TEXT: December 2017
  AUTARCH’S QUARTERLY SUPPLEMENT FOR  
  THE ADVENTURER CONQUEROR KING SYSTEM
  $3.99
  Eldritch secrets are revealed…
  • 
  Magic Item Research.......................................................................................................................................................................4
  • 
  Magical Compounds ......................................................................................................................................................................12
  • 
  Alternate Progressions for the Arcane Values ............................................................................................................................15
  • 
  A Grimoire of Spells........................................................................................................................................................................18
  
  2 
  Axioms Issue 5 ©2018 Autarch™ LLC. Adventurer Conqueror King System © 2011-2018 Autarch LLC. Domains at War © 2013-
  2018 Autarch LLC. The Auran Empire™ and all proper names, dialogue, plots, storylines, locations, and characters relating thereto 
  are copyright 2011-2015 by Alexander Macris and used by Autarch LLC under license. Some artwork is copyright 2012 William 
  McAusland and used with permission. 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™, and 
  Guns of War™ are trademarks of Autarch™ LLC. This product is a work of fiction. Any similarity to actual people, organizations, 
  places, or events is purely coincidental. 
  www.autarch.co
  CREDITS
  Design: 
  Alexander Macris
  Contributors: 
  Mark Bober 
  Charles Myers 
  Eric Maloof 
  Jarrod Maistros 
  Matt Jarmak
  Layout Artist: 
  Richard G. Iorio
  Patron Deity: 
  CharlesDM
  Demigod: 
  Ethan Gundry
  Emperors: 
  Jarrod Maistros
   
  Ralph Goss 
  Kings: 
  Florian Hübner
   
  Bleddyn Wilson
   
  Ben Prior
   
  Christopher Krueger
   
  David Johnston
   
  Timothy Jaxon
   
  Will Arnold
   
  Matthew Kane
   
  Tom 
   
  Herbert Nowell
   
  Steven Dolges
   
  Curtis Anderson
   
  Scott Tooker
   
  Wesley Marshal
   
  Bobloblah 
   
  Aryxymaraki 
   
  Jason Blalock
  Conquerors: 
  Daniel Trujillo
   
  Reece Nelson
   
  Colin Chapman
   
  James Hughes
   
  Rahshaad Benjamin
   
  Keith Higdon
   
  Bryan Green
   
  Fredrick Liner
   
  Andrew Sutton
   
  Steve Snow
   
  Jeff Clark
   
  M Eskridge
   
  Zombie Mooose
   
  Randall Orndorff
   
  Jonas Gutebrand
   
  Micah Sweet
   
  Samuel Gaines
   
  Solthas 
   
  Will Robinson
   
  Adrian Romero
   
  Karl Miller
   
  Benjamin Terry
   
  Bryan Steelman
   
  Jacob DeCourcey
   
  Fendly Friend
   
  Michael H.
   
  susan_brindle 
   
  Roxy 
   
  Bastien Pilon
   
  Torben van Hees
   
  Eric Maloof
   
  Michael Morrison
   
  Omer Golan-Joel
   
  Martin Nichol
   
  Nathan Birch
   
  Hardrada 
   
  Iyar 
   
  Miguel Zapico
   
  Jake Parker
   
  Libri 
   
  Simon Stroud
   
  Martin Nesbakken
   
  Peter McNamara
   
  Kelly Roberge
   
  James Kerr
   
  Matt Walsh
  Adventurers: 
  Nathaniel Bennett
   
  Candice Bailey
   
  Dan Wood
   
  Robert Conley
   
  Regolov 
   
  Victor Kuo
   
  Ozhara 
   
  Jeffrey Wells
   
  Leah 
   
  Glenn Arnason
   
  David Durrett
   
  Nick Gauthier
   
  Darius 
   
  Ian Borchardt
   
  Michael Hengeli
   
  Carlos de la Cruz 
  Morales
   
  Benjamin Patton
   
  Bob Dunham
   
  Alberto Casillas
   
  Simon Forster
   
  Beedo 
   
  Gregg Kern
   
  Joel Rojas
   
  Kyle Oppy
   
  Adam McGregor
   
  Craig Cussans
   
  Michael Doa
   
  Patrick Slauson
   
  Claire Crimson
   
  Eric 
   
  Keith Clark
   
  Emmanuel 
   
  Andrew S
   
  Richard McKita
   
  Kevin Empey
   
  Brian 
   
  Alex Mooney
  
  Axioms Issue 7
   
   
  3
   
  Beyond Arcane and Divine
   
  Lukas Kuestenmacher
   
  Taarkoth 
   
  Andrew Schleifer
   
  Jon Tate
   
  Bob 
   
  James Holden
   
  Chris Davies
   
  EmpowerMentor 
   
  Federico Maggini
   
  Javier Fernandez Valls
   
  Daniel Stack
   
  Michael Gill
   
  J.M. Thompson
   
  Patrick Singer
   
  Edward Ortiz
   
  Kevin Kenson
   
  Joost Klüßendorf
   
  Jussi Kenkkila
   
  Luke Reidy Gaines
   
  Maeyanie 
   
  David Robinson
   
  Jason Alway
   
  Arthur Braune
   
  Daniel Elwell
   
  Cody Cheeser
   
  Joshua Bailey
   
  Anthony Ragan
   
  Fabio Milito Pagliara
   
  John Davis
   
  Michael Taylor
   
  Mikko Simonen
   
  Nigel Ray
   
  Steven D Warble
   
  J.Barker 
   
  Sean Keefe
   
  Mark Daymude
   
  Andrew Byers
   
  Matt Maranda
   
  Jonathan Nichol
   
  Mark Bober
   
  Michael De Rosa
   
  Ricardo Dorda
   
  Lee DeBoer
   
  Shane D
   
  Richard Rohlin
   
  Will Triumph
   
  Chris Heath
   
  John-Matthew DeFoggi
  
  4 
  Scrolls
  The magic item research rules of ACKS make it possible, in theory, 
  to calculate the price of every magic item. However, the rules do not 
  actually provide those prices, and doing so is certainly a laborious 
  task, made all the more laborious by the fact that some of the effects 
  of the items do not map onto existing spells in either ACKS or the 
  Player’s Companion. 
  This article hopes to provide guidance to the Judge as to how much 
  various magic items are worth, along with an explanation as to how 
  each item’s value was calculated. 
  In order to do this, the article provides an extensive set of new spell 
  effects and modifiers, intended for us with the custom spell creation 
  system, as well as some new custom spells that are implied by the 
  existing items. A few items have powers that do not map to effects in 
  the spell creation system at all; for these, we have offered estimates 
  based on benchmarks from existing spells that are somewhat similar. 
  We have also used the opportunity provided by this article to clarify 
  the duration of potions, the limits on the effects that can be made into 
  potions, and the limits of the effects that can be made into protection 
  scrolls.
  MAGIC ITEM RESEARCH
  THE MATHEMATICS OF MANUFACTURING MAGIC ITEMS
  SCROLLS
  Scrolls
  GP Cost
  Time
  Spell Level
  Spells Used
  Ward against Elementals
  500gp
  1 week
  1
  ward versus elementals (custom spell 4 points) , 1 charge
  Ward against Lycanthropes
  500gp
  1 week
  1
  ward versus lycanthropes (custom spell 6 points), 1 charge
  Ward against Magic
  3,000gp
  6 weeks
  6
  anti-magic shell, 1 charge
  Ward against Undead
  500gp
  1 week
  1
  ward versus undead (custom spell 6 points), 1 charge
  Notes: 
  • A scroll of warding is a special type of spell scroll that can be used by any character who can read it. For a scroll to qualify as a scroll of warding, 
  it must have include only one spell, and that spell must have as its sole effect a ward effect from the Protection type. A scroll of warding cannot be 
  used to learn the spell it contains. Scrolls of warding are otherwise created like normal spell scrolls.
  • Protection spells can have a duration of 2 turns (as in ward versus elementals) at a cost factor of ×1.1.
  Custom Spells:
  • Ward Versus Elementals: Ward versus elementals (3), target 1 creature (×1), protection in 10’ radius around target (×1.75),range self (×.75), 
  duration 2 turns (×1.1), beneficial effect (×1), arcane (×1), total cost 4
  • Ward Versus Lycanthropes: Ward versus lycanthropes (3), target 1 creature (×1), protection in 10’ radius around target (×1.75),range self 
  (×.75), duration 6 turns (×1.33), beneficial effect (×1), arcane (×1), total cost 6
  • Ward Versus Undead: Ward versus undead (3), target 1 creature (×1), protection in 10’ radius around target (×1.75),range self (×.75), duration 
  6 turns (×1.33), beneficial effect (×1), arcane (×1), total cost 6
  
