True20 - D&D Conversion-V2-1 PDF
True20 - D&D Conversion-V2-1 PDF
True20 - D&D Conversion-V2-1 PDF
Minor Modifications 10
Changes necessary for balance 10
Optional rules 17
Feinting 22
Creating Characters 31
Random rolling of abilities: 31
Point-buy system: 31
Racial Backgrounds 32
Favored feats 32
Ability Adjustment 32
Dwarves 32
Elves 32
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Gnomes 33
Half-elves 33
Half-orcs 33
Halflings 33
Humans 33
Feats: 35
New and modified feats: 35
Armor Training (Heavy Armor)-General 35
Attack Specialization (Warrior) 35
Bathed in the waters of Styx (General) 36
Blind-Fight (Warrior, Expert) 36
Death Ward (General) 36
Dodge Focus (General) 37
Double Strike 37
Expert Reflexes (Expert). 37
Favored Opponent (Warrior) 37
Improved Weapon Damage (Warrior, Expert) 37
Improved Strike (General) 38
Intellect Fortress (Adept or Expert) 38
Lucky (General) 38
Mental Strife (General) 38
Mind Blank (General) 38
Mounted Combat (General) 39
Ritualist (General) 39
Rage (Warrior) 39
Rapid Shot (General) 39
Sense Teleports (General) 40
Skill Focus (Expert) 40
Smite Opponent (Warrior) 40
Sneak Attack (Expert) 40
Spirited Charge (Warrior) 41
Still Spell 41
Tough (General) 41
Two-Weapon Defense (General) 41
Two-Weapon Fighting (General) 41
Uncanny Dodge (General) 42
Versatility (Warrior) 42
Warrior Fortitude (Warrior) 42
Will of the Adept (Adept) 42
Whirlwind Attack (Warrior) 42
Skills 43
Concentration (Constitution) 43
Craft (Int) 44
Disguise (Cha) 45
Knowledge (Int) 46
Heroic Paths 49
Barbarian: 49
Cleric: 49
Paladin: 50
Rogue: 50
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Sorcerer: 51
Wizard: 51
MAGIC 52
Magic Rituals 83
Typical cost to perform a ritual per level 83
Alarm 84
Detect Poison 84
Floating Disk 84
Unseen Servant 85
Augury 85
Arcane Lock 86
Knock 86
Magic Mouth 87
Regeneration, Lesser 87
Restoration, Lesser 88
Rope Trick 88
Spider Climb 88
Magic Circle 89
Nondetection 89
Water Breathing 90
Clairaudience/Clairvoyance 90
Phantom Steed 91
Speak with Dead 93
Divination 93
Scrying 94
Commune 94
Contact Other Plane 95
Domination, Permanent 96
Greater Teleport 97
Hallow 97
Magic Jar 98
Raise Dead 99
Find the Path 99
Forbiddance 100
Word of Recall 100
Stone to Flesh 101
Plane Shift 101
Resurrection 101
Astral Projection 102
Miracle 104
True Resurrection 105
Wish 105
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EQUIPMENT 108
Planes 139
Ideal Realm 139
Astral Plane 140
The High Astral 140
Good and Evil on the Planes 141
Sigil 142
The Elemental Planes 143
The Elemental Plane of Air 143
The Elemental Plane of Earth 143
The Elemental Plane of Fire 143
The Elemental Plane of Water 144
The Negative Energy Plane 144
The Positive Energy Plane 144
The Low Astral 144
The Ethereal Plane 145
Introduction
This is the second version of True20 Dungeons&Dragons conversion. The grapple and combat maneuver rules are
presented now as a part of the main file, together with the variant damage rules utilizing static Toughness. There are
also new and adjusted powers, rituals and magic items, and finally a simplified system for the creation of monsters –
balanced for D&D style games.
The basic idea which inspired the creation of the rules presented in this book was simple: to allow Narrators
to run D&D style games and specifically D&D adventures using True20 rules. I wanted to ensure that you could
simply convert creatures and characters presented in a D20 3.5 edition adventure and run it using only basic True20
rules, True20 Bestiary and this file, with the character able to defeat monsters of an appropriate challenge rating.
Additionately, I wanted to ensure that characters remain balanced at all levels, and that Warriors, Experts and Adepts
will be equally useful in combat, even in high-level play. Moreover, it should be possible and even easy to construct
different D&D character classes (Barbarian, Fighter, Paladin, Cleric, Wizard, Sorcerer) and they should also be
balanced.
In order to differentiate between different kinds of casters I introduced the idea of “power source feat”.
Adepts by default cannot take any powers. They must first take one of the “power source feats”, which decides the
key ability and power list the character can take.
I wanted to allow players to play in the “D&D world”, with the classical magic items and powers assumed
by published adventures. Accordingly, eg skills are modified to allow to use skill checks provided in the published
adventures. I added some powers which model some of the more useful and iconic D&D spells, like Magic Missile,
Evard’s Black Tentacles, and wizard cantrips. Since I wanted to keep characters as balanced in combat as possible,
I decided that out of combat spells shouldn’t use the same pool of feat/powers. They are presented as rituals, which
can be learned by any adept without the need to expend any feat slots. To stop characters from overusing them,
I introduced certain penalties, like longer casting time, negative consequences of failure and expensive components.
These rules have been written assuming characters using level-appropriate magical items. In order to ensure
balance, each magical item has a minimum character level necessary to use it, and characters have been balanced
assuming at least an appropriate weapon and armor or an item providing armor bonus. In order to make acquisition
of necessary items easier I simplified the rules for crafting them. To allow Narrators some control over the items
player are going to craft, I introduced the need to find in game the recipes to creating them. At the same time
I limited somewhat the number of necessary magic items, removing items providing saving throw bonuses and
ability bonuses, except for Strength and Dexterity (since there already exist powers providing bonuses to those
abilities).
It can be added that some items have been changed, and others have become much more useful due to
differences in rules. Ring of Mind Shielding and Wands of Cure have become very useful items.
Any reader who follows the news about the D&D 4 edition will see some similarites here. This is deliberate;
True20 was one of the first simplified versions of D20 3.5 edition and served in some aspects as a precursor of the
Fourth Edition. I thought it appropriate to include those innovations which seemed an improvement. Some of the
similarities are actually a case of independent but convergent development, since I have began tinkering with those
rules even before the announcement of the Fourth Edition.
I would like to thank here Frank Trollman and “K”, the authors of the TOME OF NECROMANCY, TOME
OF FIENDS, DUNGEONOMICON, RACES OF WAR (http://middendorfproject.googlepages.com), and other
posters at “The Gaming Den” http://tgdmb.com. I used nearly none of their rules directly, but their ideas have
become the theoretical basis for those notes. (A word of caution for anyone intending to visit that forum: the posters
there have a rather vitriolic sense of humor, so a lot of thick skin is necessary).
The basic idea which those rules share with D&D 4e and Frank Trollman’s work is “Staying on the Random
Number Generator”. This means that when characters of approximately equal level interact between themselves or
with level-appropriate monsters, they should have a reasonable chance to succeed, and it should be possible for them
to fail. Similarly, when they are attacked by a monster of an appropriate level, they should have a reasonable chance
to avoid that attack. This usually requires that numerical bonuses for all characters of a given level should remain
within certain limits.
That idea should not be unfamilar to the players of True20. Mutants&Masterminds, a sister game of True20,
includes a special mechanic designed to ensure exactly that, called: “Power Level”. I will quote the definition:
“Power level is an overall measure of effectiveness and power, primarily combat ability, but also generally
what sort of tasks a character can be expected to accomplish on a regular basis, assuming the ability to take 10 and
take 20.”
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Additionally, the abilities of characters shouldn’t fall below a certain minimum. It is not so important with
monsters. It is entirely reasonable to have a monster which can fight effectively only if in a tight tunnel underground,
because it is slow, has no ranged attacks and can be shot to death with impunity by fast, mounted or flying
characters. Narrator can use such a monster underground against character of a level appropriate for its Challenge
Rating, or allow low-level character to lure it outside and dispatch it – as a kind of puzzle or intelligence test.
On the other hand, characters in D&D (and those notes are intended to simulate D&D using True20 rules)
must be able to fight effectively in any environment appropriate for their level. The next adventure can take place in
a cloud castle, requiring aerial combat, or deep underground, or underwater, or on the plane of fire, or in the Abyss.
And all characters must be able to survive and fight there. Some will be more efficient in certain circumstance, and
other in others; this is obvious and necessary, or the game would be boring. But all must be able to help in all
circumstances. When a player has to say: “Invisible and flying opponents? You go and fight; my character will have
to run and hide, because he can do nothing to contribute here” it is rather boring for him.
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This is not necessary for balance, but to preserve some variation amongst characters. This way strong and heavy
warriors will use greatswords and wear heavy armor, and light and dexterous duellisst will fight in light armor with
rapiers. Without that distinction, all experts would wear the best – ie plate armor and use the best weapons – usually
greatswords to sneak attack. It can be balanced, but I consider such an option uninteresting.
2. Sweeping Attack
Power weapons can be used to make a sweeping attack, deliberately lowering damage to increase the chance to hit.
You can lower damage by a number from 1 to 5 in order to gain a corrresponding bonus to the attack roll. This
option cannot be combined with Accurate Attack, All-Out Attack or Defensive Attack.
In effect strong characters gain the Accurate Attack feat for free. This is intended to balance the Strength attribute,
which is a bit weaker than Dexterity, and to allow strong characters to hit dexterous ones.
3. Defence
You always receive a dodge (Dexterity) bonus to defence. There is no parry defence.
It is very difficult to properly balance the game when defense can depend on two different attributes. In addition,
when defense is based on the different attribute than attack, it can lead to such situations as giants being nearly
unable to hit each other. I know that simulates wonderfully the description of giants fighting in C. S. Lewis’ “The
Silver Chair”, but those gianst were a joke. I consider it inadequate for the purpose of simulating D&D. In such
situation, the best solution is the simplest: Dexterity is the sole attribute improving both attack and defense. Strength
on the other hand improves directly Damage, and indirectly, by allowing to wear heavier armor, Toughness.
4. Natural Weapons
Natural weapons attacks by count as precision weapons or power weapons, depending whether the creature has
higher Strength or Dexterity. If a natural weapon count as precision weapon, the creature can, but doesn’t have to,
use Finesse Attack. If natural weapon counts as power weapons the creature can use the Sweeping Attack rule.
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When converting creatures, compare Attack Bonus to CR. Attack bonus shouldn’t generally be higher than 1.5*CR,
especially if Damage bonus is high. For CR lower than 6, Attack bonus shouldn’t be higher than CR+3. If a creature
of Large or greater size doesn’t have power attack, it should have a bonus All-Out attack feat. Damage of creatures
attacking with natural weapons shouldn’t be generally higher than CR+3.
See also the rules for the simplified creation of monsters and the table of monster statistics by CR included there.
5. Natural armor
Natural armor equals ½ of D&D natural armor, rounding down. It is treated as the enhancement bonus to armor, and
doesn’t stack with it (so generally creatures with natural armor don’t benefit from wearing magic armor, unless the
enhancement bonus is higher than their natural armor bonus). It does stack with the normal armor bonus.
6. Medium Armor
When you wear a medium armor with bonus 3, if your Dexterity is higher than your Strength+3, you treat it as equal
to your Strength+3 for purposes of Attack and Defence. With armor bonus 4, your Dexterity cannot be higher than
Strenght +2.
7. Heavy Armor.
When you wear a heavy armor with bonus 5, if your Dexterity is higher than your Strength, you treat it as equal to
your Strength for purposes of Attack and Defence. For armor with bonus 6 the maximum Dexterity equals Strength –
1. When running in heavy armor, you move only double your speed, not quadruple. Characters with at least 10 levels
of Warrior and with Armor Training (Heavy Armor) do not suffer that reduction to speed.
8. Stacking bonuses
There are four basic kinds of bonuses: Magic bonuses, Item bonuses, Feat bonuses and Situational bonuses.
Situational bonuses eg for surprise attack, for attacking from higher position etc usually stack. However, some
conditions etc essentially presume other conditions; bonuses and penalties granted by such conditions do not stack.
Eg when attacking a pinned creature, you use only the penalty for being pinned; you don’t add the penalty for being
grappled, and for being surprise attacked. Some feats can provide situational bonuses.
