak. 
  Mesmerized: A mesmerized creature cannot attack, cast spells, 
  move, or speak. A mesmerized creature can be ambushed or 
  backstabbed by creatures capable of doing so. A mesmerized 
  creature gains no benefit to its AC from its DEX or shield (if 
  any). All attack throws against mesmerized creatures gain a 
  +2 bonus, or a +4 bonus if the attacker ambushes or backstabs 
  the mesmerized creature. The mesmerized creature is dealt 
  the attack’s ordinary damage, or the attack’s ordinary damage 
  multiplied by two or more from ambush or backstab. These rules 
  revise and replace the rules for mesmerization found in Player’s 
  Companion spell hypnotic pattern.
  Paralyzed:  A paralyzed creature cannot speak and is helpless 
  (as above). 
  Slumbering: A slumbering creature cannot see, hear, or speak 
  and is helpless (as above). The condition is ended immediately 
  if the slumbering creature is attacked, damaged, or moved, 
  regardless of the duration of the spell. 
  Enchantment Spell Builds
  Endless Slumber (4): Enchantment, target asleep (15), slumber 
  can only be ended with magic or condition (x3), 1 creature of 
  any HD (x1.1), only target living creatures (x0.75), range 60’ 
  (x1), indefinite duration (x2.2), saving throw avoids spell effect 
  (x0.5), eldritch source (x1), total cost 40.8
  Ensorcellement (1): Enchantment, target mesmerized (30), 
  target 1 creature of up to 4+1 HD (x1), only target humanoids 
  (x0.5), range 60’ (x1), duration 12 rounds (x1.15), saving throw 
  avoids spell effect (.5), eldritch (x1), total cost 8.6
  Forest Enchantment (5): Enchantment, target charmed (30), 
  480’ diameter sphere (x8), only targets plants (x0.5), 0’ range 
  (x0.4), duration until saving throw succeeds (x1.33), saving 
  throw avoids spell effect (more than 2HD) x0.75, eldritch (x1), 
  total cost 47.9
  Forgetfulness (5): Enchantment, target forgets one minute before 
  and one turn after spell for duration (40), 3d6 HD of creatures up 
  to 4 HD (x2.25), creatures with fewest HD affected first (x0.5), 
  only target living creatures (x0.75), range 15’ (x0.6), duration 
  indefinite (x2.2), no saving throw permitted (x1), eldritch (x1), 
  total cost 44.5
  Frighten Beasts (1): Enchantment, target frightened (34), 6 
  HD worth of creatures (x1.75), only targets animals and giant 
  animals (x0.5), creatures with fewest HD are affected first (x0.5), 
  range 60’ (x1), duration 30 rounds  (x1.175), saving throw avoids 
  spell effect (intelligent only) (x0.6), eldritch (x1), total cost 10.5
  Hypnotism (1): Enchantment, target commanded (60), target 
  1d4 creatures of any HD (x1.5), creatures with fewest HD are 
  affected first (x0.5), only target living creatures (x0.75), range 
  15’ (x0.6), duration 1 round per level (x1.1), saving throw avoids 
  spell effect (x0.5), eldritch (x1), total cost 11.1
  Incite Madness (1): Enchantment, target confused (11), target 
  1 creature of any HD (x1.1), only target living creatures (x0.75), 
  Range 60’ (x1), duration indefinite (x2.2), saving throw avoids 
  spell effect (x0.5), eldritch x1, total cost 9.98
  Infuriate Person (1): Enchantment, target infuriated (30), target 
  1 creature of up to 4+1 HD (x1), only targets humanoids (x0.5), 
  Range 60’ (x1), duration 12 rounds (x1.15), saving throw avoids 
  spell effect (x0.5), eldritch (x1), total cost 8.6
  Infuriate Beasts (2): Enchantment, target infuriated (30), target 
  1 creature of any HD or 3d6 HD of creatures of HD 4- (x2.5), 
  only targets animals and giant animals (x0.5), range 60’ (x1), 
  duration 12 rounds (x1.15), saving throw avoids spell effect 
  (x0.5), saving throw is at -2 if only 1 creature targeted (x1.1), 
  eldritch (x1), total cost 23.8
  Infuriate Crowd (3): Enchantment, target infuriated (30), target 
  3d6 HD of creatures of up to 4 HD (x2.25), only targets living 
  creatures (x0.75), Range 60’ (x1), duration 12 rounds (x1.15), 
  saving throw avoids spell effect (x0.5), eldritch (x1), total cost 
  29.1
  Inspire Awe (3): Enchantment, target frightened (34), target 30’ 
  diameter sphere (x5), only targets evil creatures (x0.75), range 0’ 
  (x0.4), duration instantaneous (x1), saving throw avoids spell 
  effect (x0.5), eldritch (x1), total cost 25.5
  Paralyze (3): Enchantment, target held (36), 3d6 HD of creatures 
  (x3), creatures with fewest HD are affected first (x0.5), range 60’ 
  (x1), duration 1 round per level (x1.1), saving throw avoids spell 
  effect (x0.5), total cost 29.7
  Slumber (1): Enchantment, target asleep (15), targets 1d4 
  creatures of up to 4 HD (x1.2), only target living creatures 
  (x0.75), range 60’ (x1), duration 4d4 turns (x1.2), saving throw 
  avoids spell effect (x0.5), eldritch (x1), total cost 8.1
  Voice of Persuasion (2): Enchantment, target charmed (30), 
  target 1 creature of any HD (x1.1), only target living creatures 
  (x0.75), range 180’ (x1.25), duration 6 turns (x1.2), saving throw 
  avoids spell effect (x0.5), eldritch (x1), total cost 18
  Voice of Command (4): Enchantment, target commanded (60), 
  target 1 creature of any HD (x1.1), only target living creatures 
  (x0.75), range 180’ (x1.25), duration 6 turns (x1.2), saving throw 
  avoids spell effect (x0.5), eldritch (x1), total cost 37.1
  
  212 
  Custom Spells
  HEALING SPELLS
  Add the following effects and modifiers: 
  • 
  Source Factor: Eldritch x1
  • 
  Source Modifier Factor: Eldritch reincarnation, restoration, 
  regeneration, or resurrection x1.5
  Healing Spell Builds
  Healing Circle (5): Healing, Cure 1d6+1 damage (10), 1 creature 
  +2 per 5 additional levels (x3), range 30’ (x1.2), no attack throw 
  required (x1.4), duration instantaneous (x1), saving throw 
  (beneficial effect) (x1), total 50.4; 
  ILLUSION SPELLS
  Add the following effects and modifiers: 
  • 
  Effect Modifier Factor: spell requires 1 turn to cast x0.8
  • 
  Targeting Factor: 480’ diameter sphere x10.5
  • 
  Source Factor: Eldritch x1
  • 
  Source Modifier Factor: Eldritch inaudibility or invisibility 
  x1.5
  Illusion Effect Notes
  The targeting factor for 480’ diameter sphere revises and 
  replaces the targeting factor for that area of effect in the Player’s 
  Companion. When designing the spell power guidelines, we 
  failed to factor in the effect modifier factor for hallucinatory 
  terrain requiring 1 turn to cast, resulting in the targeting factor 
  being under-costed.