  Axioms Issue 5
   
  Potions 
  5
  Magic Item Research
  POTIONS
  Potions
  GP Cost
  Time
  Spell Level
  Spells Used
  Animal Control
  2,500gp
  5 weeks
  5
  control animals, 1 charge
  Clairaudience
  1,500gp
  3 weeks
  3
  clairaudience, 1 charge
  Clairvoyance
  1,500gp
  3 weeks
  3
  clairvoyance, 1 charge 
  Climbing
  500gp
  1 weeks
  1
  spider climb, 1 charge 
  Diminution
  1,500gp
  3 weeks
  3
  diminution, 1 charge 
  Dragon Control
  1,000gp
  2 weeks
  2
  control dragon (custom spell 11 points), 1 charge
  ESP
  1,000gp
  2 weeks
  2
  ESP, 1 charge
  Extra-Healing
  2,000gp
  4 weeks
  4
  cure serious wounds, 1 charge
  Fire Resistance
  1,000gp
  2 weeks
  2
  fire resistance, 1 charge
  Flying
  1,500gp
  3 weeks
  3
  fly, 1 charge
  Gaseous Form
  1,500gp
  3 weeks
  3
  gaseous form, 1 charge
  Giant Control
  1,000gp
  2 weeks
  2
  control giants (custom spell 11 points) , 1 charge
  Giant Strength
  2,000gp
  4 weeks
  4
  giant strength, 1 charge
  Growth
  1,500gp
  3 weeks
  3
  growth, 1 charge 
  Healing
  500gp
  1 weeks
  1
  cure light wounds, 1 charge
  Heroism
  1,500gp
  3 weeks
  3
  heroism (level 3 spell) , 1 charge
  Human Control
  1,500gp
  3 weeks
  3
  control humans (custom spell 29 points), 1 charge
  Invisibility
  1,000gp
  2 weeks
  2
  invisibility, 1 charge 
  Invulnerability
  1,000gp
  2 weeks
  2
  shimmer, 1 charge
  Levitation
  1,000gp
  2 weeks
  2
  levitation, 1 charge
  Longevity
  3,000gp
  6 weeks
  6
  longevity ritual, 1 charge
  Oil of Sharpness
  500gp
  1 weeks
  1
  sharpness, 1 charge 
  Oil of Slipperiness
  500gp
  1 weeks
  1
  slipperiness, 1 charge
  Philter of Love
  1,000gp
  2 weeks
  2
  love (custom spell 16.5 points), 1 charge
  Plant Control
  3,000gp
  6 weeks
  6
  control plants, 1 charge 
  Poison
  2,000gp
  4 weeks
  4
  neutralize poison, 1 charge 
  Polymorph
  3,000gp
  6 weeks
  6
  dynamic polymorph self (custom spell 60 points)
  Speed
  1,500gp
  3 weeks
  3
  haste, 1 charge 
  Super-Heroism
  2,500gp
  5 weeks
  5
  super heroism (level 5), 1 charge
  Stone to Flesh
  3,000gp
  6 weeks
  6
  stone to flesh, 1 charge 
  Treasure Finding
  2,000gp
  4 weeks
  4
  find treasure, 1 charge
  Undead Control
  2,500gp
  5 weeks
  5
  control undead, 1 charge
  Water Breathing
  1,500gp
  3 weeks
  3
  water breathing, 1 charge
  Notes: 
  • By default, potions last for 1d6+6 turns or the duration of the underlying spell, whichever is less. 
  • If the spell’s duration is indefinite, then the potion’s effects are permanent until dispelled. Such potions are normally known as philters (e.g. 
  philter of love).
  • If the spell’s duration is instantaneous, its effects are also permanent. However, the target of an instantaneous potion is always 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 
  healing healers the imbiber; 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. 
  Custom Spells:
  • Control Dragon: Charm target (30), target 1 creature of any HD (×1.1), only target dragons (×0.5), range 60’ (×1), duration until saving throw 
  succeeds (×1.33), saving throw avoids effect (×0.5), arcane (×1), total cost 11
  • Control Giant: Charm target (30), target 1 creature of any HD (×1.1), only target giants (×0.5), range 60’ (×1), duration until saving throw 
  succeeds (×1.33), saving throw avoids effect (x0.5), arcane (x1), total cost 11
  • Control Humans: Charm target (30), target 2d8 HD worth of creatures of any HD (×3), only target living creatures (×0.75), range 60’ (×1), 
  duration until saving throw succeeds (×1.33), saving throw avoids effect (×0.5), arcane (×1), total cost 29
  • Love: Charm target (30), target 1 creature of up to 4+1 HD (×1.1), only target humanoids (×0.5), range 60’ (×1), duration indefinite (×2.2), 
  saving throw avoids effect (×0.5), arcane (×1), total cost 16.5
  • Dynamic Polymorph Self: Transform to living creature’s physical form (35), gain form’s physical characteristics (10), and gain form’s physical 
  attacks (10) (55 total), dynamically change form during spell’s duration (×1.5), HD limited to caster level and 2 x target’s level (×0.75), target 1 
  living corporeal creature (×1), range self (×0.5), duration 6 turns + 1 turn per level (×1.5), cancel spell at will (×1.3), beneficial effect (×1), arcane 
  (×1), total cost 60
  
  6 
  Rings
  RINGS
  Rings
  GP Cost
  Time
  Spell Level
  Spells Used
  Animal Command
  100,000gp
  400 days
  4
  command animals, permanent
  Command Human
  75,000gp
  300 days
  3
  command person, permanent
  Command Plant
  100,000gp
  400 days
  4
  command plants, permanent
  Djinni Calling
  18,000gp
  180 days
  6
  summon djinni, once per week
  Fire Resistance
  50,000gp
  200 days
  2
  fire resistance, permanent
  Invisibility
  33,000gp
  160 days
  2
  invisibility , once per turn
  Protection +1
  25,000gp
  100 days
  1
  protection +1 (custom spell 8 points), permanent
  Protection +2
  50,000gp
  200 days
  2
  protection +2 (custom spell 15 points), permanent
  Protection +3
  75,000gp
  300 days
  3
  protection +3 (custom spell 30 points), permanent
  Protection +3, 5’ Radius
  100,000gp
  400 days
  4
  protection +3, 5’ radius (custom spell 34 points), permanent
  Regeneration
  150,000gp
  600 days
  6
  trollblood, permanent
  Spell Storing
  100,000gp
  400 days
  4
  spell storing, permanent
  Spell Turning
  42,000gp
  588 days
  7
  spell turning, 12 charges
  Telekinesis
  125,000gp
  500 days
  5
  telekinesis, permanent 
  Water Walking
  75,000gp
  300 days
  3
  water walking 
  Wishes
  13,500gp
  189 days
  9
  wish , 3 charges
  X-Ray Vision
  82,500gp
  400 days
  5
  x-ray vision, once per turn
  Custom Spells:
  • Protection +1: +1 bonus to armor class (5), +1 bonus to saving throws (5), target 1 creature (×1), range self (×.75), duration 1 turns (×1), 
  beneficial effect (×1), arcane (×1), total cost 7.5
  • Protection +2: +2 bonus to armor class (10), +2 bonus to saving throws (10), target 1 creature (×1), range self (×.75), duration 1 turns (×1), 
  beneficial effect (×1), arcane (×1), total cost 15
  • Protection +3: +2 bonus to armor class (20), +1 bonus to saving throws (20), target 1 creature (×1), range self (×.75), duration 1 turns (×1), 
  beneficial effect (×1), arcane (×1), total cost 30
  • Protection +3, 5’ Radius: +3 bonus to armor class (20), +3 bonus to saving throws in 5’ radius (20 x 1.25), target 1 creature (×1), range self 
  (×.75), duration 1 turns (×1), beneficial effect (×1), arcane (×1), total cost 34
  RODS, STAVES, AND WANDS
  Rod, Staves, and Wands
  GP Cost
  Time
  Spell Level
  Spells Used
  Rod of Cancellation
  3,500gp
  49 days
  7
  cancellation, 1 charge
  Rod of Resurrection
  70,000gp
  980 days
  7
  resurrection ritual, 5 charges
  Staff of Commanding
  75,000gp
  300 days
  7.5
  animal command, human command, plant command, 20 charges
  Staff of Healing
  22,500gp
  90 days
  1
  cure light wounds, once per day per creature
  Staff of Power 
  130,000gp
  503 days
  12.5
  cone of cold, telekinesis, fireball, lightning bolt, continual light, 20 
  charges, on staff +1
  Staff of Striking 
  25,000gp
  83 days
  2
  lesser striking (custom spell 14 points), 20 charges, on staff +1
  Staff of Withering 
  125,000gp
  483 days
  12
  decrepitude ritual, lesser withering (custom spell 30 points), lesser 
  striking (custom spell 14 points), 20 charges, on staff +1
  Staff of Wizardry
  280,000gp
  1,103 days
  27.5
  control weather, passwall, conjure elemental, cone of paralysis, cone 
  of cold, telekinesis, fireball, fly, lightning bolt, continual light, lesser 
  striking, invisibility, web, 20 charges, on staff +1
  Staff of the Serpent
  105,000gp
  403 days
  2
  transform staff to snake (custom spell 19 points), on staff +1
  Wand of Cold
  50,000gp
  200 days
  5
  cone of cold, 20 charges 
  Wand of Detecting Enemies
  10,000gp
  40 days
  1
  detect evil, 20 charges
  Wand of Detecting Magic
  10,000gp
  40 days
  1
  detect magic, 20 charges
  Wand of Detecting Metals
  30,000gp
  120 days
  3
  detect metal (custom spell 30 points), 20 charges 
  Wand of Det. Secret Doors
  20,000gp
  80 days
  2
  detect secret doors, 20 charges
  Wand of Detecting Traps
  20,000gp
  80 days
  2
  find traps, 20 charges
  Wand of Device Negation
  60,000gp
  240 days
  6
  negation (custom spell 58 points), 20 charges
  Wand of Fear
  40,000gp
  160 days
  4
  fear, 20 charges
  Wand of Fire Balls
  30,000gp
  120 days
  3
  fireball, 20 charges
  Wand of Illusion
  20,000gp
  80 days
  2
  phantasmal force, 20 charges
  Wand of Lightning Bolts
  30,000gp
  120 days
  3
  lightning bolt, 20 charges
  Wand of Magic Missiles
  10,000gp
  40 days
  1
  magic missile, 20 charges
  Wand of Paralyzation
  50,000gp
  200 days
  5
  cone of paralysis, 20 charges
  