You can get only one of each of remaining bonuses: only one Magic bonus, one Item bonus and one Feat
bonus. Magic bonuses come from supernatural power and magic enhancements on magic items (all “enhancement”
bonuses are magic bonuses). In addition, some feats can give magic bonuses. This applies particularly to feats that
give “enhancement” bonuses, eg Rage. Item bonuses come from Item, and feat bonuses from feats. Any exception to
those rules are either noted or should be obvious.
Some feats allow to lower one characteristic in order to increase another. Eg the All-out Attack feat allows
to lower defense in order to increase attack. Such feats provide situational bonuses which stack with everything.
Those rules obviously resemble the rules from D&D 4ed. This is not an accident – I modelled them on 4ed rules,
because I have the same goal. It is, as I called it earlier, “staying on the Random Number Generator”. When it is
possible to stack bonuses, there is an obvious path to “winning” the game: it is to gather up as much bonuses as
possible, until in the end some of your characterists will become so high that you will be either invulnerable, or able
to destroy your enemy in one action. This is both boring (the gathering bonuses part) and obviously unbalanced.
9. Damage Reduction
Damage Reduction: A creature with this special quality receives a bonus to its Toughness against damage
from most weapons and natural attacks. The creature takes normal damage from energy attacks (acid, cold,
electricity, fre, and sonic), powers, and supernatural special abilities. Damage Reduction does not affect poisons or
diseases delivered by inhalation, ingestion, or contact. Characters can always see that their attacks are weakened
because of Damage Reduction.
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The entry indicates the bonus (usually 2 to 6 points) and the type of attack that negates the ability. This
information is separated from the damage reduction number by a slash. The creature always, with the exception of
DR/area, takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and
supernatural abilities. For purposes of harming other creatures with damage reduction, a creature’s natural weapons
(but not their attacks with weapons) count as the type that ignores its own damage reduction. For example, a vampire
has DR 4/silver and supernatural. This means a vampire can bypass the damage reduction of other creatures that are
vulnerable to silver or supernatural weapons, including other vampires. DR/- and DR/slashing, piercing or
bludgeoning cannot be overcome that way.
When converting from D&D, a creature receives 2 points Damage Reduction in for every 5 points of
damage reduction in D&D.
Magic/Supernatural
Any magical weapon, that is, a weapon with with at least a +1 magical enhancement bonus to damage can bypass
Damage Reduction/Supernatural, which equals D&D Damage Reduction/magic. Magic weapons don’t bypass other
kinds of Damage Reduction. For example, skeletons have damage reduction +2/bludgeoning. This means they get a
+2 bonus to their Toughness saves, unless hit by a bludgeoning weapon. They don't lose their +2 bonus if hit by a
supernatural weapon.
Damage Type
Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Natural weapons count as piercing,
bludgeoning, or slashing, depending on the kind of weapon in question. Bites inflict piercing, bludgeoning and
slashing damage at the same time, bypassing any kind of the above-mentioned damage reduction. Claws and talons
cause piercing and slashing damage. Slams, slaps, fists and tentacles cause bludgeoning damage. Gorings (with horn
or antlers) and stings cause piercing damage.
Special Material
Some monsters are vulnerable to certain materials: silver, adamantine, cold iron, stone or wood. Attacks from
weapons that are not made of the correct material have their damage reduced.
There are only five possible types of special materials:
Cold Iron. Any steel or iron weapon which is not made of adamantine or silvered counts as Cold Iron. In addition,
the following materials count as cold iron:
– Blood Steel
– Green Steel
– Morghuth Iron
– Trusteel
Silver:
– Pandemonic Silver
– Astral Driftmetal
– Entropium
– Nerra Mirrorblade
– Ysgardian Heartwire
– Mithril
Stone:
– Tainted Obsidian
– Blended Quartz
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– Elukian Clay
– Kaorti Resin
Wood:
– Bronzewood
– Chitin
– Darkwood
– Iron wood
– Boneblade
– Dragon Bone
Aligned
Some monsters are vulnerable to Vice or Virtue aligned weapons. A creature with an alignment subtype (vice or
virtue) can overcome both Vice and Virtue damage reduction with its natural weapons and weapons it wields.
Irresistible weapons
Weapons with the Irresistible ability can overcome all kinds of damage reduction. Irresistible ability trumps all other
means of overcoming damage reduction: if a creature’s damage reduction can be overcome at all, an Irresistible
weapon will do so. The only exceptions are DR /- and DR/area.
Nothing
When a damage reduction entry has a dash (–) after the slash, the creature takes normal damage only from energy
attacks (acid, cold, electricity, fire, and sonic), powers, and supernatural special abilities.
Damage Reduction/area can be bypassed only by area attacks. Even energy attacks, powers and supernatural
special abilities which are not area attacks are subject to that reduction.
A few creatures are harmed by more than one kind of weapon. This kind of DR is indicated by the word “or”
between qualities, such as DR 5/cold iron or virtue. A weapon of either type overcomes this damage reduction.
A few other creatures require combinations of different types of attacks to overcome their damage
reduction. This kind of DR is denoted by the word “and” between qualities, such as DR 2/silver and virtue. A
weapon that falls into one category but not the other is of no help in overcoming such damage reduction—the
weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to
damage reduction.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a
magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile
weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already
have).
Whenever damage reduction completely negates the damage from an attack, it also negates most special
effects that accompany the attack, such as injury type poison, a stunning, and injury type disease. Damage reduction
does not negate energy damage dealt along with an attack or ability drain. It also does not affect poisons or diseases
delivered by inhalation, ingestion, or contact. Attacks that deal no damage because of the target’s damage reduction
do not disrupt spells.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not
stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
makes sense only if their bonus is higher than your total armor bonus. One item can have only one kind of elemental
resistance.
When converting a creature from D&D give it +2 Energy Resistance for every 5 points of energy resistance
in D&D it possesses. This bonus (as an exception) stacks with armor and enhancement bonuses to Toughness.
Resistance to Energy possessed by some creatures in Bestiary etc does stack with armor bonus. The reason for this
difference is simple – creatures were designed with an assumption of resistance stacking with armor and so it must
remain. On the other hand, bonuses which can be gained by characters, eg by making armor with resistance to energy,
are impossible to balance if they can stack.
In True20 the doubling of results of damage requires always the same addition to damage bonus– about 4. This
increase corresponds to the doubling of D&D damage. Doubling of damage bonus makes the effects too weak at low
levels and unproportionately powerful at high levels.
13. Conviction
You can use conviction to reroll failed saves and Toughness save as many times during the round as you wish.
Characters should receive a Conviction point for defeating a dangerous encounter, in addition to (not instead of)
Conviction for virtues and vices. This is especially important on higher levels, where conviction has to be expended
much more often. In campaigns with great urgency to keep tight time schedule, a single night rest should restore all
Conviction.
15. Stealth
When an enemy is engaged in combat with another character, you can use Stealth to sneak up on him in order to
make a surprise attack. You don’t need cover or concealment. You cannot use this option against opponents with all-
round vision. Similarly, you can sneak behind somebody who is distracted (eg reading a book, watching directly in
another direction), even if you do not have cover or concealment.
16. Skills
When your Intelligence increases, you gain additional skill points retroactively, as if it was that high from the
beginning – in other words, for each point of Intelligence gained, you immediately gain skill points equal to your
level+3. (It is new level+2 more than you would get otherwise with the new Intelligence). Bonus skill granted by a
background gives an additional starting skill (4 ranks high) at first level and a +1 bonus skill point each following
level.
17. Saves
All save rolls equal d20+½ character level (rounding down)+ability+role bonus. Each role gives a +2 starting
bonus to one save when taken at 1 st character level. Warrior role gives bonus to Fortitude save, Adept to Will save,
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Expert can choose the save. Taking subsequent levels in a different role does not give that bonus again; it can be
gained only once, at 1st level.
Additionally, at character level 14 all characters receive one-time +1 bonus to all saves. At level 17 this
increases to +2, and at 19 to +3.
There are new save feats, which can be taken only by the appropriate role: Warrior Fortitude(Warrior), Will
of the Adept (Adept), Expert Reflexes(Expert). They give +2 bonus to the save but cannot be taken for saves in
which you have the starting bonus.
Accordingly, you generally can take those feats only if you multiclass. For example, if you start as an Adept
and later take a level in Warrior, you can take Warrior Fortitude to improve your fortitude save.
The saves have been changed, because otherwise the difference between saves of different roles would grow too
large at higher levels. In D&D not only the difference between good save and bad save is 6 at 20 level, but in
addition the roles tend to increase abilites tied to their good saves (eg Adepts have high wisdom). On the other
hand, save difficulties are at a given level equal for all characters. As the result, the same save can be very easy for
an adept and impossible for a Warrior. This leads to eg mind-controlled Warriors and certainly does not improve
the game.
19. Total cover and other abilities which allow to avoid damage
Abilities and conditions which give you a percent chance to avoid damage, such as cover, total cover, blur, phase,
blink etc do not stack. You can use only one of them against any given attack.
When a monster is grappling or pinning an opponent who is at least two size categories smaller, and can
make multiple attacks per standard action, it can make a grapple check as one of those attacks, with an appropriate
penalty.
21. Incorporeality
Incorporeal creatures are not invisible. They are unaffected by the material world, able to pass through solid objects
and creatures and move in any direction, including up or down, at their normal movement speed, although they
cannot see when their eyes are within solid matter. Any equipment they are wearing or carrying is also incorporeal.
Armor and magical items used by incorporeal creatures affect them normally.
Incorporeal creatures do not leave footprints, have no scent, and make noise only intentionally. In almost all
cases, nonvisual senses are ineffective for detecting or pinpointing incorporeal creatures. Blindsense, blindsight,
scent, and tremorsense are all useless.
Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by powers,
spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by
normal fires, affected by natural cold, or harmed by mundane acids.
Even when hit by magic powers, or magic weapons, incorporeal creatures have a 50% chance (11 or better
on d20) to ignore any damage from a corporeal source (except for supernatural powers that affect the mind or spirit,
positive energy, negative energy, force effects, or attacks made with ghost touch weapons). Nondamaging magic
effects affect them normally unless they require corporeal targets to function or they create a corporeal effect that
incorporeal creatures would normally be unaffected by. (Percent rolls to avoid attacks, such as the above, or blur, or
total concealment, or blink, do not stack. You can roll to avoid getting hit only once.)
Incorporeal creatures affect each other normally. Attacks and supernatural powers used by incorporeal
creatures do not grant miss chance to other incorporeal creatures.
Incorporeal creatures cannot touch or affect material world. They can attack corporeal targets only with
Ghost Touch weapons and supernatural powers. Some incorporeal creatures have additionally special powers
allowing them to attack corporeal creatures.
22. Swarms
Swarms do not receive size bonus (in this case, penalty) to Toughness. Their Toughness equals Constitution plus ½
level (rounding down). They have Damage Resistance 6/Area attacks.
Swarms of Tiny creatures additionally lower by 4 damage from slashing and piercing weapons.
Bludgeoning weapons, natural weapons, unarmed strikes, weapons which can inflict elemental damage (eg with
Elemental Weapon power) and powers which aren’t area attacks are not affected by this, but still do not bypass
Damage Resistance 6/area, which can be bypassed only by area attacks.
Swarms of Diminutive or Fine creatures are immune to weapons damage. Natural weapons and unarmed
strikes inflict damage-4. Powers and weapons which can inflict elemental damage (eg with Elemental Weapon
power) inflict full damage, but do not bypass Damage Resistance. Only area attacks bypass damage resistance.
23. Regeneration.
This trait is weakened a bit, in order to bring it in line with D&D rules. Creatures with Regeneration make the
recovery check due to regeneration with -5 penalty, without adding the constitution (they must roll 15 or better in
order to succeed).
“Regeneration: A creature with this ability is difficult to kill. Damage dealt to the creature is treated as non-lethal
damage. As long as the creature has unhealed non-lethal damage, it automatically gains a special recovery check
each round; it must roll 15 or better in order to succeed. Certain attack forms, typically fire and acid, deal lethal
damage to the creature, which doesn’t go away. The creature’s descriptive text describes the details. If the creature
has been rendered unconscious, any further attacks are treated as lethal.
