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  WHITE 
  BOX 
  TOME 
   ARIOTH I 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  White Box Tome 
  Arioth I 
  Copyright © 2016 by Gaiden 
  All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coinci-
  dental. 
   
  This book is protected under the copyright laws of the United States of America. Any reproduction or unau-
  thorized use of the material or artwork contained herein is prohibited without the express written permis-
  sion of Gaiden. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  外伝 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MAGUS NOR-NAIRA 
  “the jewels of spells 
  pleasure is the power 
  mighty is the flame 
  weak is the blade” 
  C. 372 - c. 101 B.C. 
  
   
  Adepts 
  Chapter One 
  Pg.5 
   
  Relics 
  Chapter Two 
  Pg.37 
   
  Spells 
  Chapter Three 
  Pg.51 
   
  Quests 
  Chapter Four 
  Pg.61 
   
  Monsters 
  Chapter Five 
  Pg.75 
   
  Pacts 
  Chapter Six 
  Pg.83 
  
  The Aethon 
  You are an Elementalist of unique sorts, 
  forged by the fires of the Divine and cast 
  onto the earth as a fallen star. As all Aethons 
  say similar, you remember little of your ori-
  gins in the firmament but know you possess 
  great power to manipulate the fundamental 
  building blocks of reality. Earth, Water, Air 
  and Fire are powers you wield with repute. 
  Aethon Class Abilities 
  Weapon/Armor Restrictions 
  Aethons may only use staffs and cannot use 
  armor. 
   
  Spell Casting 
  Aethons cast arcane spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Aethon is en-
  dowed with the ability to cast selected spells 
  from the standard list. 
   
  Saving Throw 
  Aethons get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Aethons possess an XP bonus like Clerics- 
  Earth, Water, Air and Fire 
  You can create, permute and destroy the 4 
  Classic Elements with might of willpower 
  and design that of imagination. The power of 
  your spells are determined by the referee. 
   
  Elementals 
  You possess the ability to create constructs 
  composed of one, or a combination, of the 
  four elements. They will do anything you 
  command. 
  Elementalism 
  Legend and Lore 
  Some believe those that call themselves 
  Aethons were once part of a vast hierarchy of 
  Gods and Goddesses, the Higher Powers that 
  rule the realms, and served as Divine Sol-
  diers: Angels. It is said many of these lofty 
  beings schemed on manipulating the funda-
  mental constituents into a prison where they 
  would wickedly cast their creator.  
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
    
  Craft Elemental Magical Item 
  You possess the ability of forging magical 
  items with elemental uses of your own de-
  sign, limited by your imagination and the 
  homebrew rules of the referee. You can cre-
  ate one item per day per XP Level. 
   
  Identify Elemental Item 
  You can identify the element of magical, ele-
  mental items. 
   
  Elemental Commune 
  You can converse with elementals. 
  Aethon Mastery Abilities 
  Unbridled Power 
  When you have attained to a measure of 
  power determined by the referee, your ele-
  mental magic rivals that of the Gods. This 
  power is moderated by referee. 
   
  Elemental Form 
  By a measure of power, determined by the 
  referee, you can assume a powerful elemen-
  tal form of one or a combination of the ele-
  ments of your own design. 
  
  The Aeva 
  You are a manifestation of Goddess, a mys-
  terious Higher Power of the referee’s design 
  that embodies the theme of Sacrifice, Service 
  and War. Endowed with potent Prayers, you 
  will battle the enemy of this deity in fields of 
  slaughter and die for those that worship her. 
  Thereafter, as legend has it, you shall ascend 
  to paradise. 
  Aeva Class Abilities 
  Weapon/Armor Restrictions 
  Aevas may only use staffs and cannot use 
  armor. 
   
  Spell Casting 
  Aevas cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Aeva makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Aevas get +2 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Aevas possess an XP bonus like Clerics. 
  Mass 
  This Prayer is whispered and can be used 
  once throughout the day. When uttered, the 
  Aeva and adventuring party are completely 
  healed of all wounds. 
   
  Resurrection 
  This Prayer is whispered and can be used 
  once throughout the day. When uttered, any 
  slain members of the adventuring party are 
  resurrected. 
  Prayers 
  Legend and Lore 
  Some believe that the Aeva is said to be not a 
  manifestation of Goddess, but a Cleric of the 
  deity bound to serve her until the world is at 
  its end. Regardless, those that know the his-
  tory of the Aeva have intense love for her as 
  she defines her existence by healing the in-
  jured and resurrecting the dead that are be-
  loved by their brethren. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
   
  Meditation 
  Once seated, and comfortable, you can enter 
  a trance like state of mind that will heal you 
  of all damage you have sustained in one 
  hour, provided you are undisturbed during 
  time spent in this meditative state. 
   
  Identify Religious Item 
  With concentration on an object of unknown 
  identity, for one hour, that truly is a relic 
  from the faith that is Goddess (in all its varie-
  ties), you can identify its origin, purpose and 
  monetary value. 
  Aeva Mastery Abilities 
  Divine 
  When you have attained to a measure of 
  power determined by the referee, you can 
  instantly heal any entity, with a mere touch, 
  of all damage it has sustained.  
   
  Immortal 
  By a measure of power, moderated by the 
  referee, you are endowed with eternal youth 
  and immortality. You can live forever, 
  should you not be slain. 
  
  The Alchemist 
  The Alchemist is a student of the occult mys-
  teries that specializes in researching and ap-
  plying the magical properties of water, har-
  nessed by Words of Power, in all its aspects 
  secret to the layman. Competent Alchemists 
  have also recently discovered the propellant 
  explosive known as Gunpowder. Addition-
  ally, they are adept spell-casters. 
  Alchemist Class Abilities 
  Weapon/Armor Restrictions 
  Alchemists may only use staffs and cannot 
  use armor. 
   
  Spell Casting 
  Alchemists cast divine spells from the Cleri-
  cal Spell List, as per the Adept Spell Ad-
  vancement Table. Each day, the Alchemist is 
  endowed with the ability to cast selected 
  spells from the standard list. 
   
  Saving Throw 
  Alchemists get +1 on saving throws vs. 
  death, poison and disease. 
   
  XP Bonus for Wisdom 
  Alchemists possess an XP bonus like Clerics. 
  Elixir 
  You can create a magical potion by chanting 
  over water within a small vial. One per day, 
  per XP Level, may be created and have any 
  effect desired, moderated by the referee. 
   
  Explosives 
  Once per day, with the requisite materials, 
  you can create a sack of explosives that can 
  be formulated into bombs or propellants for 
  Gun-powder weapons. 
  Concoctions 
  Legend and Lore 
  It is said that Higher Powers entered a sun-
  dered world, devastated by conflict that trou-
  bled the gods, and imbued herbs with magi-
  cal properties variant supreme. According to 
  this legend, the purpose being was in aiding 
  the mortals that inhabited this said world, so 
  that they can return to their origins as gods 
  before their exile. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
   
  Herbal Blends 
  You possess extensive knowledge of Herbs 
  and their properties in the crafting of potions. 
  Although creating Elixirs is limited by the 
  imagination, Herbal Recipes can be used 
  when ones imagination is limited. 
   
  Craft Vial 
  You are skilled in the manipulation of molten 
  glass for the creation of vials for Elixirs. 
   
  Identify Elixir 
  You can instantly identify a potion’s use. 
  Alchemist Mastery Abilities 
  Elixir of Limitless Life 
  When you have attained to a measure of 
  power determined by the referee, you can 
  create an unlimited amount of Magic Healing 
  Potions provided you possess vials of water. 
   
  Potions of Treasure 
  By a measure of power, determined by the 
  referee, you can transmute a vial of water, 
  once per day, into any potion listed in Table 
  31 of the First Print Edition Rulebook. 
  
  The Angel 
  You are a servant of the light; constituent of 
  the mind of the Most High; one, in eternal 
  spiritual union, with the ruler of the 
  Metaverse in its entirety. You have been or-
  dained to be born into the world of the refe-
  ree’s design; and arise to battle the oncoming 
  forces of darkness that seek to destroy, and 
  rule the world. 
  Angel Class Abilities 
  Weapon/Armor Restrictions 
  Angels are trained in combat and have no 
  armor or weapon restrictions. 
   
  Spell Casting 
  Angels cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Angel makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Angels get +3 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Angels possess an XP bonus like Clerics. 
  Divine Form 
  Legend and Lore 
  Occult authorities throughout the realms 
  maintain that the Most High is the ultimate 
  Higher Power and the most wicked entity 
  throughout the realms. Many think this being 
  is the creator of pain and sorrow. A sect of 
  Merkava Mystics claim we cry and its source 
  is obvious; we were given eyes to shed tears; 
  skin to shed blood; and hearts to ache. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of angelic languages. 
   
  Divine Knowledge 
  You possess expert (unless otherwise deter-
  mined by the referee) knowledge of the his-
  tory, culture, and mythology of the wicked 
  hierarchies of demons, devils, evil gods, and 
  their minions and vice versa of the divine. 
   
  Denizens 
  You possess basic knowledge of the demon 
  like inhabitants of the lower planes. 
   
  Divine Navigation 
  You do not get lost in the upper planes 
  Angel Mastery Abilities 
  True Angel 
  When you have attained to a measure of 
  power determined by the referee, you can 
  transform into your Angelic Form unlimit-
  edly throughout the day. 
   
  Godlike Power 
  By a measure of power, moderated by the 
  referee, you are endowed with the ability to 
  become invincible 1d4 times per day, per 
  level of XP for 1 hour at a time. 
  Angel 
  Angels stand nine feet tall, clad in plate mail 
  and armed with a greatsword burning with 
  divine fire. You can assume this form 1d4 
  times per day for 1 hour at a time. 
   
  Armor Class: 4[15] 
  Hit Dice: 
  6+1 
  Attacks: 
  burning blade (3d6 + fire) 
  Special: 
  divine fire, immune to pain 
  Move:   
  15 
   
  
  The Arcane 
  You are no ordinary Cleric, endowed whilst 
  a child (by Higher Powers of the referee’s 
  designs) in the power and majesty of the 
  Magic-users. Thereafter, you were kidnapped 
  by black cloaked occultists and taken to a far 
  away castle (of the referee’s designs) for sac-
  rifice. Surprisingly, you slayed the enemy 
  cult with the power of the Arcane. 
  Arcane Class Abilities 
  Weapon/Armor Restrictions 
  Arcanes may only use staffs and cannot use 
  armor. 
   
  Spell Casting 
  Arcanes cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Arcane makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Arcanes get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Arcanes possess an XP bonus like Clerics. 
  Spell Mind 
  1d4 + 1 times per day, per level of Experi-
  ence, you can cast any spell from the Magic-
  user’s Spell List.  
   
  Absorb Spell 
  Any Spell cast with you as the intended tar-
  get, can be “absorbed” into a Spellbook, 
  within the mind of your character, that you 
  can cast unlimitedly and without need for 
  preparation.  
  Roets 
  Legend and Lore 
  Occult historians throughout the realms be-
  lieve that the Arcane is a manifestation of a 
  Higher Power that once was a synthesis of 
  the Clerical and Magical Spell powers. Other 
  students of the supernatural, maintain that the 
  Arcane was born into the realms to fulfill a 
  karmic debt that ends with the sacrifice of 
  those of the class, at an early age. 
  Skills 
  Master Grimoire 
  Any Spellbook you possess, you can easily 
  understand its secrets regardless of its lan-
  guage. You can cast any spell from the list 
  without the need to prepare them as you 
  would a standard Spellbook. 
   
  Sense Magic 
  You can sense if magic has been cast within 
  1d4 miles form your present location. 
   
  Create Spell 
  You can create Spells limited by your imagi-
  nation that has been approved by the referee. 
   
  Commune Higher Power 
  You can converse with the Higher Powers. 
  Arcane Mastery Abilities 
  Arcane Archmage 
  When you have attained to a measure of 
  power determined by the referee, you can 
  cast any spell, from the Magic-user’s Spell 
  List, unlimitedly throughout the day. 
   
  Immortal Wizard 
  By a measure of power, moderated by the 
  referee, you are endowed with eternal youth 
  and can live forever, should you not be slain 
  by the enemy. 
  
  The Bum 
  You are a dirty, piss stinking and rag clad 
  individual. You possess no money or home 
  of your own and survive off of the compas-
  sionate ones that fill your beggar’s cup with 
  copper pieces and the occasional gold. How-
  ever, one evening you were contacted by a 
  Higher Power of the referee’s design and or-
  dained to wield clerical spells and serve. 
  Bum Class Abilities 
  Weapon/Armor Restrictions 
  Bums can only wield daggers and wear 
  leather armor. 
   
  Spell Casting 
  Bums cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Bum makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Bums get +1 on saving throws vs. death, poi-
  son and disease. 
   
  XP Bonus for Wisdom 
  Bums  possess an XP bonus like Clerics. 
  Please! Help me! 
  You possess the ability to appeal to the com-
  passion of anyone, 1d4 times per day. These 
  individuals will give you anything you desire 
  provided it does not threaten their wellbeing. 
   
  Shadow Hide 
  You possess the ability to conceal yourself 
  within the confines of shadows 1d4 times per 
  day for 1d4 hours. When hidden, you cannot 
  be seen unless you move or cause sound. 
  Beggar Magic 
  Legend and Lore 
  Many occult historians believe all bums 
  throughout the realms were once powerful 
  and malevolent deities bent on slaying those 
  that did not obey their decrees. Others main-
  tain that these dregs of society were not dei-
  ties but the minions of these Higher Powers 
  and were cast into the world to envy the for-
  tunate; men they were ordained to protect. 
  Skills 
  Bum’s Tongue 
  You demonstrate expertise in the reading, 
  writing and speaking of bums and beggars. 
    
  Rich Man’s Passing 
  You possess knowledge of the location of 
  Fortresses, Keeps, Headquarters of various 
  Gangs, Guildhalls and Markets that are fre-
  quented by wealthy Nobles, Kings and 
  Queens. 
   
  Street Charm 
  You can charm people you converse with 
  and easily acquire information. 
   
  Prowl 
  You are skilled in stalking others. 
  Bum Mastery Abilities 
  Rich Man’s Purse 
  When you have attained to a measure of 
  power determined by the referee, you can 
  manifest a small purse filled with infinite 
  gold pieces. 
   
  Ville 
  By a measure of power, determined by the 
  referee, a manse of the referee’s design (and 
  its location) can become your home unless it 
  is destroyed by hostile forces. 
  
  The Champion 
  When a mere lad, you were approached by a 
  gang of cloak and cowl clad individuals. 
  Knocked on the head by one of these strang-
  ers, you blacked out. You awoke in a gladia-
  tor’s arena a full grown, muscularly powerful 
  individual holding a mace. You remember 
  nothing of your childhood but that now you 
  are capable of spell casting and melee battle. 
  Champion Class Abilities 
  Weapon/Armor Restrictions 
  Champions have no weapon or armor restric-
  tions. 
   
  Spell Casting 
  Champions cast divine spells from the Cleri-
  cal Spell List, as per the Adept Spell Ad-
  vancement Table. Each day, Champions are 
  endowed with the ability to cast selected 
  spells from the standard list. 
   
  Saving Throw 
  Champions get +2 on saving throws vs. 
  death, poison and disease. 
   
  XP Bonus for Strength 
  Champions possess an XP  bonus like Fighters. 
  Deathblow 
  You are capable of administering a killing 
  blow to your enemy. 1d4 times a day, per 
  level of XP, you can strike your foes down in 
  an instant. 
   
  Rage 
  When injured, the sight of your own blood 
  drives you into madness. You acquire a tem-
  porary 1d6 bonus to your Strength, Dexterity 
  and Constitution ability scores for 1d4 hours. 
  Champion Magic 
  Legend and Lore 
  It is believed that long ago, a cult of magic-
  users engaged in a mass kidnapping spree of 
  youths who were beyond the power of the 
  average individual. Some say further, that 
  these children were the babes of a powerful 
  and evil deity bent on destroying the world. 
  More so, some believe this cult are the min-
  ions of this deities righteous brother. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
    
  Sense Bloodshed 
  Wherever there is war like carnage in the im-
  mediate area, you can sense and pinpoint its 
  exact location. 
   
  Scale Wall 
  You can adeptly climb almost any surface 
  that is set before you. 
   
  Weapon Power 
  You possess extraordinary skill in a weapon 
  of choice. When holding said weapon, you 
  acquire an additional attack per turn. 
  Champion Mastery Abilities 
  Battle Form 
  When you have attained to a measure of 
  power determined by the referee, you can 
  shape-shift into a powerful Iron Golem like 
  humanoid. 
   
  Armor Class: 3[16] 
  Hit Dice: 
  4+2 
  Attacks: 
  fist (1d6 + stun) 
  Special: 
  none 
  Move:   
  14 
  
  The Claur 
  You are a terribly fragile, weak and pathetic 
  Magic-user with an unknown racial identity 
  (a silvery, crystal lattice woven throughout 
  the skin, muscles and bones of your body). 
  However, you possess the ability to call upon 
  and wield powerful, arcane powers, once per 
  day, that earn their repute from the legend 
  that is the Claur. 
  Claur Class Abilities 
  Weapon/Armor Restrictions 
  Claurs may only use staffs and cannot use 
  armor. 
   
  Spell Casting 
  Claurs cast arcane spells from the Magic-
  user Spell List, as per the Adept Spell Ad-
  vancement Table. Each day, the Claur is en-
  dowed with the ability to cast selected spells 
  from the standard list. 
   
  Saving Throw 
  Claurs get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Claurs possess an XP bonus like Clerics. 
  Spellmind 
  Once per day, you can enhance your spell 
  casting powers by 1d4+1 Levels for one hour 
  and wield spells from the Claur Spell Ad-
  vancement Table as if you have attained to 
  this level. 
   
  Archmage 
  Once per day, you can cast any 6th Level 
  Magic-user spell from the Magic-user Spell 
  List (regardless of your current level). 
  Arcane Power 
  Legend and Lore 
  Holy books throughout the realms tell of a 
  once powerful God that was murdered by its 
  own creations. According to this legend, this 
  God will be reborn with the markings of the 
  Crystal Race, that will, if he desires, guide all 
  throughout the world unto righteousness, 
  compassion for all sentient beings and ulti-
  mately paradise. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
   
  Identify Magic Item 
  By holding an item, and meditating on it for 
  several seconds, you can determine if it is 
  magical or mundane. If it is magical, you can 
  determine its origin, purpose and monetary 
  value. 
   
  Scribe Scroll 
  You can create a one time use spell scroll, 
  once per day, per papyri you possess. 
   
  Grimoire 
  You understand all varieties of spell books. 
  Claur Mastery Abilities 
  Crystal Warrior 
  When you have reached a level of power de-
  termined by the referee, you can assume a 
  powerful battle form, of your design, once a 
  day and for one hour per level of experience. 
   
  Armor Class: 4[15] 
  Hit Dice: 
  3+2 
  Attacks: 
  talons (1d6 + 3) 
  Special: 
  None 
  Move:   
  5 
   
  
  The Courier 
  During your youth, you became affiliated 
  with numerous Gangs and Guilds throughout 
  a city (of the referee’s design) that you were 
  born and raised in. One night, while selling 
  various illegal materials, you were struck 
  with a great orb of light. You then heard the 
  voice of what claimed to be a Higher Power 
  that endowed you with clerical spell casting. 
  Courier Class Abilities 
  Weapon/Armor Restrictions 
  Couriers can only wield daggers and wear 
  leather armor. 
   