  Axioms Issue 5
   
  Swords 
  7
  Magic Item Research
  Notes: 
  • A magic item with a permanent effect that can be used 1/day per character (e.g. staff of healing) has a base cost of 500gp x spell level x 45 and a 
  research time of 90 days x spell level.
  • Wands are no longer than 18” long. They cast spells at minimum caster level and can hold up to 20 charges. Rods are between 2’ and 4’ long. 
  They cast spells at minimum caster level +3 and can hold up to 12 charges. Staffs are at least 6’ long and 2” thick; they cast spells at minimum 
  caster level +3 and can hold up to 30 charges.
  • while rods and staffs cast spells at minimum caster level +3.
  • If a rod, staff, or wand contains only touch-range spells, the item can be crafted to simultaneously unleashed one, some, or all of the spells on a 
  successful attack throw. Each spell unleashed costs 1 charge. The wielder must decide how many charges are expended before the attack throw is 
  rolled. This is how a staff of withering is crafted.
  • It costs an average of 4 charges to cast resurrection using a rod of resurrection. Therefore the rod’s cost has been calculated as if it had 5 charges 
  rather than the usual 20 charges.
  • Detection spells can detect metal in range (as in detect metal) at a base cost of 15.
  • Protection spells can negate a wand, staff or rod (as in negation) at a base cost of 11.
  • Protection spells can have a duration of 1 round (as in negation) at a cost factor of x0.66.
  • Protection spells can have a range of line of sight (as in negation) at a cost factor of x2. 
  • Transmogrification spells can increase damage of a weapon (as in lesser striking) by 1d6 points at a base cost of 30. 
  • Transmogrification spells can have a duration of 1 round (as in lesser striking) at a cost factor of x0.4.
  • Transmogrification spells can have a target of 1 weapon (as in lesser striking) at a cost factor of x1.0. A target modifier of x0.75 applies if the 
  weapon must be of a particular type (as in transform staff to snake).
  Custom Spells:
  • Lesser Striking: Increase damage of a weapon by 1d6 points (30), target 1 weapon (×1), range 30’ (×0.9), duration 1 round (×0.4), beneficial 
  effect (×1), divine (×1.25), total cost 14
  • Lesser Withering: Target withered (60), target 1 creature (×1), attack throw required to target spell (×1), range touch (×1), duration 
  instantaneous (×1), saving throw avoids spell effect (×0.5), divine (×1), total cost 30
  • Transform Staff to Snake: Transform to living creature’s physical form (35), gain form’s physical characteristics (10), gain form’s physical 
  attacks (10), and gain form’s special abilities (20) (75 total), mental characteristics replaced by new form’s (×0.2), form limited to particular type 
  of creature (×0.75), target 1 weapon (×1), target weapon must be a particular type (×0.66), range 0’ (×0.6), duration indefinite (×3.5), beneficial 
  effect (×1), divine (×1.25), total cost 19
  • Detect Metal: Detect metal in range (15), all areas/creatures/objects within range (×1), range 60’ (×1), duration 6 turns (×2), no saving throw 
  (×1), divine (×1), total cost 30
  • Negation: Negate effects of wand, staff, or rod (11), target 1 creature (×1), range line of sight (×2), duration 1 round (×0.66), no saving throw 
  permitted (×4), arcane (×1), total cost 58
  SWORDS
  Swords
  GP Cost
  Time 
  (Weeks)
  Spell Level
  Spells Used
  Sword +1
  $5,000
  1 month
  n/a
  Sword +1, +2 versus lycanthropes
  $10,000
  1.5 months n/a
  Sword +1, +2 versus spell casters
  $10,000
  1.5 months n/a
  Sword +1, +3 versus undead
  $20,000
  2 months
  n/a
  Sword +1, +3 versus dragons
  $20,000
  2 months
  n/a
  Sword +1, +3 versus regenerating 
  $20,000
  2 months
  n/a
  Sword +1, +3 versus summoned
  $20,000
  2 months
  n/a
  Sword +1, light 30’ radius
  $30,000
  130 days
  n/a
  light, permanent
  Sword +1, Flame Tongue
  $45,000
  190 days
  1
  sword +1, $5000/1 month; +2 $5000/1 month; +3 $10,000/1 
  month; fire effect is level 1, at will, permanent (500x50, 100 days)
  Sword +1, Life Drinker
  $41,000
  174 days
  9
  energy drain, 8 charges
  Sword +1, locate objects
  $20,000
  70 days
  3
  locate objects as spell, once per day, 120’
  Sword +1, Luck Blade
  $52,500
  220 days
  plus 1 on saves, 1d4+1 wishes; assume 5 wishes; +1 on saves is 1st 
  level effect
  Sword +2
  $15,000
  2 months
  n/a
  Sword +2, charm person
  $19,000
  95 days
  1
  charm person, thrice per week
  Sword +3
  $35,000
  3 months
  n/a
  