  Illusion Spell Builds
  Auditory Illusion (1): Illusion, create illusion, non-visual 
  mono-sensory (3), illusion under control of caster for duration 
  (x2), illusion dynamic (x1), target 10’ x 10’ x 10’ cube (x2), range 
  60’ (x1), duration 1 turn (x1.75), saving throw avoids spell effect 
  (x0.5), total cost 10.5
  Illusory Interior (2): Illusion, create illusion, visual mono-
  sensory (9), illusion limited to 1 category (interior décor) (x0.7), 
  target 10’ x 10’ x 10’ cube (x2), range 10’ per level (x1), duration 
  indefinite (x3.25), saving throw avoids spell effect (x0.5), eldritch 
  (x1), total cost 20.4
  Mirage (5): Illusion, create illusion, multi-sensory (15), illusion 
  limited to 1 category (terrain) (x0.7), spell requires 1 turn to cast 
  (x0.8), target 480’ sphere (x10.5), static (x0.7), range 0’ (x0.5), 
  duration indefinite (x3.25), saving throw avoids spell effect 
  (x0.5), eldritch (x1), total cost 50.2
  Noiselessness (2): Illusion, target becomes completely inaudible 
  (22), target 1 or more creatures within 10’ radius (x1.5), range 
  self (x0.33), duration concentration plus 3 rounds (x1.3), expires 
  if target creature speaks (x0.9), eldritch inaudibility (x1.5), total 
  cost 19.1 
  Spectral Legion (5): Illusion, create illusion, bi-sensory (12), 
  illusion dynamic (x1), illusion under control of caster fur 
  duration (x2), target 40’ x 40’ x 40’ cube (x2.4), Range 240’ (x1.2), 
  duration concentration (x1), expires if illusion successfully 
  attacked (x0.75), total cost 51.84
  MOVEMENT SPELLS
  Add the following effects and modifiers: 
  • 
  Source Factor: Eldritch x1
  • 
  Source Modifier Factor: Eldritch movement spell granting 
  flight x2
  • 
  Source Modifier Factor: Eldritch movement spell granting 
  water walking x1.5
  • 
  Source Modifier Factor: Eldritch movement spell allowing 
  caster to move target (any) x2
  • 
  Source Modifier Factor: Eldritch movement spell allowing 
  caster to teleport target (any) x2
  Movement Spell Builds
  Force of Impetus (5): Movement, caster can move target any 
  direction 20’ per round (40), target 1 willing creature or object 
  per level (x4), unwilling targets permitted (x1.5), target must 
  weight 2 stone/caster level or less (x0.8), range 60’ (x1.33), 
  duration 1 rounds(x0.1), saving throw permitted for unwilling 
  targets (x1), eldritch spell allowing caster to move target (x2), 
  total cost 51 
  PROTECTION SPELLS
  Add the following effects and modifiers: 
  • 
  Effect: Spellward 30
  • 
  Targeting Factor: 1 object x1
  • 
  Duration Factor: 2 turns x1.1
  • 
  Duration Modifier Factor: Duration expires if target object 
  is dropped x0.85
  • 
  Duration Modifier Factor: Duration does not begin until 
  triggered x2.75
  • 
  Source Factor: Eldritch x1
  Protection Spell Builds
  Banner of Invincibility (6): Protection, immunity to all normal 
  weapons (40), target 1 object (x1), protection in 10’ radius 
  sphere around target (x1.75), duration 1 turn (x1), duration 
  expires if object is dropped (x0.85), beneficial effect (x1), eldritch 
  (x1), total cost 59.5 
  Counterspell (1): Protection, ward versus magic (25), target 1 
  creature (x1), range 120’ (x1.4), duration instantaneous (x0.5), 
  saving throw avoids spell effect (x0.5), arcane (x1), total cost 
  8.75
  Eldritch Armor (2): Protection, AC 7 v. missiles and melee 
  (20), target 1 creature (x1), range self (x0.75), duration 6 turns 
  (x1.33), beneficial effect (x1), eldritch (x1), total cost 20
  Eldritch Protection (3): Protection, +2 AC bonus (10), +2 
  saving throw bonus (10), target 1 creature (x1), range 0’ (x1), 
  duration 9 turns (x1.5), beneficial effect (x1), eldritch (x1), total 
  cost 30
  
   
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  Home Ward (6): Protection, ward v. magic (25), target 25’ 
  diameter sphere (x3), range 0’ (x1), duration instantaneous 
  (x0.5), duration does not begin until triggered (x2.75), saving 
  throw avoids spell effect (x0.5), total cost 51.6
  Immunity to Acid/Cold/Electricity/Fire (4): Protection, 
  immunity to damage type (36), target 1 creature (x1), range 0’ 
  (x1), duration 1 turn (x1), beneficial effect (x1), eldritch (x1), 
  cost 36
  Protection from Blast (5): Protection, invulnerability to type 
  of spell (blast) (55), target 1 creature (x1), protection in 5’ 
  radius sphere around target (x1.25), range self (x0.75), duration 
  concentration (x1), beneficial effect (x1), eldritch (x1), total cost 
  51.5
  Protection 
  from 
  Blast, 
  Sustained 
  (6): 
  Protection, 
  invulnerability to type of spell (blast) (55), target 1 creature (x1), 
  protection in 5’ radius sphere around target (x1.25), range self 
  (x0.75), duration 2 turns (x1.1), beneficial effect (x1), eldritch 
  (x1), total cost 56.7 
  Resist Acid/Electricity: Protection, resistance to damage type 
  (15), target 1 creature (x1), range 0’ (x1), duration 6 turns 
  (x1.33), beneficial effect (x1), eldritch (x1), cost 20
  Spellward (3): Protection, spellward (30), target 1 creature (x1), 
  range self (x0.75), duration 1 hour (x1.33), beneficial effect (x1), 
  eldritch (x1), cost 29.9
  Spellward Other (4): Protection, spellward (30), target 1 
  creature (x1), range 0’ (1), duration 1 hour (x1.33), beneficial 
  effect (x1), eldritch (x1), cost 39.9
  Spellward Zone (6): Spellward (30), target 20’ diameter sphere 
  (x1.5), range 0’ (1), duration 1 hour (x1.33), beneficial effect 
  (x1), eldritch (x1), cost 59.8
  SUMMONING SPELLS
  Add the following effects and modifiers: 
  • 
  Effect: Summon creatures totaling up to 1.5 x caster’s level 
  in HD 112
  • 
  Effect: Summon creatures totaling up to twice caster’s level 
  in HD 150
  • 
  Effect Modifier Factor: Creature may have up to 3 HD x0.33
  • 
  Effect Modifier Factor: Creature may have up to 8 HD x0.7
  • 
  Effect Modifier Factor: Creature may have up to 12 HD 
  x0.9
  • 
  Effect Modifier Factor: Creature may have up to 4 special 
  abilities (****) x3.0
  • 
  Effect Modifier Factor: Creature capable of granting wishes 
  will not do so x0.7
  • 
  Effect Modifier Factor: Spell draws on specific 
  environmental power source (storm, bonfire, etc.) x0.67
  • 
  Effect Modifier Factor: Spell can only be cast in or near 
  ocean hex x0.95
  • 
  Range Factor: Creature(s) arrive(s) by means of own 
  locomotion from nearest lair x0.66
  • 
  Duration Factor: 12 hours x1.15
  • 
  Source Factor: Eldritch x1
  • 
  Source Modifier Factor: Eldritch spell summoning flying 
  creature capable of carrying man-sized rider x1.75
  Summoning Effect Notes
  The spell creation system in the Player’s Companion affords 
  wide variety in the type of summoning spells that can be 
  designed. However, most of the summoning spells in HFH have 
  been designed in one of three ways, inspired by common tropes 
  for summoning in the literature, and balanced against each 
  other. 