  Spell Casting 
  Couriers cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Courier makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Couriers get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Couriers  possess an XP bonus like Clerics. 
  Sub/urban Concealment 
  You can blend in with urban or suburban en-
  virons and become extremely difficult to de-
  tect. Hiding in alleys and the shadows that 
  parallel the streets is easy for you. 
   
  Drug Hustle 
  You possess the ability to create, from noth-
  ingness, a small bag of an expensive drug of 
  the referee’s design, 1d4 times per day, per 
  level of XP. 
  Smuggler Magic 
  Legend and Lore 
  Students of the occult claim to have discov-
  ered a grimoire that tells of the Shadow 
  Shades; sentient beings composed of shad-
  ows that can become corporeal and exist on 
  the material planes. This text details a war 
  within the plane of shadows the led to the 
  death of millions of these entities. Were 
  some of them possibly reborn? 
  Skills 
  Courier’s Tongue 
  You demonstrate expertise in the reading, 
  writing and speaking of Couriers and 
  Thieves. 
    
  Conceal Illegal Materials 
  You are an expert in concealing contraband 
  ranging from drugs to weapons. The referee 
  will determine what type of concealment is 
  accomplishable based on homebrew rules. 
   
  Street Charm 
  You can charm people you converse with 
  and easily acquire information. 
   
  Silent Move 
  You move without making any noise. 
  Courier Mastery Abilities 
  Shadow Step 
  When you have attained to a measure of 
  power determined by the referee, you can 
  travel in and out of the shadow planes pro-
  vided you do so in areas that you have previ-
  ously visited and have engaged in illegal, 
  smuggling activity. This ability is endowed 
  to you by the Higher Power that turned you 
  into a clerical spell caster. You can do this 
  unlimitedly throughout the day and even es-
  cape from peril this way. 
  
  The Daemon 
  You are a student and researcher of the ar-
  cane science-like magic of Demons, the 
  lower planes and their mysteries. Where oth-
  ers experience fear and helplessness, in the 
  presence of the infernal, you see weak crea-
  tures of the lower planes, that should be 
  bound to service. Once per day, you can 
  summon a Baalrog to service you unto death. 
  Daemon Class Abilities 
  Weapon/Armor Restrictions 
  Daemons may only use staffs and cannot use 
  armor. 
   
  Spell Casting 
  Daemons cast arcane spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Daemon is en-
  dowed with the ability to cast selected spells 
  from the standard list. 
   
  Saving Throw 
  Daemons get +2 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Daemons possess an XP bonus like Clerics. 
  Demon, Baalrog 
  The Bull of Baal (baal-auroch) is a massive, 
  minotaur-like, bat-winged, satyr footed, de-
  mon burning with the fires of hell and 
  wreathed in flame.  
   
  Armor Class: 2[17] 
  Hit Dice: 
  9 
  Attacks: 
  sword (1d6) or whip 
  Special: 
  hellfire  
  Move:   
  6 (15 when flying) 
  Summon 
  Legend and Lore 
  It is believed the first Daemon was once a 
  powerful Baalrog unlike others of its kind. A 
  lord of many planes of hell and champion of 
  the entirety of the Infernal Gods. However, 
  this Daemon was seduced by its power and 
  believed it could slaughter all of the infernal 
  hosts. It was then, historians believe, mortal-
  ized and cast onto the earthly planes. 
  Skills 
  Demonic Language 
  You demonstrate expertise in the reading, 
  writing and speaking of demonic tongues. 
   
  Infernal Knowledge 
  You possess limited (unless otherwise deter-
  mined by the referee) knowledge of the his-
  tory, culture, and mythology of the wicked 
  hierarchies of demons, devils, evil gods, and 
  their minions. 
   
  Denizens 
  You possess basic knowledge of the animal 
  like inhabitants of the lower planes. 
   
  Demonic Navigation 
  You rarely get lost in the lower planes. 
  Daemon Mastery Abilities 
  Demonic Ascension 
  When you have attained to a measure of 
  power determined by the referee, you can 
  shape-shift into a Baalrog unlimitedly 
  throughout the day. 
   
  Communion of Baal 
  By a measure of power, moderated by the 
  referee, you can regularly speak with the God 
  initiates and worshippers call Baal, an an-
  cient and evil, pagan deity. 
  
  The Diviner 
  Since your youth, you have been obsessed 
  with study of the occult and its mysteries. 
  One evening, you were telepathically con-
  tacted by a Higher Power (of the referee’s 
  design) that endowed you with spell casting 
  powers becoming a Cleric. You were also 
  gifted with the ability to see the immediate to 
  distant future via visions. 
  Diviner Class Abilities 
  Weapon/Armor Restrictions 
  The Diviner has no weapon or armor restric-
  tions. 
   
  Spell Casting 
  Diviners cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Diviner is en-
  dowed with the ability to cast selected spells 
  from the standard list. 
   
  Saving Throw 
  Diviners get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Diviners possess an XP bonus like Clerics. 
  What Will Be 
  You possess the ability to observe the imme-
  diate and distant future via the manifestation 
  of visions. Once per day, per XP Level, you 
  can determine what will come to be. 
   
  Blessing of Treasure 
  By gazing at the entrance to a dungeon, for-
  tress or keep, you can determine if there is 
  any treasure within and its exact where-
  abouts. 
  Futures 
  Legend and Lore 
  It is believed the Diviners are actually em-
  powered by a Wicked God or Goddess, 
  which is masquerading as a benevolent 
  Higher Power for the sheer enjoyment of ly-
  ing, one of its beloved penchants. Some say 
  further, that this wicked being will one day 
  attempt to “eat” the Diviner it endowed with 
  clerical powers. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
    
  Runestones 
  Within a sack of silk, you possess thirteen 
  sacred stones etched with the markings of the 
  Higher Powers. When cast onto earthen soil, 
  you can determine various possible futures, 
  of which one is one’s destiny. 
   
  Divine Commune 
  You can communicate with the Higher 
  Power that endowed you with powers. 
   
  Clerical Tome 
  You possess knowledge of clerical grimoires. 
  Diviner Mastery Abilities 
  Constant Sight 
  When you have attained to a measure of 
  power determined by the referee, you possess 
  a constant and perpetual knowledge of your 
  inevitable destiny. 
   
  Godlike Attainment 
  By a measure of power, moderated by the 
  referee, you are no longer bound by a Spell 
  Advancement Table and can cast an unlim-
  ited amount of spells throughout the day. 
  
  The God 
  You are a deity that hails from the En Sof, 
  and have been cast to the depths of the Hells 
  for a sin you do not truthfully remember. Af-
  ter many eternities battling the forces of 
  darkness in Hell after Hell, you emerged 
  from the abyss of the earth only to be sud-
  denly stripped of the permanence of your in-
  vincibility and immortality. 
  God Class Abilities 
  Weapon/Armor Restrictions 
  The God has no weapon or armor restric-
  tions. 
   
  Spell Casting 
  The God cast arcane spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, The God is endowed 
  with the ability to cast selected spells from 
  the standard list. 
   
  Saving Throw 
  The God gets +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Intelligence 
  The God possess an XP bonus like Cleric’s. 
  Invincibility 
  Once a day, for one hour per XP Level, you 
  are completely immune to all adverse phe-
  nomenon and cannot be harmed by anyone or 
  anything. 
   
  Clairsentience 
  Once a day for one hour per XP Level, you 
  are cognizant of the past, present and all pos-
  sible futures moderated by the homebrew 
  rules of the referee. 
  Divinities 
  Legend and Lore 
  It is believed a righteous deity horrifically 
  murdered, and cast into hell, one of his mor-
  tal creations because he was jealous of this 
  created beings beauty. Those that study the 
  sacred texts of the Higher Powers confirm 
  that this deities consciousness was shattered 
  into a multitude of conscious pieces. Thus, 
  those that call themselves The God, are such. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
   
  Adept Skills 
  You are skilled in a multitude of disciplines 
  at Gamestart (these skills can be anything the 
  referee allows you to conceive of—they are 
  limited by the imagination in their specifica-
  tions). You also possess great genius, which 
  is evident at your ability to cull knowledge 
  from a multitude of sources efficiently and 
  with great ease (this too is moderated by the 
  referee). 
   
  Identify Magic Item 
  You can identify any magic item. 
  God Mastery Abilities 
  Ascension 
  When you have attained to a measure of 
  power determined by the referee, you will 
  ascend to the plane of the Higher Powers, 
  return to Godhood and learn of your sin. 
   
  Almighty 
  By a measure of power, moderated by the 
  referee, you can manipulate reality limited by 
  your imagination and the homebrew rules of 
  the referee. 
  
  The Hlasek 
  You are no ordinary student of the Arcane. 
  With the flexing of your magical will, you 
  can bring into manifestation, once a day, a 
  powerful Gargoyle that will serve you, obey-
  ing your every command, even self-sacrifice. 
  You are also a competent and impressive 
  spell-caster, capable of wielding clerical 
  magic. 
  Hlasek Class Abilities 
  Weapon/Armor Restrictions 
  Hlaseks may only use staffs and cannot use 
  armor. 
   
  Spell Casting 
  Hlaseks cast arcane spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Hlasek is endowed 
  with the ability to cast selected spells from 
  the standard list. 
   
  Saving Throw 
  Hlaseks get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Hlaseks possess an XP bonus like Clerics. 
  Gargoyle 
  This creature is a grey, nine foot tall, hands 
  tipped with claws, winged humanoid with a 
  long, sinuous tail. When animate, their skin 
  has the texture of hard clay. 
   
  Armor Class: 5[14] 
  Hit Dice: 
  6+4 
  Attacks: 
  claws/bite (1d6 + 2) 
  Special: 
  Flight 
  Move:   
  6 (15 when flying) 
  Summon 
  Legend and Lore 
  Gargoyles bedeck, frozen in stone, the walls 
  of the Aeyr Elves Hlasek Cathedrals that par-
  allel the planes. Unfortunately, it is believed 
  this elven race, or culture more so, disre-
  spected their own Gods, the true source of 
  their power, by abandoning them when the 
  Aeyr discovered the might and power that is 
  the Sacred Crystal. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
   
  Gargoyle Empathy 
  You can sense the core, and dynamic, emo-
  tional changes of any Gargoyle whether in-
  animate, frozen in stone, or animate (note 
  that when Gargoyles are frozen, they can still 
  feel and sense phenomenon. 
   
  Cathedral 
  You can sense if any structure is bedecked 
  with Gargoyles. 
   
  Aeyr Elf Mythology 
  You understand the myths of the Aeyr Elves. 
  Hlasek Mastery Abilities 
  Legion 
  When you attain to a level of power deter-
  mined by the referee, you can summon 
  1d4+1 dozen Gargoyles into your service. 
  They will obey your every command. 
   
  Gargoyle Form 
  By a measure of power, determined by the 
  referee, you can shape shift into a Gargoyle 
  unlimitedly throughout the day, with the 
  same stats as those you can summon. 
  
  The Hunter 
  You are a Hunter of demons, devils and all 
  kin varieties of the Wicked. Unlike other De-
  mon Hunters, you are demonically blooded, 
  a descendant of generations of entities cruel 
  in the manifestations of their mental and 
  moral makeup. You are also a clerical spell-
  caster, and possess the ability to evoke, bind 
  and command your wicked ancestors. 
  Hunter Class Abilities 
  Weapon/Armor Restrictions 
  Hunters have no weapon or armor restric-
  tions. 
   
  Spell Casting 
  Hunters cast arcane spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, Hunters are endowed 
  with the ability to cast selected spells from 
  the standard list. 
   
  Saving Throw 
  Hunters get +2 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Hunters possess an XP bonus like Cleric’s. 
  Demon Mardumman 
  This wicked being is a muscular, black 
  skinned, spike studded, thirteen foot human-
  oid burning with hell fire and wielding a rune 
  emblazoned, serrated Hellblade. 
   
  Armor Class: 4[15] 
  Hit Dice: 
  3+2 
  Attacks: 
  hellblade (2d6 + poison) 
  Special: 
  hell-fire, poison 
  Move:   
  12 
  Ancestor Summon 
  Legend and Lore 
  It is believed by many occult historians that 
  the Hunters of the current day were once ma-
  levolent worshippers and servants of evil dei-
  ties. Some believe they angered a powerful 
  righteous God that murdered them and cast 
  them into the realms, redesigned their psyche 
  during birth and now they foolishly hunt 
  their demonic brethren. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
   
  Infernal Knowledge 
  You possess limited (unless otherwise deter-
  mined by the referee) knowledge of the his-
  tory, culture, and mythology of the wicked 
  hierarchies of demons, devils, evil gods, and 
  their minions. 
   
  Demonic Empathy 
  You can feel the emotions of your demonic 
  brethren regardless of their disguise. 
   
  Hellblade 
  You can wield greatswords from hell. 
  Hunter Mastery Abilities 
  Demon Magic 
  When you have attained to a measure of 
  power determined by the referee, you can 
  wield the magic of curses. Moderated by the 
  referee, your curses are anything imaginable.  
   
  Legion of Dark Angels 
  By a measure of power, and constituent rules 
  moderated by the referee, once per day, you 
  possess the ability to summon an army of 
  Dark Angels that will serve you unto death. 
  
  The Monster 
  You are a horrific, mutant-looking, scarred 
  humanoid with no memory of your former 
  self or racial identity. For reasons unknown 
  to you, a Deity of the referee’s design has 
  endowed you with the ability to cast clerical 
  spells and grow in power consequently. You 
  are also capable of manifesting certain Ter-
  rors of those that are the Monster. 
  Monster Class Abilities 
  Weapon/Armor Restrictions 
  The Monster has no weapon or armor restric-
  tions. 
   
  Spell Casting 
  Monsters cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Monster is en-
  dowed with the ability to cast selected spells 
  from the standard list. 
   
  Saving Throw 
  Monsters get +2 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Monsters possess an XP bonus like Clerics. 
  Fear Face 
  Your monstrous face must remain hidden 
  and when seeable, will cause screaming mad-
  ness to those that observe it, for 1d6 turns. 
  You can expose your face one time per day. 
   
  Stalker 
  You can create an auditory illusion of a hor-
  rifying monster, growling, snarling and al-
  ways behind your enemy once per day per 
  level of XP.  
  Terrors 
  Legend and Lore 
  Many believe The Monster, sighted more 
  than once in different varieties throughout 
  the realms by many, were once benign, rav-
  ishingly beautiful female Elves that were 
  cursed by a Goddess, and forged into ugly 
  and stank monstrosities, for attempting to use 
  their supernatural beauty to seduce her many 
  husbands. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
    
  Disguise 
  You possess the skill to mask your horrific 
  face and features with extraordinary ability. 
  With various cloth and a helm like mask 
  (you begin the campaign with) you can con-
  ceal that which is your horrid self. 
   
  Monster Communication 
  You can understand the language of nearly 
  all variety of monsters with little difficulty. 
   
  Lore 
  You possess knowledge of monster myths. 
  Monster Mastery Abilities 
  Gargantuan Beast 
  When you have attained to a measure of 
  power determined by the referee, you can 
  shape-shift into a thirty two foot tall, tentacle 
  clad, mass of twisted, burnt flesh. 
   
  Armor Class: 4[15] 
  Hit Dice: 
  3+2 
  Attacks: 
  tentacles (1d6 + poison) 
  Special: 
  poison 
  Move:   
  14 
  
  The Morg 
  You were an immortal creature of the lower 
  planes made flesh and mortal by a mysteri-
  ous Higher Power of the referee’s design. 
  You will serve this deity or cease to exist by 
  its divine like threat. With sincere, true to 
  heart service you are endowed to wield 
  magic and assume a powerful Demon Form 
  once per day.  
  Morg Class Abilities 
  Weapon/Armor Restrictions 
  Morgs may only use staffs and cannot use 
  armor. 
   
  Spell Casting 
  Morgs cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Morg makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Morgs get +2 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Morgs possess an XP bonus like Clerics. 
  Demon Form 
  Legend and Lore 
  Many say the Morgs were not typical, im-
  mortal creatures inhabiting the lower planes, 
  but powerful devils or Higher Powers even 
  more so. It is said they angered the true 
  Higher Powers by amassing together in a 
  massive army and conspiring to slay any 
  denizen of the lower planes that did not 
  pledge their loyalty to them. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
   
  Infernal Knowledge 
  You possess limited (unless otherwise deter-
  mined by the referee) knowledge of the his-
  tory, culture, and mythology of the wicked 
  hierarchies of demons, devils, evil gods, and 
  their minions. 
   
  Denizens 
  You possess basic knowledge of the animal 
  like inhabitants of the lower planes. 
   
  Demonic Navigation 
  You rarely get lost in the lower planes. 
  Morg Mastery Abilities 
  True Demon 
  When you have attained to a measure of 
  power determined by the referee, you can 
  shape-shift into your Demon Form unlimit-
  edly throughout the day. 
   
  Immortal 
  By a measure of power, moderated by the 
  referee, you are endowed with eternal youth 
  and immortality. You can live forever, 
  should you not be slain. 
  Beast 
  Beasts stand thirty two feet tall and are com-
  posed of a chaotic assemblage of grotesque, 
  talon tipped arms and slimy, tentacles in a 
  state of putrefaction. 
   
  Armor Class: 4[15] 
  Hit Dice: 
  3+2 
  Attacks: 
  talons (1d6 + paralysis) 
  Special: 
  paralysis 
  Move:   
  6 
   
  
  The Nehkra 
  You are a student of the Clerical Mysteries 
  and spell caster of arcane powers of the dead. 
  With these powers, you can animate corpses 
  and skeletons as your minions for whatever 
  use you can imagine. Fighters, Magic-users 
  and Clerics fear your might, as with your 
  presence often comes an army of stank and 
  rotten dead ones. 
  Nehkra Class Abilities 
  Weapon/Armor Restrictions 
  Nehkra may only use staffs and cannot use 
  armor. 
   
  Spell Casting 
  Nehkra cast arcane spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Nehkra is en-
  dowed with the ability to cast selected spells 
  from the standard list. 
   
  Saving Throw 
  Nehkra’s get +2 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Nehkras possess an XP bonus like Clerics. 
  Skull Gleaning 
  By holding a creature’s skull, you can in-
  stantly learn the name, when and how the 
  entity died, alignment, lifespan and anything 
  the referee decides. 
   
  Legion of the Dead 
  Once per day, you can raise an army of the 
  undead, as long as there are corpses to ani-
  mate within 1d4 miles, which will do any-
  thing you command. 
  Deadmagic 
  Legend and Lore 
  It is believed the Nehkra are descendants of a 
  powerful Elder Liche that sired a multitude 
  of children by engaging in romantic encoun-
  ters with ghouls. Some say, thereafter, this 
  Liche (many believe to be known as Me-
  zogorah), purposefully delivered his off-
  spring to the care of numerous cathedrals and 
  orphanages throughout the realms. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
   
  Necromancy 
  You possess extraordinary knowledge of the 
  myths, legends and folklore of the undead 
  across numerous realms. When it comes to 
  the subject matter of the unliving, the referee 
  must disclose. 
   
  Sense Dead 
  You can determine where corpses can be 
  found within a radius of 1d4 miles. 
   
  Identify Corpse 
  You can determine if a body is dead or alive. 
  Nehkra Mastery Abilities 
  Elder Liche 
  When you have attained to a measure of 
  power determined by the referee, you can 
  commit an act of ritual suicide and be reborn 
  as a mighty Elder Liche. 
   