  8 
  Armor and Shields
  Swords
  GP Cost
  Time 
  (Weeks)
  Spell Level
  Spells Used
  Sword +3, Frost Brand
  $145,000
  315 days
  35,000gp + 3 months for +3; plus (30000+40000+50000)/2 for the 
  specialized +6; plus 50,000 and 200 days for fire resistance
  Sword +3, Vorpal
  160,000gp
  590 days
  5
  vorpality (custom spell 50 points), permanent, on sword +3
  Notes: 
  • A magic item with a permanent effect that can be used 3/week has a base cost of 500gp x spell level × 8 and a research time of 35 days × spell level.
  • Transmogrification spells can imbue a weapon with vorpal sharpness at a cost of 80. 
  Custom Spells:
  • Vorpality: imbue weapon with vorpal sharpness (80), target 1 weapon (×1), range 30’ (x0.9), duration 1 turn (×0.7), beneficial effect (×1), 
  arcane (×1), cost 50
  ARMOR AND SHIELDS
  Armor and Shields
  GP Cost
  Time 
  (Weeks)
  Spell Level
  Spells Used
  Armor +1
  $5,000
  6 months
  n/a
  n/a
  Armor +2
  $15,000
  7 months
  n/a
  n/a
  Armor +3
  $35,000
  8 months
  n/a
  n/a
  Shield +1
  $5,000
  1 month
  n/a
  n/a
  Shield +2
  $15,000
  2 months
  n/a
  n/a
  Shield +3
  $35,000
  3 months
  n/a
  n/a
  MISCELLANEOUS WEAPONS
  Miscellaneous Weapons
  GP Cost
  Time
  Spell Level
  Spells Used
  Arrows +1, 20 
  5,000gp
  1 month
  n/a
  n/a
  Arrows +2 ,20
  15,000gp
  2 months
  n/a
  n/a
  Arrows +3, 20
  35,000gp
  3 months
  n/a
  n/a
  Arrow +3, Slaying Arrow
  3,250gp
  25.5 days
  3
  slay creature (custom spell 26 points), 1 charge
  Axe +1, Battle
  5,000gp
  21 days
  n/a
  n/a
  Axe +2, Battle
  10,000gp
  42 days
  n/a
  n/a
  Bow +1, Composite
  5,000gp
  4 months
  n/a
  n/a
  Crossbow Bolts +1, 20
  5,000gp
  1 month
  n/a
  n/a
  Crossbow Bolts +1, 20
  5,000gp
  1 month
  n/a
  n/a
  Crossbow Bolts +2, 20
  15,000gp
  2 months
  n/a
  n/a
  Notes: 
  • Death spells that require an attack throw to hit target have a cost factor of ×0.75. In the Player’s Companion, the cost factor is incorrectly listed 
  as ×0.35. (All death spells in ACKS or the Player’s Companion are built at the correctly cost.) 
  • Transmogrification spells can increase damage of a weapon (as in greater throwing) by 2d6 points at a base cost of 60. 
  • Transmogrifications spells can grant a weapon the characteristics of a boomerang that can be hurled with a 60’ range and unerringly returns to 
  the hand after being thrown (as in hurling hammer), at a cost of 30.
  • Transmogrification spells can have a target of 1 weapon at a cost factor of ×1.0. A target modifier of ×0.75 applies if the weapon must be of a 
  particular type (as in hurling hammer). A target modifier of x0.75 applies if the weapon must be thrown for the bonus to apply (as in throwing).
  • It does not reduce the cost of a bonus or power to limit it to users of a specific class or race, as this is as much an advantage as it is a 
  disadvantage.
  Custom Spells:
  • Slay Creature: Target slain (85), target 1 creature (x1), attack throw required to hit target (×0.75), range touch (×0.4), duration 
  instantaneous (×1), no saving throw permitted (×1), arcane (×1), total cost 26
  • Greater Throwing: Increase damage of a weapon by 2d6 points (60), target 1 weapon (×1), weapon must be thrown (×0.75), range 30’ 
  (×0.9), duration 3 turns (×0.8), beneficial effect (×1), divine (×1.25), total cost 40
  • Throwing: Increase damage of a weapon by 1d6 points (30), target 1 weapon (×1), weapon must be thrown (×0.75), range 30’ (×0.9), 
  duration 3 turns (×0.8), beneficial effect (×1), divine (×1.25), total cost 20
  • Hurling Hammer: Grant a weapon the characteristics of a boomerang (25), target 1 weapon (x1), weapon must be a warhammer (×0.75), 
  range 0’ (×0.6), duration 1 turn (×0.6), beneficial effect (×1), divine (×1.25), total cost 8 
  
  Axioms Issue 5
   
  Miscellaneous Weapons 
  9
  Magic Item Research
  Miscellaneous Weapons
  GP Cost
  Time
  Spell Level
  Spells Used
  Crossbow Bolts +3, 20
  35,000gp
  3 months
  n/a
  n/a
  Dagger +1
  5,000gp
  9 days
  n/a
  n/a
  Dagger +2, +3 versus beastmen
  25,000gp
  22.5 days
  n/a
  n/a
  Sling +1
  5,000gp
  6 days
  n/a
  n/a
  Spear +1
  5,000gp
  6 days
  n/a
  n/a
  Spear +2
  15,000gp
  12 days
  n/a
  n/a
  Spear +3
  35,000gp
  18 days
  n/a
  n/a
  War Hammer +1
  5,000gp
  15 days
  n/a
  n/a
  War Hammer +2
  15,000gp
  30 days
  n/a
  n/a
  War Hammer +2, Dwarven Thrower
  160,000gp
  590 days
  5
  greater throwing (custom spell 40 points) (giant humanoids only), 
  throwing (custom spell 20 points), hurling hammer (custom spell 8 
  points), permanent, on warhammer +3
  Notes: 
  • Death spells that require an attack throw to hit target have a cost factor of ×0.75. In the Player’s Companion, the cost factor is incorrectly listed 
  as ×0.35. (All death spells in ACKS or the Player’s Companion are built at the correctly cost.) 
  • Transmogrification spells can increase damage of a weapon (as in greater throwing) by 2d6 points at a base cost of 60. 
  • Transmogrifications spells can grant a weapon the characteristics of a boomerang that can be hurled with a 60’ range and unerringly returns to 
  the hand after being thrown (as in hurling hammer), at a cost of 30.
  • Transmogrification spells can have a target of 1 weapon at a cost factor of ×1.0. A target modifier of ×0.75 applies if the weapon must be of a 
  particular type (as in hurling hammer). A target modifier of x0.75 applies if the weapon must be thrown for the bonus to apply (as in throwing).
  • It does not reduce the cost of a bonus or power to limit it to users of a specific class or race, as this is as much an advantage as it is a 
  disadvantage.
  Custom Spells:
  • Slay Creature: Target slain (85), target 1 creature (x1), attack throw required to hit target (×0.75), range touch (×0.4), duration 
  instantaneous (×1), no saving throw permitted (×1), arcane (×1), total cost 26
  • Greater Throwing: Increase damage of a weapon by 2d6 points (60), target 1 weapon (×1), weapon must be thrown (×0.75), range 30’ 
  (×0.9), duration 3 turns (×0.8), beneficial effect (×1), divine (×1.25), total cost 40
  • Throwing: Increase damage of a weapon by 1d6 points (30), target 1 weapon (×1), weapon must be thrown (×0.75), range 30’ (×0.9), 
  duration 3 turns (×0.8), beneficial effect (×1), divine (×1.25), total cost 20
  • Hurling Hammer: Grant a weapon the characteristics of a boomerang (25), target 1 weapon (x1), weapon must be a warhammer (×0.75), 
  range 0’ (×0.6), duration 1 turn (×0.6), beneficial effect (×1), divine (×1.25), total cost 8 
  
  10 
  Miscellaneous Magical Items
  MISCELLANEOUS MAGICAL ITEMS
  Miscellaneous Magical Items
  GP Cost
  Time
  Spell Level
  Notes
  Amulet versus Crystal Balls and ESP
  75,000gp
  300 days
  3
  Nondetection, permanent
  Apparatus of the Crab
  $150,000
  600 days
  6
  “animate object” plus “water breathing”
  Bag of Holding
  125,000gp
  500 days
  5
  enchanted container, permanent
  Boat, Folding
  $125,000
  500 days
  5
  Fabricate is level 5
  Boots of Levitation
  50,000gp
  200 days
  2
  levitation, permanent
  Boots of Speed
  25,000gp
  100 days
  1
  swiftness (custom spell 8 points), permanent
  Boots of Traveling and Springing
  50,000gp
  200 days
  2
  jump and easy traveling (custom spell 8 points), permanent
  Bowl of Commanding Water 
  Elementals
  25,000gp
  200 days
  5
  conjure elemental, once per day
  Bracers of Armor 
  Varies
  Varies
  Varies
  See Below
  Brazier of Commanding Fire 
  Elementals
  25,000gp
  200 days
  5
  conjure elemental, once per day
  Brooch of Shielding
  50,500gp
  202 days
  1
  shield from m. missiles (custom spell 10 points), 101 charges
  Broom of Flying
  100,000gp
  400 days
  4
  flying broom (custom spell 36 points), permanent
  Censer of Controlling Air Elementals
  25,000gp
  200 days
  5
  conjure elemental, thrice per day
  Chime of Opening
  80,000gp
  320 days
  2
  knock , 80 charges
  Cloak of Protection +1
  25,000gp
  100 days
  1
  protection +1 (custom spell 8 points), permanent
  Cloak of Protection +2
  50,000gp
  200 days
  2
  protection +2 (custom spell 15 points), permanent
  Cloak of Protection +3
  75,000gp
  300 days
  3
  protection +3 (custom spell 30 points), permanent
  Crystal Ball
  24,000gp
  200 days
  4
  scry , thrice per day
  Crystal Ball with Clairaudience
  42,000gp
  350 days
  7
  scry and clairaudience, thrice per day
  Crystal Ball with ESP
  36,000gp
  300 days
  6
  scry and ESP, thrice per day
  Cube of Force
  $108,000
  432 days
  6
  wall of force, 36 charges
  Cube of Frost Resistance
  $24,000
  180 days
  3
  protection from cold, 1/hour, in 10’ radius (so +2 levels) = level 3
  Decanter of Endless Water
  $150,000
  600 days
  6
  create water at high level, set at level 6 because control weather, part 
  earth, move water are all level 6
  Displacer Cloak
  50,000gp
  200 days
  2
  shimmer, permanent
  Drums of Panic
  125,000gp
  500 days
  5
  panic, permanent
  Dust of Appearance
  $1,000
  2 weeks
  2
  specialized dispel magic effect, or reverse invisibility
  Dust of Disappearance
  $2,000
  4 weeks
  4
  Greater invisibility
  Efreeti Bottle
  40,000gp
  280 days
  8
  summon efreeti, 3 charges
  Elven Cloak
  25,000gp
  100 days
  1
  chameleon, permanent
  Elven Boots
  25,000gp
  100 days
  1
  silent step, permanent
  Eyes of Charming
  25,000gp
  100 days
  1
  charm person, permanent
  Eyes of the Eagle
  75,000gp
  300 days
  3
  eyes of the eagle, permanent 
  Eyes of Petrification
  $150,000
  600 days
  6
  petrified or petrify others as flesh to stone
  Flying Carpet
  100,000gp
  400 days
  4
  magic carpet, permanent 
  Gauntlets of Ogre Power
  50,000gp
  200 days
  2
  ogre power, permanent
  Girdle of Giant Strength
  100,000gp
  300 days
  4
  giant strength, permanent
  Helm of Alignment Changing
  75,000gp
  300 days
  3
  curse, permanent
  Helm of Comprehending Languages
  25,000gp
  100 days
  1
  comprehend languages, permanent
  Helm of Telepathy
  75,000gp
  300 days
  3
  telepathy, permanent
  Helm of Teleportation
  82,500gp
  350 days
  5
  teleport, once per turn
  Horn of Blasting
  $66,000
  320 days
  4
  100’ x 20’ blast for 2d6 damage + 2d6 deafening
  Medallion of ESP
  $37,500
  150 days
  1.5
  ESP within 30’
  Medallion of ESP (90’)
  $62,500
  250 days
  2.5
  ESP within 90’
  Mirror of Life Trapping
  $148,500
  720 days
  9
  permanent “imprisonment” effect capped at 20; set at x33
  Mirror of Opposition
  200,000gp
  800 days
  8
  opposition ritual, permanent
  Necklace of Adaptation
  15,000gp
  150 days
  5
  adaptation, once per week
  Rope of Climbing
  25,000gp
  200 days
  1
  magic rope, permanent 
  Scarab of Protection
  24,000gp
  96 days
  4
  death ward, 12 charges
  Stone of Controlling Earth 
  Elementals
  25,000gp
  200 days
  5
  conjure elemental, once per day
  