  Callings: Spells that summon creatures to arrive by means 
  of their own locomotion with a duration of 1 day. If the same 
  calling is cast again, it keeps the same creature(s) around for 
  another day. Callings are white magic, and are used by Gandalf 
  and Radagast in the Lord of the Rings.
  Conjurations: Spells that summon powerful creatures to serve 
  the caster for a short period of time. Conjured creatures can be 
  very powerful, but are actively hostile and must be controlled 
  through concentration. Any given conjuration can only be cast 
  once per day. Conjurations were inspired by the wizardry of 
  Master of the Five Magics and the Daimos school of The Prince 
  of Nothing trilogy. 
  Summonings: Spells that summon one or more creatures 
  for extended periods of time. Summonings are limited by 
  frequency of casting, so that a caster cannot have an endless 
  number of summoned creatures dispatched at once. Thoth-
  Amon performs a summoning in the Conan short story “The 
  Phoenix on the Sword”. 
  We highly recommend that if the Judge adds any new monster-
  summoning spells to his campaign they should follow the 
  guidelines for callings, conjurations, or summonings.
  Summoning Spell Builds
  Avian Messenger (3): Summoning, summon a creature (65), 
  creature may hay have up to 1 HD (x0.15), creature may have up 
  to 1 special ability (x1), restricted to certain monsters - avians 
  (x0.7), range - creature(s) arrives by means of own locomotion 
  from nearest lair (x0.66), duration 12 hours (x1.15), no saving 
  throw, eldritch (x1), cost 5.2; Transmogrification, current form 
  gains ability to speak (10), current form gains ability to find 
  message recipient (10), target 1 living corporeal creature (x1), 
  target restricted to avians (x0.7), range touch (x0.6), duration 12 
  hours (x2.5), beneficial (x1), eldritch (x1), cost 21; total cost 26.2
  Brazen Bull (3): Summoning, summon a creature (65); creature 
  may have up to 8 HD (x0.7), creature may have up to 1 special 
  ability (x1), restricted to certain monsters - fire elementals 
  (x0.7), spell draws on specific elemental power source (bonfire) 
  (x0.67), caster must concentrate to control creature (x0.5), range 
  10’ (x1.0), duration indefinite (x2.5), creature can be dismissed 
  at will while controlled (x1.1), no saving throw (x1), eldritch 
  (x1), total cost 29.3
  Call of the Ancient Tusk (5): Summoning, summon a creature 
  (65), creature may have up to 18 HD (x1.33), creature may 
  have up to 1 special ability (x1), restricted to certain monsters – 
  
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  mastodons (x0.7), range special – creature(s) arrives by means of 
  own locomotion from nearest lair (x0.66), duration 1 day (x1.25), 
  no saving throw (x1), eldritch (x1), total cost 49.9 
  Call of the Giant Eagle (6): Summoning, summon a creature 
  (65), creature may have up to 12 HD (x0.9), creature may have 
  up to 1 special ability (x1), restricted to certain monsters – large 
  rocs (x0.7), range special – creature(s) arrives by means of own 
  locomotion from nearest lair (x0.66), duration 1 day (x1.25), 
  no saving throw (x1), eldritch spell summoning flying creature 
  capable of carrying man-sized rider (x1.75), total cost 59.1
  Call of the Galloping Herd (4): Summoning, summon creatures 
  totaling up to twice caster’s level in HD (150), creatures may have 
  up to 4 HD (x0.4), ), creatures may have up to 1 special ability 
  (x1), restricted to certain monsters – horses (x0.7), range special 
  – creature(s) arrives by means of own locomotion from nearest lair 
  (x0.66), duration 1 day (x1.25), no saving throw (x1), eldritch 
  (x1), total cost 34.7 
  Call of the Great Cats (5): Summoning, summon creatures 
  totaling up to twice caster’s level in HD (150), creature may have 
  up to 6 HD (x0.6), creatures may have up to 1 special ability (x1), 
  restricted to certain monsters – great cats (x0.7), range special – 
  creature(s) arrives by means of own locomotion from nearest lair 
  (x0.66), duration 1 day (x1.25), no saving throw (x1), eldritch 
  (x1), total cost 52
  Call of the Leviathan (6): Summoning, summon a creature 
  (65), creature may have up to 36 HD (x2.5), creatures may 
  have up to 1 special ability (x1), restricted to certain monsters – 
  whales (x0.7), spell can only be cast in or near ocean hex (x0.95), 
  range special – creature(s) arrives by means of own locomotion 
  from nearest lair (x0.66), duration 1 day (x1.25), creature freed 
  if performs exceptional task (x0.66), no saving throw (x1), 
  eldritch (x1), total cost 58.8
  Call of the Wild Bear (3): Summoning, summon a creature 
  (65), creature may have up to 8 HD (x0.7), creature may have 
  up to 1 special ability (x1), restricted to certain monsters – 
  bears (x0.7), range special – creature(s) arrives by means of own 
  locomotion from nearest lair (x0.66), duration 1 day (x1.25), no 
  saving throw (x1), eldritch (x1), total cost 26.3
  Call of the Wolf (1): Summoning, summon a creature (65), 
  creature may have up to 2 HD (x0.25), creature may have up to 
  1 special ability (x1), restricted to certain monsters – wolf (x0.7), 
  range special – creature(s) arrives by means of own locomotion 
  from nearest lair (x0.66), duration 1 day (x1.25), no saving 
  throw (x1), eldritch (x1), total cost 9.4
  Call of the Wolf Pack (2): Summoning, summon a creature 
  (65), summon creatures totaling up to caster’s level in HD (75), 
  creature may have up to 2 HD (x0.25), creature may have up 
  to 1 special ability (x1), restricted to certain monsters – wolves 
  (x0.7), range special – creature(s) arrives by means of own 
  locomotion from nearest lair (x0.66), duration 1 day (x1.25), no 
  saving throw (x1), eldritch (x1), total cost 20.2 
  Conjure Cacodemon Spawn (1): Summoning, summon a 
  creature (65), creature may have up to 2 HD (x0.25), creature 
  may have up to 2 special abilities (x1.66), restricted to certain 