  Armor Class: 0[20] 
  Hit Dice: 
  12-18 
  Attacks: 
  touch (1d6 + paralysis) 
  Special: 
  paralysis 
  Move:   
  6 
   
  
  The Nighthawk 
  Your first memory is one of mystery. You 
  remember floating in darkness already 
  learned in the common tongue of a realm of 
  the referee’s design, and basic skills as if you 
  were born normally and lived a normal life. 
  You also possess in depth knowledge of how 
  to murder humanoids, with a specialty in col-
  lecting the ears of Elves. 
  Nighthawk Class Abilities 
  Weapon/Armor Restrictions 
  Nighthawks have no weapon or armor re-
  strictions. 
   
  Spell Casting 
  Nighthawks cast divine spells from the Cleri-
  cal Spell List, as per the Adept Spell Ad-
  vancement Table. Each day, Nighthawks are 
  endowed with the ability to cast selected 
  spells from the standard list. 
   
  Saving Throw 
  Nighthawks get +1 on saving throws vs. 
  death, poison and disease. 
   
  XP Bonus for Wisdom 
  Nighthawks possess an XP bonus like Clerics. 
  Night-eyes 
  You can see clearly in pitch black darkness. 
  You need no light to move around. You can 
  see this way once a day for 1d4 hours per XP 
  Level.  
   
  Shadow Meld 
  You can become one with shadows and even 
  enter them and emerge from different ones 
  (range determined by referee). You can do 
  this once a day for 1d4 hours per XP Level. 
  Nighthawk Magic 
  Legend and Lore 
  It is believed by many occult historians that 
  the secret of the Nighthawks has its roots, its 
  origins, in the Gods of Murder and Death (of 
  the referee’s design). Some claim these dei-
  ties were not one but a pantheon and were 
  slain by Jhaddoc, the God of Indignant Pain, 
  and cast into the realms, only to now hunt 
  each other in various guises. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
    
  Sense Death 
  You possess an intimate sense of when 
  someone you have seen before is sure to die 
  within the immediate hours. You can even 
  determine their location with a moments fo-
  cusing after the sense comes. 
   
  Scale Wall 
  You can adeptly climb almost any surface 
  that is set before you. 
   
  Silent Death 
  The screams  of those you kill cannot be heard. 
  Nighthawk Mastery Abilities 
  Master Assassin 
  When you have attained to a measure of 
  power determined by the referee, you are ex-
  quisitely skilled in the art of administering 
  death. During the act, you are rarely hurt. 
   
  Eternal Night 
  By a measure of power, determined by the 
  referee, you can use both Nighthawk Magic 
  abilities unlimitedly throughout the day, and 
  as many times per day as you desire.  
  
  The Palimor 
  You are a manifestation of the epitome and 
  essence of Higher Powers of the referee’s 
  design that embody the theme of War, Jus-
  tice and Bloodshed. You will serve on the 
  front lines, battling the enemies of these 
  Gods and Goddesses. With a potent Battle 
  Cry, you fell the masses of evil beasts and 
  strengthen the adventuring party. 
  Palimor Class Abilities 
  Weapon/Armor Restrictions 
  Palimors are trained in combat and have no 
  armor or weapon restrictions. 
   
  Combat Machine 
  Against foes one HD or less, Palimors get 
  one attack per level each turn. 
   
  Stronghold 
  Palimors possess a small fort of their design. 
   
  Saving Throw 
  Palimors get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Strength 
  Palimors possess an XP bonus like Fighters. 
  Battle Cry 
  Legend and Lore 
  Many believe that the first Palimor was once 
  a warrior-cleric, with the ability to wield 
  might and divine magic with awe inspiring 
  ease and power, that angered the Higher 
  Powers by coveting his brothers wife. Enrag-
  ing the Gods and Goddesses, this Palimor 
  was stripped of his magical capabilities and 
  ordained to serve solely as a fighter.  
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
   
  Weapon Expertise 
  You are skilled in the use of any melee 
  weapon from sword to sling. 
   
  Steed 
  You are skilled in riding animal mounts. 
   
  Medicine 
  You are skilled in the basic uses of bandages 
  and disinfectants. 
   
  Climb 
  You are skilled in ascending structures.  
  Palimor Mastery Abilities 
  Battle Cry 
  When you have attained to a measure of 
  power determined by the referee, you can use 
  your Battle Cries unlimitedly throughout the 
  day. 
   
  Grace of the Higher Powers 
  By a measure of power, determined by the 
  referee, you can cast divine spells (from the 
  standard list) from the Palimor Spell Ad-
  vancement Table, after prayer. 
  Judgement 
  This Battle Cry can be uttered 1d4+1 times 
  per day. When shouted, the Palimor and ad-
  venturing party acquire a bonus of 3d6+3 
  temporary HP and +1 BHB. 
   
  Prayer 
  This Battle Cry can be uttered and used 
  1d4+1 times per day. When shouted, the 
  Palimor and adventuring party are healed of 
  all wounds. 
  
  The Prey 
  Although a weakling, you are no ordinary 
  mortal. Before birth into the current world, 
  there was an endless time before, without 
  beginning; a mighty deity you were. For rea-
  sons determined by the referee, you were 
  slain and mortalized by opposing Higher 
  Powers. You are now limited to the weak, 
  clerical spells of the mortal world and alone. 
  Prey Class Abilities 
  Weapon/Armor Restrictions 
  Preys may only use staffs and cannot use ar-
  mor. 
   
  Spell Casting 
  Preys cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Prey makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Preys get +1 on saving throws vs. death, poi-
  son and disease. 
   
  XP Bonus for Wisdom 
  Preys possess an XP bonus like Clerics. 
  Hunted Tactics 
  Legend and Lore 
  Scholars, occultists, clerics, wizards; many 
  share a common belief that there exists an 
  entity known as “The Prey” that committed 
  an evil act by indulging in forbidden pleas-
  ures and was cast into the mortal planes to 
  learn a divine lesson. It is said that when the 
  Higher Powers have drunk full their cup of 
  vengeance; the prey shall become predator. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
   
  Skill Set 
  You possess an extraordinary amount of 
  skills relative to the mortals of the world of 
  the referee’s design. The referee is encour-
  aged to work with the player during character 
  creation to build a set of skills. 
   
  Denizens 
  You possess basic knowledge of the animal 
  like inhabitants of the mortal planes. 
   
  Mortal Navigation 
  You rarely get lost in the world of mortals. 
  Prey Mastery Abilities 
  Predator Form 
  When you have attained to a measure of 
  power determined by the referee, you can 
  shape-shift into a predatory animal perma-
  nently; should the need arise. 
   
  Armor Class: 4[15] 
  Hit Dice: 
  3+2 
  Attacks: 
  talons (1d6 + stun) 
  Special: 
  paralysis 
  Move:   
  6 
  Flight 
  You possess the ability to escape danger suc-
  cessfully without fail (by disappearing and 
  reappearing in a safe location) 1d4 times per 
  day per level of XP. 
   
  Concealment 
  You are capable of hiding in such a way that 
  you blend in completely with the background 
  environment; the way a chameleon of earth 
  can merge with the forest environ visually. 
  
  The Prophet 
  You have felt a calling to a deity of the refe-
  ree’s design throughout your entire life. Re-
  cently, you have answered to this emotional 
  and mentalogical feeling by kneeling and 
  professing love and honest intentions to this 
  entity. Consequently, you have been blessed 
  with the ability to wield clerical spells and 
  Prophetic Magic. 
  Prophet Class Abilities 
  Weapon/Armor Restrictions 
  Prophets are trained in combat and have no 
  armor or weapon restrictions. 
   
  Spell Casting 
  Prophets cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Prophet makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Prophets get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Prophets possess an XP bonus like Clerics. 
  Prophetic Magic 
  Legend and Lore 
  Priests and various mystics throughout the 
  realms maintain that the prophets of most 
  deities are truly, or were, Gods themselves 
  that were slain and cast into the mortal 
  worlds by their wicked brethren. Others 
  claim the Prophets are here by their own sac-
  rificial actions, with intentions to free mor-
  tals that were once their divine kin. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of religious tongues. 
   
  Divine Knowledge 
  You possess expert (unless otherwise deter-
  mined by the referee) knowledge of the his-
  tory, culture, and mythology of the wicked 
  hierarchies of demons, devils, evil gods, and 
  their minions and vice versa of the divine. 
   
  Preacher 
  You possess the ability to give speeches that 
  kindle beliefs of your desire in the masses. 
   
  Scriptures 
  You are learned in holy books of the realms. 
  Prophet Mastery Abilities 
  God 
  When you have attained to a measure of 
  power determined by the referee, you can 
  take control of the adventure by becoming an 
  assistant referee. 
   
  Holy Book 
  By a measure of power, moderated by the 
  referee, you can ink a book of scriptures that 
  those who read will believe is the unques-
  tionable word of God. 
  Divination 
  You possess the ability to ascertain the future 
  with might of Volition. 1d4 times per day, 
  per level of XP, the referee must inform you 
  of considerable facts of what is to come. 
   
  It Shall Come to Pass 
  You possess the ability to significantly mod-
  ify the future. 1d4 times per day, per level of 
  XP, you can make moderate changes to the 
  future of the game-world. 
  
  The Raider 
  You worship and serve a deity of the refe-
  ree’s design that has ordained you to find one 
  of her lost relics (of the referee’s designs) 
  that has been cast out of the heavenly planes 
  and into one of the multitude of tombs, 
  throughout the realms, by her jealous 
  brother. Consequently, you are a clerical 
  spell-caster and adept grave robber. 
  Raider Class Abilities 
  Weapon/Armor Restrictions 
  Raiders have no weapon or armor restric-
  tions. 
   
  Spell Casting 
  Raiders cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Raider makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Raiders get +2 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Raiders possess an XP bonus like Clerics. 
  Orb of Daylight 
  You can create a shimmering globe of light 
  with a level of brilliance moderated by the 
  referee. It will last for 1d6 hours and one can 
  be created per level of XP. 
   
  Trap Killer 
  By focusing on a dungeon for a moment, you 
  can thereafter instantly disarm traps and 
  maintain this disarming ability for 1d4 hours 
  a day per level of XP.  
  Raider Magic 
  Legend and Lore 
  Many believe the Raider is not actually a 
  mortal, but an incarnation of the brother of 
  the same deity that empowered the individual 
  that is seeking this Goddess’ lost relics. Oth-
  ers believe that this incarnate God is not one, 
  but a multitude of Angels that fell from grace 
  and were exiled from the heavenly planes for 
  embracing evil. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
    
  Detect Trap 
  You are trained in the detection of any vari-
  ety of trap that may attempt to injure 
  (naturally or supernaturally) or kill you and 
  any fellow party members that are in your 
  company. 
   
  Scale Wall 
  You can adeptly climb almost any surface 
  that is set before you. 
   
  Silent Raider 
  You make little to no noise as you move. 
  Raider Mastery Abilities 
  Adept Raider 
  When you have attained to a measure of 
  power determined by the referee, you are 
  skilled in physical movements. Acrobatics is 
  extremely, supernaturally, easy for you. 
   
  Raider Sight 
  By a measure of power, determined by the 
  referee, you can engage in commune with 
  your God and acquire information on the per-
  ils of the tomb you are in. 
  
  The Rann 
  You are unlike ordinary mortals and are in-
  deed a manifestations of a Higher Power of 
  the referee’s designs. Possessing the mark of 
  this faith, a rune of shimmering, silver light 
  on your tongue, you are capable of affecting 
  the world with the power of mantra: sacred 
  words that affect reality as any God or God-
  dess can. 
  Rann Class Abilities 
  Weapon/Armor Restrictions 
  Ranns may only use staffs and cannot use 
  armor. 
   
  Spell Casting 
  Ranns cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Rann makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Ranns get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Ranns possess an XP bonus like Clerics. 
  Command 
  You possess the ability to command anyone 
  you encounter unless the referee deems oth-
  erwise for reasons that are logical to the ad-
  venture and world the referee has designed. 
   
  Death Spell 
  Once per year, you are capable of slaying 
  anyone with the power of merely uttering 
  their name. In an instant, they will cease to 
  breathe and die. 
  Chants 
  Legend and Lore 
  Many occult historians and occultists believe 
  that those that deem themselves, The Rann, 
  are in fact manifestations of the ultimate 
  power that sustains all living things, the true 
  Higher Power that is the One: God. Some say 
  that these beings have created all that exists 
  and are slowly returning to the realms they 
  were exiled from because they were evil. 
  Skills 
  Divine Tongue 
  You demonstrate expertise in the reading, 
  writing and speaking of the God’s language. 
   
  Identify Religious Item 
  With concentration on an object of unknown 
  identity, for one hour, you can identify its 
  origin, purpose and monetary value. 
   
  Sense the Infernal 
  You possess the ability to feel when minions 
  of the wicked Higher Powers are nearby and 
  especially when they are seeking you for a 
  quick slaughter and feast. 
   
  Divine Navigation 
  You do not get lost in the upper planes. 
  Rann Mastery Abilities 
  Mass Death 
  When you have attained to a measure of 
  power determined by the referee, you can 
  cease the life of entire villages, once per 
  year, with a mere thought. 
   
  Heavenly Abode 
  By a measure of power, moderated by the 
  referee, you are gifted with a sanctuary upon 
  the clouds of a world of the referee’s design 
  that you can teleport to and from unlimitedly. 
  
  The Rat 
  You know the culture, denizens and exclu-
  sive locations people of the slums frequent. 
  Brothels, Gang Headquarters and Guildhalls 
  are your specialty. Unlike other “Rats”, you 
  have been ordained by a God of the referee’s 
  design to service a cause whether or not you 
  believe in it. Pray and serve or be slaugh-
  tered. So this Deity has decreed. 
  Rat Class Abilities 
  Weapon/Armor Restrictions 
  Rats can only wield daggers and wear leather 
  armor. 
   
  Spell Casting 
  Rats cast divine spells from the Clerical Spell 
  List, as per the Adept Spell Advancement Ta-
  ble. Each day, the Rat makes a prayer and is 
  endowed with the ability to cast selected 
  spells from the standard list. 
   
  Saving Throw 
  Rats get +2 on saving throws vs. death, poi-
  son and disease. 
   
  XP Bonus for Wisdom 
  Rats  possess an XP bonus like Clerics. 
  Slick Tongue 
  You possess the ability to speak in any lan-
  guage of the slums once per day for 1d4 
  hours per day. When not active, you can only 
  understand. 
   
  Copper Charm 
  You possess a small purse filled with infinite 
  copper pieces. You can withdraw 32 copper 
  pieces at once, unlimitedly. Good idea to 
  keep this money pouch a secret! 
  Rat Street Magic 
  Legend and Lore 
  Some of those who possess great knowledge 
  of the slums of cities and villages say that the 
  Rats were once powerful ganglords and king-
  pins that angered a malevolent deity by or-
  dering a hit on one of his worshippers. Oth-
  ers believe these “street punks” were not 
  gang leaders and are in fact the future leaders 
  of the slums. 
  Skills 
  Rat’s Tongue 
  You demonstrate expertise in the reading, 
  writing and speaking of Stealer Signs. 
    
  Street Knowledge 
  You possess knowledge of the location of 
  Brothels, Headquarters of various Gangs, 
  Guildhalls, Seedy Bars and Mercenary 
  Camps throughout the popular villages and 
  cities of the referee’s design. 
   
  Street Charm 
  You can charm people you converse with 
  and easily acquire information. 
   
  Lockpick 
  You can easily pick simple locks. 
  Rat Mastery Abilities 
  Shadow Blend 
  When you have attained to a measure of 
  power determined by the referee, you can, 
  with a moments focus, blend into the dark-
  ness of shadows and are harder to detect. 
   
  Street Battler 
  By a measure of power, determined by the 
  referee, you exhibit extraordinary skills in 
  melee combat with or without weapons, hav-
  ing survived many street attacks. 
  
  The Renegade 
  You were once a powerful Devil (a leader of 
  legions of Demons), and loyal to the evil 
  Higher Powers that threaten the sanctity of 
  the realms. However, you turned against 
  your masters when ordained to slaughter 
  your demonic mother (for reasons the Higher 
  Powers refused to disclose) and was thus cast 
  into the realms weaker; now a Demon. 
  Renegade Class Abilities 
  Weapon/Armor Restrictions 
  Renegades have no weapon or armor restric-
  tions. 
   
  Spell Casting 
  Renegades cast divine spells from the Cleri-
  cal Spell List, as per the Adept Spell Ad-
  vancement Table. Each day, Renegades are 
  endowed with the ability to cast selected 
  spells from the standard list. 
   
  Saving Throw 
  Renegades get +2 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Renegades possess an XP bonus like Clerics. 
  Torment 
  You possess the ability, unlimitedly through-
  out the day, to drive entities into complete 
  fits of madness by whispering a word of your 
  designs over and over again. 
   
  Soul Steal 
  Once per day, you can absorb the souls of 
  creatures with no more than one hit die. Once 
  consumed, you will gain one hit point which 
  is added to your max. 
  Infernals 
  Legend and Lore 
  Scholars of the Occult say prophecies of 
  Renegades are writ in numerous scrolls and 
  grimoires. These tomes all tell of a time 
  when the Renegades will unite as one and 
  slay the one true God of the realms by awak-
  ening him from a deep sleep that is its prison. 
  Unfortunately, there is no absolute chance of 
  victory, as many say they kill with thoughts. 
  Skills 
  Demon Runes 
  You demonstrate expertise in the reading, 
  writing and speaking of Infernal Languages. 
   
  Infernal Lore 
  You possess in-depth knowledge (acquired 
  via prayer) of the nature and culture of the 
  demonic denizens of the realms. 
   
  Prey 
  You can sense creatures of prey (animals that 
  are often hunted by predators throughout the 
  realms) with great ease and are skilled in 
  stalking, slaying and eating them raw. 
   
  Nightsight 
  You can easily see in pitch black darkness. 
  Renegade Mastery Abilities 
  Hell Champion 
  When you have attained to a measure of 
  power  determined by the referee, you can 
  shape-shift into a muscular, spike studded, 
  crowned with horns Demon. 
   
  Armor Class: 4[15] 
  Hit Dice: 
  4+2 
  Attacks: 
  (1d6 + paralysis) 
  Special: 
  paralysis 
  Move:   
  16 
  
  The Runner 
  You were created by a deity (of the referee’s 
  designs) long ago and wrought as a mortal of 
  the Earth. Your sole purpose is to deliver 
  messages from this Higher Power to those 
  that love or fear them. Mysteriously, these 
  commune (in the form of writ papyri) can 
  only be delivered by long journey from vil-
  lage to village. 
  Runner Class Abilities 
  Weapon/Armor Restrictions 
  Runners have no weapon or armor restric-
  tions. 
   
  Spell Casting 
  Runners cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Runner makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Runners get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Runners possess an XP bonus like Clerics. 
  Quick Stride 
  You are faster than most when on the move 
  and your character is endowed with a +6 
  Move Bonus when running from point of ori-
  gin to the destination. 
   
  Battle Fast 
  Whilst running, you possess the ability to 
  slay your enemies with amazing speed. Your 
  character is endowed with one extra attack 
  per turn. 
  Sprints 
  Legend and Lore 
  Occult Scholars maintain that the Runners 
  were actually submissive Angels ordained to 
  serve a Higher Power that would communi-
  cate with mortals through the principle of 
  that which is the Runner. Further, it is said 
  these subservient divine beings turned 
  against their God and were cast into the 
  realms without memory to serve as a mortal. 
  Skills 
  Runner’s Tongue 
  You demonstrate expertise in the reading, 
  writing and speaking of Runner Signs. 
   