  Axioms Issue 5
   
  Miscellaneous Magical Items 
  11
  Magic Item Research
  Miscellaneous Magical Items
  GP Cost
  Time
  Spell Level
  Notes
  Notes:
  • Movement spells can allow the target to go without rest during ordinary movement (as in easy traveling) at a base cost of 2.
  • Movement spells can have a duration of 12 hours (as in swiftness) at a cost factor of x5.
  • Movement spells can have an effect modifier that the willing target is exhausted for 24 hours after the duration of the spell expires (as in 
  swiftness) at a cost factor of x0.4.
  • Protection spells can have a special duration that lasts until discharged at a cost factor of x2.
  Custom Spells:
  • Swiftness: target’s normal movement rate doubled (5), target 1 willing creature or object (×1), only creatures (×0.8), willing target is exhausted for 
  24 hours after duration of the spell expires (×0.4), range touch (×1), duration 12 hours (×5), beneficial effect (×1), arcane (×1), total cost 8
  • Easy Traveling: target can go without rest during ordinary movement (2), target 1 willing creature or object (×1), only creatures (×0.8), range 0’ (x1), 
  duration 12 hours (x5), beneficial effect (×1), arcane (×1), total cost 8
  • Shield From Magic Missiles: Immunity to magic missile (5), target 1 creature, range 0’ (×1), duration until discharged (×2), beneficial effect (×1), 
  arcane (×1), total cost 10
  • Flying Broom: target can flay and carry others as broom of flying (45), target 1 willing creature or object (×1), only objects (×0.8), range 0’ (×1), 
  duration 6 turns (×1), beneficial effect (×1), arcane (×1), total cost 36
  • Bracers of Armor: Bracers of armor are actually a type of magic armor that happens to be light enough for any character to wear. They are created 
  as magic armor according to the following table.
  AC Granted
  GP Cost
  Time
  1
  5,000gp
  1 month
  2
  15,000gp
  2 months
  3
  35,000gp
  3 months
  4
  65,000gp
  4 months
  5
  105,000gp
  5 months
  6
  155,000gp
  6 months
  7
  215,000gp
  7 months
  
  12 
  Introduction to Magical Compounds 
  MAGICAL COMPOUNDS
  TRANSFORMING MONSTROUS MATTER INTO MAGICAL INGREDIENTS!
  BY JARROD MAISTROS
  Example: Meiros, an elven enchanter, stands triumphant over a 
  slain harpy (65xp). He possesses the formula for beguiling powder 
  and one of his henchman has the Animal Husbandry proficiency. 
  The judge permits Meiros and his henchman to directly extract 
  65gp worth of Beguiling Powder from the harpy’s corpse.
  MAGICAL COMPOUND FORMULAS
  Since the creation of magical compounds from monster parts requires 
  the character possess the compound’s formula, magical compound 
  formulas are highly valuable to all characters intent on magic research. 
  The Judge should include magical compound formulas in the treasure 
  hoards of evil wizards and other magic users, treating it as special 
  treasure in lieu of coin. Magical compound formulas are worth 100gp 
  or more each (see below). Alternatively, adventurers may research 
  their own magical compound formulas catered to their repertoire 
  and the local monster population.
  RESEARCHING MAGICAL COMPOUND FORMULAS
  Researching magical compound formula is a process similar to 
  researching spells in that the character will need a sufficiently valuable 
  library in order to perform the research, will have to meet the cost 
  and time requirements, and perform a magical research throw. 
  However, unlike spell research, researching formula is an iterative 
  process, requiring that the character build off of previous research. 
  Rather than creating new high level magical compound formulas 
  from scratch, characters must start by creating a 1st level formula with 
  research, then performing another research project to improve the 
  formula from 1st level to 2nd level, and so on. 
  LIBRARY VALUE
  The magic-user’s library must be large enough to research a 1st level 
  spell in order to research a 1st level magical compound formula (so 
  4,000gp + 2,000gp for the 1st level, or 6,000gp). In order to improve a 
  1st level magical compound formula to a 2nd level magical compound 
  formula requires a library valuable enough to research a 2nd level 
  spell, and each step up to a particular level of formula will require a 
  library valuable enough to research a spell of that level.
  COST, TIME, AND DIFFICULTY
  Each level of research of a magical compound formula has an 
  associated cost equal to that of researching a spell of that level, e.g. 
  1,000gp/level. Each level of research will also take the same amount 
  of time, 1 week/level. 
  Once the base cost and time requirements have been met, the same 
  vein, the character should make a magical research throw. Increase 
  the target value of throw by +1 for every level of the formula. Apply 
  any bonuses from proficiencies that would normally apply to spell 
  research. At the Judge’s discretion, he may permit the character to 
  increase their throw by the character’s ranks in Alchemy.
  In Adventurer Conqueror King System, the creation of magic items 
  consumes magical compounds made up of monster parts. While this 
  has the admirable advantage of encouraging adventures to secure rare 
  parts, and explains why wizards maintain menageries of monsters in 
  their dungeons, it can lead to crippling difficulties for the would-be 
  enchanter who wonders where, exactly, he is going to ever find the 
  required number of mummy wrappings or ooze droppings. These 
  rules describe a means by which magic-users can discover how to 
  create and use magical compounds that offer more flexibility than 
  mere monster parts.
  INTRODUCTION TO MAGICAL COMPOUNDS 
  A magical compound is a crafting material derived from one or 
  more types of monster parts, which can be used in the construction 
  of magic items based on one or more spells. The appropriate magical 
  compound(s) can be substituted on a gp-for-gp basis for any monster 
  part or parts normally needed for the spell in question. 
  Like spells, magical compounds are rated by level. The level of a 
  magical compound indicates how broadly useful the compound is. 
  A 1st level magical compound can be created from only one kind of 
  monster and can be used in the creation of magic items based on just 
  one spell. For every additional monster that can be used to create the 
  magical compound, and for every additional spell that the magical 
  compound can be to enchant into an item, its level increases by one.
  Example #1: Shimmering essence is distilled from the glands of 
  troglodytes and is used in the creation of items related to the spell 
  chameleon. Since it is created from one type of creature to enchant 
  items with just one spell, shimmering essence is a 1st level magical 
  compound.
  Example 2: Beguiling powder is made by processing the parts of 
  hags, harpies, or nymphs (two additional creatures). It can then be 
  used to make magic items related to both sleep and charm person 
  (one additional spell). Since it can be made with two additional 
  monsters to enchant items with one additional spell, beguiling 
  powder is therefore a (1 + 2 + 1) 4th level magical compound.
  MAKING MAGICAL COMPOUNDS
  Magical compounds can be made from the monster parts of any 
  monster included in the magical compound’s formula. A character 
  with the proficiency necessary for harvesting a particular monster 
  part may, if he possesses a formula, convert the monster part into 
  the appropriate magical compound. The GP value of the monster 
  parts become an equivalent amount GP of the magical compound. 
  The process of conversation takes the same rate of time as the rates 
  of harvesting listed in Lairs & Encounters (p. 136). At the Judge’s 
  discretion, a character who possesses the appropriate formula for a 
  magical compound may harvest the magical compound directly from 
  a matching dead monster without having to convert it later.
  