A regenerating creature that has been rendered unconscious through non-lethal damage can be killed with a
coup de grace. The attack must be of a type that can inflict lethal damage. If the unconscious creature is vulnerable to
fire, covering it with oil and burning it down kills it automatically; if it is vulnerable to acid, it dies if covered wholly
in acid.
Attack forms that don’t deal physical damage (such as ability damage or ability drain) ignore regeneration.
Regeneration also does not heal damage caused by starvation, thirst, or suffocation. Regenerating creatures can
regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature’s
descriptive text. Severed parts that are not reattached wither and die normally. A creature must have a Constitution
score to have regeneration.”
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Optional rules
1. Flanking
When you attack an opponent who is in contact with a greater number of your allies (excluding you) than his allies,
you gain +2 bonus to attack. Flanking doesn’t allow you to make sneak attacks.
Eg – when you attack an opponent who is in contact only with you and your ally, you gain a flanking bonus. When
you attack an opponent who is in contact with you, your ally and his ally, you do not gain a flanking bonus.
2. Surrounding
A creature is surrounded when in contact with at least 3 enemies. You cannot be surrounded when in contact with
any friends or a wall, a tree etc – in other words, when your back is covered by some secure defense, you cannot be
surrounded. For each size category the surrounding characters are smaller than creature, you need 1 more character
to surround (eg 4 Medium characters to surroud 1 Large creature). When the surrounding creatures are of mixed size,
the lowest size counts.
Any attack against a surrounded opponent counts as a surprise attack. The target of a surprise attack loses
any dodge bonus to Defense against the attack and suffers an additional –2 Defense penalty. In addition he can suffer
sneak damage.
It is possible to benefit from flanking and surrounding your enemy at the same time.
4. Opportunity Attack
If your opponent leaves the area you threaten you can interrupt his turn, and make an immediate attack
against him. You lose a full action during your next initiative count. You cannot make any more opportunity attacks
until your next initiative count (during which you can take only free actions). Your position in the initiative count
doesn't change. Note that a character moving within the area you threaten is not subject to an attack of opportunity.
Only a character moving to a place where you will not be able to attack him provokes an attack of opportunity.
Additionally, you cannot attack in this way an opponent using the Overrun maneuver against you.
5. Running on battlefield.
A character running or making a double move through threatened area is treated as surprised when attacked by the
opponent which threatened it. This applies to all attacks during the turn of the moving character and later, until the
start of its next turn.
6. Retraining
You can retrain one feat or power each level.
7. Flat-footed condition
Flat-footed condition doesn’t exist. When you are attacked in the surprise round, you are surprised, and can be sneak
attacked. When you are attacked during the normal rounds (even if you haven’t yet made a move), you can defend
yourself as normal. If you attacked while not wielding a weapon, see pt. 3.
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Those rules can seem to be more complicated than the original True20 rules. I hope that in practice they will prove
simpler, especially when fighting against gigantic monsters, monsters with multiple attacks, etc. When writing rules
for a D&D style game, in which you are expected to fight with many strange creatures, I think it is better to
consider all possible cases in the basic rules. Simple rules in which you cannot fight a solution for your problem are
not very useful in such a case.
In addition, in those rules there are no size bonuses to grapple checks. Large creatures must rely on their
strength to subdue their opponents. On the other hand, particular maneuvers which can be performed during the
grapple have restrictions based on the relative size of creatures. The purpose of that change is to allow smaller
character to have a chance to escape the grapple with a gigantic opponent. Otherwise, since the giant creatures
have generally also gigantic strength, there is a kind of “double jeopardy” which makes the result of the grapple
foreordained. Since the grapple maneuvers a smaller creature can attempt against larger are strickly limited, there
is no risk of a mouse wrestling a dragon into submission.
Trip attack has been subsumed into the grapple rules, as one of the possible maneuvers. The rules for
disarming and overrunning has been unified with the grapple rules. The rush maneuver has been removed; the
general grapple rules can be used to perform exactly the same action (use the trip or move maneuvers).
Grapple-Basic rules
The grappling creature must succeed on a grapple check each round for the grapple to continue. The defending
character does not roll a grapple check. Instead it has a static Grapple Defense, essentially a Grapple check + 10,
with some possible bonuses. If the check succeeds, it can perform one of the possible maneuvers. If it fails, the
grapple ends, or the creature which has been grappled grapples it in return.
Grapple Check is d20 + Combat Bonus + Strength modifier
Alternatively you can use as your Grapple Defense 10+Escape Artist skill (including Dexterity). In that
case you do not get the bonus for the stable shape, size, being mounted or possessing the Grappling Finesse feat.
Starting a grapple
Use your common sense when deciding which creatures can start a grapple. Generally, herbivores (eg a horse) and
other creatures which lack grappling limbs or strong fanged jaws cannot start a grapple. This common sense rule also
applies to grapple maneuvers. The Narrator can make exceptions as needed – eg a horse can try to crush someone
against the wall of the stable, which can be resolved using the grapple rules.
You can attempt to grapple opponents up to one size category larger than yourself. (A mounted opponent
counts for this purpose as one size larger than he is.) To start a grapple you make an unarmed attack as a free action,
except you do not deal damage. If you succeed, you must make a grapple check, as detailed in the following section.
If your opponent is already grappling with you or somebody else (he has the Wrestling condition), you do not need
to make an attack roll.
- 19 -
Grapple Maneuvers
1) Damage Opponent
Humanoid creatures, snakes, tentacled creatures and quadrupeds with bite attack can deal damage to their opponent
while grappling as a standard action. You can attempt to damage opponents up to one size category larger than
yourself. You deal damage as normal for your natural weapon, unarmed strike or with a small (light) weapon held in
one hand (including the pommel of a sword). Generally, unarmed strike damage dealt by humans is non-lethal,
except when a specific feat or magical item allow to deal lethal damage. You can draw a small (light) weapon as a
move action before dealing damage.
2) Move
Humanoid creatures, snakes, tentacled creatures and quadrupeds with bite attack can move while grappling as
a standard action. The opponent must be no larger than your size category. If you are grappling multiple opponents,
you must make grapple checks against all of them, as one standard action. If you succeed on all of them, you move
all creatures you grapple up to half your move as a move action. You do not need to perform this maneuver if your
opponent is at least two size categories smaller than you.
3) Pin
Humanoid creatures, snakes, tentacled creatures and quadrupeds with bite attack can pin their opponents as
a standard action. The opponent must be no larger than their size category. If you succeed at your grapple check,
your opponent gains the Pinned condition until the beginning of your next turn. You have still the Grappled
condition and are still considered to be holding your opponent.
A pinned creature cannot move or make any actions, loses any dodge bonus and takes a –4 penalty to its
Defence against all opponents other than the one pinning it. An adept can allow himself to be pinned without a need
for grapple check. In that case, he can use a power as a standard action during his turn. This requires a Concentration
check.
If you have the Constrict ability or feat, after you succesfully pin your opponent you can immediately deal
to it your unarmed damage or natural weapon damage.
If you have the Chokehold feat, after you succesfully pin your opponent, you can alternatively (ie, not
when using a Constrict feat) apply a chokehold, causing your opponent to begin suffocating for as long as you
maintain the pin.
4) Trip
All creatures can trip. You can, as a standard action, trip opponents up to one size category larger than yourself. You
cannot trip creatures grappled by another character.
When you use a weapon designed for tripping, such as halberd, a guisarme or a whip, your opponent does
not get +4 bonus to his grapple defence due to being mounted. Additionately, if you fail the grapple check using such
a weapon, the grapple is automatically broken and your opponent must make a melee attack to grapple you.
- 20 -
When you succeed at tripping an opponent, he falls prone. If you succeed at tripping a mounted opponent,
you pull the rider from his mount, and he falls prone on the ground. In both cases the grapple is broken.
A tripped character is prone. He has –4 penalty on attack rolls. He gains a +4 bonus to Defense against
ranged attacks, but takes a –4 penalty to Defense against melee attacks. Standing up is a move action.
If you have an Improved Trip feat, you can make an immediate attack against your tripped opponent. This
counts as a part of the standard action used to trip an opponent.
5) Throw
Humanoid creatures and tentacled creatures can throw their opponents as a standard action. The opponent must be no
larger than your size category. You cannot throw creatures grappled by another character. If your check succeeds
your opponent falls prone next to you and suffers damage as of your unarmed attack. After throwing the opponent
the grapple with him is immediately broken.
Narrator can allow you to use the rules for improvised throwing weapons when throwing creatures at least
one category smaller than you.
6) End the Grapple.
You end the grapple, even if you are grappling many opponents. This maneuver is rarely used, since it is usually
better to trip or throw your opponent.
7) Perform a Standard Action
This is generally used to activate magic item other than scrolls (you cannot activate scrolls while wrestling), or to use
supernatural powers. You can also try to disarm your opponent. You do not have to make an attack roll, but you must
make again the Grapple check, as specified in the rules describing the Disarm maneuver.
Wrestling Condition
While you’re grappling, grappled by or pinning an opponent you have the Wrestling condition. You cannot move
except by performing a grapple maneuver. You can be surprise attacked and sneak attacked by opponents you
aren’t wrestling with. If such an opponent attacks you and misses, he must roll attack again to see whether he does
not hit your opponent.
You retain you dodge bonus against opponents you are grappling. (If you possess the Grappling Finesse feat
you retain your dodge bonus against all opponents).
While you are grappling an opponent, you must make a grapple check and perform a grapple maneuver as
a standard action at the beginning of your every turn. If you do not attempt a grapple check at the beginning of your
turn, the grapple ends immediately. After you perform a maneuver, see below - you can do any of the actions which
do not require a grapple check (remember that you can spend a Conviction point to gain a standard action).
While you are grappled by an opponent, if you are no more than one size category smaller than him, you
can make a grapple check as a standard action. You cannot make a grapple check if you are smaller by two or more
size categories. You don’t have to make a melee attack. If your check succeeds you are grappling that creature and
must perform one of the appropriate grapple maneuvers. A creature which is unable to start a grapple (eg a horse)
can make this grapple check, but if it succeeds it can only end the grapple or trip the opponent.
When you are grappling multiple opponents, you choose one opponent to make a check against. If you are
grappled by multiple opponents, you must make grapple checks against all of them, as one free action. If you
succeed on all of them, you select one opponent to grapple, or simply end the grapple.
While wrestling, you can make the following actions without making a grapple check:
- Activate a magic item other than scroll.
- If you are at least one size category smaller than your opponent, you can draw a small (light) weapon as a
move action.
- If you are at least one size category smaller than your opponent, you can attack him with a small weapon
(including a weapon drawn just before as a move action), natural weapon or an unarmed attack. If you cause
at least a wound to your opponent, any creature he grapples (including yourself) can break the grapple as an
immediate action action.
- If you are at least two size category smaller than your opponent, you can attack him with a medium (one
hand) weapon.
- You can use powers while grappling, subject to the requirements of the grapple, without making a grapple
check. This requires a Concentration check. (If you are a wizard or sorcerer and do not have Still Spell Feat,
you cannot use spells)
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Pinned Condition
While you are pinned you cannot move or make any actions. At your opponent’s option, you may also be unable to
speak. As an exception, an adept can allow his opponent to pin him without a grapple check. In that case, during his
turn he can use a power as a standard action. This requires a Concentration check. (A sorcerer or wizard cannot use
spells with verbal components if he cannot speak, and cannot use any spells if he does not have Still Spell feat).
You can be surprise attacked or sneak attacked by all except the opponent pinning you. You lose your
dodge bonus and take a –4 penalty to your Defence against them. This doesn’t stack with the penalty for being
grappled or for surprise attack.
Multiple Grapplers
Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round.
Creatures that are one or more size categories smaller than you count for half, creatures that are one size category
larger than you count double, and creatures two or more size categories larger count quadruple.
When you attempt to join the grapple, by grappling an opponent who has the Wrestling condition, you do
not need to make an attack roll. You make immediately the grapple check. If your opponent has been grappling
some creatures, all creatures held by your opponent are immediately freed from the grapple when you succeed. If
your opponent has been grappled by somebody else, he is now grappled by you both.
If you are grappled by multiple opponents, you must make grapple checks against all of them, as free
actions. If you succeed on all of them, you must select one opponent against whom to perform a grapple maneuver.
The grapple with other opponents ends immediately. Alternatively, you can simply end the grapple as a standard
action.