  monsters – cacodemons (x0.7), summoned creature actively 
  hostile (x0.5), caster must concentrate to control creature 
  (x0.5), spell can only be performed once per day (x0.9), target 
  summoned from thin air (x1), range 240’ (x1.33), duration 1 
  day (x1.25), creature can be dismissed at will while controlled 
  (x1.1), no saving throw (x1), eldritch (x1), total cost 7.8
  Conjure Elemental (5): Summoning, summon a creature 
  (65), creature may have up to 18 HD (x1.33), creature may 
  have up to 1 special ability (x1), restricted to certain monsters 
  – elementals (x0.7), summoned creature actively hostile (x0.5), 
  caster must concentrate to control creature (x0.5), spell can only 
  be performed once per day (x0.9), target summoned from thin 
  air (x1), range 240’ (x1.33), duration until dismissed (x2.5), 
  creature can be dismissed at will while controlled (x1.1), no 
  saving throw (x1), eldritch (x1), total cost 49.8
  Conjure Dybbuk (4): Summoning, summon a creature (65), 
  creature may have up to 14 HD (x1), creature may have up 
  to 3 special abilities (x2.33), restricted to certain monsters – 
  cacodemons (x0.7), summoned creature actively hostile (x0.5), 
  caster must concentrate to control creature (x0.5), spell can only 
  be performed once per day (x0.9), target summoned from thin 
  air (x1), range 240’ (x1.33), duration 12 turns (x1), creature can 
  be dismissed at will while controlled (x1.1), no saving throw 
  (x1), eldritch (x1), total cost 34.9
  Conjure Fiend (6): Summoning, summon a creature (65), 
  creature may have up to 18 HD (x1.33), creature may have 
  up to 4 special abilities (x3), restricted to certain monsters – 
  cacodemons (x0.7), summoned creature actively hostile (x0.5), 
  caster must concentrate to control creature (x0.5), spell can only 
  be performed once per day (x0.9), target summoned from thin 
  air (x1), range 240’ (x1.33), duration 12 turns (x1), creature can 
  be dismissed at will while controlled (x1.1), no saving throw 
  (x1), eldritch (x1), total cost 59.7
  Conjure Genie (6): Summoning, summon a creature (65), 
  creature may have up to 14 HD (x1), creature may have up 
  to 3 special abilities (x2.33), summoning restricted to certain 
  monsters – genies (x0.7), summoned creature actively hostile 
  (x0.5), caster must concentrate to control creature (x0.5), 
  creature capable of granting wishes will not do so (x0.7), spell 
  can only be performed once per day (x0.9), target summoned 
  from thin air (x1), range 240’ (x1.33), duration until dismissed 
  (x2.5), creature can be dismissed at will while controlled (x1.1), 
  no saving throw (x1), eldritch (x1), total cost 61.0
  Conjure Hellion (3): Summoning, summon a creature (65), 
  creature may have up to 8 HD (x0.7), creature may have up 
  to 2 special abilities (x1.66), restricted to certain monsters – 
  cacodemons (x0.7), summoned creature actively hostile (x0.5), 
  caster must concentrate to control creature (x0.5), spell can only 
  be performed once per day (x0.9), target summoned from thin 
  air (x1), range 240’ (x1.33), duration 1 day (x1.25), creature can 
  be dismissed at will while controlled (x1.1), no saving throw 
  (x1), eldritch (x1), total cost 21.8
  Conjure Imp (2): Summoning, summon a creature (65), 
  creature may have up to 4 HD (x0.4), creature may have up 
  to 2 special abilities (x1.66), restricted to certain monsters – 
  cacodemons (x0.7), summoned creature actively hostile (x0.5), 
  caster must concentrate to control creature (x0.5), spell can only 
  be performed once per day (x0.9), target summoned from thin 
  air (x1), range 240’ (x1.33), duration 1 day (x1.25), creature can 
  
   
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  be dismissed at will while controlled (x1.1), no saving throw 
  (x1), eldritch (x1), total cost 12.4
  Summon Manes (1): Summoning, summon creatures totaling 
  up to caster’s level in HD (75), creatures may have up to 1 
  HD (x0.15), creature may have up to 1 special ability (x1), 
  summoning restricted to certain monsters – manes (x0.7), spell 
  can only be cast once per day (x0.9), target summoned from 
  thin air (x1), range 30’ (x1.1), duration 1 day (x1.25), no saving 
  throw (x1), eldritch (x1), total cost 9.8  
  Summon Insect Swarm (2): Summoning, summon creature 
  (65), creatures may have up to 4 HD (x0.4), creature may have 
  up to 1 special ability (x1), summoning restricted to certain 
  monsters – insect swarm (x0.7), spell can only be cast once per 
  day (x0.9), target summoned from thin air (x1), range 10’ (x1), 
  duration 1 day (x1.25), no saving throw (x1), eldritch (x1), total 
  cost 20.4
  Summon Oozes (3): Summoning, summon 1 creature (65), 
  creature may have up to 4 HD (x0.4), creature may have up to 
  1 special abilities (x1) or creature may have up to 2 HD (x0.25) 
  and up to 2 special abilities (x1.66), summoning restricted to 
  general type – oozes (x1), spell can only be performed once 
  per day (x0.9), summoned from thin air (x1), range 10’ (x1), 
  duration 1 day (x1.25), no saving throw (x1), total cost 29.25 
  Summon Shadows (4): Summoning, summon 1d4 creatures 
  (100), creature may have up to 3 HD (x0.33), creature may have 
  up to 2 special abilities (x1.66), summoning restricted to certain 
  monsters – shadows (x0.7), spell can only be performed once 
  per week (x0.8), summoned creature(s) passively hostile to 
  caster (x0.8), targets summoned from thin air (x1), range 10’ 
  (x1), duration 1 week (x1.5), no saving throw (x1), total cost 
  36.8  
  Summon Hell Hounds (5): Summoning, summon 1d4 
  creatures (100), summon creatures totaling up to caster’s level 
  in HD (75), creature may have up to 3 HD (x0.33), creature may 
  have up to 1 special ability (x1), summoning restricted to certain 
  monsters – hell hounds (x0.7), spell can only be performed 
  once per week (x0.8), summoned creature(s) passively hostile 
  to caster (x0.8), targets summoned from thin air (x1), range 10’ 
  (x1), duration one month or until task completed (x1.75), no 