  Axioms Issue 5
   
  Magical Compound Formulas 
  13
  Magical Compounds
  SELECTING MONSTERS AND SPELLS FOR THE MAGICAL 
  COMPOUND
  When a character decides to attempt to research a 1st level formula, 
  he should specify either a particular monster or a particular spell 
  from his repertoire. The Judge then determines the other half of the 
  formula: If the character has specified a particular monster for the 
  formula to use, the Judge chooses the spell that the formula will relate 
  to; if the character has specified a particular spell for the formula to 
  relate to, the Judge chooses the monster that the formula will require. 
  When a character attempts to improve the formula beyond 1st level, 
  the Judge secretly either picks a spell not already related to the magical 
  compound, or a monster not already usable as an ingredient in the 
  special formula. If the character succeeds on his magical research 
  throw, he discovers the Judge’s selection and adds that monster or 
  spell to the magical compound formula he knows.
  BENEFITS OF SUCCESS
  In addition to having access to a versatile magical compound, a 
  character gains several other benefits from successful research. First, 
  as with all magical research, the character gains campaign XP equal 
  to the cost of the research minus their XP threshold
  Example: Anciel, a 5th level Nobiran wonderworker, has an XP 
  threshold of 650XP. He researches shimmering essence, a Level 1 
  magical compound formula. Since the research costs 1000gp and 
  his threshold is 650XP, he gains 350xp if the research succeeds. 
  In addition, each successful research project produces materials equal 
  to 10% of the value of the research. These materials may be added 
  to the value of the library. The improvement in the value of the 
  library represents the value added to the formula. When describing 
  a complete formula, the judge should total up the value of each step. 
  So 1st level formulae are worth 100gp (10% of 1,000gp), 2nd level are 
  worth 300gp (10% of 1,000gp + 10% of 2,000gp), 3rd level are worth 
  600gp, etc.
  Example: Meiros, an Elven Enchanter, sets about slowly improving 
  his new magical compound, beguiling powder, into a 5th level 
  magical compound. Starting with a 1st level magical component, 
  he undertakes four magical research projects costing 2000gp, 
  3000gp, 4000gp, and 5000gp respectively. Each time he succeeds, 
  he improves his formula for beguiling powder, enabling its 
  production from new monsters and its use on new spells. The 
  research also increases the value of his library. the 2nd through 5th 
  beguiling powder research also increase the value of his library by 
  10% of the research cost – 200gp, 300gp, 400gp, and 500gp. Meiros 
  decides that this value takes the form of short academic papers 
  he writes - “The Art of Beguilement” worth 200gp, “Stories my 
  Dryad Told Me” worth 300gp, “Advanced Delves Into the Realm of 
  Slumber” worth 400gp, and “Don’t Flirt With Hags” worth 500gp. 
  The formula for beguiling powder is now worth 1,500gp.
  LIMITS OF FORMULA LEVELS
  Characters capable of casting arcane spells and scribing scrolls/
  brewing potions may research magical compound formulas up to 6th 
  level. If they are also capable of casting ritual spells, they may research 
  up to 9th level magical compound formulas.
  Characters capable of casting divine spells and scribing scrolls/
  brewing potions may research magical compounds up to 5th level, 
  and the ability to cast ritual spells allows them to research 6th and 7th 
  level magical compound formulae.
  USING MAGICAL COMPOUND FORMULAS
  Regardless of their ability to research them, anyone who possesses 
  a magical compound formula may use it to convert the appropriate 
  monster parts into the magical compound. 
  Possession of a magical compound’s formula is not necessary to 
  use the magical compound as a component in magic item creation. 
  However, if magical compounds are found without their formula, the 
  characters will not necessarily know what the magical compound can 
  be used for. At the Judge’s discretion, a successful Alchemy, Collegiate 
  Wizardry, Magical Engineering, or other relevant proficiency throw 
  can identify a magical compound’s use. Otherwise, characters may 
  pay a sage to study the compounds or have the compounds identified 
  as a magic item by a 9th level spellcaster.
  TRANSMUTATION OF MAGICAL COMPOUNDS
  If a magic-user still finds himself flummoxed by the lack of 
  availability of a particular magical compound or overburdened with 
  “useless” monster parts, he has yet one more avenue of recourse: a 
  transmutation Formula. A transmutation formula allows a character 
  to perform magical research to convert one magical compound to 
  another, similar to how the medieval alchemists allegedly converted 
  lead into gold.
  REQUIREMENTS, COST, AND DIFFICULTY OF THE 
  TRANSMUTATION FORMULA
  In order to research a transmutation formula, a magic user must have 
  two magical compound formulae that share at least one monster part 
  or one spell. The level of the transmutation formula will be equal to 
  the highest level of the magical compound formulae involved. Much 
  like the magical compound formulae themselves, the transmutation 
  formula will require a library of sufficient value to research a spell of 
  the same level.
  Research a transmutation formula costs 1000gp and 1 week per level 
  and requires a successful magical research throw. The target value 
  of the throw is increased by +1 per level of the formula. The Judge 
  should allow any bonuses they allow for magical compound formulas 
  to affect the research of transmutation formulas.
  BENEFITS OF SUCCESS
  If his research succeeds, the character creates a transmutation formula 
  which, in addition to being usable to perform transmutations, is worth 
  10% of the cost of the research and may be added to the magic user’s 
  library. The research also provides campaign XP, working identically 
  to researching spells or magical compound formula
  PERFORMING TRANSMUTATIONS
  Once a formula is had, the character may use it to perform 
  transmutations. Performing transmutations has a base cost equal to 
  crafting a single-use magic item of the same level (that is, 500gp/level). 
  The process also requires 500gp/level worth of one of the formula’s 
  magical compounds. The character must make a successful magic 
  research throw to complete the transmutation. The target value of the 
  throw is increased by +1 per level of the transmutation formula. The 
  character should apply any modifiers he would apply when brewing 
  a potion. 
  If the transmutation is successful, the character creates an amount of 
  the other type of magical compound equal to the amount invested. 
  Note that transmutation formulae do not specify a direction, and so a 
  single formula can be used to convert either magical compound into 
  
  14 
  Magical Experimentation
  the other. At the Judge’s discretion, this process may be worth XP the 
  first few times a particular transmutation is successfully performed.
  MAGICAL EXPERIMENTATION
  At the Judge’s discretion, characters may be permitted to perform 
  magical experimentation when researching magical compound 
  formulas or transmutation formulas in order to achieve breakthroughs. 
  If so, use the guidelines below to determine the benefits and risks.
  MAGICAL COMPOUND FORMULAS
  If a minor breakthrough is achieved, the Judge and the character 
  should decide some way that the spell or monster being added to the 
  compound could be generalized (broadened). For example, if a magic 
  compound formula was intended to become creatable using bugbear 
  parts, the Judge might allow the formula to be created from parts of 
  any beastman of 3 HD or more. If a magic compound formula was 
  intended to now be useable with burning hands, the Judge might 
  permit it to now be useable with any 1st level spell which can do fire 
  damage. The Judge should take care that the generalization preserves 
  at least some kind of cohesive flavor. 
  If a major breakthrough is made, the character may either generalize 
  the element being added (as above), or retroactively generalize a 
  monster or spell that is already part of the magical compound formula.
  If a revolutionary breakthrough is made, the character may both 
  generalize the spell or monster being added to the formula, and 
  generalize an existing spell or monster related to the formula. In 
  addition, if the player can offer a flavorful justification, the Judge 
  may permit them to further generalize a spell or monster that had 
  already previously been broadened. For example, the Judge may 
  permit burning hands, already generalized to all 1st level damaging 
  fire spells, to be broadened to any spell related to fire.
  In the case of a failure, use the same failure table as researching a spell.
  TRANSMUTATION FORMULA
  When breakthroughs are achieved with a transmutation formula, the 
  magic user may either choose A) to lower the GP cost of the process 
  by 5, 10, or 15% for minor/major/revolutionary breakthroughs or B) 
  provide a bonus to the magic research roll when using the formula of 
  +1, +2, or +3.
  In the case of failure, use the same failure table as researching spells.
  PERFORMING TRANSMUTATION
  When breakthroughs are achieved while performing transmutation, 
  the magic user will find they have generated an additional 5%, 10%, or 
  15% of the final product for minor/major/revolutionary breakthroughs 
  respectively. 
  Judges concerned that a magic user will simply convert back and 
  forth between compounds trying to turn more “useless” gold into 
  their precious magical compounds need only remind themselves 
  that a 1-3 is always a failure, so such a foolish spellcaster is ultimately 
  sealing their own fate. In the case of failure, use the same failure table 
  as brewing potions.
  