Generally, you can grapple only one opponenent. As an exception, if you are two size categories greater
than your opponents and have multiple limbs or natural attacks which can be used to grapple (bite, for example), you
can grapple one opponent per limb or attack.
Disarm
As a standard action, you may attempt to knock an item such as a weapon or device out of an opponent’s hand. The
opponent must belong to the same or smaller size category as you. Some types of weapons cannot be disarmed – eg a
gauntlet, a punching dagger etc. Make a melee attack against the defender. If your attack succeeds, you deal no
damage, but can make a grapple check.
Grapple Check is d20 + Combat Bonus + Strength modifier
Overrun
The rules for overrunning depend on the size of your target. If you are mounted, use the size, the grapple check and
the natural attacks of your mount. You cannot overrun a target greater than your mount. If your opponent is mounted,
use the size and the grapple check of his mount. Instead of Acrobatics, use his Ride skill.
Feinting
The following rules replace the standard rules on feining, as well as the Quicker than the Eye option in the Sleight of
Hand skill. Startle and Acrobatic Bluff feats are removed.
Make a skill check as a move action. Your foe opposes your result with an Attack Bonus check;
alternatively, if your skill would normally be opposed by another skill or special check, he may roll that instead.
Attack Bonus check equals 1d20+Combat Bonus+Dexterity. Traits, feats, class abilities and situational
modifiers that apply to attack rolls do not affect Attack Bonus Checks.
You can use this option with the Jump, Acrobatics, Intimidate, Bluff and Sleight of Hand skills. You can
also use this with any other skill you have, provided you can come up with a suitably plausible description of its use,
and the skill would normally take a standard action to complete. What counts as plausible is left to the Narrator's
discretion.
A use of Intimidate, Bluff and Sleight of Hand skills takes place of your move, so you must be already
adjacent to your opponent. When using Jump and Acrobatics you move at half speed. You must additionally perform
an appropriate maneuver (jumping from a table or tumbling up to your opponent across a stone pavement, for
example). The Narrator decides whether your maneuver is appropriate. You cannot start the move adjacent to your
opponent, and it never counts as a charge.
Jump and Acrobatics are opposed by the Attack Bonus check (as above) or by Acrobatics. Intimidate is
opposed with a modified level check (d20+level+Wisdom+save modifiers against fear) or Sense Motive. Bluff can
be opposed by Sense Motive or Attack Bonus check. Sleight of Hand is opposed by Notice or Attack Bonus Check.
Intimidate cannot be used to feint against fearless or mindless opponents. Bluff can be used against mindless
opponents (They obviously require completely different style of bluffing from sentient opponents, but can actually
be very easy to bluff, especially if you know their programming or attack routine).
- 23 -
If you win the opposed roll, your foe is surprised by your next attack that targets him, provided it is made
before the end of your next turn. The target of a surprise attack loses any dodge bonus to Defense against the attack
and suffers an additional –2 Defense penalty. He can also suffer the sneak attack bonus to damage.
If you fail, you suffer a –2 penalty to attack rolls for the next round. You cannot use a fast task completion
challenge to make feints as free actions.
Chokehold (Warrior)
If you pin an opponent while grappling, you can apply a chokehold, causing your opponent to begin suffocating for
as long as you maintain the pin. This can be used only against creatures which need to breathe. When you pin an
opponent and use this feat, he must start making Difficulty 10 Constitution checks on his turn, in order to continue
holding his breath. The check must be repeated each round, with the Difficulty increasing by +1 for each previous
success. When the opponent fails one of these Constitution checks, he begins to suffocate. In the first round, he falls
unconscious. In the following round, he is dying. In the third round, he suffocates and dies.
This option cannot be used together with Constrict.
Constrict (Warrior)
If you successfully pin an opponent with a grapple check, you can crush him, dealing your natural attack or unarmed
damage. This option cannot be used together with Chokehold. In addition, the damage you deal while grappling
(both when using this feat and when using Damage maneuver) can be lethal and is increased by +1 for every four
total levels, rounding up (+1 at levels 1–4, +2 at levels 5–8, +3 at levels 9-12, +4 a levels 13-16, +5 at levels 17-20).
This is a magic enhancement bonus. It does not stack with Improved Strike.
Use that feat also for the monster ability (monsters usually do not receive the bonus to damage).
equals 1d20+Combat Bonus+Dexterity. Traits, feats, class abilities and situational modifiers that apply to attack
rolls do not affect Attack Bonus Checks. If the target wins the opposed roll, you move on. If you win the opposed
roll your target falls prone.
If the target does not attempt to avoid you, use the general rules for overrunning.
If you knock down an opponent equal to you (your mount) in size, you (or your mount) get an unarmed or
natural weapon attack against him as a free action.
If you are mounted and overrunning a target smaller than your mount, you can use your Ride skill+10
instead of the Grapple Defence of your mount when the target attempts to grapple it.
Normal: If you knock down an opponent smaller than you (or your mount) in size, you (or your mount) get an
unarmed or natural weapon attack against him as a free action even without that feat.
Rake
A creature with this special attack gains extra natural attack when it uses the grapple maneuver to damage
its opponent. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster
with the rake ability usually gains an additional attack that it can use only against a grappled foe.
As a part of the Damage opponent grapple maneuver, roll the grapple check second time; if you succeed on
both attacks, increase the damage of the attack with the higher damage bonus by +2, much like a use of combined
attack or two-weapon fighting.
D&D Monsters generally have two Rake attacks. When converting, use only one attack.
- 25 -
Brief Introduction
This alternative damage system gives nearly exactly equivalent results compared to the original damage system. It
uses Damage roll instead of Toughness save. More mathematically inclined readers may notice that the Damage
difficulties are not mathematically equivalent to the Toughness save difficulties. This is caused by the need to
compensate for the lack of penalties to Toughness.
The advantage of this system is that you can write down the Damage throw results at which you become
hurt, wounded or disabled on your character sheet (they equal Toughness + 5, 10 and 15). They change only when
you take off your armor or are attacked using Finesse. When the attacker rolls Damage, you can simply compare the
result to your thresholds and check off the corresponding box, without the need for any mathematical operations at
all.
Instead of Toughness save, the attacker rolls for damage. Damage equals d20+Weapon Damage+Strength
Bonus+Other Bonuses. The Damage Track levels remain as in original - Hurt, Wounded, Disabled and Dying. There
are NO penalties to Toughness for any injury. There are 3 Hurt boxes, 3 Wounded boxes, 1 Disabled Box and 1
Dying Box. If a target suffers a result for which all boxes are already checked off, check off the next highest result.
The target compares the damage with their Toughness.
I also introduced some changes not connected to the Damage roll and static damage difficulties. I changed the
results of Wounding an opponent to a daze. A stun was too powerful a result, especially compared to hurting an
opponent, which has no additional effects. This caused too quick death spiral. I also slowed down non-magical
recovery – for wounds to once per day, and for disabling to once per week. I did this both to render healing more
“realistic” and to stick closer to the standard D&D. This has no negative influence on the game, since magical
healing is readily available.
Damage
When an attacker hits his target with a damaging attack, he makes a Damage throw, which measures the ability to
inflict damage.
Damage throw equals d20 plus the attack’s damage bonus. For unarmed attacks, this is the attacker’s
Strength score. For weapons, this is the weapon’s damage plus the attacker’s Strength score. For example, an
attacker with Strength +1, wielding a short sword (damage modifier +2) has a total damage modifier of +3. So, he
inflict Damage equal to d20 +3.
Damage throw = d20 + Strength + Weapon’s damage + other modifiers (including critical hits)
Damage throw difficulty depends on the Toughness of the target.
Toughness = Constitution + Feats + Armor + Natural Armor + Special Bonuses
If the Damage throw is lower than Toughness + 5, the target suffers no significant damage, nothing more than a
slight scratch, bruise, or torn clothing. If the Damage throw succeeds, the target suffers damage; how much damage
depends on the type of attack (lethal or non-lethal) and the amount by which the Damage throw exceeds Toughness,
as shown on the Damage Throw Table. Non-lethal Damage comes from unarmed attacks (punches and kicks), as
well as specific non-lethal weapons, like saps. Lethal Damage is inflicted by weapons, from cutting and piercing
weapons like swords and spears to heavy bludgeoning weapons like hammers and maces.
- 26 -
There are no penalties to Toughness for any injury. There are 3 Hurt boxes, 3 Wounded boxes, 1 Disabled
Box, 1 Dying Box and 1 Dead Box. When a target suffers lethal damage, check off the corresponding box with “X”.
Damage Overflow: If a target suffers a result for which all boxes are already checked off, check off the next
highest result. So, if a target is already Disabled and suffers another Disabled result, check off the Dying box. If the
Dying box is checked and the character suffers another Dying result, check off the Dead box.
Impossible Escape: If the Damage is so high that a natural 1 is not enough to save the target from injury, the
natural throw of 1 means the character is only dazed or wounded, regardless of the Damage. Fate intervenes to spare
the character from otherwise certain doom. Narrators interested in realistic consequences for damage should ignore
this rule.
Critical Hits: A critical hit increases an attack’s damage bonus, meaning critical hits can potentially inflict
more serious damage. The usual bonus for a critical hit equals +3.
Conviction: The attacker cannot use Conviction to re-roll the damage roll. After the attacker rolls for
damage, the target can expend a Conviction point to reduce the injury by two steps (in effect subtracting 10 from the
damage throw) BUT ONLY if the attacker rolled 11 or more.
DAMAGE T RACK
Toughness+5 Toughness+10 Toughness+15 Toughness+20 Toughness+25
Non-lethal Damage
Non-lethal damage uses the same damage track. If you suffer non-lethal damage, mark it on the damage
track with eg "/" (and lethal damage as "X"). Non-lethal damage is always checked off in an empty box (regardless
whether other boxes are filled with lethal or non-lethal damage). It can overflow to the next damage level. Eg if you
have 2 Hurt marks, and suffer 2 Bruise results, mark 1 Bruise. The second Bruise overflows into the next level -
mark 1 Daze.
When you suffer additional lethal damage, put it into the free boxes. If there are no free boxes on a given
level, convert the non-lethal damage marks into the lethal (that means that non-lethal damage disappears and is
replaced by lethal damage). In the above example you have 2 Hurt marks, 1 Bruise mark and 1 Daze mark. If you
suffer 3 Hurt results, 2 of them overflow into wounded level. You will have additionally 1 remaining Daze mark.
The Bruise mark has been converted into Hurt.
You don't have to erase and re-draw every mark on your Damage track. A non-lethal mark can be
transformed into a lethal one by drawing an crisscrossing line to create an X.
- 27 -
Damage Conditions
Damaged characters can suffer from any of seven conditions, given on the Damage Track and described here.
Hurt and Bruised have no direct effect on characters.
Dazed characters lose one full-round action after suffering a dazed result; they can take no actions, but retain their
normal Defense. The following round, they can act normally. The character can use a Conviction point to avoid the
loss of a full-round action. Using one conviction point is enough to stop all dazed effects for a turn, even if the
character suffer multiple such effects, or is dazed again after spending a Coviction point.
Staggered characters lose one full-round action after suffering a staggered result. They can take no actions other than
reactions and any attack against them counts as a surprise attack – they lose their dodge and parry bonuses to
Defense, and have a –2 penalty to Defense. The -2 penalty to Defense does not stack with the penalty for being
stunned (wounded) or disabled. In the following rounds, staggered characters can only take a standard or a move
action, not both.
Unconscious characters pass out and are Helpless, unable to do anything until they awaken.
Wounded characters are shaken, suffering a –2 penalty on all checks, including attack rolls and Fortitude, Reflex, and
Will saving throws, but not Constitution checks. This persists until all wounded conditions are eliminated. The
penalty for multiple wounds does not stacks – a character with three wounds still suffers only -2 penalty.
Additionally, a wounded character is dazed for one full round after being wounded and loses one full-round action.
The character can use a Conviction point to avoid the loss of a full-round action. Using one conviction point is
enough to stop all dazed effects for a turn, even if the character suffer multiple such effects, or is dazed again after
spending a Coviction point.
Disabled characters are conscious and able to act, but are badly injured. They lose one full-round action after
suffering a disabled result. They can take no actions other than reactions, and any attack against them counts as a
surprise attack – they lose their dodge and parry bonuses to Defense, and have a –2 penalty to Defense. This effect
ends just before the same initiative number where it began (and so the same character attacking in the next round will
not benefit from the surprise attack).