  saving throw (x1), total cost 45.3 
  Summon Invisible Stalker (6): Summoning, summon creatures 
  totaling up to 1.5 x caster’s level in HD (112), creature may have 
  up to 10 HD (x0.8), creature may have up to 1 special ability 
  (x1), summoning restricted to certain monsters – invisible 
  stalkers (x0.7), spell requires 1 turn to cast (x0.8), spell can 
  only be performed once per week (x0.8), summoned creature 
  passively hostile (x0.8), target summoned from thin air (x1), 
  range 10’ (x1), duration until one specific task completed (x2), 
  no saving throw (x1), arcane (x1),  cost 64.2  
  TRANSMOGRIFICATION SPELLS
  • 
  Effect: Transform water to acid 10
  • 
  Effect: Current form gains 1⁄2 proficiency like ability 10
  • 
  Effect: Current form gains ability to speak 10
  • 
  Effect: Current form gains ability to find message recipient 
  10
  • 
  Effect: Current form changes sex 25
  • 
  Effect: Current form gains 1d10 hp 30
  • 
  Effect: Current form gains +2 enhancement 30  
  • 
  Effect Modifier Factor: target form must be physically 
  present and in range x0.4
  • 
  Effect Modifier Factor: only affects particular type of 
  creature/object x0.5
  • 
  Target Factor: 1 weapon (or 6 flasks or 20 arrows) x1
  • 
  Target Factor: target is dead corporeal creature x3
  • 
  Target Modifier Factor: target restricted to particular type 
  of living creature x0.7
  • 
  Duration Factor: 12 hours x2.5
  • 
  Duration Factor: Special – until task complete x3.25
  • 
  Source Factor: Eldritch x1
  • 
  Source Modifier Factor: Eldritch transmogrification where 
  current form gains infravision x1.33
  • 
  Source Modifier Factor: Eldritch transmogrification where 
  current form gains flight x2
  Transmogrification Effect Notes
  As a general rule, transmogrification spell effects only transform 
  like into like. Targeting a dead creature and transforming it into 
  a living creature requires a special targeting factor (x3). 
  Transmogrification Spell Builds
  Bane-Rune (1): Transmogrification, +2 enhancement (30), only 
  affects particular type of creature (x0.5), target 1 weapon (x1), 
  range 0’ (x0.6), duration 1 turn (x0.7), beneficial effect (x1), 
  eldritch (x1), total cost 10.5, total cost 6.3
  Bath of the Goddess (5): Transmogrification, current form 
  changes sex (25), 1 living creature (x1), range touch (x0.6), 
  duration indefinite (x3.5), total cost 52.5
  Body Swap (6): Transmogrification, transform to living 
  creature’s physical form (35), gain form’s physical characteristics 
  (10), gain form’s physical attacks (10), gain form’s special abilities 
  (20), HD limited to caster level and 2 x target’s level (x0.75), 
  target form must be physically present and in range (x0.4), 
  target 1 living corporeal creature (x1), attack throw required 
  (x0.75), range touch (x0.6), duration indefinite (x3.5), saving 
  throw avoids spell effect (x1), eldritch (x1), total cost 35.4; and 
  transform to living creature’s physical form (35), gain form’s 
  physical characteristics (10), gain form’s physical attacks (10), 
  gain form’s special abilities (20), HD limited to caster level and 
  2 x target’s level (x0.75), target form must be physically present 
  and in range (x0.4), target 1 living corporeal creature (x1), attack 
  throw required (x0.75), range touch (x0.6), duration indefinite 
  (x3.5), saving throw avoids spell effect (x1), eldritch (x1), cost 
  35.4; total cost 70.8
  Crafting (4): Transmogrification, current form gains proficiency 
  (20), target 1 creature (x1), range 0’ (x0.6), duration special – 
  
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  until task complete (x3.25), beneficial effect (x1), eldritch (x1), 
  total cost 39  
  Display of Power (1): Transmogrification, current form gains 
  proficiency-like ability  (20), target 1 creature, range self (x0.5), 
  duration 6 turns (x1), eldritch (x1), total cost 10 
  Guise Other (5): Transmogrification, transform to living 
  creature’s form (35), form limited to particular creature type 
  (humanoid) (x0.75), target 1 living corporeal creature (x1), 
  range 0’ (x0.6), duration 1 day (x3), beneficial effect (x1), 
  eldritch (x1), total cost 47.2
  Guise Self (4): Transmogrification, transform to living creature’s 
  form (35), form limited to particular creature type (humanoid) 
  (x0.75), target 1 living corporeal creature (x1), range self (x0.5), 
  duration 1 day (x3), beneficial effect (x1), eldritch (x1), total cost 
  39.4
  Reflesh of the Bones (6): Transmogrification, transform to the 
  form of a living creature (35), gain form’s physical characteristics 
  (10), gain form’s physical attacks (10), gain form’s special abilities 
  (20), form limited to particular type of create – form of corpse 
  (x0.75), mental characteristics replaced by new forms (x0.2), 
  HD limited to caster level and 2x target level (x0.75), target 
  1 dead corporeal creature (x3), range touch (x0.6), duration 
  indefinite (x3.5), saving throw (x1), total cost 53.1
  Safe Travels (4): Transmogrification, gain ½ proficiency-like 
  ability – avoid getting lost (10), gain ½ proficiency like ability 
  – evade wilderness encounters (10), target 1 creature, range 0’ 
  (x0.6), duration special – until task complete (x3.25), eldritch 
  (x1), total cost 39 
  Swimming (2): Transmogrification, current form gains 
  swimming movement rate (20), target 1 living corporeal 
  creature (x1), range 0’ (x0.6), duration 6 turns plus 1 turn per 
  level (x1.5), eldritch (x1), total cost 18
  Transform Self (6): Transmogrification, transform to living 
  creature’s physical form (35), gain form’s physical characteristics 
  (10), gain form’s physical attacks (10), gain form’s special abilities 
  (20), HD limited to caster level and 2 x target’s level (x0.75), 
  target 1 living corporeal creature (x1), range self (x0.5), duration 
  6 turns plus 1 turn per level (x1.5), target may cancel spell at will 
  (x1.3), beneficial effect (x1), eldritch (x1), total cost 54.8