  Axioms Issue 5
   
  Development of the System 
  15
  Alternate Progressions for the Arcane Values
  ALTERNATE PROGRESSIONS FOR THE 
  ARCANE VALUES
  SOLVING THE CONUNDRUM OF NONLINEAR ARCANE POWER VERSUS 
  BUILD POINT COST
   
  BY MATT JARMAK WITH ALEXANDER MACRIS
  Arcane 3
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  Caster Level
  1
  1
  -
  -
  -
  -
  -
  1
  2
  1
  -
  -
  -
  -
  -
  1
  3
  2
  -
  -
  -
  -
  -
  2
  4
  2
  1
  -
  -
  -
  -
  3
  5
  2
  2
  -
  -
  -
  -
  4
  6
  2
  2
  1
  -
  -
  -
  5
  7
  2
  2
  2
  -
  -
  -
  6
  8
  2
  2
  2
  1
  -
  -
  7
  9
  3
  3
  2
  1
  -
  -
  7
  10
  4
  3
  3
  2
  -
  -
  8
  11
  4
  4
  3
  2
  1
  -
  9
  12
  4
  4
  3
  3
  2
  -
  10
  13
  4
  4
  3
  3
  2
  -
  10
  14
  4
  4
  4
  3
  2
  1
  11
  EXAMPLE: Kellory is a 9th level warlock with a spell progression 
  of 2 1st, 2 2nd, and 2 3rd level spells and caster level 6. A strange 
  cosmic re-alignment occurs, which is to say, the new rules come 
  into effect. Kellory now has a spell progression of 3 1st, 3 2nd, 2 
  3rd, 1 4th, and caster level 7.
  Arcane 2
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  Caster Level
  1
  0
  -
  -
  -
  -
  -
  0
  2
  1
  -
  -
  -
  -
  -
  1
  3
  2
  -
  -
  -
  -
  -
  2
  4
  2
  -
  -
  -
  -
  -
  2
  5
  2
  1
  -
  -
  -
  -
  3
  6
  2
  2
  -
  -
  -
  -
  4
  7
  2
  2
  1
  -
  -
  -
  5
  8
  3
  2
  2
  1
  -
  -
  6
  9
  4
  2
  2
  2
  -
  -
  7
  10
  4
  3
  2
  2
  -
  -
  8
  11
  4
  3
  3
  2
  1
  -
  8
  12
  4
  4
  3
  2
  1
  -
  9
  13
  4
  4
  3
  2
  1
  -
  9
  14
  4
  4
  3
  2
  2
  -
  10
  EXAMPLE: Moruvai is a 7th level Zaharan ruinguard with a 
  spell progression of 2 1st and 2 2nd level spells and caster level 3. 
  Sudden dark power flows into him (e.g. the new rules come into 
  effect). Moruvai now has a spell progression of 2 1st, 2 2nd, and 1 
  3rd level spell, and caster level 5. 
  Arcane Value presents a conundrum. Values 1-3 offer 33%, 50%, and 
  66% of the spellcasting of a mage respectively, but mage power gain is 
  nonlinear and occurs more quickly in the later levels than it does in 
  the initial levels. A 4th level mage does not have 33% of the magical 
  power of a 12th level mage in any real comparison. As a result, the 
  relative cost in class build points and XP for classes built with Arcane 
  1 – 3 is arguably too expensive given the power granted to the class 
  from the build points. 
  The ACKS Core design reflects the common trope of magic requiring 
  dedication to get real power, but that outcome may not always be 
  desirable for every campaign. This article therefore presents an 
  alternate progression to use with Arcane Values 1-3 if the Judge feels 
  that the current method does not create the result that they want for 
  their campaign.
  DEVELOPMENT OF THE SYSTEM
  Using the Heroic Fantasy Handbook’s spell point by spell level system, 
  the total number of spell points available to a mage at each level of 
  experience were added up. This number was then considered the 
  aggregate value of that level of mage spellcasting. This value, for each 
  level, was then multiplied by the factor of Arcane Value (33%, 50%, or 
  66% respectively) to calculate a budget available at each level of the 
  lesser progression. That budget was then spent on calculating spells 
  per day, with an eye towards similarity to the mage progression where 
  possible. Although not identical to the mage progression in each case, 
  the end result gives (for example) an Arcane 1 class at 8th level roughly 
  33% of the total spell point value of an 8th level mage.
  And now, everyone’s favorite part of any ACKS rules mechanic: 
  Spreadsheets! Well, technically, tables, but don’t worry, they started 
  life as spreadsheets.
  
  16 
  Delayed Acquisition
  Arcane 1
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  Caster Level
  1
  0
  -
  -
  -
  -
  -
  0
  2
  1
  -
  -
  -
  -
  -
  1
  3
  1
  -
  -
  -
  -
  -
  1
  4
  2
  -
  -
  -
  -
  -
  2
  5
  2
  -
  -
  -
  -
  -
  2
  6
  2
  1
  -
  -
  -
  -
  3
  7
  2
  2
  -
  -
  -
  -
  4
  8
  2
  2
  1
  -
  -
  -
  5
  9
  2
  2
  2
  -
  -
  -
  6
  10
  3
  2
  2
  -
  -
  -
  6
  11
  3
  2
  2
  1
  -
  -
  7
  12
  3
  3
  2
  2
  -
  -
  8
  13
  4
  3
  2
  2
  -
  -
  8
  14
  4
  3
  2
  2
  1
  -
  9
  EXAMPLE: No examples are available because no one ever builds 
  classes with Arcane 1. But if they did, they’d be more powerful 
  under this new system.
  DELAYED ACQUISITION
  The lesser Arcane values (1-3) also offer the option of delayed 
  acquisition. Instead of having spellcasting powers throughout their 
  full progression of class levels, they gain no spellcasting abilities for a 
  time, and then gain an increased rate of spellcasting progression. This 
  presents a challenge here, most notably in the case of Arcane 1 (which 
  delays spellcasting to 8th level when delayed), because when you are 
  starting at 8th level, ending at 14th, and your normal progression 
  ends as a 9th level spellcaster; there aren’t enough levels. It becomes 
  necessary, at some times, to gain caster levels at a rate faster than one 
  level per level. This is certainly odd at times, but is backed up by the 
  math; remember that the earlier caster levels and spell levels are less 
  valuable than the later caster levels. Therefore, in order to gain as 
  much spellcasting power as a mage does when (say) going from 8th 
  to 9th level, someone who has a caster level of 1st (or no caster level at 
  all) would need to gain multiple caster levels at once.
  In order to calculate the spellcasting ability of delayed acquisition, the 
  class gains no spellcasting ability until they reach the appropriate level. 
  (8th level for Arcane 1, 6th level for Arcane 2, and 4th level for Arcane 
  3). After they have reached the appropriate level, they gain the amount 
  of spellcasting power (expressed in spell points) that a mage gains 
  upon reaching that level, multiplied by the spellcasting coefficient 
  for an arcane value one greater than their normal. For example, a 7th 
  level mage has a total spell point value of 18, while an 8th level mage 
  has a spell point value of 25. This means that going from 7th to 8th 
  level gained the mage 7 points, so the class with Arcane 1 Delayed 
  has a calculated value of 3.5 (7 * 0.5) points, which is approximately 
  the spellcasting abilities of a 3rd level mage. The progressions have 
  been smoothed slightly to reduce rounding oddities and to prevent 
  undesired results.
  Arcane 3 – Delayed Acquisition
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  Caster Level
  1
  -
  -
  -
  -
  -
  -
  0
  2
  -
  -
  -
  -
  -
  -
  0
  3
  -
  -
  -
  -
  -
  -
  0
  4
  2
  -
  -
  -
  -
  -
  2
  5
  3
  1
  -
  -
  -
  -
  3
  6
  3
  1
  1
  -
  -
  -
  5
  7
  4
  2
  2
  -
  -
  -
  6
  8
  4
  3
  2
  1
  -
  -
  7
  9
  4
  3
  2
  2
  1
  -
  9
  10
  4
  3
  3
  2
  2
  -
  10
  11
  4
  3
  3
  2
  2
  1
  11
  12
  4
  4
  3
  3
  2
  2
  12
  13
  4
  4
  4
  3
  2
  2
  12
  14
  4
  4
  4
  4
  3
  2
  13
  Arcane 2 – Delayed Acquisition
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  Caster Level
  1
  -
  -
  -
  -
  -
  -
  0
  2
  -
  -
  -
  -
  -
  -
  0
  3
  -
  -
  -
  -
  -
  -
  0
  4
  -
  -
  -
  -
  -
  -
  0
  5
  -
  -
  -
  -
  -
  -
  0
  6
  2
  -
  -
  -
  -
  -
  2
  7
  2
  2
  -
  -
  -
  -
  4
  8
  3
  2
  1
  -
  -
  -
  6
  9
  3
  2
  2
  1
  -
  -
  7
  10
  3
  3
  2
  2
  -
  -
  8
  11
  3
  3
  2
  2
  1
  -
  9
  12
  3
  3
  3
  2
  2
  -
  10
  13
  4
  4
  3
  2
  2
  -
  10
  14
  4
  4
  3
  2
  2
  1
  11
  Arcane 1 – Delayed Acquisition
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  Caster Level
  1
  -
  -
  -
  -
  -
  -
  -
  2
  -
  -
  -
  -
  -
  -
  -
  3
  -
  -
  -
  -
  -
  -
  -
  4
  -
  -
  -
  -
  -
  -
  -
  5
  -
  -
  -
  -
  -
  -
  -
  6
  -
  -
  -
  -
  -
  -
  -
  7
  -
  -
  -
  -
  -
  -
  -
  8
  2
  1
  -
  -
  -
  -
  3
  9
  2
  2
  1
  -
  -
  -
  5
  10
  3
  3
  2
  -
  -
  -
  6
  11
  3
  3
  2
  1
  -
  -
  7
  12
  3
  3
  2
  2
  -
  -
  8
  13
  3
  3
  2
  2
  1
  -
  9
  14
  3
  3
  2
  2
  2
  -
  10
  DESIGNER’S NOTES
  Game design is an art as much as science and in a few areas, our design 
  judgment overrode our mathematical schedule. Arcane 1 Delayed 
  Acquisition was algorithmically calculated to have a maximum caster 
  level of 9 (at 14th level). We instead chose to manually set this to 
  10th level. The algorithm we employed worked so cleanly for almost 
  