The -2 penalty to Defense does not stack with the penalty for being stunned or staggered. In the following
rounds, disabled characters can only take a standard or a move action, not both. If a disabled character takes a
standard action, he falls unconscious and begins dying on the following round. The same happens when he performs
any other strenuous action. Strenuous actions include moving all out, attacking, or using any ability requiring
physical exertion or mental concentration.
Dying characters pass out and are Helpless, unable to do anything until they recover. They have to make a
Constitution check (Difficulty 10) at the beginning of each round. On a failed check, the character dies. On a
successful check, the character lives for another round (and must make a check the following round). If the check
succeeds by 10 or more (Difficulty 20), the character’s conditions becomes disabled and unconscious.
Dead characters are, well, dead. This usually means the end for the character, although some powerful healers can
restore life to the recently deceased.
Recovery
Recovering from damage requires a Constitution check (Difficulty 10). You recover from the worst damage
condition only. A successful check transforms lethal damage mark into non-lethal damage or erases non-lethal
damage mark, while an unsuccessful check means there is no significant improvement for that time period. One
recovery check removes or transforms only one mark. You remove the mark of the lowest level present, lethal before
non-lethal. Eg – wounded before hurt, disabled before staggered.
You can make a recovery check once per minute for staggered and unconscious, once per day for wounded,
and once per week for disabled. Dying has its own particular check; once you are stable, dying becomes
unconscious and disabled, which you recover from normally (one minute for unconscious, one week for disabled).
You can spend a Conviction point to get an immediate recovery check from non-lethal damage, rather than
having to wait a minute. You can do this only if you have no corresponding lethal damage, and so would be eligible
- 28 -
for recovery from nonlethal damage normally. The character, as usually, rolls a recovery check from his worst
damage condition. You can also spend Conviction on your recovery check from both lethal and non-lethal damage;
(which usually ensures passing it).
Bruised and dazed conditions fade automatically at a rate of one per minute. Hurt conditions do the same at
a rate of one per day. You can spend a Conviction point to immediately erase all bruised and hurt conditions after,
but not during, a conflict. This also erases all dazed conditions – but only if you have no wounded conditions.
Warriors can use their role’s core ability to spend a Conviction point to erase all bruised and hurt conditions at any
time, even during combat.
Remember that you cannot attempt recovery from the less severe condition until you remove the more
severe one. Eg you cannot recover from bruised, dazed and hurt conditions if you are wounded. Use of Conviction to
erase all bruised, dazed, and hurt conditions after the conflict and the Warrior core ability (which allows to remove
all bruised and hurt conditions) are exceptions to that rule.
Recovery Table
Non-lethal Lethal
Bruised one per minute, without check Hurt one per day, without check
Dazed one per minute, without check Wounded check once per day
Staggered check once per minute Disabled check once per week
Unconscious check once per minute Dying special
To recapitulate, if a characters has suffered all damage conditions, from Dying to Bruised, he will recover as follows:
1. A Dying character makes a Constitution check each round. If he manages to pass Difficulty 20, he becomes
Unconscious and Disabled instead.
2. An Unconscious and Disabled character must heal first Unconscious condition, (since it is lower than
Disabled). He makes a recovery check (Constitution check with Difficulty 10) each minute.
3. A Disabled and Staggered character must heal first Disabled condition (lethal condition on the same level
is more severe than nonlethal). He makes a recovery check each week.
4. A Staggered and Wounded character must heal first Staggered condition. He makes a recovery check each
minute. Note that this happens only after Disabled condition have been cured. As long as a character is
Disabled, he cannot recover from being Staggered.
5. A Wounded and Dazed character must heal first Wounded conditions. He makes a recovery check each
day, until all Wounded conditions are healed.
6. Dazed and Hurt character must heal first Dazed conditions. They fade one per minute without the need
for a recovery check.
7. Hurt and Bruised character must heal first the Hurt conditions before Bruised conditions can be healed.
Hurts fade one per day without the need for a recovery check.
8. Bruised character heals one Bruised conditions per minute, without the need for a recovery check.
Healing with use of Cure power proceeds in exactly the same order
Minions
While heroes and important Narrator characters use the rules described previously, minor characters in the
story are less capable (and durable). These characters and creatures are known as minions, and follow special rules,
particularly where damage is concerned.
When you attack a minion, you makes a Damage throw against his Toughness+10; if you succeed (your
damage throw at least equals it), the minion suffers the maximum possible result for that attack. (This is a bit tougher
than the standard rules; the value corresponding exactly them is Toughness+7) Usually this means unconsciousness
for a non-lethal attack and death for a lethal attack. If the attacker wishes, the minion can suffer a lesser damage
result. This means minions generally have only three damage conditions: normal, unconscious, and dead. This makes
it easier for heroes to dispatch less important opponents and easier for the Narrator to keep track of them in combat.
Additionally, minions never have Conviction, even if they have levels in a heroic role. Their part in the
story simply isn’t important enough.
- 29 -
Damaging Objects
Striking an Object
You can only strike an unattended object. If you want to attack an object held by another character, you must first
knock it out of his hand – use the Disarm action.
Object Defense and Bonuses to Attack
Immobile objects have a Defense of 5+ the object’s size modifier. (No Combat Bonus and -5 dexterity modifier).
Adjacent attacks get a +4 bonus to hit immobile objects. (If you take a full-round action to aim, you get an automatic
hit with an adjacent attack or a +5 bonus with a ranged attack.)
Ineffective Attacks and Specially Effective Attacks
The Narrator may determine certain attacks just can’t effectively damage certain objects. For example, you will have
a hard time breaking open an iron door with a knife, or cutting a rope with a club. In these cases, the Narrator may
rule that you infict no damage to the object at all.
The Narrator may rule certain attacks are especially effective against some objects. For example, it’s easy to
light a curtain on fre or rip a piece of cloth. In these cases, the Narrator may increase your damage bonus against the
object or simply say the object is automatically destroyed by a successful attack.
Toughness
Each object has a Toughness score representing how well it resists damage. An object’s Toughness works like
a character’s Toughness. The Toughness scores given on the Substance Toughness table are for approximately 1
inch of the material. Heavier objects increase their Toughness by +1 per doubling in thickness, so a foot-thick stone
wall has a Toughness of 12 (base Toughness 8, +4 for approximately four doubling of thickness). Characters can
attempt to break through heavier objects a little at a time, rather than all at once, such as chipping away at a stone
wall inch by inch.
Damage to Objects
Objects are damaged equally by both non-lethal and lethal damage, but ignore non-lethal damage with a bonus less
than their Toughness. Objects treat “hurt” and “wounded” results the same – in practice they can be said to suffer
only “hurts” with 6 damage boxes. A “disabled” object is badly damaged. Disabled equipment and devices no longer
function, while disabled barriers have holes punched through them. A “dying” object is destroyed. Damaged and
disabled objects can be repaired. It’s up to the Narrator whether or not a destroyed object is repairable; if it is, the
Difficulty of the Craft check is the same as for creating an entirely new item.
Breaking Items
In the case of a character trying to break something outright, such as smashing down a door or snapping bonds, make
a Strength check as a full action with a Difficulty of 10 + the object’s Toughness. Success destroys the object, while
failure does no damage. The only difference between this and attacking an object is the character can’t slowly wear
down an object’s Toughness in this way. Often objects have a listed difficulty of breaking them – in that case use the
specified difficulty.
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D 20 A B C D E F
1 4 2 1 0 0 0
2 4 3 0 0 -1 -1
3 4 2 0 0 0 0
4 4 2 1 0 -1 -1
5 3 3 2 0 -1 -1
6 3 2 2 1 0 -1
7 3 3 1 0 0 -1
8 4 2 1 0 -1 -1
9 3 2 2 0 0 0
10 4 1 0 0 0 0
11 4 1 0 0 0 -1
12 3 2 1 1 0 -1
13 3 2 1 0 0 0
14 3 1 1 1 0 0
15 2 2 2 2 0 0
16 2 2 2 2 0 -1
17 2 1 1 1 1 1
18 3 2 1 0 0 -1
19 3 1 1 1 0 -1
20 2 2 1 1 0 0
Point-buy system:
You have 13 points. Abilities start at –1 and can be increased by spending points. The following table shows the cost
of buying abilities:
Ability Increases:
Those increases are intended to keep characters on equal footing with D&D characters. The ability increases need to
account for much lower number of items granting ability bonuses, and the lack of inherent bonuses from wishes and
the like.
At higher levels, characters receive a special bonus to all saves. This is to balance the lack of save-increasing items.
Level Bonus
14 +1
17 +2
19 +3
Racial Backgrounds
Favored feats
The following feats cannot be chosen as favored feats: Sneak Attack, Familiar. The only power which can be chosen
as a favored power is Psychic Shield. When using it treat character level as adept level. Characters with no Adept
level and no prerequisite feat use Charisma as the key ability. Adepts can use their key ability, but in that case have
to use their actual Adept level, not total Character level.
Ability Adjustment
Ability adjustments cannot cause an ability to fall below -1 or to rise above 4 (not counting level bonuses). If an
ability would fall below -1 as a result of adjustment, it remains at -1, but you decrease some other ability. If an ability
would rise above +4, it remains at 4, but you can increase some other ability.
Dwarves
Dwarves have the following background traits:
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing heavy armor or
when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Ability Adjustments: +1 Constitution, –1 Charisma
• Bonus Feats: Great Fortitude, Night Vision.
• Bonus Skills: The hero gains Craft and Search as bonus known skills at 1st level (4 ranks), in addition to those
gained for the hero’s role and Intelligence score, and 2 extra skill point at each additional level, which must be spent
on Craft and Search.
• Favored Feats: Diehard, Favored Opponent
Elves
Elves have the following background traits:
• Ability Adjustments: +1 Dexterity, –1 Constitution
• Bonus Feats: Night Vision, Weapon Training, Psychic Shield
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• Favored Power: Psychic Shield. When using it treat character level as adept level. Characters with no Adept level
and no prerequisite feat use Charisma as the key ability. Adepts can use their key ability, but in that case have to use
their actual Adept level, not total Character level.
Gnomes
• Small: As a Small creature, a gnome gains a +1 to Combat bonus, and a +4 bonus to Stealth checks, but he suffers –
1 penalty to Toughness, uses smaller weapons than humans use (-1 to damage), and his lifting and carrying limits are
three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Ability Adjustments: +1 Constitution, –1 Strength
• Bonus Feats: Iron Will, Night Vision
• Bonus Skills: The hero gains Craft and Notice as bonus known skills at 1st level (4 ranks), in addition to those
gained for the hero’s role and Intelligence score, and 2 extra skill point at each additional level, which must be spent
on Craft and Notice.
• Favored Feats: Fascinate and Favored Opponent
Half-elves
• Ability Adjustments: None
• Bonus Feats: Night Vision, Skill Focus – chose one from Diplomacy, Gather Information, Notice or Search.
• Favored Feats: Choose two (based on the half-elf’s home culture).
• Bonus Skills: The hero gains Notice and Gather Information as bonus known skills at 1st level (4 ranks), in
addition to those gained for the hero’s role and Intelligence score, and 2 extra skill point at each additional level,
which must be spent on Notice and Gather Information.
Half-orcs
• Ability Adjustments: +1 Strength, –1 Intelligence
• Bonus Feats: Night Vision, Weapon Training
• Bonus Skill: Half-orcs have one bonus known skill (this balances out the one that they lose due to their lower
natural Intelligence score). The hero gains one bonus known skill at 1st level (4 ranks), in addition to those gained
for the hero’s role and Intelligence score, and 1 extra skill point at each additional level.
• Favored Feats: Cleave, Rage,
Halflings
• Small: As a Small creature, a halfling gains a +1 to Combat bonus, and a +4 bonus to Stealth checks, but he suffers
–1 penalty to Toughness, uses smaller weapons than humans use (-1 to damage), and his lifting and carrying limits
are three-quarters of those of a Medium character.
• Base land speed is 20 feet.
• Ability Adjustments: +1 Dexterity, –1 Strength
• Bonus Feats: Iron Will, Skill Focus (Notice or Stealth)
• Favored Feats: Evasion, Hide in Plain Sight
• Bonus Skills: The hero gains Notice and Stealth as bonus known skills at 1st level (4 ranks), in addition to those
gained for the hero’s role and Intelligence score, and 2 extra skill point at each additional level, which must be spent
on Notice and Stealth.