  Transform Other (6): Transmogrification, transform to living 
  creature’s physical form (35), gain form’s physical characteristics 
  (10), gain form’s physical attacks (10), HD limited to caster level 
  and 2 x target’s level (x0.75), target 1 living corporeal creature 
  (x1), range touch (x0.6), attack throw required (x0.75), duration 
  indefinite  (x3.5), saving throw avoids spell effect (x1), eldritch 
  (x1), total cost 65
  Vitriolic Infusion (2): Transmogrification, transform water to 
  acid (10), target 1 weapon (x1), range touch (x0.6), duration 1 
  day (x3), beneficial effect (x1), eldritch (x1), total cost 18
  Vigor (4): Transmogrification, current form gains strength of 
  ogre (40), current form gains 1d10 hit points (30), current form 
  gains +2 enhancement to AC (30), target 1 living corporeal 
  creature (x1), range self (x0.5), duration 1 turn per level (x0.8), 
  eldritch (x1), total cost 40
  WALL SPELLS
  • 
  Effect: Forces back creatures that pass through 10
  • 
  Effect: Knocks down creatures that pass through 10
  • 
  Effect Modifier Factor: wall moves 20’ per turn in direction 
  desired by caster x2
  • 
  Targeting Modifier Factor: 5’ thickness x1.5
  • 
  Targeting Modifier Factor: Spell draws on general 
  environment x0.75
  • 
  Targeting Modifier Factor: Spell manipulates existing 
  volume with noted characteristics (“weaving”) x0.67
  • 
  Duration Modifier: Wall can be dismissed by caster at will 
  x1.1
  • 
  Source Factor: Eldritch x1.5
  Wall Spell Builds
  Cloud of Poison (6): Wall, cause cloudkill on creatures that 
  pass through (27), affected as smoke by physical and magical 
  effects (x0.9), must always be a sphere (x0.75), must always be in 
  contact with ground (x0.75), elemental – air (x1), moves away 
  from caster at 20’ per turn (x1.5), target 750 square feet (x1), 
  20’ thick (x3), may be evoked where objects/area are (x2), range 
  0’ (x0.4), duration 6 turns (x2), saving throw avoids spell effect 
  (x0.5), spell draws on general environment (x0.75), eldritch 
  (x1.5), total cost 55.4
  Circling Winds (2):  Wall, attacks creatures within 5’ as 2 HD 
  monster (25), not affected by physical & magical effects (x1), 
  wall must always be a sphere (x0.75), elemental – air (x1), 500 
  square feet (x0.75), 1” thickness (x0.75), may be evoked where 
  creatures are (x2), range 0’ (x0.4), duration concentration 
  (x0.5), no saving throw (x1), eldritch (x1.5), cost 6.4;  Wall, 
  forces back creatures that pass through (10), not affected by 
  physical & magical effects (x1), wall must always be a sphere 
  (x0.75), elemental – air (x1), 500 square feet (x.75), 1” thickness 
  (x0.75), may be evoked where creatures are (x2), range 0’ 
  (x0.4), duration concentration (x0.5), saving throw avoids effect 
  (x0.5), eldritch (x1.5), sub-total 1.3; and Protection, immunity 
  to normal missiles (15), target 1 creature, protection in 10’ 
  radius sphere around target (x1.75), range self (x0.75), duration 
  concentration (x1), caster must remain stationary for duration 
  (x0.5), beneficial effect (x1), eldritch (x1), cost  9.8; total cost 
  17.6
  Note: This spell was challenging to design, as it required 
  matching the radius of the protection effect to the size of 
  the wall effect. We started by calculating the volume of 
  the 10’ radius protection effect, (4/3 x 3.14 x 103) or 1,333 
  cubic feet. We then calculated the volume of a sphere 9’11” 
  in radius (4/3 x 3.14 x 9.173) or 1,300 cubic feet. From there 
  we were able to calculate the volume of the “wind wall” itself 
  as a spherical shell with a radius of 10’ and a thickness of 1”, 
  being (1333 cubic feet – 1300 cubic feet) 33 cubic feet. Since 
  we knew the wall would be 1” (0.083’) thick, that meant 
  that the area of the wall had to be at least 33 cubic feet /.083 
  feet = 397 square feet. A 500 square foot wall is therefore 
  large enough to satisfy the needs of the effect. 
  
   
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  Earth’s Maw (3): Wall, deals 1d6 damage to creatures that pass 
  through (10), knocks down creatures that pass through (10), 
  substance is impermeable to creatures (25), affected as stone by 
  physical and magical effects (x0.7), wall is elemental (x1), wall 
  must be bonded to surrounding material (x0.75), wall must 
  be in contact with ground (x0.75), wall must be a flat, vertical 
  plane (x0.75), spell manipulates existing volume with noted 
  characteristics (x0.67), 100 square feet (x0.5), 10’ thick (x2), may 
  be evoked where creatures are (x2), range 60’ (x0.8), duration 
  indefinite (x2.66), saving throw avoids spell effect (x0.5), 
  eldritch (x1.5), total cost 28.4
  Ice Floe (1): Wall, impermeable to creatures (25), impermeable 
  to vision (5), elemental – water (x1), moves 20’ per turn in 
  direction desired by caster (x2), affected as wood by physical & 
  magical effects (x0.4), wall may be crudely shaped by reducing 
  area (x0.8), may be bonded to surrounding material (x1.2), must 
  be solidly supported (x0.75), must be flat, vertical plane (x0.75), 
  spell manipulates existing volume with noted characteristics 
  (x0.67), range 0’ (x0.4), 100 square feet (x0.5), 1’ thickness (x1), 
  duration 8 hours (x2.33), no saving throw (x1), eldritch (x1.5), 
  total cost 6
  Ice Sheet (5): Wall, impermeable to creatures (25), impermeable 
  to vision (5), elemental – water (x1), affected as wood by 
  physical & magical effects (x0.4), wall may be crudely shaped by 
  reducing area (x0.8), may be bonded to surrounding material 
  (x1.2), must be solidly supported (x0.75), must be flat, vertical 
  plane (x0.75), spell manipulates existing volume with noted 
  characteristics (x0.67), range 30’ (x0.6), 1500 square feet (x2), 
  10’ thickness (x2), duration indefinite (x2.66), no saving throw 
  (x1), eldritch (x1.5), total cost 41.6
  Ring of Fire (2): Wall, deals 1d6 damage to creatures that pass 
  through (10), not affected by physical and magical effects (x1), 