  Lore 
  You possess in-depth knowledge (acquired 
  via prayer) of the area you will travel 
  through when delivering a message. 
   
  Sense Trap 
  You are trained in the detection of any vari-
  ety of trap that may attempt to injure or kill 
  you whilst in transit from point of origin to 
  your destination. 
   
  Nightsight 
  You can easily see in pitch black darkness. 
  Runner Mastery Abilities 
  Master Courier 
  When you have attained to a measure of 
  power determined by the referee, you can 
  shape-shift into a humanoid of your design 
  with greater speed and hit dice. 
   
  Armor Class: 4[15] 
  Hit Dice: 
  3+1 
  Attacks: 
  (1d6 + stun) 
  Special: 
  None 
  Move:   
  16 
  
  The Sage 
  Ever since your early years of childhood, you 
  have regularly been visited with visions of 
  the future. As you matured, these visions be-
  came eerie forecasts of your future should 
  tragedy occur. Indeed, you have survived 
  numerous horrific deaths due to your knowl-
  edge of when and how it might occur. You 
  can also commune with the Higher Powers.  
  Sage Class Abilities 
  Weapon/Armor Restrictions 
  Sages can only wield daggers and wear 
  leather armor. 
   
  Spell Casting 
  Sages cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Sage makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Sages get +1 on saving throws vs. death, poi-
  son and disease. 
   
  XP Bonus for Wisdom 
  Sages possess an XP bonus like Clerics. 
  Sight of Tragedy 
  You possess the ability, 1d4 times per day 
  per level of XP, to see into the various fu-
  tures and ascertain if and when a tragedy will 
  occur to you or others. 
   
  Wise Man 
  Once per day, per level of XP, you can enter 
  a trance like state and acquire visions of wis-
  dom from any deity, of the referee’s design, 
  that you choose. 
  Visions 
  Legend and Lore 
  Occult historians maintain that those who are 
  visited with visions from the Higher Powers 
  were once themselves mighty deities that 
  were slain during a war that prequels the 
  time of the current age. Other historical au-
  thorities claim that these “Sages” were min-
  ions of the wicked Gods and Goddesses and 
  are soon to see a vision of their eternal death. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of ancient languages. 
    
  Runecraft 
  You possess a silk bag of runestones with a 
  sacred and mysterious origin. After focusing 
  for a moment and casting of the small, en-
  graved rocks, you can predict when the next 
  combat encounter will begin. 
   
  Sacred Texts 
  You can decipher the arcane languages used 
  in scrolls and grimoires. 
   
  Healing Meditation 
  You gain 1d4 lost hit points per hour. 
  Sage Mastery Abilities 
  Divine Plan 
  When you have attained to a measure of 
  power determined by the referee, you can 
  permute the flow of events as they come to 
  pass (moderated by the referee). 
   
  Godsight 
  By a measure of power, determined by the 
  referee, you are regularly blessed with com-
  plex visions of the future pertaining to any 
  quest you undertake. 
  
  The Shifter 
  You are one of the Changelings (a race of 
  humanoids that can shape shift into any other 
  physical form) that was cursed generations 
  upon generations ago, for a long forgotten 
  transgression. Now, you can only assume the 
  shape of monstrous entities and animals of 
  the wild. Horrific? Perhaps! However, each 
  monster has an impressive ability. 
  Shifter Class Abilities 
  Weapon/Armor Restrictions 
  Shifters have no weapon or armor restric-
  tions. 
   
  Spell Casting 
  Shifters cast arcane spells from the Magic-
  user Spell List, as per the Adept Spell Ad-
  vancement Table. Each day, the Shifter is 
  endowed with the ability to cast selected 
  spells from the standard list. 
   
  Saving Throw 
  Shifters get +2 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Strength 
  Shifters possess an XP bonus like fighter’s. 
  Monster Form 
  You can assume the form of any monster 
  featured in the Swords & Wizardry: White 
  Box First Print Edition Rulebook. You may 
  shape-shift into this form once a day for 1d4 
  hours. Note, however, that you cannot shape-
  shift into any Infernal Form. Demons, devils 
  and their kin variety are not truly monsters, 
  but divine beings that have fallen to the 
  lower planes from the heights of the celestial 
  firmament. They were once Angels. 
  Shape-shifting 
  Legend and Lore 
  Many occult historians believe all monsters 
  and some wild animals that inhabit the 
  realms were once a race of beautiful human-
  oids that incurred the wrath of the nature dei-
  ties when they began to feast on the raw flesh 
  of corpses. As time passed, this race slowly 
  evolved into predator like monsters. As of-
  ten, what you eat yields its power of form. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
    
  Monster Empathy 
  You can feel the emotions of the monstrous 
  denizens of the realms. Whether feelings re-
  garding yourself or a monsters feelings re-
  garding others (or any sentient being), you 
  can sense and understand clearly. 
   
  Monster Communication 
  You can understand the language of nearly 
  all variety of monsters with little difficulty. 
   
  Lore 
  You possess knowledge of monster myths. 
  Shifter Mastery Abilities 
  Monster Form Permanence 
  When you have attained to a measure of 
  power determined by the referee, you can 
  assume any Monster Form unlimitedly 
  throughout the day. 
   
  Monster Army 
  By a measure of power, and constituent rules 
  moderated by the referee, once per day, you 
  possess the ability to summon an army of 
  Monsters that will serve you unto death. 
  
  The Sion 
  You are a master of manipulating, creating 
  and destroying the static realities that bind 
  the Metaverse into what it currently is. Those 
  who know of your power tread with fear in 
  your presence. Even the Higher Powers stare 
  in awe, from the beyond, as they observe you 
  toy with that which they created, forged di-
  vine, long ago: reality. 
  Sion Class Abilities 
  Weapon/Armor Restrictions 
  Sions may only use staffs and cannot use ar-
  mor. 
   
  Spell Casting 
  Sions cast arcane spells from the Magic-user 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Sion is endowed 
  with the ability to cast selected spells from 
  the standard list. 
   
  Saving Throw 
  Sions get +1 on saving throws vs. death, poi-
  son and disease. 
   
  XP Bonus for Intelligence 
  Sions possess an XP bonus like Magic-user’s. 
  Permutation 
  You can permute the very nature of reality in 
  any 
  way 
  limited 
  by 
  the 
  imagination 
  (remember, however, that these alterations 
  are not real and temporary). Your measure of 
  power (complexity of the illusion, its 
  strength, its genius) is determined by the 
  referee. False images, untrue sounds, touches 
  to the body with no true physical source, all 
  is possible. Generally, the higher the XP 
  Level, the more powerful the illusion. 
  Illusions 
  Legend and Lore 
  Many believe the first Illusionists were Gods 
  exiled from the divine abode of the one true 
  God, the ultimate source of the Higher Pow-
  ers. It is said that these Sions were, or are (if 
  they still live this very day) servants of the 
  Eternal Hierarchies, known to others as An-
  gels of the Most High (more so Archangels). 
  Some say they shall soon siege reality. 
  Skills 
  Language 
  You demonstrate expertise in the reading, 
  writing and speaking of a language of choice. 
    
  Identify Illusions 
  You possess the ability to sense illusions in 
  any of their guises. Whether an illusion of 
  earth, water, air or fire, you can (after several 
  seconds of focusing on the suspected illu-
  sion) determine if it is fact or fiction. 
   
  Hypnotism 
  You possess the ability to limitedly control 
  another’s mind after focusing on it for one 
  minute (for an amount of time determined by 
  the referee). Thereafter, they must obey your 
  commands (moderated by the referee). 
  Sion Mastery Abilities 
  Illusionary Being 
  When you have attained to a measure of 
  power determined by the referee, you will 
  become a living illusion. In this form, you 
  are pure consciousness yet can interface with 
  the corporeal world as if you were physical. 
  In this form, only energy (of a variety deter-
  mined by the referee) can damage or hurt 
  you. You can assume this illusionary form 
  (more so an essence) once per day for one 
  hour per XP Level. 
  
  The Stealer 
  You were once a demon that served a ma-
  levolent deity. With prayers, you were en-
  dowed with Clerical Spells that empowered 
  you to battle the Angels. Unfortunately, how-
  ever, you were slain and reincarnate in the 
  mortal worlds. You are now questing for a 
  red gem that contains your true power and 
  are empowered like the thieves to find it. 
  Stealer Class Abilities 
  Weapon/Armor Restrictions 
  Stealers can only wield daggers and wear 
  leather armor. 
   
  Spell Casting 
  Stealers cast divine spells from the Clerical 
  Spell List, as per the Adept Spell Advance-
  ment Table. Each day, the Stealer makes a 
  prayer and is endowed with the ability to cast 
  selected spells from the standard list. 
   
  Saving Throw 
  Stealers get +1 on saving throws vs. death, 
  poison and disease. 
   
  XP Bonus for Wisdom 
  Stealers possess an XP bonus like Clerics. 
  Infinity-pick 
  You can conjure a mystical lock-pick, once 
  per day, that will open any type of lock you 
  encounter. This pick will remain material for 
  1d4 hours and cannot be lost. 
   
  Shadow Master 
  You can enter shadows and become one with 
  them. During this time, you cannot sustain 
  damage but in turn cannot harm anyone. You 
  can do this for 1d4 hours, once per day. 
  Stealer Magic 
  Legend and Lore 
  It is believed those that live their lives in the 
  manner of the first, legendary thief, the 
  Stealer, are not demons cast into the mortal 
  worlds, as many occult historians have said, 
  but a clique of thieves tricked into seeking 
  and acquiring a red gem that endows one 
  with immortality for one other than them-
  selves, by a malevolent and powerful deity. 
  Skills 
  Stealer’s Tongue 
  You demonstrate expertise in the reading, 
  writing and speaking of Stealer Signs. 
    
  Detect Trap 
  You are trained in the detection of any vari-
  ety of trap that may attempt to injure (via 
  natural means—not supernaturally) or kill 
  you and any fellow party members that are in 
  your company. 
   
  Pick Lock 
  You can adeptly pick any variety of locks 
  with a lock-pick, once procured. 
   
  Silent Stealer 
  You make little to no noise as you move. 
  Stealer Mastery Abilities 
  Master Thief 
  When you have attained to a measure of 
  power determined by the referee, you can 
  wield Shadow Master and Infinity-pick  Stealer 
  Magic unlimitedly throughout the day. 
   
  Demon Form 
  By a measure of power, and constituent rules 
  moderated by the referee, you possess the 
  ability to transform into a demon of the refe-
  ree’s design. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SEN ARA-MAIR 
  “the jewels of wisdom 
  pleasure the mind 
  as the diamond 
  to the elites of the greedy” 
  C. 879 - c. 102 B.C. 
  
   
   
   
   
  Relics 
  Chapter Two 
  Pg.37 
   
   
  
  BONEGOD 
  Forged from the bones of a slain Necromantic God, this suit of plate mail armor endows the 
  wearer the ability to control 1d4 undead creatures per level of experience. All undead remain 
  bound until death. 
  THUNDERLIGHT 
  Forged from the Light of a Thunder & Storm God, this suit of plate mail armor endows the clad 
  the ability to control 1d4 thunder claps and lightning storm streaks per level of the wearer's 
  level of experience. 
  ICELIGHT 
  Forged from magical ice crystals, this suit of plate mail armor endows the wearer the ability to 
  survive in all variety of freezing conditions. Subzero temperatures that would kill any other, one 
  finds themselves quite comfortable in. 
  FIREFURY 
  This suit of plate mail armor constantly burns with scarlet flames, protects the wearer from all 
  extremely hot temperatures and causes 1d6 points of elemental fire damage to those that come 
  into contact with its blaze. 
  TWISTED SCREAMS 
  This suit of plate mail armor constantly emits the sounds of screams and causes fear to those the 
  wearer comes into contact with at the Referee's discretion. If it is destroyed, the wails, believed 
  to be those that died at the hands of the previous owner, cease to be. 
  BLADEBLOOD 
  This suit of armor is studded with three inch, razor sharp blades that cause a constant bloodlet-
  ting of 1HP per turn to all those who are cut by it. This wound can only be healed by a compe-
  tent cleric. 
  LEAFMETAL 
  This suit of armor is chiseled with the shapes of the leaves of various forest trees. Upon touch 
  of one of these leaves, the wearer will blend into a forest environment, as if becoming invisible. 
  The carved leaves morph to those of the wearers surroundings. 
  DEADWIND SUIT 
  Wrought from the skins of the undead ghouls, this suit of plate mail armor renders the wearer 
  immune to the fear factor of the unliving. It also effects invulnerability to damage inflicted by 
  any creature of the zombie type. 
  DRAGON BLOODFLAME 
  Forged in the fires of the Dragon Depths, this suit of armor burns with the fire of the Red Drag-
  ons. When clad, the wearer is capable of wielding a thirty foot breath weapon of scintillating 
  flame that inflicts 1d6 of fire classed damage. 
  ARMORS 
  
  LIFESUCKER 
  This suit of leather armor, crafted with the petrified blood of Vampire Demons, renders one in-
  vulnerable to all damage classes but the slow depletion of 1HP to the wearer per turn. When the 
  individual clad in this suit dies, their body ceases to be and vanishes. 
  STARSHINE 
  This suit of armor, forged from the light of countless suns, blazes with brilliant white light at 
  the mental command of the wearer. All those chosen that are within forty feet of the clad are 
  blinded at the referee's discretion.  
  THIEFSTEP 
  This suit of plate mail armor, bathed in the darkness of the shadows of thieves, silences all noise 
  the wearer makes. Anything touched (various equipment, items and also NPCs) also cease to 
  emit perceptible sound. 
  GODDESS 
  This suit of leather armor was forged by Amana, Goddess of Ariel. It increases the HP of the 
  wearer by 3d6 points per level of the individual. Once removed, this increase accumulated over 
  levels, ceases but returns if re-clad. 
  IRON CHAMPION 
  This suit of armor, wrought from pieces of slain, Iron Constructs, enhances all rolls made by the 
  characters player by +1, increases HP by 1d6, and enables the wearer to survive in all extreme 
  hot and cold temperatures indefinitely. 
  SWIFTFOOTED 
  This suit of armor, crafted from the consecrated bronze of the Alritium Artifacts, quickens the 
  speed of the character by increasing the dexterity by +3 points. It also adds an additional 1d4 
  attacks per turn with any weapon the wearer may be wielding. 
  BLOODSTEP 
  This suit of leather armor adds 1HP to the wearer per mile of land walked. If removed, how-
  ever, all of the accumulated HP is lost and can only be regained, clad once again, by walking 
  the same distance. 
  HELLFURY 
  Forged from the fires and steel of the Hell Realms, this suit of plate mail armor renders the 
  wearer invulnerable to damage from Devils and Demons. It also increases HP by 3d6 when 
  within the environs of the damned. 
  NIGHTMARE STEED 
  Wrought of the Spirit Fire of the realms of dreams, this suit of armor when worn, summons a 
  loyal and obedient Nightmare Horse (a steed burning with scarlet flames at the hooves, neck 
  and tail). It possesses the statistics of the Horse featured in S&W White Box. 
  
  BOWS 
  SCREAMER 
  Wrought from screams, from the Planes of Madness, the arrows from this longbow emit a deaf-
  ening and frightening screech to all those that can possibly hear it. The deafness and feelings of 
  fear are temporary and last 1D4 hours or unless dispelled by magic. 
  DRAGONSCALE 
  Forged from the Tristilirian Artifacts’, shot arrows from this shortbow will instantly disinte-
  grate one scale of any type of dragon or dragon like creature. It also inflicts an additional 1D6 
  points of damage to dragons and kin creatures. 
  BREATHKILLER 
  Initiates of the mysteries claim this longbow was forged by a Red Dragon, a traitor to his race, 
  that desired the love of one of his married kin. Flit the arrow into the maw of any dragon and it 
  will extinguish the breath weapon immediately and for 1D6 turns thereafter. 
  ARROW EVERMORE 
  Said to have been created by the Champion Hunters of Alastara’rae, when the string of this 
  longbow is drawn, it can conjure any type of magic arrow (thus acquiring its magical attributes) 
  the wielder is knowledgeable of. 
  FIRESHOT EVERTRUE 
  Retrieved from the Pits of Flaming Burn, this shortbow will create a flaming arrow once the 
  string is drawn, inflicting +1D6 of elemental fire classed damage. Additionally, this missile 
  weapon will never run out of these searing arrows. 
  ASHFLIGHT 
  Wrought from the Halls of Hallowed Illusions, by the Higher Powers of Insanity, this arrow 
  causes whatever it impacts to disintegrate into a thumb sized pile of black ash. Oddly, these 
  projectiles cannot penetrate dragon scales. 
  TRUE THIEF 
  Prized by the Thieves of Belundir, forged within the fire of shadow, this shortbow endows the 
  wielder the phenomenon of a silent stride, the ability to cast Invisibility 1D4 times per day and 
  yields an AC bonus of –2. 
  BLOODSTAIN 
  Wrought from the bone of a slain, once mighty Higher Power, the arrows from this longbow do 
  not inflict damage when they strike their target. Instead, these medieval missiles cause illusion-
  ary blood to flow for 1D4 hours. 
  HARPY 
  Crafted by the Harpy Sisters of Thuria, within the clouds of Adn’thel, this shortbow will spawn 
  a Harpy wherever the arrow strikes true. This creature is bound to the wielder of the bow and 
  will obey all commands (even unto death). 
  
  CANDLES 
  BLOODWAX CHARM  
  The Bloodwax Charm is a Red Candle crafted with the blood of a decapitated Ghoul. When lit, 
  it enables the possessor the ability to commune with any deceased individual of choice provided 
  they are not reincarnate.  
  BLACK CANDLE OF NEVERLIGHT  
  Said to be the creation of an evil Higher Power that desired to engulf the world in complete 
  darkness, the Black Candle of Neverlight, will smite the stars and sun from the skies of any 
  world when lit for 1d4 hours.  
  DEADLIGHT EMBER  
  The Deadlight Ember is a Gray Candle wrought by Mad Liche Mezogorah before his onslaught 
  of Ghouls that devastated the Village of Iceshire. When lit, it endows the possessor the ability 
  to see through the eyes of any Ghoul one raises.  
  SILVERLIGHT CANDLE  
  Silverlight Candle is a glowing, Silver Candle that endows the possessor the ability to cast the 
  Level 1 Magic-user spell, Light I, without limit and without need of preparation. It must, how-
  ever, be completely burned to acquire this spell casting ability.  
  STRONGLIGHT  
  This White Candle is believed to have been crafted by a powerful Magic-user with amazing en-
  chanting skills. When completely burned, the lighter of the Candle will acquire a temporary 1d6 
  bonus to their Strength Ability Score.  
  REDBURN BLADE  
  This Red Candle, wrought in the shape of a short sword and crafted by an elemental Higher 
  Power, that seeks to reacquire it, will slowly transform into a flaming, short sword that deals 
  1d6+1 damage when lit.  
  TITANLIGHT FISTSMITE  
  This White Candle is said to have been forged by a powerful Fighter that began to successfully 
  dabble in the art of the Magic-user (enchanting in particular). When burned, undisturbed, the 
  owner will acquire a bonus of +1d6 damage with melee weapons.  
  BLACKBLOOD NIGHT  
  This Black Candle is believed to have once been part of a ritual, performed by a powerful 
  Liche, that caused a terrible storm to manifest and destroy the Drow city of Hlaund Melana. 
  While burning, the possessor is capable of controlling weather in a 1d4 mile radius.  
  DRAGONLIGHT CANDLE  
  This Red Candle is said to have been created by a powerful, evil Red Dragon that was bent on 
  slaying his entire family after forging a pact with a powerful demon. While burning, all Drag-
  ons within a 1d4 mile radius will fall from the sky and die.  
  