Humans
The traits of a human background are:
• Ability Adjustments: None.
• Bonus Feat: The hero gains one bonus feat at 1st level out of the list of feats available for the hero’s role.
• Bonus Skill: The hero gains one bonus known skill at 1st level (4 ranks), in addition to those gained for the hero’s
role and Intelligence score, and 1 extra skill point at each additional level.
• Favored Feats: Choose any two feats as the character’s favored feats.
These feats are available to the hero regardless of role. Favored feats for humans often vary by region and culture,
and the Narrator may wish to come up with an appropriate list of favored feats for the human cultures in the setting.
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Mage Hand: You point your finger at an object weighing up to 5 lb and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction, though the effect ends it the object is
farther from you than a distance in feet equal to 15+character level.
Blur: As a free action you can make your outline appear blurred, shifting and wavering. This distortion grants the
subject concealment (20% miss chance). A see invisibility effect does not counteract the blur effect, but a true seeing
does. Opponents that cannot see the subject ignore the effect (though fighting an unseen opponent carries penalties of
its own). The effect last 3 minutes. After the effect ends you must make a Difficulty 14 Fortitude save or lose a level
of fatigue (this counts as a fatigue save, with appropriate penalties).
Dimension Door: As a standard action you transfer yourself from your current location to any other spot within 400
feet+40/character level range. You always arrive at exactly the spot desired—whether by simply visualizing the area
or by stating direction. After using this power, you can’t take any other actions until your next turn. You can bring
along objects as long as their weight doesn’t exceed your maximum load. You may also bring two additional willing
Medium or smaller creatures (carrying gear or objects up to its maximum load) or equivalent. A Large creature
counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be
transported must be in contact with one another, and at least one of those creatures must be in contact with you. You
must make a Difficulty 18 Will save or lose a level of fatigue (this counts as a fatigue save, with appropriate
penalties). You can take along more creatures – increase the save Difficulty by 2 per each additional creature.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you
take damage 2 (ignoring armor) and are shunted to a random open space on a suitable surface within 100 feet of the
intended location. If there is no free space within 100 feet you all take instead damage 10 (ignoring armor) and the
spell simply fails.
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Feats:
Only some feats can be favored feats. The following feats cannot be chosen as favored feats: Smite, Sneak Attack,
Greater Attack Focus, Greater Attack Specialisation, Familiar, Inspire, Mass Suggestion, Suggestion, Slow Fall.
There are no favored powers, except Psychic Shield. Starting characters receive 5 feats.
Some feats are designated as Combat Style feats. You can use only one Combat Style feat or power at the
same time. If you possess multiple such feats or powers, you must select one you want to use, although you can
freely change that selection at any moment.
Defensive Roll feat is removed. Tough is a general feat, and can be taken only once. Vehicular Combat is
called Mounted Combat. Attack Focus, Attack Specialisation, Greater Attack Focus and Greater Attack
Specialisation are combined into Attack Specialisation. Point Blank Shot feat is removed. Talented feat is removed,
and Skill Focus changed. Improved Evasion is removed (that feat was much too powerful).
There are new save feats, which can be taken only by the appropriate role: Warrior Fortitude(Warrior), Will
of the Adept (Adept), Expert Reflexes(Expert). They give +2 bonus to the appropriate save. Those feats cannot be
taken for saves in which you have starting bonus. Accordingly, you can use those feats only if you multiclass. For
example, if you start as an Adept and later take a level in Warrior, you can take Improved Fortitude to improve your
fortitude save.
What is the reasoning behind the Combat Style feats? It is based on the two basic concepts of those notes:
1. Staying on the Random Number Generator: If it is possible to combine bonuses from many different
sources, in the end the total will be enough to “break” the game. If you can use at the same time Rage,
Enhance Other, Greater Weapon Specialisation, Smite, Favored Opponent, Sneak Attack and Spirited
Charge, you will pile up Damage Bonus high enough to kill any monster in one shot.
2. Avoiding catch-up feats. In high-fantasy game (and these notes emulate D&D, which decidedly belongs
to high fantasy) each feat should give a character a new interesting ability – and this ability should be
appropriate to the character level. At high levels D&D characters are half-gods – and their abilities
should reflect this. Requiring characters to spend feats in order to keep their earlier feats useful stops
them from selecting various interesting feats which do not give numerical bonuses. Such a“feat tax”
would be justified only if there weren’t enough interesting feats in True20 – but that certainly are there.
Point Blank Shot feat is removed, because it gives easy to overlook and fairly situational benefits; it is easy to
add one to attack or damage, but players have generally better things to do that rememeber. The feat is
removed consequently from all prerequisites.
make the selected attack, you receive bonuses indicated in the table below. You can gain this feat multiple times.
Each time, it applies to a new attack.
You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or
powers, you must select one you want to use, although you can freely change that selection at any moment.
Double Strike
Prerequisites: Two or more natural weapons.
This monster feat allows the creature to make multiple natural weapon attacks with the attack penalty -2 on all
attacks. It can attack one target with no more than two natural weapons. If it attacks the same target with both
attacks and both hit, increase the damage of the attack with the higher damage bonus by +2, like a use of combined
attack or two-weapon fighting.
Normal: If a monster has multiple natural weapon, it can attack with all of them. Each attack must be
against a separate target, and all attacks suffer -5 penalty to hit.
Lucky (General)
Prerequisite: Charisma +1.
The universe just seems to like you. You can add your Charisma score as a bonus to your Fortitude, Reflex, and Will
saving throws instead of the appropriate ability. You cannot add both Charisma and other ability to a save; you must
chose one of them.
In the D20 system generally the best solution is to specialize in some abilities – physical for the warriors, or the key
ability for adepts. Generalist characters are somewhat underpowered. This feat is intended to provide some combat
benefit to non-magic characters with high mental abilities. This bonus depends on the average of mental abilites in
order to encourage more diversified, not so tightly focused characters.
Ritualist (General)
Prerequisite: A power source feat
When performing rituals and crafting magic items, your total character level counts as Adept level. This increases
your power rank and power bonus.
Rage (Warrior)
Combat Style feat
You can fly into a berserk rage as a free action, gaining +2 bonus to Strength and to Will saves, and a –2 penalty to
Defense. Moreover, while you are ragining you ignore the −2 penalty to checks, attacks and saves that comes from
the wounded condition. While raging, you can’t use skills or powers requiring concentration or patience, and you
can’t take 10 or take 20 on checks. Your rage lasts 30 rounds. When the duration runs out, you must make a
Difficulty 17 Fortitude saving throw or suffer a level of fatigue (this counts as a Fatigue save for using supernatural
powers, with penalties for multiple fatigue saves).
At character level 8 and higher you gain a +3 bonus to Strength and Will saves. The penalty to Defense
remains –2. Fortitude Save difficulty equals 19. At character level 14 you gain a +4 bonus to Strength and Will
Saves, with Fortitude Save Difficulty 21; and at character level 16 you gain +5 to Strength and Will saves, with
Fortitude Save Difficulty 23. At character level 18 you no longer suffer – 2 penalty to defense when raging.
When raging, you cannot benefit from powers: Enhance Self or Enhance Other, from magic items which
imitate those powers, or any others ability bonuses. The bonuses from Rage are magic enhancement bonuses.
You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or
powers, you must select one you want to use, although you can freely change that selection at any moment. You
cannot use Smite feat, Sneak attack or Combat Sense power while raging, since they are Combat Style feats and
powers.
The bonuses from Rage and Fortitude save difficulties are summarized in the following table:
In addition to the changes in Skill Focus, the Talented feat is removed. This change has three purposes: to allow low-
level characters to know a skill well, to allow characters to become competent in a skill without having high key ability
(so the thieves will be able to master picking locks without having genius-level intelligence), and finally to limit the
maximum value of skill bonuses.
D&D, and as a consequence also its conversion, is a combat game. All characters must be able to pull their weight
in combat. True20 Expert sacrificed his combat ability in order to improve skills; such an option does not fit D&D.
As a consequence, Sneak Attack feat has been improved in order to strengthen Experts. Together with the new
feinting rules, using Expertise to boost skills and increase the chance to surprise opponents it should be enough to
make Experts effective combatants.
This solution has a disadvantage in that all Experts are virtually forced to be lightly armored dexterous combatants;
but since this is a traditional D&D archetype of rogue, I consider it acceptable.
Still Spell
Prerequisite: Wizard or Sorcerer.
If you have Still Spell, you can cast spells with no somatic components. You do not need to be able to gesture freely
to cast your spells. You do not suffer Armor check penalty to Power and Fatigue checks. You can also cast spells
even when wrestling, grappled or bound, although you must make the Concentration check. You still must use verbal
components or suffer -2 penalty to fatigue checks.
Normal: A sorcerer or wizard without this feat casts spells using Somatic Components. He must be able to speak and
gesture freely to cast his spells. He suffers Armor check penalty to Power and Fatigue checks, and cannot cast spells
while wrestling or pinned.
Tough (General)
Your Toughness save bonus increases by +1. This feat can be taken only once. Monsters can take this feat multiple
times and receive +1 to Toughness each time.
Versatility (Warrior)
You suffer no penalty when using improvised weapons and throwing melee weapons which cannot usually be
thrown. Your penalty for using weapons with which you are not proficient, of incorrect size, etc is reduced to -2.
Skills
Generally, skills are used according to True20 rules. The exception are mostly craft and knowledge skills, changes to
which are described below. Additionally, there are also suggestions information which skill to substitute for
Knowledge skills checks required in D20 adventures. Craft is changed to make crafting items cost more (half of the
normal cost), but easier (there is only one Craft skill). (based on Sword and Sorcery Saga by John “The Gneech”
Robey)
Concentration uses Constitution again in order to keep a level playing field between different types of casters.
Concentration (Constitution)
Undead, which have no Constitution, receive bonus to Concentration equal to level divided by 4 (rounding down).
You must make a Concentration check whenever you try to use supernatural powers and are distracted by taking
damage or other adverse conditions. You must make a check when casting a spell, concentrating on an active spell,
or maintaining a spell. You do not have to make checks when engaging in any activity other than spellcasting.
Especially difficult conditions can cause penalty (usually -2) to the relevant skill check, but will never require a
Concentration check.
If the Concentration check succeeds, you may use the power as normal. If you tried to cast a spell and failed
the check, the spell fails and you lose the action. If you tried to use a fatiguing power, you must make a fatigue save.
If you were concentrating or maintaining powers, you stop maintaining all the powers. The difficulty of the test does
not depend on the number of maintained powers.
Situation Difficulty
Cast spell while taking continuous damage 15 + damage
Maintain spell while taking continuous damage 20+damage
Damaged while casting 20+damage
Wrestling or Pinned 10+Grapple bonus of opponent
Affected by a distracting spell 10 + opponent’s power bonus
Violent motion 15
Extraordinarily violent motion 20
Entangled 15
Bound 20
Concentrating on a power as a move action 10+your power rank
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Taking continuous damage: you are subject to an effect which causes you to take damage each round. If you are
trying to use a power, the difficulty of the Concentration check equals to the damage bonus + 15. If you are trying to
maintain or concentrate on a power, the difficulty of the Concentration check equals to the damage bonus + 20. If
you are subject to a few such effects at the same time, use only the highest damage.
Damaged while casting: you were damaged while casting a spell with the casting time of one full round or more.
Alternatively, an enemy readied an action against you with the trigger “if he starts casting a spell” and damaged you
during the resulting attack. In both cases, you must make a check with difficulty equal to damage bonus + 20.
Wrestling: you are grappled or grappling someone. The difficulty of the Concentration check equals to 10 + Grapple
bonus of opponent. Remember that Sorcerers and Wizards must have Still Spell feat even to attempt spellcasting
while wrestling.
Pinned: you are pinned by somebody. Generally, you cannot attempt to make an action while pinned. An adept can
voluntarily allow to be pinned without a grapple check, which enables him to attempt to cast a spell while pinned.
The difficulty of the Concentration check equals to 10 + Grapple bonus of opponent.
Affected by a distracting spell: You are distracted by a spell in some other way than damage. Eg you are entangled in
a Web, or caught by Black Tentacles, etc. The difficulty of the Concentration check equals to 10 + the opponent’s
power bonus. If a spell is both distracting and damaging, you make only one check, with the higher difficulty.