  elemental – fire (x1), wall may be readily shaped by reducing 
  area (x1), target 500 square feet (x0.75), 5’ thick (x1.5), wall 
  must always be a sphere (x0.75), may be evoked where objects/
  creatures are (x2), range 0’ (x0.4), duration 1 turn (x0.75), wall 
  can be dismissed at will (x1.1), no saving throw (x1), eldritch 
  (x1.5), cost 8.4; and deals 2d6 damage to creatures that pass 
  through (20), not affected by physical and magical effects (x1), 
  elemental – fire (x1), wall may be readily shaped by reducing 
  area (x1), target 500 square feet (x0.75), 1” thick (x0.75), wall 
  must always be a sphere (x0.75), may be evoked where objects/
  creatures are (x2), range 0’ (x0.4), duration 1 turn (x0.75), wall 
  can be dismissed at will (x1.1), no saving throw (x1), eldritch 
  (x1.5), cost 8.4; total cost 16.8
  Weave Fire (4): Wall, substance deals 1d6 damage to creatures 
  that pass through (10), impermeable to creatures with less than 
  4 HD (20), impermeable to vision and light (10), not affected 
  by physical and magical effects (x1), wall may readily shaped 
  by reducing area (x1), wall may be bonded to surrounding area 
  (x1.2), wall must be solidly supported (x0.75), elemental – fire 
  (x1), target 1,200 square feet (x1.5), 1” thick (x0.75), may not 
  be evoked where objects/creatures are (x1), spell manipulates 
  existing volume with noted characteristics (x0.67), range 60’ 
  (x0.8), duration 2 turns (x1), no saving throw (x1), eldritch 
  (x1.5), total cost 32.6
  Weave Metal (6): Wall, substance is impermeable to creatures 
  (25), substance is impermeable to vision and light (10), affected 
  as iron by physical and magical effects (x0.8),wall may be 
  readily shaped by reducing area (x1), wall may be bonded to 
  surrounding area (x1.2), wall must be solidly supported (x0.75), 
  elemental – earth (x1), target 1,000 square feet (x1.25), 1” thick 
  (x0.75), may not be evoked where objects/creatures are (x1), 
  spell manipulates existing volume with noted characteristics 
  (x0.67), range 120’ (x1), duration indefinite (x2.66), no saving 
  throw (x1), eldritch (x1.5), total cost 63.1
  Weave Smoke (1): Wall, impermeable to vision and light (10), 
  affected by physical and magical effects as smoke (x0.9), wall may 
  readily shaped by reducing area (x1), elemental – air (x1), target 
  1,000 square feet (x1.25), 1’ thick (x1), may not be evoked where 
  objects/creatures are (x1), spell manipulates existing volume with 
  noted characteristics (x0.67), range 120’ (x1), duration 1 turns 
  (x0.75), no saving throw (x1), eldritch (x1.5), total cost 8.5
  Weave Stone (5): Wall, substance is impermeable to creatures 
  (25), substance is impermeable to vision and light (10), affected 
  as stone by physical and magical effects (x0.7), wall may be 
  readily shaped by reducing area (x1), wall may be bonded to 
  surrounding area (x1.2), wall must be solidly supported (x0.75), 
  elemental – earth (x1), target 500 square feet (x0.75), 1’ thick 
  (x1), may not be evoked where objects/creatures are (x1), spell 
  manipulates existing volume with noted characteristics (x0.67), 
  range 120’ (x1), duration indefinite (x2.66), no saving throw 
  (x1), eldritch (x1.5), total cost 44.2
  Weave Water (4): Wall, substance deals 1d6 damage to creatures 
  that pass through (10), impermeable to creatures with less than 
  4 HD (20), impermeable to vision (5), not affected by physical 
  and magical effects (x1), wall may be readily shaped by reducing 
  area (x1), wall may be bonded to surrounding area (x1.2), 
  wall must be solidly supported (x0.75), is elemental – water 
  (x1), target 1,200 square feet (x1.5), 1” thick (x0.75), may not 
  be evoked where objects/creatures are (x1), spell manipulates 
  existing volume with noted characteristics (x0.67), range 120’ 
  (x1), duration 2 turns (x1), no saving throw (x1), eldritch (x1.5), 
  total cost 35.6
  Weave Wood (4): Wall, substance is impermeable to creatures 
  (25), substance is impermeable to vision and light (10), affected 
  as wood by physical and magical effects (x0.4), wall may be 
  readily shaped by reducing area (x1), wall may be bonded to 
  surrounding area (x1.2), wall must be solidly supported (x0.75), 
  is elemental – earth (x1), target 1,200 square feet (x1.5), 1” 
  thick (x0.75), may not be evoked where objects/creatures are 
  (x1), spell manipulates existing volume with noted characteristics 
  (x0.67), range 120’ (x1), duration indefinite (x2.66), no saving 
  throw (x1), eldritch (x1.5), total cost 37.9 
  
  218 
  Recommended Material for Heroic Fantasy Campaigns
  RECOMMENDED BOOKS
  Anderson, Poul. The Broken Sword; Three Hearts and Three 
  Lions; The High Crusade; The Merman’s Children. 
  Burroughs, Edgar Rice. “Mars: series; “Tarzan” series; “Venus” 
  series; “Pellucidar” series.
  Byock, Jesse L, transl. The Saga of Hrolf Kraki.
  Carter, Lin. “Thongor” series; “World’s End” series; Kellory the 
  Warlock.
  Cook, Glen. “The Black Company” series; “An Empire 
  Unacquainted with Defeat” series; “Tyranny of the Night” 
  series.
  Dunsany, Lord. The King of Elfland’s Daughter.
  Fox, Gardner. “Kothar” series. “Kyrik” series.
  Gemmell, David. “The Drenai Saga” series; “The Rigante” series. 
  Heaney, Seamus, transl. Beowulf: A New Translation. 
  Homer and Hammon, Martin, transl. The Iliad: A New Prose 
  Translation. 
  Howard, Robert E. “Conan” series; “Kull” series.
  Kay, Guy Gavriel. “Fionavar Tapestry” series.
  LeGuin, Ursula. A Wizard of Earthsea; The Tombs of Atuan. 
  Leiber, Fritz. “Fafhrd and Grey Mouser” series. 
  Lovecraft, H.P. “Mythos” novels and stories. 
  Lynch, Scott. “The Gentlemen Bastard” series.
  Merritt, A. Dwells in the Mirage; The Moon Pool; The Ship of 
  Ishtar.
  Moon, Elizabeth. The Deed of Paksenarrion.
  Moorcock, Michael. “Elric” series; “Hawkmoon” series. 
  Offut, Andrew J. “Swords Against Darkness” series.
  Smith, Clark Ashton. “Averoigne” stories; “Hyperborea” stories; 
  “Poseidonis” stories; “Zothique” stories.