  OOZE BLOOD 
  This brew, the concoction of a blind witch, enables the imbiber the ability to become an adult 
  human sized ooze for 1d4 hours per level of experience. If depleted of HP, the one that has 
  drunk this potion will return to their normal form with one point of health remaining. 
  BITTER HATRED 
  This concoction, created by the Alchemists of Roharra, will kindle a feeling of hatred towards 
  dragons and their kin if the potion is consumed. This anger and venom towards dragons is per-
  manent and cannot be negated. 
  LOVE OF LIFE 
  This potion kindles a powerful feeling of love towards all sentient beings in the imbiber. Even 
  enemies of the one that has drunk this elixir will be seen in a new light (replaced by feelings of 
  love and worship).  
  SILVERDEATH BLOOD 
  This silvery potion will replace the veins of the imbiber with boiling hot, silvery light. The con-
  sumer acquires 1d4 + 4 points of HP and is endowed with the ability to levitate, and fly at the 
  running speed of an average human.  
  ENCHANTED MISTRESS 
  This sweet smelling elixir, boiled in the planet sized cauldrons of the Wiccan Nightmares, will 
  turn the imbiber into an alluring, ravishingly beautiful, white woman. This effect lasts 1d4 
  hours per level of experience. 
  STANKFACE 
  This potion is a brew consisting of a stinky, old hag’s saliva. When imbibed the consumer is 
  invulnerable for 1d4 hours per level of experience. This effect is tentative and cannot be ne-
  gated by any means. 
  BLOODSPIT OOZE 
  This hot, bubbling, red potion is said to have been created from the scum of tens of thousands 
  of oozes. When imbibed, the player will secret a thin slime from the pores of their body for 1d4 
  hours per level of experience. This goo provides invulnerability against oozes. 
  GREATLIGHT SUNBLADE 
  This elixir is said to have once been a mighty greatsword that was permuted into a potion shim-
  mering with yellow brilliance. The imbiber of this concoction can conjure a powerful, inde-
  structible  greatsword of the referee’s designs for 1d4 hours per level of experience. 
  KNIGHTKILL MIGHT 
  This sizzling, hot potion, when poured onto the right hand of the possessor will morph the hand 
  into a three foot, indestructible blade for 1d4 hours per level of experience. This weapon inflicts  
  3d6 + 3 damage. 
  POTIONS 
  
  RINGS 
  RING OF FIRE 
  The wearer of this ring is immune to all fire classed damage throughout the entire day. The 
  magical effect of this ring lasts for as long as the individual wears the ring and cannot be ne-
  gated.  
  RING OF ICE 
  The wearer of this ring is immune to all ice classed damage throughout the entire day. The 
  magical effect of this ring lasts for as long as the individual wears the ring and cannot be ne-
  gated.  
  FIRERUBY 
  The wearer of this ruby studded ring is endowed with the ability to cast the following spells un-
  limitedly throughout the day: Fireball. Additionally, the wearer of this ring is immune to fire 
  classed damage as long as it is worn. 
  RING OF LIFE 
  The wearer, and three other selected by touch individuals, regenerate one hit point per combat 
  round. The effect of this ring is everlasting until the ring is removed or the body of the wearer is 
  burned. 
  HOLY METEOR 
  This one use ring is capable of summoning a massive meteor the size of a castle from the depths 
  of space that will hurtle upon the populace causing screams and mania. It inflicts an amount of 
  damage determined by the Referee and logic of the narrative. 
  BRIGHTLIGHT SHINE OF GODDESS 
  This diamond ring when raised into a dark sky, causes brilliant white light to radiate which 
  causes blindness in all creatures of chaotic alignment that surround the wearer and are intent on 
  harming him or her. 
  DUNGEON QUESTOR 
  When clad in this ring, the wearer acquires an additional twenty percent bonus to every experi-
  ence point total acquired. This ring also reveals to the wearer where the nearest stash of treasure 
  is. 
  RING OF TORMENT 
  This cursed ring, once clad on the foolish adventurer’s finger, will cause one point of HP loss 
  per hour until it is removed and destroyed in the fires of any Magic-user’s conjured flame. The 
  pain that is a consequence of the HP loss is perceived as an agonizing headache. 
  DELIGHTFUL LIGHT 
  This ring is known for creating a dazzling display of colored and multi-colored orbs of light that 
  whirl and spin around any fiery blaze within 1d4 miles of the one who possesses and is wearing 
  the ring. These lights cease if removed from the owner’s finger. 
  
  SCROLLS 
  LURIANA’S SCROLL OF LIFE 
  This Scroll enables the owner the ability, when read, to cast Cure Wounds I 1d6 times a day 
  without the need of preparing the spell. If the Scroll is burnt with a black candle, the owner will 
  lose the ability. 
  DEMARA’S LIGHT OF RESURRECTION 
  Demara’s Light of Resurrection Scroll endows the reader the ability to return from death 1d4 
  times a day. Once read, the Scroll is engulfed in flames and is burnt to ashes. The effect of the 
  Scroll is permanent. 
  BLESSING’S OF THE LOVE GODDESS 
  The Blessing’s of the Love Goddess Scroll endows the reader with the ability to talk their way 
  out of trouble with guaranteed success if they read and then hold the Scroll. The possessor can 
  do this 1d6 times a day. 
  TRAPKEEPER SCROLL 
  When read and then burnt to ashes with a green candle, the Trapkeeper Scroll will alert the 
  reader of any traps within one hundred feet. This effect lasts permanently but ceases if a Dispel 
  Magic spell is cast. 
  COMMUNION OF THE ONE 
  This Scroll enables the owner, once read, the ability to Commune with a Higher Power unlimit-
  edly throughout one’s lifetime. This effect lasts permanently but ceases if a Dispel Magic Spell 
  is cast. 
  NEGATION OF THE DEAD POWER 
  Once owned by a Necromancer of considerable repute, this Scroll will animate all corpses 
  within 1d4 miles of the reader. However, these Ghouls will attack the executor of the Scroll and 
  will not obey any commands. 
  FEAST OF THE GODS 
  This Scroll, believed to be created by the Gods for an army of their champions, creates a seven 
  day supply of edible delicacies (cheese, lamb chops, breads) and wine for thirty two men. It is 
  indestructible and can be cast once a day. 
  GREATER PAIN OF MIND 
  The canticle of this scroll is endless. As one begins to read the script, it begins to scroll and 
  scroll, seemingly, for eternity. Those that read this cursed scroll find themselves transfixed and 
  cannot stop reading unless they are robbed of the scroll from their hands. 
  ENDLESS FLAMES OF WRATH 
  This scroll conjures a continuous fiery blaze around the reader. This flame will render the 
  owner of the scroll impervious to fiery damage classes for 1d4 hours per level of experience of 
  the caster. Those that are touched by this fire sustain 1D6 damage. 
  
  GOBLI HORDE 
  This shield was once in the possession of a mighty fighter known for spending many days 
  within the forests of Rhyn battling hordes of Goblins. Those that wield this shield acquire an 
  AC bonus of -2 when fighting these creatures. 
  QUESTOR 
  Those that possess this shield are always under the watchful eyes of Amana, Goddess of Ariel. 
  For every creature slain in battle, the wielder of this shield acquires a bonus +50 Experience 
  Points. 
  BASHBRIGHT 
  This shield emits a brilliant flash of light when struck (with any type of melee or missile weap-
  ons) that will cause immediate, temporary blindness to any creatures within seven feet of the 
  shield. 
  DRAGONWARD 
  This shield, wrought from the hot bones of slain Dragons, creates a sizzling, shimmering orb of 
  translucent light around the wielder that effectively prevents dragons from utilizing their breath 
  weapons against the clad. 
  SCREECHER 
  This shield emits a deafening scream when hit (with any type of melee or missile weapons) that 
  will cause immediate, temporary deafness to those that have struck the shield and any enemies 
  within seven feet of the wielder. 
  BASHER 
  This shield is capable of bashing and thereby destroying any wood, stone or steel door like 
  structure by the wielder. It also grants the possessor an AC bonus of -2 against all creatures 
  made of wood, stone or steel (golems, constructs or like entities). 
  FLAMEFORGE 
  This shield causes those that strike it (with any type of melee or missile weapons) to ignite into 
  flames and burn until death or until the flames are extinguished. It also endows the wielder with 
  an AC bonus of -2. 
  BLOODSTAIN LIGHT 
  This shield, studded with red gemstones, and forged in the fires of the Bloody Ones, endows the 
  equipped the ability to shield himself from paralytic gazes and brilliant light that would blind 
  others. 
  ORCKILL SMASHER 
  Heroes that possess this shield, when equipped, can block the blows of any Orcish melee 
  weapon and consequently destroy the said instrument of death with one blow to the buckler at 
  arms. 
  SHIELDS 
  
  STAFFS 
  LICHKING 
  The possessor of this staff is endowed with the ability to wield the following spells once per 
  day per level of experience: Raise Dead, Cause Dead and Animate Dead. It is always active 
  when held and does not require the use of charges. 
  ALMIGHTY WRATH 
  The wielder of this staff can call forth a storm of 3d6 fist sized meteors from the depths of 
  space. Each meteor inflicts 3d6 points of elemental fire classed damage to the target. This staff 
  holds ten charges. 
  RAISE THE HORDE 
  The wielder of this staff strikes the ground and can thereafter animate 3d6 dead bodies 
  (corpses). The area of effect is anywhere within sight of the possessor. This staff holds ten 
  charges. 
  SPELLSTAFF 
  This staff is capable of absorbing the prepared spells in the mind of any magic user it touches. 
  Absorbed spells are cast as in the manner of a normal staff. The staff can also inflict 2d6 points 
  of damage with a successful hit. This staff holds ten charges. 
  MASS HEAL OF THE CRUXIFIXION 
  This staff cures 1d6+1 hit points of damage per charge to every member of the adventuring 
  party. It is also capable of casting light (no charge) and turning the undead (no charge). This 
  staff holds ten charges. 
  ALARIEL'S STAFF 
  The possessor of this staff is endowed with the ability to wield the following spells once per 
  day per level of experience: Cure Wounds I, Detect Magic, Fireball and Teleport. It is always 
  active when held and does not require charges. 
  ALMIGHTY POWER 
  This staff casts Light (no charge used), Fireball (4d6 damage/no charge used), cold as a Wand 
  of Cold, Lightning Bolts (4d6 damage/ no charge used), acts as a Ring of Telekinesis (no 
  charge used) and hits for 2d6 damage (no charge used). 
  STAFF OF LIGHT AND DARK 
  This staff imbues any man or woman of good with +1d4  to all ability scores when held and 
  +1d4 to all ability scores to any man or woman of evil. If destroyed, the owner suffers –1d4 to 
  all ability scores. 
  GODDESS MIGHT OF DEATH 
  This staff endows the owner and wielder the ability to raise, bind and command 1d4 undead de-
  mons as long as their corpses are within 1d4 miles around the user. If destroyed, the demons 
  will turn upon the one that raised them. 
  
  GREATLIGHT KILLER 
  Said to be forged by the Higher Powers, this greatsword shimmers with brilliant light when un-
  sheathed. Any undead within 1D4 miles of this blade sustain 1HP of damage and cannot ap-
  proach the wielder (will always remain at least ten feet away). 
  BANEBONE SACRIFICE 
  Created by the Pantheon of Bone and wrought from the tooth of a monolithic Space Dragon that 
  was slain by a bloodied hero that then vanished from the realms, this greatsword endows the 
  wielder the ability to raise 1D4 Zombies per level of experience. 
  HELLBOUND MASTER 
  This greatsword is said to have been wrought upon the Mantle of Pain within the depths of the 
  most horrific hell. The one who wields this blade acquires +3D6 to their Maximum HP and the 
  ability to bind 1D4 Demons for 1D4 hours. 
  WIELDER FAE 
  The Fae of Elrumir Woods created this short sword for “a stranger clad in lilies” that visited 
  their sacred glen many cycles ago. When gripped by the owner, 1D4 Faeries will materialize 
  into service and obey all commands (even unto death). 
  THEIVES OF THIEVES 
  This small dagger was forged by a mighty God of Thievery (a Higher Power so barely visible 
  socio-politically that none know his or her name). The wielder is endowed with the ability to 
  successfully pick any lock, move silently and become invisible for 1D4 hours per day. 
  SLASHTHROAT KILLER 
  Believed to be wrought by a powerful murderer and used as his signature weapon against his 
  prey, this greatsword endows the wielder the ability to battle immune to fear and phobias of any 
  kind. It additionally yields +3 to ones Strength ability score whilst equipped. 
  HELLFURY FIRE 
  Forged upon the Mantle of Pain and before the Lords of Everlasting Hatred (a pantheon of 
  Higher Powers that have enslaved their angel like enemies throughout the once heavenly 
  realms) this greatsword endows the wielder with +1D4 to all ability scores. 
  LIFESPIRIT 
  Initiates of the Mysteries of the Higher Powers claim this Longsword was evoked from the 
  Planes of Spirit Fire. Owners of this blade can communicate with any deceased entity through-
  out the realms and are endowed with the ability to enter and exit the planes of the dead. 
  ABYSSMAL BERSERKER 
  Wrought by the Higher Powers, within the Planes of Pain and Fury, this greatsword endows the 
  wielder the ability to battle without the consequence of pain. As long as the owner grips the hilt, 
  their will be no sensation of pain of any type inflicted. 
  SWORDS 
  
  BLOODLETTER 
  Wrought by the Higher Powers of the Bloodied Fist (a pantheon of cruel deities that inhabit the 
  Planes of Blood), this short sword will constantly deplete –1HP per turn (unto death) to those 
  cut by it, until healed by a cleric. 
  GOBLIN WRATH 
  Initiates of the Mysteries claim this greatsword was forged by the Goblin Hunters of Maet’tar (a 
  powerful group of drow hunters). When battling Goblins, the wielder acquires an AC bonus of 
  –2 and +1D4 attacks per turn. 
  FLAMELORD 
  Worshippers of Rhynoth (a pantheon of burning gods that inhabit the Planes of Fire) claim this 
  blade was forged upon the Fiery Anvils of Burn. Whilst wielding, the owner deals +1D6 ele-
  mental fire classed damage, is immune to fire and burns with scarlet flames. 
  MACE OF ALL 
  Crafted by the Goddess, Amana, this weapon is capable of turning into any other magical mace 
  (and thus acquiring its magical attributes) present within the realm the wielder is in. The only 
  requisite is that the owner of this mace possess knowledge of said magical mace. 
  ICEKILLER 
  Created by the burning Rhynoth, this short sword is capable of shattering, with a single blow or 
  parry, all swords that deal elemental ice classed damage. It also renders the wielder immune to 
  elemental ice. 
  DEATHRAT TOUCH 
  Forged upon the Anvil of Disease and Pestilence, this ivory dagger (adorned with the skull of a 
  rat at the hilt), inflicts an additional +1D6 of damage against rats and ratkin creatures (ratmen, 
  wererats, et cetera) Wielders are also immune to disease and poison. 
  PLAGUE 
  Wrought by a ratman Shaman, this dagger causes disease to those that are cut by it. It also in-
  flicts +1D6 damage and endows the wielder the ability to cast the Cause Disease spell 1D4 
  times per day. 
  BURNFIST 
  Retrieved from the Lake of Fire, within the Burning Lands of Heated Flame, this greatsword 
  vanishes once held at the hilt and is replaced with scarlet fire that burns from the fists of the 
  wielder (inflicting +1D6 elemental fire classed damage). 
  HELLMIGHT PLAGUE 
  Woven from filaments of Hellfire and tempered on the Fiery Anvils of Burn, this longsword 
  inflicts +1D6 elemental fire classed damage, renders one immune to the element of flame and 
  endows one the ability to read, speak and write demonic languages. 
  
  WANDS 
  GLASSCOLD 
  This Wand of shimmering, white crystal, forged by the Ice Maidens in the forest of Winterlight 
  Valley, can project a shard of magically cold glass up to a distance of 120 ft. These bolts inflict 
  3D6 points of elemental cold damage. Holds ten charges. 
  TIMESCAPE 
  Wrought from the hallowed halls of the Temple of Fractured Time, this Wand endows the pos-
  sessor the ability to cast the Alter Time Spell once per day, per level of experience. Holds ten 
  charges. 
  CLERICAL 
  Forged from the Divine Fire within the Temple of Goddess, this Wand endows the wielder the 
  ability to cast any level one Cleric Spell once per day, per level of experience. Holds thirty two 
  charges and is indestructible. 
  WIZARD’S MIGHT 
  This Wand, a twisted rod of oak wood, enchanted by the Initiates of Belundir, enables the pos-
  sessor the ability to cast the following spells once per day, per level of experience: Cure 
  Wounds, Detect Magic, Remove Curse and Fireball. Does not require the use of charges. 
  WAND OF THE UNLIVING 
  Worshipped by the Undead School of the Unliving, after its creation by the Necromancer Xug-
  hora, this Wand empowers the owner with the ability to cast the following spells once per day, 
  per level of experience: Raise Dead, Cause Dead and Animate Dead. Holds ten charges. 
  HADRON’S ALMIGHTY 
  Wrought from the bones of the giant Magic-user, Hadron, and enchanted by his soul after-
  death, this Wand endows the possessor the ability to cast the following spells: Death Spell, 
  Control Weather, Move Earth and Fireball. Holds thirty two charges. 
  SPELLFIRE 
  Prized by the Magic-user Hs’kar and forged from the Fiery Pits of Thusl’gor, within the Planes 
  of Elemental Magic, this Wand endows the possessor the ability to cast the Magic-user, level 
  three Spell: Fireball. Holds ten charges. 
  INFERNAL 
  Wrought by the Higher Powers and thereafter liberated from the Lords of the Ninth Hell, this 
  Wand of petrified demon blood, endows the wielder the ability to control demons, devils, their 
  kin and any other infernal creature, unlimitedly throughout the day. 
  WIZARD’S REIGN 
  This Wand of glowing, indestructible, black crystal, wrought by the Gods and Goddesses of 
  Magic, for their champion, endows the possessor the ability to cast all level one, Magic-user 
  Spells unlimitedly and unconditionally. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BLADEMASTER DON-HARA 
  “the blade is blood 
  The body is the thirst of the sword 
  the letting a thrill 
  yet the might is the mind of the grip” 
  C. 572 - c. 304 B.C. 
  