Violent motion: very rough vehicle ride, small boat in rapids, on deck of storm-tossed ship, galloping horse. The
difficulty of the Concentration check equals 15.
Extraordinarily violent motion: Earthquake. The difficulty of the Concentration check equals 20.
Concentrating on a power as a move action: You can maintain a concentration power as a move action rather than a
standard action with a Concentration check once per round. The Difficulty of the check equals 10 + your power rank.
Craft (Int)
Unlike D&D, this skill is not broken into separate categories– all craftsmanship falls under the same skill.
You can practice your trade and make a decent living, earning about half your check result in gold pieces
per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks,
how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an
average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to allow you to make items. The Difficulty and the time
necessary to make the item depends on the complexity of the item to be created. The item’s finished price determines
the cost of raw materials.
All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is
made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance
bonus on the check.
Making Items: The Difficulty, time, and resources required to make an item depend on its complexity. The
necessary raw materials cost half of the item’s price. If your Craft check succeeds, you make the item. If the Craft
check fails, you do not produce a usable end result, but any raw materials are not wasted and you can try again. If
you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Repairing Items: Generally, you can repair an item by making checks against the same Difficulty that it took to
make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.
Appraising items: You can appraise common or well-known objects with a Difficulty 12 Craft check. Appraising a
rare or exotic item requires a successful check against Difficulty 15 (good quality item), 20 (rare item), 25 (exotic
item) or 30 (unique item). If the check is successful, you estimate the value correctly; failure means you cannot
estimate the item’s value. An appraisal takes about 1 minute. You can accept a challenge (+5 to Difficulty) in order
to shorten the time to one round.
A magnifying glass gives you a +2 circumstance bonus on Appraise checks involving any item that is small or highly
detailed, such as a gem. A merchant’s scale gives you a +2 circumstance bonus on Appraise checks involving any
items that are valued by weight, including anything made of precious metals. These bonuses stack.
The appraisal of an item doesn’t take into account any enchantment which make be put on it. Enchanted items are
appraised as masterwork items or items made of special materials.
Masterwork: By increasing Difficulty by +5, you can make a masterwork item. These items are especially well made
and provide a bonus when used. This increases the cost of materials by 150 gp for a weapon or 75 gp for a suit of
armor or a shield and doubles the time needed to make the item.
When you use the Craft skill to make a particular sort of item, the Difficulties for checks involving the
creation of that item are typically as given on the following table.
Disguise (Cha)
Disguise skill can be used to forge documents.
Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity
to see the details of what you’re writing, wax for seals (if appropriate), and some time. To forge a document on
which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the
like), you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a
signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer
document written in the hand of some particular person, a large sample of that person’s handwriting is needed.
The check is made secretly, so that you’re not sure how good your forgery is. You don’t even need to make a check
until someone examines the work. Your Disguise check is opposed by the Notice check of the person who examines
the document to check its authenticity. The examiner gains modifiers on his or her check if any of the conditions on
the table below exist.
Knowledge (Int)
Intelligence, Trained Only, Requires Specialization
This skill encompasses several specialties, each of them treated as a separate skill. These specialties are defined
below.
Check: Make a Knowledge check to see if you know something. The Difficulty for answering a question is 10 for
easy questions, 15 for basic questions, and 20 to 30 for difficult questions. The Narrator sets the difficulty for a
particular question.
Identifying monsters: You can often use this skill to identify monsters and their special powers or vulnerabilities.
You must use the correct specialty of the skill. In general, the Difficulty of a check to identify a monster equals
10 + the monster’s challenge rating or level (if the monster lacks the challenge rating). A successful check allows
you to indentify a monster and to remember a bit of useful information about it.
The difficulty to gain a general knowledge of the special powers and vulnerabilities of a monster equals
15 + the monster’s challenge rating or level. For every 5 points by which your check result exceeds that difficulty,
you recall an additional piece of useful information (if any remains). This represents scholarly knowledge.
A character can identify or remember something about a well-know monster even without possessing a relevant
knowledge skill, but such popular knowledge is not infallible and can represent only a superstition.
Special: An untrained Knowledge check: Without actual training, a character can only answer easy or basic
questions about a topic - Difficulty 10 or lower.
Try Again: Usually no. The check represents what a character knows; thinking about a topic a second time doesn’t
let you know something you didn’t know before. The Narrator may allow another Knowledge check if a character
gets access to a better source of information. For example, a hero who doesn’t know the answer to a particular
question on his own might get another check with access to a library (and could take 20 on that check, depending on
the circumstances).
Action: Taking 20 on a Knowledge check requires at least an hour, longer if the Narrator decides the information
you’re looking for is particularly obscure or otherwise restricted. You can take 10 when making a Knowledge check
only if you have training. You can take 20 only if you have access to the appropriate research materials (such as a
library).
Knowledge specialties, and the topics each one encompasses, are as follows:
• Supernatural -Arcana (dragons, magical beasts, ancient mysteries, magic traditions, arcane symbols,
cryptic phrases, speculative alchemy) Includes Spellcraft and Psionics - Body of lore dealing with the
phenomena of psionics in all its many manifestations. Psionics covers ancient mysteries, psionic traditions,
psychic symbols, cryptic phrases, astral constructs, and psionic races. You can use this skill to identify
psionic monsters and their special powers or vulnerabilities.
• Engineering, including architecture and technics (constructs, buildings, aqueducts, bridges, fortifications). It
includes knowledge about larger magical machines (but not smaller portable items as wands etc).
• Geography, (humanoids, lands, terrain, climate, people, legends, personalities, inhabitants, laws, customs,
traditions,) includes Knowledge(local)
• History (royalty, wars, colonies, migrations, founding of cities) Includes Decipher Script
• Nature (animals, fey, giants, monstrous humanoids, plants, oozes, vermin, aberrations, seasons and
cycles, weather, caverns, spelunking) includes Knowledge (dungeoneering)
• Religion, including philosophy (undead, gods and goddesses, mythic history, ecclesiastic tradition, holy
symbols, philosophy, mysticism)
• Science, including the planes (outsiders, elementals, the Inner Planes, the Outer Planes, the Astral Plane, the
Ethereal Plane, magic related to the planes, astronomy, astrology, physics)
• Bardic (information about notable people, legendary items, or noteworthy places, royalty, lineages, heraldry,
family trees, mottoes, personalities) Includes Knowledge (Nobility and royalty)
Knowledge (Bardic)
Legendary knowledge, often learned by druids, bards, storytellers, minstrels and the like. It includes information
about notable people, legendary items, or noteworthy places, also nobility and royalty, their lineages, heraldry,
family trees, mottoes and personalities.
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A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its
general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Knowledge (Engineering)
Knowledge about engineering: constructs, architecture, buildings, aqueducts, bridges, fortifications, also about.
Use Magic Engine: Use this skill to activate larger, non-portable magic devices. The difficulty is set by Narrator
separately for each engine. This represents the difficulty to research and deduct the proper method of operating the
engine.
Activate Blindly: Some magic devices are activated by special words, thoughts, or actions. You can activate such an
item guessing the activation word, thought, or action, even if you don’t know and has no basis to deduct it. This
requires a Knowledge (Engineering) test with Difficulty 25 (or other set by Narrator). You must speak or otherwise
attempt to get it to activate. If you fail by 9 or less, you can’t activate the device. If you fail by 10 or more, you suffer
a mishap. A natural rolls of 2-5 always mean you failed to activate it, and natural roll of 1 is always a mishap.
A mishap means that magical energy gets released but it doesn’t do what you wanted it to do. The default
mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 4 points of
damage to you. If you activate item blindly often enough, you learn gradually how to control it. You get a special
+1 bonus on your Use Magic Device check for each time you have activated the device before. After you activate it
at least 5 times, the natural rolls of 1-5 no longer automatically fail.
Knowledge (History)
Knowledge about history: royalty, wars, colonies, migrations, founding of cities,
Decipher Script
Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form.
The base Difficulty is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or
very old writing.
If the check succeeds, you understand the general content of a piece of writing about one page long (or the
equivalent). If the check fails, make a Difficulty 5 Wisdom check to see if you avoid drawing a false conclusion
about the text. (Success means that you do not draw a false conclusion; failure means that you do.) Both the
Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can’t tell whether the
conclusion you draw is true or false.
Action: Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions).
Try Again: No.
Knowledge (Supernatural)
knowledge about Arcana: ancient mysteries, magic traditions, arcane symbols, cryptic phrases, dragons, Constructs,
magical beasts. Includes knowledge about psionics.
Spellcraft Use this skill to identify spells as they are cast or spells already in place.
Difficulty 10 + adept level
Identify a spell or power being cast. (You must see or hear the spell’s verbal or somatic components or be able to
detect arcane energies.) No action required. No retry.
When you use Second Sight power to detect auras, if the items or creatures bearing the auras are in line of sight, you
can make Knowledge(supernatural) skill checks to determine the school of magic involved in each. (Make one check
per aura; Difficulty 15 + spell level, or 15 + half caster level for a nonspell effect.) If you exceeds Difficulty on
Knowledge(Supernatural) test by 10 or more, you magically divine the item’s function, its means of activation and
the number of charges remaining.
By tasting a potion, you can make Knowledge(Supernatural) test with Difficulty 25 to identify it. It takes
1 minute and cannot be retried.
Knowledge(supernatural) test with Difficulty 30 allows to remember an item or similar ones from studies.
Most appropriate to legendary items or items in customary shape. Success gives a hint or even reveals every detail
about the item.
- 49 -
Heroic Paths
Bolded feats are typical for a given archetype; unbolded feats are only suggestions.
Barbarian:
Role: Warrior
Skills: Climb, Handle Animal, Intimidate, Jump, Notice, Ride, Survival, Swim
Suggested Human Bonus Feat: Improved Strike
Level Feats
1 Armor Training (light), Rage, Weapon Training, Dodge Focus, Improved Speed
2 Uncanny dodge
3 Versatility
4 Blind Fight
5 Armor Training (heavy)
6 Second Chance (trigger traps)
7 Tough
8 Cleave
9 Improved Strike
10 Improved Grab
11 Grappling Finesse
12 Constrict
13 Improved Trip
14 Iron Will
15 All-out attack
16 Endurance
17 Tireless
18 Death Ward
19 Mind Blank
20 Great Fortitude
Cleric:
Role: Adept and Warrior
Core Ability: Talent
Skills: Concentration, Diplomacy, Knowledge (supernatural/history/religion/the planes), Medicine, Notice, Ride,
Sense Motive
Suggested Human Bonus Feat: Connected
Level Role Feats
1 Adept Armor Training (light), Cleric, Cure, (Element) Shaping, Elemental Ray
2 Adept Cure Disease
3 Warrior Shield Training
4 Warrior Armor Training (heavy)
5 Adept Elemental Blast
6 Adept Widen Power
7 Warrior Precise Shot
8 Warrior Iron Will
9 Adept Imbue Life
10 Adept Combat Sense
11 Warrior Dodge Focus
12 Warrior Improved Precise Shot
13 Adept Enhance Ability
14 Adept Enhance Other
15 Warrior Death Ward
16 Warrior Tough
17 Adept Elemental Weapon
18 Adept Empower
19 Warrior Warrior Fortitude
20 Warrior Great Fortitude
- 50 -
Paladin:
Role: Warrior Core Ability: Fearless
Skills: Diplomacy, Handle Animal, Intimidate, Knowledge (religion), Medicine, Notice, Ride, Sense Motive
Suggested Human Bonus Feat: Dedicated
Level Feats
1 Armor Training (light, heavy), Weapon Training, Shield Training, Paladin
2 Lucky
3 Cure
4 Positive Energy Shaping
5 Familiar
6 Cure Disease
7 Truth Reading
8 Dodge Focus
9 Body Control
10 Supernatural Weapon
11 Mounted Combat
12 Spirited Charge
13 Psychic Shield
14 Ghost Touch
15 Tough
16 Mental Strife
17 Iron Will
18 Improved Overrun
19 Death Ward
20 Move-By Action
Rogue:
Role: Expert
Skills: Acrobatics, Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information, Jump, Language,
Notice, Search, Sense Motive, Sleight of Hand, Stealth, Swim
Suggested Human Bonus Feat: Skill Mastery
Level Feats
1 Armor Training (light), Dodge Focus, Sneak Attack, Use Magical Device, Weapon Training
2 Evasion
3 Two Weapon Fighting
4 Two Weapon Defence
5 Improved Critical
6 Crippling Strike
7 Move by Action
8 Defensive Attack
9 Uncanny dodge
10 Hide in Plain Sight
11 Death Ward
12 Quick Draw
13 Precise Shot
14 Improved Precise Shot
15 Mental Strife
16 Tough
17 Skill Mastery
18 Mind Blank
19 Master Plan
20 All-out Attack
- 51 -
Sorcerer:
Role: Adept
Skills: Concentration, Knowledge(supernatural), Bluff, Intimidate,
Suggested Human Bonus Feat: Familiar
Level Feats
1 Sorcerer, Mage Armor, Iron Will, Psychic Shield,
Fire Shaping,
2 Energy Blast
3 Widen Power
4 Second Sight
5 Ward
6 Light Shaping
7 Enhance Senses
8 Wind Shaping
9 Wind Walk
10 Lucky
11 Imp Mage Armor
12 Enhance Ability
13 Arcane Sight
14 Teleport
15 Blink
16 Phase
17 Water Shaping
18 Death Ward
19 Psychic Blast
20 Earth Shaping
Wizard:
Role: Adept
Skills: Concentration, Knowledge(supernatural, other), Craft,
Suggested Human Bonus Feat: Familiar
Magic
Basic changes in magic rules
You cannot select a favourite power, except for Psychic Shield. This power treats character level as adept level.