  Tolkien, J.R.R. “The Lord of the Rings” series; The Silmarillion; 
  The Children of Hurin
  Vance, Jack. “Dying Earth” stories.
  Virgil and Fagles, Robert, transl. The Aeneid: Penguin Classics 
  Edition.
  RECOMMENDED COMICS
  300 (Dark Horse Comics).
  Conan (Dark Horse Comics).
  Conan (Marvel Comics).
  Heavy Metal (HM/Metal Mammoth).
  Kull (Marvel Comics).
  Marada the She-Wolf (Epic Comics).
  Red Sonja (Marvel Comics).
  Red Sonja (Dynamite Entertainment).
  The Savage Sword of Conan (Curtis Magazines).
  Sláine (2000 AD).
  Warlord (DC Comics).
  RECOMMENDED MOVIES
  The 13th Warrior (1999).
  300 (2007).
  300: Rise of an Empire (2014).
  Beastmaster (1982).
  Centurion (2010).
  Clash of the Titans (1981).
  Clash of the Titans (2010).
  Conan the Barbarian (1982).
  Conan the Barbarian (2011).
  Conan the Destroyer (1984).
  Dragonslayer (1981).
  The Eagle (2011).
  Excalibur (1981).
  Fellowship of the Ring (2001).
  Flesh & Blood (2008).
  Hammer of the Gods (2013).
  Heavy Metal (1981).
  Immortals (2011).
  Jason and the Argonauts (1963).
  John Carter (2012).
  Krull (1983).
  Kull the Conqueror (1997).
  Ladyhawke (1985).
  Last Legion (2007).
  Legend (1986).
  Lord of the Rings (1978).
  Outlander (2009).
  Pathfinder (2007).
  Red Sonja (1985).
  Return of the King (2003).
  The Two Towers (2002).
  Wrath of the Titans (2012).
  Of the lists, a few selections were particularly inspirational 
  in the design of the Heroic Fantasy Handbook. Among the 
  books, I would cite (in order) Howard’s Conan series; Tolkien’s 
  Silmarillion and Lord of the Rings; Moorcock’s Elric series; 
  Lovecraft’s Mythos stories; Clark’s Zothique stories; Carter’s 
  Thongor series; Anderson’s The Broken Sword and Three 
  Hearts and Three Lions; and Le Guin’s Wizard of Earthsea. Of 
  the movies, I would cite Conan the Barbarian, Dragonslayer, 
  Excalibur, and 300. 
  RECOMMENDED MATERIAL FOR HEROIC FANTASY CAMPAIGNS
  
  DESIGNATION OF PRODUCT IDENTITY
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  King System™, ACKS™, Axioms™, Barbarian Conquerors of 
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  Heroic Fantasy Handbook™ and The Sinister Stone of Sakkara™ 
  are trademarks of Autarch™. Auran Empire™ is a trademark of 
  Alexander Macris. The Auran Empire™ brand and all proper 
  names, dialogue, plots, storylines, locations, and characters 
  relating thereto are copyright 2011-2017, Alexander Macris and 
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  System Reference Document Copyright 2000, Wizards of 
  the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and Dave 
  Arneson.
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  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
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  Author Alexander Macris
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  Alexander Macris
  ACKS Players Companion Copyright 2012, Autarch; Authors 
  Alexander Macris, Tavis Allison, Greg Tito, and Ryan Browning. 
  ACKS The Sinister Stone of Sakkara Copyright 2015, Autarch; 
  Authors Matthew Skail & Alexander Macris
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  Macris et. Al 
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  Daniel Proctor; Author Daniel Proctor.
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing 
  Copyright 2011, LotFP; Author James Edward Raggi IV
  END OF LICENSE
  
  www.autarch.co
   AUT1014
  Printed in the U.S.A.
  Th e Heroic Fantasy Handbook is a rules supplement that brings the fl avor of heroic fantasy to your favorite role-
  playing game. Cleaving away decades worth of assumptions and expectations about how characters heal, fi ght, and 
  adventure, how magic works, what spells do, and more, the Heroic Fantasy Handbook off ers a fresh way to play 
  with familiar D20 fantasy mechanics. In the Heroic Fantasy Handbook you get: 
   » A set of 16 new character classes inspired by the archetypes of heroic fantasy. Defend civilization from the predations 
  of Chaos as a Nobiran champion. Master the power of ancient runes and learn the wisdom of the ages as a runecaster. 
  Unleash your charismatic ferocity as an alluring but deadly warmistress. Plumb magic so dark that no mere human 
  could survive it as a Zaharan sorcerer. Forge your destiny as the Chosen.
   » An entirely new magic system, eldritch magic, designed to capture the fl avor of heroic fantasy. Subtle but powerful, 
  eldritch magic brings a new arsenal of eff ects into your game. Low-level eldritch casters can infuriate their foes, 
  summon minor demons from the Outer Darkness, or call wolves from the forest. High-level eldritch wizards can call 
  giant eagles from distant mountain lairs, lead foes into madness through corrupting dreams, or unleash the hounds of 
  hell to hunt down their enemies. But eldritch magic carries risks, not the least of which is corruption and madness from 
  the black arts.
   » A new way of creating magical eff ects, ceremonial magic, for worlds where not every magic-user casts spells in a 
  round. With ceremonial magic, characters can perform lengthy ceremonies from a variety of traditions ranging from 
  the chthonic to the liturgical to the shamanic. Using traditional implements, trinkets, and talismans, the ceremonialist 
  can work miracles – or suff er the terrible consequences of failure! 
   » A new way of casting spells, spellsinging, that allows characters to spontaneously weave together new spells on the 
  fl y. Use spellsinging to represent the fl uid arts of the elves, the psionic powers of a dying race, or the weaving of words 
  of power by island wizards.
   » Over 155 new spells designed for use by eldritch casters, ceremonialists, and spellsingers. Forget comic-book 
  teleportation and fi reballs. If you walk the dark path, be ready to madden your foes with dark whisper, torture them 
  body and soul with iron maiden or even yank out their bones and animate their fl ensed skeleton as your minions 
  with fi llet and serve. If you crave elemental power, get ready to transform rain into acid with rain of vitriol, raze your 
  enemy’s walls with sunder structure, or even call down a starfall from the heavenly fi rmament.
   » A set of new rules for heroic adventuring, including fate points, heroic funerals, warrior codes, critical hit tables, new 
  special maneuvers, updates to the mechanics for thief skills…
   » And much, much more!
  Th e Heroic Fantasy Handbook is designed for use with the Adventurer Conqueror King System™ (ACKS™) but is 
  readily compatible with other fantasy role-playing games built on the same core rules.
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS - AUT 1014 Heroic Fantasy Handbook.pdf