    
   
   
   
   
   
   
   
  Spells 
  Chapter Three 
  Pg.51 
   
   
  
  LEVEL 1 
  WITCH BLOOD 
  Clerics throughout the realms, endowed with this debilitating Spell by the Higher Powers, will 
  cause the blood of any witch to burn with scarlet flame for one hour, inflicting 1D6 points of 
  damage (even if negated). 
  FAMILIAR’S BLOOD 
  A creation of a maddened Witch, this Spell causes the blood of the Priest and Familiar to be-
  come as one. Consequently, the familiar will obey any and all commands of the Priest unless 
  they conflict for 1D4 hours per level of experience. 
  CEASE THE CHANTING 
  As taught by the Clerics of Lohr, this prayer will cause any Witch, Demon or Dark Cleric, to 
  abruptly come to a pause (and cause a Spell Cast Failure) in the midst of their utterance of the 
  requisite Words of Power that manifests and fuels their unholy Spell. 
  SCAR OF THE WITCH MARK 
  Wrought into a Spell Pattern by the Demoness of Lorloc, this Prayer endows the Cleric the abil-
  ity to etch a scar upon any Witch they encounter, causing the servant of darkness to be incapa-
  ble of casting Spells or uttering Words of Power for 1D4 hours or until the scar vanishes. 
  KNOW THE HEX  
  Gifted to the Clerics throughout the realms, with a mere thought and attentive listening to a 
  Witch or Demon, as they chant the mantra of their magic, this Spell enables Clerics the ability 
  to know the hex that is being cast and its metaphysical underpinnings. 
  DEMON’S BLIGHT 
  Crafted into a Spell Pattern by the Renegade Demons of the Hellish Legions, this curse like 
  Spell will inflict +1D6 points of damage to all Demons within 1D4 miles of the Cleric. Unfortu-
  nately, it will also reveal the caster’s location to infernal entities. 
  HURT THE DEMON 
  Wrought into a Spell Pattern by the Higher Powers of Athna and gifted to the Priests of the 
  Grey Pearl, this Prayer will inflict +1D6 points of damage to any Demon within sight of the 
  Cleric. 
  HURT THE DARK CLERIC 
  Wrought into a Spell Pattern by Cleric Lohkom before his demise at the mercy of a powerful 
  Priest of Darkness, this prayer will inflict +1D6 points of damage to any servant of the infernal 
  hierarchies. 
  HURT THE WITCH 
  Gifted to the Priests of all realms under the dominion of the Divine, and wrought into a Spell 
  Pattern by the Goddess of Athna, this Prayer will inflict +1D6 points of damage to any Witch 
  within sight of the Cleric. 
  
  HUNTER FRIGHT 
  Wrought by the Higher Powers that govern the Realm of Athana, this Spell cloaks the Demon 
  or Witch Hunter in preternatural fear. All infernal and witch-like entities will fear the hunter for 
  1D4 hours per level of experience. 
  REMOVE WITCH MARK 
  Like the Witch’s of Eastmook, servants of the arcane possess a scar or third nipple on their 
  chest. With the casting of this Spell, this mark is instantaneously removed and will remain as 
  such for 1D4 hours per level of experience. 
  PROTECTION FROM WITCHES AND DEMONS 
  Wrought into a Spell Pattern by the Consortium of Salem, this Spell will keep all Witch’s and 
  Demons that inhabit the realms away from the Cleric. Once cast, the servant of the Divine will 
  be protected for 1D4 hours per level of experience.  
  BLESS WATER 
  Gifted to the Priests of Thanora during the Times of the Black Moon, Clerics that cast this spell 
  upon any type of water, whether purified or toxic, will transform the liquid into a potion like 
  drink that increases the Strength Ability Score by 1D4 points permanently. 
  BANISH DEMON 
  Woven into a Spell Pattern by the Higher Powers of the Realms of Tatanus, the chanting of the 
  canticle of this prayer will cast a Demon back to the Hell Realm from whence it came. This in-
  fernal entity cannot return for 1D4 hours. 
  LESSER DIVINE SMITE 
  Gifted to the denizens of the realms by the Pantheon of Jorgonis, this powerful Spell will inflict 
  1D6 points of damage to any infernal entities within 1D4 miles of the Cleric that utters the can-
  ticle of this prayer. 
  COMMAND FAITH 
  Blooming from the heart of the faithful, this Spell Pattern endows the Cleric with the ability to 
  enlist any benign servant of the Higher Powers, as if they were that worshippers God or God-
  dess, for 1D4 hours per level of experience. 
  BLESS BATTLE 
  Gifted to the Priests of the realms by the Higher Powers of the Jhadyr Rhyn pantheon, this Spell 
  yields a blessing of +1D6 points of Health to all combatants of the Cleric’s party for 1D4 hours 
  per level of experience. 
  BLESS ARMOR 
  Wrought into a Spell Pattern by the Paladins of Arnothok, this Spell bathes any suit of armor, of 
  any material, in radiant glowing light. Those that are clad in this spiritually enhanced armor ac-
  quire a +1 to their Strength, Constitution and Dexterity. 
  
  WITCH’S BREW 
  Wrought into a Spell Pattern by the Higher Powers of the Limitless Realms, this Prayer endows 
  the imbiber of any black colored liquid with the ability to know the thoughts and emotions of 
  any Witch within 1D4 miles. 
  WITCH’S FURY 
  Gifted to the Clerics of all realms by the Witches of the Silver Pearl, this Spell maddens any 
  Witch within 1D4 miles of the caster, causing them to scream and chant in insanity whilst they 
  endure 1D4 minutes of 1D6 points of pain. 
  CURE HEX OF BONES 
  The Spell Pattern of a benign Higher Power, this prayer remedies the Hex of Bones curse many 
  Witches are proficient in. Once cast, this Spell will cease the weakening of one’s bones and 
  heal all points of health the hex caused. 
  SILENCE THE SCREAMS 
  Wrought by the Higher Powers of the Celestial Academies, this Spell will cease the insane 
  screaming and chanting of infernal mantras of the possessed for 1D4 hours per level of experi-
  ence of the Cleric. 
  SENSE DEMON KIN 
  Taught to Clerics of the Silvery Sun, this Spell enables the caster to sense the location of any 
  Demonic entity, and any of their kin related by blood, that lurk within 1D4 miles per level of 
  experience of the caster. 
  ILLUMINE PRIEST 
  Gifted to the Clerics that worship any benevolent Higher Power, this Spell endows the priest the 
  ability to learn and master 1D6 Prayers, of any level similar to their own, from this and any 
  other Codex or Spellbook. 
  DIVINE LIGHT 
  Wrought into a Spell Pattern by the entirety of the Divine, and gifted to all Clerics, this Spell 
  will illuminate the darkness of any area (within 1D4 miles per level of experience), as well as 
  inflict 1D6 points of damage to any entity within such confines. 
  ENHANCE HOLY WEAPON 
  Woven into a potent, Divine Spell by the Higher Powers of the realm of Athna, this enhance-
  ment to the Holy Weapon prayer, adds an additional +1D6 points of  damage to the said 
  weapon (whether flail, club or mace). 
  PRAYER OF CONSTITUTION 
  This Spell Pattern was woven into a potent Prayer by the Priests of the Limitless Realms. When 
  cast, the Cleric gains one permanent point of the Constitution ability score for 1D4 hours per 
  level of experience. 
  
  DETECT FAMILIAR 
  Witch’s throughout the realms often possess a Familiar that follows and serves them faithfully. 
  Wrought by the Consortium of Demon Hunters, this Spell endows the Cleric the ability to sense 
  if any person has a servant of sorts for 1D4 hours per level of experience. 
  COMMUNE WITH WITCH AFAR 
  Said to have been woven into a Spell Pattern by the Clerics of the ancient times, this Prayer en-
  dows the priest the ability to telepathically communicate with any Witch provided they are 
  within 1D4 miles of the caster. 
  NEGATE WITCH’S HATRED 
  The Higher Powers speak of a Hex a Witch can cast that kindles hatred in the hearts of her vic-
  tim’s families. With this Spell, this foul emotion and its consequences can be negated and con-
  sequently cease to be. 
  NEGATE DEMON TONGUE 
  The Clerics of Athna tell of a Demonic power that will shape shift the tongue of anyone into 
  that of a Demon, thus sufficing as some type of infernal mark or evidence of dabbling in De-
  monology. This prayer will cease the power of this magic of the fallen permanently. 
  BLESS THE POSSESSED 
  Wrought by the entirety of the Divine, this Spell will cease the pain and seizures of those that 
  are afflicted with possession. For 1D4 hours per level of experience, those experiencing an ex-
  orcism will seem without inhabitation. 
  QUIET DEMON ANGER 
  Often, as writ in the Sacred Texts of Illuminus, the possessed exhibit great rage, its source the 
  Demon or Demoness that is inhabiting its victim. With the utterance of this prayer, the wrath of 
  the infernal is quieted for 1D4 hours per level of experience. 
  GREATER BLESSING OF THE ADEPT 
  Gifted to the Champions of Luria, and in turn shared with all Clerics that worship the righteous 
  Higher Powers, this Spell will yield a boost in all Ability Scores by 1D4 points permanently. 
  Unfortunately, once cast, this Prayer vanishes from the mind and cannot be cast again. 
  PRAYER OF PROTECTION 
  Wrought into a Spell Pattern by the Initiates of the Holy Light, this Prayer will surround those 
  the Cleric has deemed worthy with the protective powers of the Divine. For 1D4 hours per level 
  of experience, no harm can come to these protected...nor can they harm others. 
  BLESS WISDOM 
  An empowering Spell gifted to the Clerics of Sordanna, this Prayer will increase the Priests of 
  all realms Wisdom Ability Score by 1D4 points permanently. Like the ‘Greater Blessing of the 
  Adept’ Spell, once cast, the caster ceases the ability to cast it again. 
  
  NEGATE EVIL EYE 
  As the repentant Witches of Mohk fable, the Evil Eye is one of their most powerful metaphysi-
  cal weapons capable of inflicting great harm to their victims. Fortunately, this Spell will termi-
  nate the effects of this Witch Power.  
  SPEAK WITCH’S TONGUE 
  Gifted to the Priests of Goddess by the Higher Powers, this Prayer endows the Cleric with the 
  ability to speak in the secret language of the Witches and their pet familiars. For 1D4 hours per 
  level of experience, the caster is fluent in this magical language. 
  BOOK OF SHADOWS 
  Wrought into a Spell Pattern by the Higher Powers of the realms, and gifted to the Priests of 
  Arloria, this Prayer enables the Cleric to cast any Witch Spell provided it is equal or lower to 
  the experience level of the caster.  
  CURE POSSESSED WOUNDS 
  Often afflicted by twists of the neck and contortion of the body, by the Demon that inhabits the 
  possessed, these unfortunate souls are badly hurt by pangs of great agony. Fortunately, this 
  Prayer, a gift of Goddess to Clerics throughout the realms, heals +1D6 points of health. 
  DEMONIC THOUGHTS 
  Woven into a Clerical Spell by the renegade Gazer Sohmka, this Prayer endows the caster with 
  the ability to hear and understand the thoughts of any of the fallen, in any Demonic dialect of 
  the infernal, anywhere within 1D4 miles of the Priest for 1D4 hours per level of experience. 
  HOLY SCRIPTURES 
  Written into the Holy Books, by the High Priestess of the Fabled Moon, these sacred verses en-
  dow the Cleric with the ability to cast any tenth level Cleric Spell once. Thereafter, this Prayer 
  can never be uttered again by the caster. 
  DETECT DARK KNIGHT OF THE FAITH 
  The Dark Knight Priests of Athna are known for their ability to masquerade as commoners, 
  their identity and immortality concealed. However, this Prayer enables the caster the ability to 
  identify any of these infernal Paladins with a mere glance for 1D4 hours. 
  READ SACRED TEXTS 
  Guarded within the Vault of the Mythic Lords, this Holy Book contains the secret of the mys-
  teries of Magical Energy. Once read, the Cleric can always inflict one point of damage with a 
  mere thought for 1D4 hours per level of experience. 
  SENSE INFERNAL MAGIC 
  Wrought into a Spell Pattern by the Essence of the Mistress Cult, this Prayer will endow the 
  caster the ability to sense the casting of any infernal spell within 1D4 miles per level of experi-
  ence of the caster. 
  
  BURN BOOK OF SHADOWS 
  The fear of Witches that know of this Spell (the Prayer wrought by the Paladins of Merconaris), 
  this Prayer once uttered, will ignite any Witch’s Spell Book in scarlet fire and consume the text 
  in a mere second.  
  PROTECTION FROM FAMILIAR 
  Gifted to the Paladins of Nohk during the Cataclysm of Sarius, this Spell will ward any Witch’s 
  familiar from assaulting or harming the caster for 1D4 hours per level of experience. During 
  this time, the familiar cannot inflict any damage on the Cleric or cast any Spell. 
  SMITE WITCH’S BREW 
  Known for their potent concoctions which yield great power when imbibed, this forthcoming 
  Spell gifted to the Clerics of all realms, this Prayer endows the Cleric with the ability to destroy 
  any one potion or drinkable substance a Witch has created in her cauldron. 
  PROTECTION FROM PAIN 
  Wrought into a Spell Pattern by the Holy Lords of Beluviria, this Prayer will protect any Cleric 
  from feeling any form of pain whatsoever. Although the caster can still sustain damage, they 
  will not feel the pain it causes. 
  SILENCE DEMON SCREAM 
  When possessed, as taught to the Clerics of the Faith, a Demon that inhabits the victim will of-
  ten scream maniacally and kindle fear in those that hear it. However, this Prayer will cease the 
  screaming of the infernal permanently. 
  CHARM DEMON 
  Gifted to the Clerics of the Sacred Order of the Holy Light, this Prayer endows the caster with 
  the ability to kindle benevolent thoughts in the mind of any infernal target be it Demon, Witch 
  or Unholy Higher Power for 1D4 hours per level of experience. 
  NEGATE DEMON TRANCE 
  Gifted to the Clerics throughout the realms, this Spell Pattern will cease the Demonic Trance 
  that the possessed experience when inhabited by any infernal entity. This negation is permanent 
  and the hypnotic like state of mind will not and cannot return. 
  CURE WOUNDED DEMON 
  During the crisis throughout the Heavens of Auluria, the brother of Goddess wrought a power-
  ful Spell Pattern that enables Clerics that have bound a Demon to their service, to heal their un-
  holy, infernal minion of 3D6 points of damage it may have sustained. 
  PROTECTION FROM INFERNAL LORDS 
  The Higher Powers of the Hell Realms, having succumbed to an internecine conflict, are said to 
  possess a debilitating Spell Pattern that will protect the caster from any evil Spell an Infernal 
  Lord may possess mastery of, for 1D4 hours per level of experience. 
  
  HEAL WITCH 
  During the end of Gorun’s Campaign to destroy the Kingdom of Alrelia, the injured Witch 
  Moira that was traitorous to her own coven, demanded recovery of health. Thus, woven into a 
  Spell Pattern by the Cleric’s of Gorun, this Prayer will heal Witches of all damage sustained.  
  CHARM COVEN 
  The Paladin Sheldon, said to possess a mesmerizing charm that he would greet his enemies 
  with, is believed to have woven this Spell Pattern. Once cast, the Cleric will find that the mem-
  bers of any target coven will be temporarily benign to him/her for 1D4 hours. 
  CURSE BOOK OF SHADOWS 
  This Spell Pattern is feared by all Witches throughout the realms. Once cast, the victim of this 
  Prayer will eventually discover that any Spells it casts will be reflected unto themselves until 
  negated by a Higher Power. 
  PROTECTION FROM DEMONIC MADNESS 
  Wrought into a Spell Pattern by the Priests of Lavius, this Prayer will shield the caster with a 
  shimmering Orb of Light and protect the Cleric from evil thoughts that invade the mind, and 
  cause insanity to those that meddle with Demons within 1D4 miles around the caster. 
  PRAYER OF HOPE FOR THE POSSESSED 
  The Clerics of Thron wrought a Spell Pattern for those that are afflicted with the madness of the 
  infernal when possessed. When cast, those whose mind and body are inhabited with Demons 
  will find respite for 1D4 hours. During this time, the Demon will cease to exhibit itself. 
  COMMUNE WITH DEMON KIN 
  During the siege of Lord Aldru’s Citadel, the Clerics of his court forged a pact with the infernal 
  that threatened outside the castle walls and enabled Aldru’s Clergy to communicate telepathi-
  cally from afar. Once cast, a Cleric can speak with Demon Kin within 1D4 miles. 
  DIVINE BODY OF HOLY WAR 
  Wrought into existence by the holy Higher Powers that guard the realms, this Prayer will endow 
  the Cleric with a powerful battle form they can assume when battling the infernal. For 1D4 
  hours per level of experience, all Ability Scores increase by 1D6+2 points. 
  KNIGHT OF THE FAITH 
  The Mystics of Athna wove a Spell Pattern and gifted it to the Clerics that inhabit any and all 
  realms throughout the Metaverse. Once cast, the Priest can summon 1D4 (per level of experi-
  ence) Paladins (of the referee’s design) that will serve the Priests unto death. 
  BLESSING OF THE DEXTROUS 
  An empowering Spell gifted to the Clerics of Sordanna, this Prayer will increase the Priests of 
  all realms Dexterity Ability Score by 1D4 points permanently. Like the ‘Bless Wisdom’ Spell, 
  once cast, the caster ceases the ability to cast it again. 
  
  HEX SHIELD OF ROT 
  This Spell Pattern was woven by Goddess during her plight in the Hell Realm of Midia. Once 
  cast, a Cleric is temporarily protected from any Witch’s Hex that would endeavor to afflict one 
  with any poison, plague or disease.  
  DETECT INVISIBLE WITCH 
  The Blighted Witches of Slaughter are known for their ability to walk amongst others invisibly 
  so. Thus, the Cleric of the Witch Slicers cult wove a Spell Pattern that will enable the caster 
  with the ability to sense or see any Witch that is invisible within eyesight.  
  WITCHLIGHT ARROW 
  The Bow of Loron is rumored to be capable of slaying a Witch from any distance or realm into 
  another. Fortunately, this Bow’s effects were woven into a Spell Pattern that, once cast, will 
  conjure a magical arrow that can hit any Witch, regardless of where they are. 
  NEGATE POSSESSED TEARS 
  Those who have survived the possession of the Demon Alaharra, claim to have experienced se-
  vere pain that caused them to shed agonizing tears. Consequently, the Priests of Athna wove a 
  Spell Pattern that ceases the pain and tears one might experience when possessed. 
  PREDICT POSSESSION 
  The Clerics of Nurianna were gifted this Prayer during a spiritual holocaust that culminated in 
  numerous Paladins of the Athna Kingdom succumbing to possession. Once cast, this Spell will 
  endow the caster the ability to sense and predict the next possession nearest to s/he. 
  PURIFY CURSED FOOD AMD DRINK 
  Long ago, during the Age of Hallowed Evils, a Dark Cleric cursed the foodstuff and waters 
  throughout the entirety of the realms. Consequently, the Higher Powers wrought a Spell Pattern 
  that, once cast, will purify any tainted or toxic food or drink. 
  HOLY CHARGE 
  Woven into a Spell Pattern by the Higher Powers that ordain the Clerics of Astoria to a right-
  eous manner of living, this Prayer will endow all the Cleric deems worthy with a  bonus +3 to 
  initiative rolls. 
  SHIELD THE WEAK AND INNOCENT 
  Wrote to have been woven into a Spell Pattern by the Heart of Tears that is Goddess, this Prayer 
  will create a shimmering orb of radiant white light around any entity (preventing the sustain-
  ment of damage) the referee deems weak and innocent for 1D4 hours per level of experience. 
  CURSE INFERNAL CHAMPION 
  The Higher Powers warn of a mighty infernal Demon that wields a fearsome Hellblade that is 
  said to kill anyone, even Higher Powers, with a single slash or stab. Thus, the Higher Powers 
  have wrought a Prayer that will destroy this weapon upon casting and within sight of the caster. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PALIMOR GALIND 
  “blade is might 
  goddess is true 
  evil 
  I bleed in prayer” 
  C. 635 - c. 206 B.C. 
  
    
   
   
   
   
   
   
   
   
   
   
   
  Quests 
  Chapter Four 
  Pg.61 
   
   
  
  MOANS OF DEAD 
  A Short Adventure for 2 to 6  
  First Level Characters  
   
   
  CREDITS 
  Lotheras of Gaiden 
  Additional Content by AOTSN 
   
  Swords & Wizardry, S&W, and Myth-
  mere Games are the trademarks of 
  Matthew 
  J. 
  Finch. 
  White 
  Box 
  Quests™ is not affiliated with Mat-
  thew J. Finch or Mythmere Games™. 
  This product is compatible with the 
  rules of Swords & Wizardry: White 
  Box. 
   