  Axioms Issue 5
   
  Designer’s Notes 
  17
  Alternate Progressions for the Arcane Values
  everything else - much better than anything else we tried – that 
  we were reluctant to override it, but delayed acquisition needed to 
  result in better high-end spellcasting than non-delayed acquisition. 
  Conversely, the algorithm came up with a maximum level of 14 for 
  Arcane 3 Delayed, but we manually reduced this to 13 because Arcane 
  3 delayed needs to be less powerful than Arcane 4. (Although there 
  is something to be said for Arcane 4 being quicker, easier, more 
  seductive but not ultimately more powerful…) 
  The delayed acquisition tables have also been smoothed somewhat. 
  Even though the Divine progression does offer it (a legacy of B/X), we 
  felt that gaining two levels of spells in a single character level should 
  be avoided when possible.
  We made a second design choice that may, or may not, prove right. 
  We decided that the spell progression tables (both for normal and 
  delayed acquisition) would have the spells per day built off their 
  calculated budget in a manner that spent as much budget as possible, 
  only aiming to match the “feel” of the mage spell progression table but 
  not necessarily its lockstep progression. This means that the Arcane 
  1 -3 spells per day at the listed caster levels do not precisely match the 
  spell progression of a mage of that caster level. 
  There are also some cases where this approach resulted in rounding to 
  whole spell levels that was not supported by math. For example, using 
  Arcane 1 at 8th level, the progression offers 2 1st, 2 2nd, and 1 3rd, 
  which costs 9 points, on a budget of 8.33 points from the algorithm. 
  But that was the only way to gain spells that did not mess up their 
  future progression. (And it is, however, still closest to 9, so it would 
  not be changed under most other alternatives.) 
  Only playtesting can reveal if this is the correct design choice or not; 
  the other option would be to look at the calculated budget, see what 
  level of mage is closest to that, and then grant the class that level of 
  mage’s spellcasting abilities. For example, the 10th level Arcane 2 has a 
  budget of 23.5 points, which is closest to the 8th level mage’s 25.
  The list of existing classes which benefit from these new rules (which 
  is to say, the list of classes with an Arcane Value between 1 and 3) is the 
  elven courtier, elven nightblade, gnomish trickster, venturer, warlock, 
  and Zaharan ruinguard. The fact that this reads basically as the “list 
  of underpowered classes that Zaharan Ruinguard somehow managed 
  to sneak their way onto” makes us both reassured that this might be a 
  sane idea and terrified of future Ruinguards. (Zahara Victa!)
  
  18 
  Designer’s Notes
  A GRIMOIRE OF SPELLS
  NINE NEW DWEOMERS FOR THE DISCERNING CASTER…
  Find Place of Power
  Range:
  12 miles
  Arcane 6, Divine 5, 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.
  Forest Enchantment
  Range:
  0’
  Arcane 5, Divine 5, 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
  ×1
  ×1/2
  Jungle, swamps
  ×2/3
  ×1/3
  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. 
  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. 
  Call of the Ancient Tusk
  Range:
  Special
  Arcane 5, Divine 6, 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. 
  Call of the Leviathan
  Range:
  Special
  Arcane 6, 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.
  
  Axioms Issue 5
   
  Designer’s Notes 
  19
  A Grimoire of Spells
  Forgetfulness
  Range:
  15’
  Arcane 5, Divine 5, 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 thirty rounds (5 minutes) 
  before the spell was cast and form no memories of anything that 
  happens during the subsequent thirty 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 is 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. 
  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.
  Healing Circle
  Range:
  30’
  Divine 5, 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 1d6+1 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. 
  Note: If the Judge is using Heroic Healing, effected creatures instantly 
  regains hit points as if each had rested for one day.
  Lay of the Land
  Range:
  3 miles
  Arcane 5, Divine 5, 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 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 Haunting
  Range:
  3 miles
  Divine 5, Eldritch 5 (White)
  Duration:
  concentration
  This spell allows the caster to sense the direction and approximate 
  distance to the nearest undead creatures within 3 miles (i.e. within 
  the area of 6-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. Locate haunting is a 
  complex spell that requires 1 turn (10 minutes) to cast.
  Soul Eating
  Range:
  touch
  Arcane 6, 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. 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, 
  
  20 
  Designer’s Notes
  either a specific set of facts that the caster 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 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.
  
  Open Game License
  DESIGNATION OF PRODUCT IDENTITY 
  The names Autarch™, Adventurer Conqueror King™, Adventurer Conqueror King 
  System™, ACKS™, Auran Empire™, and Sinister Stone of Sakkara™ when used in any 
  context, are product identity. All artwork, logos, maps, and presentation are product 
  identity.
  DESIGNATION OF OPEN GAME CONTENT
  All game mechanics and rules are open game content, with the exception of text and 
  terms defined above as product identity.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All Rights
  Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee 
  in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the title, 
  the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13 Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary 
  Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, 
  based on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document 5.0. Copyright 2016, Wizards of the Coast, Inc.; Authors 
  Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based 
  on original material by E. Gary Gygax and Dave Arneson
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, 
  David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Adventurer Conqueror King Copyright 2011, Autarch™ LLC; Authors Alexander 
  Macris, Tavis Allison, Greg Tito, and Ryan Browning.
  Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris Gonnerman.
  Castles & Crusades: Players Handbook Copyright 2004, Troll Lord Games; Authors 
  Davis Chenault and Mac Golden.
  Castles & Crusades: Monsters Product Support Copyright 2005, Troll Lord Games.
  Labyrinth Lord ™ Copyright 2007-2009, Daniel Proctor; Author Daniel Proctor.
  Labyrinth Lord™ Advanced Edition Companion Copyright 2010, Daniel Proctor; 
  Author Daniel Proctor.
  END OF LICENSE
  Copyright 2012-2018 Autarch LLC. Autarch™, Adventurer Conqueror King™, 
  Adventurer Conqueror King System™, and ACKS™ are trademarks of Autarch Auran 
  Empire™ is a trademark of Alexander Macris. 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/Axioms/Axioms Issue 7.pdf