  This product is a work of fiction. Any 
  similarity to actual people, events, or 
  places is purely coincidental. 
  Citizens of the small Village of Ice-
  shire claim they can hear what they 
  believe sounds like the moaning of 
  dead humans from the snow capped 
  Elrumir Woods north of their tiny civi-
  lization. And as the cycles of time 
  pass, so does the closeness and num-
  ber of the wailing increase. It is be-
  lieved by the villagers that once be-
  nign Wizard Craedric, now a con-
  stantly cackling and screaming Liche, 
  has plans to unleash a horde of undead 
  upon the populace and throughout all 
  of Winterlight Valley. Further ascer-
  taining these fears is the Cleric of the 
  Gray Pearl Moon’s frequent Night-
  mares of “flesh rippers” eating the vil-
  lagers by the darkness of a “soon to 
  come” morning. 
   
  This adventure is part one of a three 
  part campaign (each a separate publi-
  cation): Shadow of the Corpse Tree 
  and Ascent to Heaven are acts 2 and 3 
  respectively. Moans of Dead is an Ad-
  venture for 2 to 6 Swords & Wizardry 
  White Box characters at first level. Af-
  ter arriving at Iceshire, player’s char-
  acters are hired by the Cleric of the 
  Gray Pearl Moon to Quest to cease the 
  wailing heard at night from the Elru-
  mir Woods. However, before their de-
  parture, the Liche attacks Iceshire with 
  a small army of undead as they pre-
  pare to venture into the snow laden 
  Woods 
  from 
  Iceshire’s 
  Hallowed 
  Halls. 
  
  The small Village of Iceshire, nestled 
  south of the snow laden Elrumir 
  Woods of Winterlight Valley, is home 
  to dozens of human mystics that spend 
  much of their time in deep meditation 
  pondering verses of the Til-Gara, a 
  holy book that details the wonders and 
  mysteries of the Gray Pearl, a legen-
  dary relic which provides the villagers 
  all their needs. 
   
  When not meditating, Iceshirians 
  spend their time worshipping the Gray 
  Pearl by chanting in the ancient lan-
  guage of the Aeyr Elves and dancing 
  in front of the Hallowed Halls, a tem-
  ple located southeast of the village that 
  enshrines the Gray Pearl.  
   
  At nightfall, the villagers retreat to 
  their manses, bar their doors and en-
  gage in sleeping meditation. Unfortu-
  nately, however, such privilege may 
  soon be a thing of the past, as the 
  moans of the dead are now heard from 
  the woods . 
  A 3rd level, lawfully aligned, Cleric of 
  the Grey Pearl Moon, Erera Liliwan, is 
  a gnarled old believer in the faith of 
  the Aeyr Elves Anr Pantheon (a group 
  of gods associated with wisdom, na-
  ture, magic and the ability to manifest 
  miracles with the use of the Gray 
  Pearl). An Aeyr Elf herself, she is a 
  descendant of the Clerics of the Anr 
  Pantheon Bloodline (she is, however, 
  unaware of this). She offers the 
  player’s characters 720 Gold Pieces to 
  cease the wailing heard at night from 
  the Elrumir Woods. She is certain it is 
  the sounds of the undead, raised by an 
  Insane Liche that hails from the Ashen 
  Spire, a Tower of Bone located on the 
  Cold Mountains that surround the Val-
  ley. 
  “Aiyeee! Flesh Rippers! They eat in 
  the sunlight of the soon to come night! 
  They feast on the Children of Blood-
  ied Light!” 
   
  Erera Liliwan 
  Cleric of the Gray Pearl Moon 
  ICESHIRE 
  ERERA LILIWAN 
  MISCELLANEOUS 
  As the Gray Pearl provides all of Ice-
  shire their needs (food, water and 
  clothing), the denizens of Iceshire 
  have no need of farming or procuring 
  foodstuffs in the traditional manner of 
  hunting and fishing. If desired, the 
  player’s characters can acquire equip-
  ment from Erera before embarking on 
  their Quest. Any non-magical item 
  found in the Swords & Wizardry White 
  Box rulebook can be created by the 
  Gray Pearl. 
  
  The Shrine is where the adventure be-
  gins. After speaking with Cleric Erera 
  Liliwan, acquiring the GP for the 
  Quest and any items that she may 
  yield (the items are created by the 
  Gray Pearl in an instant), the moaning 
  of three Ghouls is heard from around 
  the area of the main gate. As the 
  player’s characters become aware of 
  the undead, the entrance behind the 
  living dead collapses. The only exit 
  now is the rear gate, behind the Shrine 
  which leads to the cemetery outside 
  the Hallowed Halls. 
  The Ghouls that enter the Hallowed 
  Halls from the main gate are sham-
  bling and slow (Move: 4), however, 
  when they are within five feet of an 
  enemy, their speeds increase (Move: 
  12) for 2 turns.   
   
   
   
   
   
   
   
   
   
  GHOUL 
  Armor Class: 6 [13] 
  Hit Dice: 1 + 1 
  Attacks: claw (1d4 + paralysis) 
  Special: immunities, paralysis 
  Move: 4 / 12 
  HDE/XP: 3/60 
  LOCATION #1 
  HALLOWED HALLS 
  SHRINE 
  The Hallowed Halls is a large Temple 
  wrought of ivory stones. It stands 
  thirty two feet into the air and its intri-
  cate and fine craftsmanship is easily 
  recognized to be that of the Aeyr Elves 
  of antiquity. It is located aside the 
  snowy Iceshire Fields that surround 
  the southeastern walls of the Village. 
  At the base of the building is the main 
  gate into the temple. In the barren 
  depths of the structure is the Gray 
  Pearl, a shimmering pearl about the 
  size of a human fist and blazing with 
  white, brilliant light. It floats above a 
  pool of icy, clear water set in a recess 
  and spins slowly clockwise. 
   
  The Ghouls will shamble in, wailing, 
  moaning and attack the nearest victims 
  with their bloody, claw like hands. Er-
  era will support the party with her 
  healing magic but will not exit the 
  temple and adventure with the player’s 
  characters. After the first three ghouls 
  are downed, two more enter from the 
  rear exit which accesses the cemetary. 
  TREASURE 
  If the player’s characters take the time 
  to search the ghouls after they have 
  been killed, they will discover 10 gp, 
  13 sp and 12 cp collectively. 
  CREATURE 
  TACTICS 
  
  The only way back to Iceshire (and ul-
  timately through and into the Elrumir 
  Woods) is by navigating outside and 
  around the Western Wall of the Hal-
  lowed Halls which would bring the 
  player’s characters to outside of the 
  main gate, the Courtyard, Location 
  Number Three. However, as the 
  player’s enter the cemetery, three 
  Skeletons rise from their graves and 
  approach 
  the 
  player’s 
  characters, 
  fleshless hands outstretched and ac-
  companied by an eerie cackle that 
  hails from the Ashen Spire from afar. 
  The Skeletons that rise in the cemetery 
  are twisted, gnarled. They are ani-
  mated by the power of the Mad Liche 
  Mezogorah. It is his cackle that the 
  player’s characters here as he animates 
  and observes from afar. 
   
  SKELETON 
  Armor Class: 8 [11] 
  Hit Dice: 1 
  Attacks: bony hands (1d6) 
  Special: none 
  Move: 12 
  HDE/XP: 1/15 
  LOCATION #2 
  HALLOWED HALLS 
  CEMETERY  
  A graveyard with dozens of ornately 
  designed tombstones of Aeyr Elven 
  antiquity yet chipped and weathered as 
  a consequence of decades old aging. 
  The sky is darkening, blotting out the 
  sun, as grayish, black clouds gather 
  overhead, rain is beginning to drizzle, 
  and the moans of the dead and scream-
  ing villagers from the distance are 
  heard throughout the cemetary. The 
  soil before numerous tombstones is 
  starting to part as pale white, bony 
  hands begin to reach out from their 
  earthy grave. Further south of the 
  cemetary are the cliffs of the towering 
  Cold Mountains. 
  The Skeletons will wildly claw at any 
  within their reach with their bony, pale 
  white, fleshless hands. Erera will con-
  tinue to support the party if the play-
  ers’ characters find themselves retreat-
  ing to the rear exit of the temple. After 
  the first three Skeletons are slain, two 
  more will rise from their graves and 
  attack the party. 
  TREASURE 
  .If the player’s characters take the time 
  to search the Skeletons after they have 
  been killed, they will discover a gold 
  ring and 10 sp. 
  CREATURE 
  TACTICS 
  
  Once the player characters enter the 
  courtyard, three Bloodflesh Tentacles 
  rip from the earth and attack as an 
  earthquake rocks the area. Ruined pil-
  lars crack, crumble and shatter to the 
  ground. Marble tiles crack and splinter 
  into the air as a powerful construct, the 
  Mad Liche created from afar, threatens 
  the player’s characters toughness, fear-
  someness and sanity. Although there 
  are undead attacking villagers in the 
  distant fields (location number four), 
  the villagers nor the unliving will ven-
  ture this far. 
  The Bloodflesh Tentacles rise seventy 
  two feet from the earth and are twisted 
  and bloody. It is connected to a mas-
  sive, twisted construct of dead flesh, 
  muscle and bone that lurks deep be-
  neath the temple. 
   
  BLOODFLESH TENTACLE 
  Armor Class: 7 [12] 
  Hit Dice: 2 
  Attacks: tentacle (1d4) 
  Special: none 
  Move: 12 
  HDE/XP: 3/60 
  LOCATION #3 
  HALLOWED HALLS 
  COURTYARD  
  The Hallowed Halls Courtyard is a 
  structure of ancient Aeyr Elven design 
  that has been worn down due to the 
  frequent storms that ravaged Winter-
  light Valley over the last hundred 
  years. Worn Ivory marbled tiles em-
  blazoned with the gold letters of the 
  Aeyr Elf alphabet serve as a floor for 
  the courtyard and white, tall, partially 
  destroyed pillars align the eastern and 
  western sides. The rain has now inten-
  sified and snow is beginning to fall 
  from the skies. From the immediate 
  northern distance (the location of Ice-
  shire) can be heard the scream of vil-
  lagers and moans of dead. 
  The Bloodflesh Tentacle attacks with 
  snaps and twists of its spiny body the 
  thickness of an average man. When all 
  three tentacles are slain, they are 
  pulled back into the earth. There is 
  then a light quake as four more erupt 
  from the torn earth, whipping and 
  twisting about, lashing wildly at the 
  player’s characters. 
  TREASURE 
  If the player’s characters take the time 
  to search the ground after they have 
  slain the Bloodflesh Tentacles, they 
  will discover a silver ring and 14 cp. 
  CREATURE 
  TACTICS 
  
  Once the player’s characters begin the 
  trek through the Fields of Iceshire, 
  Screaming Dead will attack, running 
  from the North, beyond the Walls of 
  the Village of Iceshire and quickly into 
  the Iceshire Fields. As they run at the 
  player’s characters, they quickly slash 
  with claw like hands and bite with 
  bloody mouths, killing running villag-
  ers quickly. Some leap into the air and 
  land, wildly slashing and bashing with 
  dead fists other terrorized Iceshirians. 
  Four then close in on the player’s 
  characters with wild fury. 
  The Screaming Dead are a variety of 
  Ghoul that are much faster and hardier 
  than the usual type. Like other undead, 
  they are immune to charm and sleep 
  spells. They also possess a paralyzing 
  touch like the classic Ghoul. 
   
  SCREAMING DEAD 
  Armor Class: 6 [13] 
  Hit Dice: 2 
  Attacks: claw (1d6 + paralysis) 
  Special: immunities, paralysis 
  Move: 16 
  HDE/XP: 3/60 
  LOCATION #4 
  FIELDS OF ICESHIRE 
  OUTER VILLAGE  
  A mile long expanse of sleet and snow 
  laden grasslands littered with the ruins 
  of Aeyr Elf Villa’s. The storm that has 
  encompassed Winterlight Valley has 
  intensified. Fierce, freezing, rain and 
  hail laden winds beat upon the player’s 
  characters as they traverse the fields. 
  The path that cuts through the grass-
  lands leads to the Village of Iceshire’s 
  South Gate. Some villagers can be 
  seen running towards the player’s 
  characters, bloodied and crying for 
  help. Others are suddenly pounced 
  upon by a different variety of Ghoul 
  the Liche has animated; these run fast, 
  wild and their number totals at five.  
  The Screaming Dead will run towards 
  the player’s characters and fleeing vil-
  lagers, screaming, and attack with 
  their bloody, claw like hands. They are 
  incredibly fast when battling their ene-
  mies and when running after them. 
  They are also adept at leaping triple 
  their height and length in an instant 
  second. 
  TREASURE 
  If the player’s characters take the time 
  to search the Screaming Dead after 
  they have been killed, they will dis-
  cover 12 gp, and 22 sp collectively. 
  CREATURE 
  TACTICS 
  
  As the characters approach the South 
  Gate, the moans of dead about the vil-
  lage increase. From afar shamble four 
  ghouls through the Gate and from be-
  hind the players arise two Deadface 
  Villagers that have succumbed to the 
  power of the Ghouls bite. They slowly 
  stand, some missing a limb (this is the 
  referee’s discretion) and others crying 
  and still pleading for help as they 
  shamble forward (perhaps the referee 
  can opt to make the player’s think they 
  aren’t really dead before the Dead Vil-
  lager moves in for the kill).  
  The Deadface Villager is a variety of 
  Ghoul that is of the Liche’s Animate 
  Dead spell and a freshly made corpse. 
  These undead have no memory of who 
  they were and are now mindless, flesh 
  eating zombies. 
   
  DEADFACE VILLAGER 
  Armor Class: 6 [13] 
  Hit Dice: 2 
  Attacks: claw (1d4 + rot) 
  Special: immunities, rot 
  Move: 9 
  HDE/XP: 3/60 
  LOCATION #5 
  VILLAGE OF ICESHIRE 
  SOUTH GATE  
  The South Gate is a portcullis that was 
  partially destroyed by the onslaught of 
  the undead the Mad Liche unleashed. 
  Its strong grating has been ripped 
  asunder and now flesh bit strewn iron 
  bars litter the blood encrusted snowy 
  ground. Dead arms, legs and twitch-
  ing, still moaning heads are scattered 
  about the gateway. Some villagers 
  thrash around in their death throes, 
  gargling blood and chunks of internal 
  neck bone, meat and blood. Some un-
  dead writhe and extend a bloodied, 
  handless arm but quickly succumb to 
  their final death, their long hunger 
  from the rise after the first satiated by 
  The Deadface Villagers will shamble 
  towards their victims, screaming. They 
  attack with flailing, bloody hands. If 
  they held in their hands any weapons 
  whilst dying they are adept at using it. 
  Any touch requires a saving throw or 
  the victim will rot into a corpse in 1D6 
  days unless a Cure Disease spell is 
  cast. 
  TREASURE 
  If the player’s characters take the time 
  to search the Dead Villagers after they 
  have been killed, they will discover 12 
  sp and 16 cp collectively. 
  CREATURE 
  TACTICS 
  
  As the player’s characters enter the 
  Village of Iceshire, three Deadface 
  Villagers slain face down in a pool of 
  their own blood, rise to kill and eat. 
  Suddenly, there are sounds of a terri-
  ble, guttural roar as large, undead hu-
  manoid, red demonic hands each the 
  size of a horse emerge from beneath 
  the cobblestoned street and tear their 
  way into the light of the now darkened 
  day. The hands seem to talk without a 
  mouth, screaming foul epithets of the 
  referees design, yet also is the entire 
  body of the Ripneck not truly there. 
  The Ripneck Deadgripper is a variety 
  of undead that is the pairing of the 
  Liche’s necromancy, and demonology, 
  with the addition of a spell that warps 
  the Liche’s creations where he deems. 
  The hands are those of a dead demon. 
   
  RIPNECK DEADGRIPPER 
  Armor Class: 7 [12] 
  Hit Dice: 2 + 4 
  Attacks: claw (1d6) 
  Special: none 
  Move: 12 
  HDE/XP: 3/60 
  LOCATION #6 
  VILLAGE OF ICESHIRE 
  CELALDOR SQUARE  
  Celaldor Square is immediately be-
  yond the South Gate. It is here where 
  villagers gathered, every morning, to 
  discuss their revelations on subject 
  matter writ in the Til-Gara that they 
  have studied over the cycles. Villagers 
  also trade items they have fabricated 
  with the use of the Gray Pearl. Every-
  thing from food, clothing, knick-
  knacks, and arts and crafts are shared 
  amongst each other. Now the Village 
  Center is in ruins. Corpses of Ghouls 
  and Dead Villagers litter the square. 
  Numerous manses outlining the center 
  are in ruins, corpses hanging out of 
  windows. 
  This undead demon is simply a pair of 
  massive hands without arms attached 
  to it. When created, they spawn be-
  neath the soil and claw to the surface. 
  They can move by crawling on their 
  fingers but each hand must stay within 
  nine feet of each other. Dead Grippers 
  attack by punching and clawing with 
  their rotten nails. 
  TREASURE 
  .If the player’s characters take the time 
  to search the Deadface Villagers after 
  they and the Ripneck have been killed, 
  they will discover 32 gp collectively. 
  CREATURE 
  TACTICS 
  
  As the player’s characters approach 
  the bridge, three Ghouls rise from the 
  bloody waters (some headless, others 
  missing limbs) as well as four Dead 
  Heads leaping into the air, bouncing 
  on their rotten skulls to and fro, trying 
  to bite members of the party. If the 
  players decide to cross the river by 
  walking in the water, partially im-
  mersed, they must make a saving 
  throw or acquire a rot disease that will 
  turn the player’s characters into a 
  corpse in 1D6 days unless a Cure Dis-
  ease spell is cast. 
  The Dead Head is a rotten, moaning, 
  head without a body attached to it. 
  When alone they are motionless, how-
  ever, when they are within five feet of 
  an enemy, they can leap (Move: 12) up 
  to 12 feet across and into the air.   
   
  DEAD HEAD 
  Armor Class: 5 [14] 
  Hit Dice: 1 
  Attacks: bite (1d4) 
  Special: poison 
  Move: 0 / 12 
  HDE/XP: 3/60 
  LOCATION #7 
  VILLAGE OF ICESHIRE 
  NIERRAM BRIDGE  
  Nierram Bridge is a large bridge, north 
  of Celaldor Square, which spans over 
  the Tinand River and links the South 
  and North residential districts of Ice-
  shire. Arms and legs can be seen bob-
  bing in the waters of the river and the 
  occasional moaning head glides by. 
  During the onslaught of Mezogorah’s 
  undead army, the center of the bridge 
  collapsed. The only way across the 
  bridge is a ten foot leap as the arc is 
  now non-existent.  The only path north 
  before the player’s character is that of 
  the bridge as the ruins of manses litters 
  and blocks every other possible route 
  in the immediate vicinity. 
  This variety of undead is one of Liche 
  Mezogorah’s 
  masterpieces. 
  They 
  spawn into existence when a Ghoul is 
  severed of its head. Moments later, the 
  head takes on a life of its own and can 
  leap at its enemies and attempt to bite 
  them to death. Their jaws are more 
  powerful than the average human and 
  their teeth are poisonous and sharp. 
  TREASURE 
  If the player’s characters take the time 
  to search the Dead Villagers after they 
  and the Dead Heads have been killed, 
  they will discover 42 sp collectively. 
  CREATURE 
  TACTICS 
  
  This area of the Village of Iceshire is 
  devoid of any life or unlife. The cries 
  of villagers can be heard in the dis-
  tance as well as the chill like cries of 
  the ravaging ghouls the Mad Liche re-
  animated. As the player’s characters 
  approach the Northern Gate, the cries 
  of Erera Liliwan are heard as she is 
  slain south of the party’s location (near 
  Nierram Bridge) by ravenous Ghouls. 
  She is then suddenly seen standing and 
  leaping across the bridge as the sky 
  blackens, screaming wildly and attack-
  ing the party! 
  The Bloodied Cleric is Erera Liliwan 
  after she has died and succumbed to 
  the curse of the undead. She is now 
  missing most of her jaw and blood 
  drenches her ivory white gown. She 
  has no memory of who she once was. 
   
  BLOODIED CLERIC 
  Armor Class: 5 [14] 
  Hit Dice: 3 + 4 
  Attacks: bite (1d6 + 1) 
  Special: immunities, paralysis 
  Move: 10 
  HDE/XP: 4/280 
  LOCATION #8 
  VILLAGE OF ICESHIRE 
  NORTH GATE  
  The North Gate is a large portcullis 
  identical in design to the South. And 
  as likeness in its wrought, so to in its 
  decorative like gore of bits and chunks 
  of undead flesh, the aftermath of the 
  carnage of the Mad Liche’s small 
  horde unleashed upon the populace of 
  the Village of Iceshire. Bodies lay 
  strewn about, twitching and writhing, 
  desperately moaning and pleading for 
  living flesh to eat. Directly north is the 
  shadowy Elrumir Woods and within 
  can be heard the snap of brush and tree 
  twigs as ghouls retreat deep into the 
  forest enclosure, moaning and still 
  screaming for flesh. 
  The Bloodied Cleric is another of the 
  Liche’s creations, a plan he has had in 
  the works for quite some time. Desir-
  ing Erera to service him, he also 
  yearns for her blood and plans to have 
  her travel to his tower to procure it. 
  Suffusing her with power, she has her 
  attack the party with bloodied hands 
  and heavy blows. 
  TREASURE 
  If the player’s characters take the time 
  to search the Bloodied Cleric after she 
  has been killed, they will discover the 
  Gray Pearl affixed to a gray chain. 
  CREATURE 
  TACTICS 
  
  AFTERMATH 
  MEANING OF LIFE 
  After defeating the Bloodied Cleric, 
  the mania that has consumed the Vil-
  lage of Iceshire ceases. All remaining 
  undead of any and every variety cease 
  their moaning, fall to the ground life-
  less and are of the living dead no 
  longer. However, there are the sounds 
  of injured villagers crying out for help, 
  abounding.  
   
  The weather is easing off as well, the 
  hail has ceased and the snowfall and 
  drizzle of rain is subsiding. North of 
  the Northern Gate are the Elrumir 
  Woodlands (a location explored in the 
  second publication of this trilogy of 
  adventures) and the sounds of the un-
  dead the villagers have been hearing 
  can be heard barely. Given a moment 
  of analysis, any can ascertain that 
  these moans are fading away (the un-
  dead are retreating as commanded by 
  the Liche Mezogorah after he observes 
  the players character’s battle prowess 
  from his tower and fathoming their 
  might against his small army). 
   
  Those villagers that have survived, 
  herald the player’s characters as he-
  roes. Some emerge from locked 
  Manses and approach the party to give 
  thanks. Others gift the players with 72 
  gp, 42 sp and 93 cp collectively. 
  With the Cleric of the Gray Pearl 
  Moon dead, the villagers have been 
  dealt a crippling blow to their meaning 
  of life. She was the leader of the small 
  band of cultists that settled in Winter-
  light Valley and founded what was 
  once a peaceful village: Iceshire. With 
  the Gray Pearl Moon that adorned Er-
  era’s neck, coupled with her detailed 
  knowledge of the incantations of the 
  Aeyr Elves, she was capable of creat-
  ing anything desired. Now dead, the 
  villagers turn to the player’s characters 
  for leadership as the Gray Pearl is now 
  in the party’s possession. 
  THE GRAY PEARL 
  The Gray Pearl is acquired from the 
  dead body of that which was once Er-
  era Liliwan. The Villagers will not de-
  mand the player return it as the Til-
  Gara tells that the one who finds it, 
  rightly possesses it. They will, how-
  ever, decree the characters as the new 
  leader of the Gray Pearl Moon cult. 
   
  The Gray Pearl is capable of creating 
  any item imaginable. However, one 
  must possess the incantation which 
  manifests imagination. Sadly, this was 
  known only to Erera Liliwan and no 
  other. 
  
  NOTES 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CLERIC AE’A 
  “prayer the faith 
  deliverance the reward 
  cruel the God 
  worthy is the death” 
  C. 963 - c. 204 B.C. 
  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Monsters 
  Chapter Five 
  Pg.75 
   
   
  
  DEADHEAD 
  The Dead Head is a rotten, moaning, head without a body attached to it. When alone 
  they are motionless, however, when they are within five feet of an enemy, they can leap 
  up to 12 feet across and into the air.  
   
  Armor Class: 5 [14] 
  Hit Dice: 1 
  Attacks: bite (1d4) 
  Special: poison 
  Move: 0 / 12 
  HDE/XP: 3/60 
  RIPNECK DEADGRIPPER 
  The Ripneck Deadgripper is a variety of undead that is the pairing of the Liche’s necro-
  mancy, and demonology, with the addition of a spell that warps the Liche’s creations 
  where he deems. The huge hands are those of a dead demon. 
   
  Armor Class: 7 [12] 
  Hit Dice: 2 + 4 
  Attacks: claw (1d6) 
  Special: none 
  Move: 12 
  HDE/XP: 3/60 
  BLOODIED CLERIC 
  The Bloodied Cleric is Erera Liliwan after she has died and succumbed to the curse of 
  the undead. She is now missing most of her jaw and blood drenches her ivory white 
  gown. She has no memory of who she once was. 
   
  Armor Class: 5 [14] 
  Hit Dice: 3 + 4 
  Attacks: bite (1d6 + 1) 
  Special: immunities, paralysis 
  Move: 10 
  HDE/XP: 4/280 
  
  SCREAMING DEAD 
  The Screaming Dead are a variety of Ghoul that are much faster and hardier than the 
  usual type. Like other undead, they are immune to charm and sleep spells. They also 
  possess a paralyzing touch like the classic Ghoul. 
   
  Armor Class: 6 [13] 
  Hit Dice: 2 
  Attacks: claw (1d6 + paralysis) 
  Special: immunities, paralysis 
  Move: 16 
  HDE/XP: 3/60 
  BLOODFLESH TENTACLE 
  The Bloodflesh Tentacles rise seventy two feet from the earth and are twisted and 
  bloody. It is connected to a massive, twisted construct of dead flesh, muscle and bone 
  that lurks deep beneath the temple. 
   
  Armor Class: 7 [12] 
  Hit Dice: 2 
  Attacks: tentacle (1d4) 
  Special: none 
  Move: 12 
  HDE/XP: 3/60 
  DEADFACE VILLAGER 
  The Deadface Villager is a variety of Ghoul that is of the Liche’s Animate Dead spell 
  and a freshly made corpse. These undead have no memory of who they were and are 
  now mindless, flesh eating zombies. 
   
  Armor Class: 6 [13] 
  Hit Dice: 2 
  Attacks: claw (1d4 + rot) 
  Special: immunities, rot 
  Move: 9 
  HDE/XP: 3/60 
  
  BLACK PLAGUE 
  The Black Plague is a grotesque, ooze like creature that slithers around as a large mass 
  of slimy film. It is blackish in color with a semblance of red like goo bubbling within 
  itself. This goo is the blood of its victims which it begins to digest upon touch. 
   
  Armor Class: 5 [14] 
  Hit Dice: 1 
  Attacks: ooze spit (1d4+1) 
  Special: poison 
  Move: 9 
  HDE/XP: 3/60 
  SCREAMING VOICES 
  The Screaming Voice is a human sized, shifting mass of ugly and monstrous mouths 
  that drip with grotesque, greenish red blood. As they move about, the mouths wail and 
  screech so loud it shatters the glass from windows. 
   
  Armor Class: 6 [13] 
  Hit Dice: 2 
  Attacks: wail (1d4 + 1) 
  Special: deafening 
  Move: 7 
  HDE/XP: 3/60 
  MANIAC INITIATE 
  This creature is a maddened human that has been initiated into the secrets of insanity, 
  desperation, madness and despair as one to experience and also inflict on others. A Hell-
  ish existence, these entities wander like bums and attack anyone until they are killed. 
   
  Armor Class: 6 [13] 
  Hit Dice: 1 
  Attacks: fist (1d4) 
  Special: insane 
  Move: 14 
  HDE/XP: 3/60 
  
  TONGUE OF DARKNESS 
  This creature is a massive, house sized, demonic tongue that is swollen with the flesh 
  and organs of those it has bested in combat. It moves by slithering on the ground and 
  consuming that which it moves upon by absorption. 
   
  Armor Class: 5 [14] 
  Hit Dice: 3 
  Attacks: lick (1d4) 
  Special: poison, plague 
  Move: 6 
  HDE/XP: 3/60 
  TWISTED BONES 
  This monster is a house sized mass of swarming and churning bones of various creatures 
  it has slain. When encountered, it will turn into a tornado like phenomenon, hurling 
  bones at one (they return to this creatures core body after hit or miss). 
   
  Armor Class: 5 [14] 
  Hit Dice: 2 
  Attacks: bone (1d6) 
  Special: - 
  Move: 11 
  HDE/XP: 3/60 
  BURNING THOUGHT 
  This creature is an immaterial, phantom like entity that exists within the minds of those 
  it encounters and deems worthy of menacing. It attacks with mental pangs and cannot be 
  harmed by any known means. Eventually, it ceases to harass its victim and departs. 
   
  Armor Class: 6 [13] 
  Hit Dice: - 
  Attacks: headache (1d4) 
  Special: invulnerable  
  Move: 16 
  HDE/XP: 3/60 
  
  DEMONIC NIGHTSLASHER 
  This humanoid being is pitch black with eyes of glowing white brilliance and burning 
  with a black fire. It wields an indestructible greatsword that can only be picked up and 
  held by those of infernal blood. 
   
  Armor Class: 6 [13] 
  Hit Dice: 2 
  Attacks: fist (1d4+1) 
  Special: infernal 
  Move: 14 
  HDE/XP: 3/60 
  BURNING FISTS OF DARKMIGHT 
  This creature is composed of humanoid fists the size of your average human, burning 
  with blackish red fire, floating in the air without any connection to a body. A chilling, 
  feminine scream echoes from the hands as it battles. 
   
  Armor Class: 7 [12] 
  Hit Dice: 1 + 2 
  Attacks: claw (1d6) 
  Special: aerial 
  Move: 13 
  HDE/XP: 3/60 
  ICESTING 
  This creatures is a bluish white, frost hornet the size of a man’s fist. It is incredibly weak 
  in regards to its constitution but can hit its opponents with a “worthy of fear” sting that 
  deals tremendous damage. 
   
  Armor Class: 6 [13] 
  Hit Dice: - 
  Attacks: fist (5d6+1) 
  Special: possesses 1 point of health 
  Move: 18 
  HDE/XP: 3/60 
  
  GHOSTBLADE SLAYERS 
  These are barely visible, humanoid specters equipped with long, serrated blades that ex-
  tend from the arm of the wraith-like creatures some seven feet in length. They can only 
  be harmed with magical weapons. 
   
  Armor Class: 2 [17] 
  Hit Dice: 7 
  Attacks: touch (1d6+level drain) 
  Special: Drains 2 levels per hit 
  Move: 15 (30 when flying) 
  HDE/XP: 9/1100 
  MANIACAL GLIMMERING 
  This creature is a candle-flame sized entity that vibrates and glows with bluish white, 
  supernatural light. As it twinkles, their enemies are blinded for 1d4 hours per opponents 
  level of experience. 
   
  Armor Class: 2 [17] 
  Hit Dice: 1 
  Attacks: flash of light (1d4 + 1) 
  Special: aerial, blinding 
  Move: 30 
  HDE/XP: 3/90 
  CURSED SAINT 
  This entity is truly a benign, kind and loving being. Unfortunately the heavens have 
  fallen (or so they say) and this creature is said to be ordained to sin and hurt life forms it 
  loves and desires to nurture and protect. It can look like any human of any gender. 
   
  Armor Class: 5 [14] 
  Hit Dice: 1 + 1 
  Attacks: fist (1d6 + 3) 
  Special: immunities, paralysis 
  Move: 12 
  HDE/XP: 3/80 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  FIGHTER JONA 
  “the blade 
  the power in the cut 
  the trials 
  tribulations they are” 
  C. 469 - c. 207 B.C. 
  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pacts 
  Chapter Six 
  Pg.83 
  
  PACT MAGIC 
  XOGHOR THE PAIN 
  For every ideal, there is a God or God-
  dess that is its epitome in source and 
  manifestation. These entities some re-
  gard as God, others as spirits of the 
  wild that need to be conquered and 
  tamed. Consequently, whereas some 
  worship and praise these entities via 
  song, dance and prayer, others evoke 
  into existence. Utilizing sacred words 
  of power that have their origin, and 
  power, in the roots of the beginning of 
  all that exists, these “deities or de-
  mons” appear in comprehendible form 
  to their summoners. Unfortunately, 
  power can be had, but at a price. 
   
  God or Demon, these beings demand 
  the sale of their power in a promise, an 
  oath, between them and their deal 
  bringer. If unfulfilled, the entity will 
  visit their evoker with great evil which 
  will ultimately lead unto a gory, horrid 
  and terrible death for the one that did 
  not fulfill their end of the bargain. De-
  tailed in this tome are six powerful 
  deities that will yield their summoner 
  with a powerful weapon and a magical 
  element they can wield (limited by the 
  imagination) to accomplish their goals. 
  Conjuring the entity simply requires 
  chanting its name three times whilst 
  bleeding. The cost? Obey the deities 
  soon to be revealed task. 
  Xoghor will manifest as a screaming 
  and bleeding humanoid, naked and 
  ashamed. It endows the summoner the 
  ability to inflict damaging pain to their 
  enemy, without their foe being capable 
  of resisting the attack. Once per day, 
  per level of experience, those that 
  make a pact with this Higher Power 
  are capable of inflicting 1d4 points of 
  damaging pangs of the head and chest 
  to any enemy they desire. Xoghor also 
  gives those it makes a pact with a 
  glowing silver blade (short sword) 
  wrought of steel that inflicts 1d6 + 3 
  points of damage to those hit. 
  XULL THE HORROR 
  Xull is a master of Horror Magic and 
  appears as a twisted and deformed 
  pale humanoid. The effects of his ele-
  ments are limited to the imagination of 
  the player’s character. Once per day, 
  per level of experience, the Pact en-
  dows one the ability to cause Confu-
  sion (incapable of attacking), Silence 
  (incapable of casting spells), Poison (- 
  1d4 points of health per hour) and 
  Wither (-1 level per hour) for 1d4 
  hours. Xu’ull also yields a scythe 
  forged from the femur bone of a giant 
  demon that inflicts 1d6 + 3 points of 
  damage to those hit. 
  
  XOHNDA THE BLOOD 
  Xohnda manifests as a scared and bro-
  ken old man with torrents of blood 
  streaming from his pure black eyes. It 
  empowers the player’s character with 
  the ability to make their enemies 
  bleed. Once per day, per level of ex-
  perience, those that make a Pact with 
  this entity, are capable of causing their 
  enemies blood to ooze from their nose, 
  mouth, ears and eyes (inflicting 1d4 
  points of damage). Xohnda also equips 
  its deal seekers with a small dagger 
  that glows with a deep red brilliance 
  that inflicts 1d6 + 3 points of damage 
  to those hit.  
  XHADAMA THE SINNER 
  Xhadama appears as a humanoid, 
  cackling, obese demon holding the 
  bloody heart of a righteous man it has 
  slain recently (it regularly hunts the 
  good morally aligned). Once per day, 
  per level of experience, the Pact en-
  dows one with the ability to indulge in 
  the art of murder with greater ease. 
  Those that make a deal with this entity, 
  acquire +1d4 to all ability scores per-
  manently. Additionally, the player’s 
  characters are awarded a magical amu-
  let. When worn, those that would de-
  sire to murder or steal from one clad in 
  this jewel, are known to the owner. 
  XORGOMONDE THE BURNING 
  Xorgomonde will appear as a decrepit 
  humanoid bound to a wooden stake, 
  burning and screaming (talking in-
  between the maniacal screams). When 
  a deal is made, it will endow one with 
  the ability to hurl a fireball (White 
  Box pg. 29) at their opponent, once 
  per day per level of experience. This 
  entity also equips one with a flaming 
  sword that burns with the screams of 
  those that have succumbed to the 
  might of its wielder. This blade is in-
  destructible, inflicts 1d6 + 3 points of 
  damage and always returns to its 
  owner within one hour when lost. 
  XAHARRA THE PLAGUE 
  Xaharra manifests as an illness (that 
  will only vanish if a pact is made) in 
  the body of those it deem worthy of a 
  bargain. When a deal is made, this en-
  tity will endow one with the ability to 
  poison and inflict a plague like disease 
  with a mere touch. This can be done 
  once per day per level of experience. 
  Xaharra will also equip one with a 
  massive serrated greatsword (and the 
  strength enough to wield it) that glows 
  with an eerie, green light and drips, 
  from the tip of the blade, a toxic fluid 
  that is rumored to have slain a Higher 
  Power that was once manifest. 
  
  Level 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  14 
  2 
  1,500 
  2 
  +0 
  14 
  3 
  3,000 
  3 
  +0 
  13 
  4 
  6,000 
  3+1 
  +1 
  13 
  5 
  11,500 
  4 
  +1 
  12 
  6 
  23,500 
  5 
  +1 
  12 
  7 
  48,000 
  6 
  +2 
  10 
  8 
  96,000 
  6+1 
  +2 
  10 
  9 
  192,000 
  7 
  +2 
  9 
  10 
  384,000 
  7+1 
  +3 
  8 
  11 
  540,000 
  8 
  +3 
  8 
  12 
  720,000 
  8+1 
  +3 
  7 
  13 
  940,000 
  9 
  +4 
  7 
  14 
  1,180,000 
  9+1 
  +4 
  6 
  15 
  1,586,000 
  10 
  +4 
  5 
  Table 1: Adept Advancement 
  Level 
  1 
  2 
  3 
  4 
  5 
  1 
  - 
  - 
  - 
  - 
    
  2 
  1 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  4 
  2 
  1 
  - 
  - 
  - 
  5 
  2 
  2 
  1 
  - 
  - 
  6 
  2 
  2 
  1 
  1 
  - 
  7 
  2 
  2 
  2 
  1 
  1 
  8 
  3 
  3 
  3 
  2 
  2 
  9 
  3 
  3 
  3 
  2 
  2 
  10 
  4 
  4 
  3 
  3 
  3 
  11 
  4 
  4 
  3 
  3 
  3 
  12 
  4 
  4 
  4 
  3 
  3 
  13 
  5 
  5 
  5 
  4 
  4 
  14 
  5 
  5 
  5 
  4 
  4 
  15 
  5 
  5 
  5 
  5 
  5 
  Table 2: Adept Spell Advancement 
  
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