Characters with no Adept level and no prerequisite feat use Charisma as the key ability, both for Psychic Shield and
for powers gained from items. Actual Adepts can use their key ability, but in that case have to use their actual Adept
level, not total Character level.
Adept level
Adept level is equal to the actual levels in Adept role plus ½ (rounding down) of levels in other roles. An exception
is the Psychic Shield power, as noted above. If a character has no Adept levels and only one other level, he is treated
as possessing an Adept level 0. In that case the fatigue check difficulty is 10. The Power rank is 3. You can however
take powers only when taking actual Adept levels. Some power source feat provide an exception from that rule.
The reason for this change is simple: otherwise Adepts cannot be effectively multiclassed; that is, multiclassed
Adepts are weaker than other roles. That is so because originally all roles progressed in saves, skills, attack bonus
etc, but only Adept role increased the spellcasting power. Certain powers (eg Enhance Ability, Combat Sense)
remained competitive, but it proved impossible to balance all.
Moreover, it was difficult to convert D&D classes with full BAB and some spellcasting (Paladin, Ranger).
When the supernatural power or ritual mention the level of the target, use its total character level, adding
level adjustment. In case of monsters, use their Challenge Rating instead, if the possess it.
Removed Powers and Feats
Bliss (too weak, use Calm, Pain or mental grapple instead), Cure Blindness/Deafness, Cure Poison (removed as
separate powers, can be used as part of the Cure Disease power – in order to strengthen the Cleric archetype),
Enhance Other (it became part of Enhance Ability), Plane Shift (replaced with a ritual), Wind Walk (replaced with
Fly – it was too fast at high levels), Scry (replaced with a ritual – it was much too powerful).
Quicken Power feat is removed because it is impossible to balance – powers which are balanced as standard
action, may be entirely unbalanced as free actions. Increased chance to suffer fatigue is not enough to balance this,
especially as Conviction allows to bypass it during the most important fights. Moreover, since the importance of both
more difficult fatigue save and quicker time to use power is highly dependent on the power in question, universal
feat such as Quicken Power proved impossible to balanced.
Opposed power checks.
In some circumstances, an adept is called to make an opposed power check. Both adepts roll d20, adding their power
bonus. The one with lower result fails, although the user of the failed powers still suffer fatigue, if any. (As with all
opposed checks, when a tie happens, the character with the higher power bonus wins. If the power bonuses are the
same, re-roll.) Adepts can choose to suffer a fatigue result, in addition to the normal fatigue of the power used, to
gain a +5 bonus to their check. If both sides choose to suffer fatigue, no one receives this bonus. This takes no actual
time; it happens as part of the check.
Nonfatiguing powers and “metamagic” adept feats
The “metamagic” feats are: Empower, Quicken Power, Subtle Power, Widen Power. They can be applied to
nonfatiguing powers. In that case, instead of fatigue checks, Difficulty of power checks is increased by the amount
stated in feat description. If a power does not require a check, then reduce the power’s saving throw Difficulty by the
stated amount.
You can make a nonfatiguing power fatiguing. This allows you to disregard penalty caused by feats applied
to nonfatiguing power, if it isn’t higher than 10, or, if the penalty is higher than 10, to reduce it by 10.
damaged by a readied attack - with the trigger “if the adept starts casting a spell”. In both cases, the adept must make
a check with Difficulty equal to damage bonus + 20. Other types of distractions and corresponding difficulties are
enumerated in the Concentration skill description.
Maintaining powers
Some powers can be maintained; that is, their effects can continue at the same level achieved by the initial use. Tis
maintenance requires at least a modicum of concentration on the adept’s part. Maintaining an effect is a free action
each round. Using another power (or another application of the same power) while maintaining other powers
increases the Difficulty of the power check and the fatigue save by +2 (regardless of the total number of powers
maintained).
Generally, the powers which benefit the caster or his allies do not need to be maintained and instead last a
stated amount of time (as an exception, Cloud the Mind spell must be maintained). The spells affecting enemies
usually must be maintained. In any case, if the supernatural power with a duration does not mention
maintenance, it does not need to be maintained.
If an adept is distracted while maintaing at least one power, he must make a concentration check. The
difficulty of the check does not depend on the number of powers maintained. A failed check means the adept stops
maintaining all the powers. An adept unable to take free actions (due to being stunned, for example) cannot maintain
powers.
Concentration
Some powers require intense concentration to maintain. The adept must devote a standard action each round to
concentrate and maintain the ability rather than a free action. If the adept suffers damage or is otherwise distracted,
he must make a Concentration check with the same difficulty as in case of maintaining powers.
You can maintain a concentration power as a move action rather than a standard action with a Concentration
check (Difficulty 10 + power rank) once per round. A failed check means the power lapses. If you are concentrating
on a power as a move action and suffer additionally damage, you must make two checks.
Weaponlike spells
Some ranged spells – mostly those which shoot rays of various sorts – are similar to ranged weapons, requiring
ranged attacks and causing damage. Both Elemental Ray and Disintegrate belong to this category. Weaponlike
powers threaten a critical hit on a natural roll of 20 and deals damage + 3 on a successful critical hit.
Such feats as Improved Critical or Attack Specialisation can affect all weaponlike ranged powers. Note
however that Attack Specialisation is a combat style feat, and cannot be used together with the Combat Sense power
– and adepts will prefer Combat Sense. Such feats apply even to powers cast using items, such as wands. It is
possible to make finesse ranged attacks with weaponlike ranged spells in order to bypass armor, but you need the
Improved Precise Shot feat, as normal.
Familiarity Difficulty
Present 0
Very Familiar 5
Studied carefully 10
Seen casually 15
Reliable Description 20
Name and location 25
Unfamiliar -
“Seen casually” is a place that you have seen at least once, possibly using magic, but with which you are not very
familiar.
“Reliable Description” - you have received a detailed and reliable description of this place, which included its
location, characteristic orientation points, their direction and distances, and possibly some pictures.
“Name and location” – you know only the name and the location of the area.
Using mental contact with the person who is familiar with the area moves you one row down the table. Eg if
you are in mental contact with someone who is present in the place, you are treated as very familiar with it. If you
are at the moment in mental contact with someone who is Very Familiar with the area, or you have used Mind Touch
to receive a precise description and mental vision of it, you are treated as having studied carefully it, and so on.
Teleportation-Common Rules
All teleportation powers or rituals obey the following rules:
Teleport Trace: Outgoing teleport rituals and powers leave a specific kind of magical aura, called a teleport trace.
This aura persists at full power for about 1 hour in case of rituals and 1 minute in case of supernatural powers.
Adepts possessing a Second Sight power at the source of a teleport sense it as a magical aura, according to general
rules; it can be determined to be a teleport trace by making a Difficulty 15 Knowledge(supernatural) check. By
making check with Difficulty 15+Adept level it is possible to determine the destination of the teleport- treat the
familiarity of the destination as Present. This allows to teleport in pursuit or to scry the destination area.
The residues of the teleport trace can be detected for a much longer period of time, but this requires special
equipment and lengthy rituals. The residues of the trace are not distinct enough to enable a teleportation in pursuit.
- 55 -
Minimum
Spell Fatigue
character Difficulty
level Difficulty
level
1 1 17 14
3 2 19 15
5 3 21 16
7 4 23 17
9 5 25 19
11 6 28 21
13 7 31 24
15 8 34 26
17 9 38 30
- 56 -
The system of fatigue saves is interesting, but too complicated when the Narrator tries to use eg a dozen magic
casters at the same time. In such situations, you use the following simplified system. Note that it is not suited for
use by player characters, and cannot be used by NPCs with two power source feats.
Subtract the Will save from the Fatigue save difficulty (10 plus half the adept’s level, rounded up). Find the
difference in the table below. The following cells in the row will give you the starting number of magic points the
adept gets and the number of magic points he can gain by voluntarily expending a fatigue level (from not fatigued to
winded, from winded to fatigued, from fatigued to exhausted). The final column gives the number of magic points
for minion Adepts. In order to keep things simple, they can’t expend fatigue levels for magic points, but simply start
with an increased number of magic points.
Difference between
Additional
Fatigue save Magic Magic points for
points for
difficulty and the Points minions
fatigue level
Will save
11 and more 1 1 4
10 1 1 5
9 1 1 5
8 2 2 6
7 2 2 6
6 2 2 7
5 2 2 7
4 3 2 8
3 4 2 8
2 5 2 9
1 6 2 10
0 7 2 11
-1 8 2 12
-2 9 2 13
Using a fatiguing power costs one magic point. Metamagic feats increase the magic point cost of powers:
-Widen Power: +1 point
-Empower by adding 3 ranks to a power: +1 point
-Empower by adding 5 ranks to a power: +2 points
You can spend a maintenance fee of 1 magic point as a free action. This gives you an ability to use a power
while maintaing another for the time of 5 rounds. As normally, using another power (or another application of the
same power) while maintaining other powers increases the Difficulty of the power check +2 (regardless of the total
number of powers maintained).
As an alternative to the normal cost in magic points, you can use a fatiguing power spending instead only
a fatigue level or a Conviction point. Minions cannot benefit from this option. One conviction point or fatigue level
can pay for any power, even used with multiple metamagic feats. or while maintaining other powers, without
spending the maintenance fee. This is a one-time thing. Assuming you are maintaing a power and have used another
paying with a fatigue level, if you want to use again a power, you must either spend 1 magic point maintenance fee
according to the first option, or again use a power paying a Convicton point or fatigue level instead of magic points.
An adept can regain the starting number of magic points by refraining from using any fatiguing powers for
at least an hour. The adept doesn’t need to physically rest during that time, just avoid any further uses of fatiguing
powers. At the end of the hour, he regains the starting number of magic points. An adept can also use a Conviction
point to instantly gain the starting number of magic points.
- 57 -
If you want to possess powers, you must first take a power source feat (Sorcerer, Wizard, Cleric, Paladin, Ranger,
Use Magical Items). The first such feat taken by a character gives some usually some additional benefit. Taking
second, third and more power source feats allows you to take powers associated with them, but gives no other
benefits.
Cleric (Adept).
The key ability is Wisdom. The “Cleric” feat gives *Positive Energy Shaping or *Negative Energy Shaping
(depending on the alignment) power when taken as the first class feat. You cannot gain the opposite power. If during
play you change your alignment, you lose your Positive or Negative Energy Shaping power. When subsequently you
begin to worship a deity of appropriate alignment, you gain new Shaping power.
Powers: *Arcane Sight, Beast Link, Calm, Cold Shaping, Combat Sense, Cure, Cure Disease, *Disintegrate,
Dominate, Drain Vitality, Earth Shaping, Elemental Blast, *Elemental Ray, Elemental Resistance, Elemental
Weapon, Enhance Ability, Enhance Other, Enhance Senses, Fire Shaping, Ghost Touch, Harm, Heart Reading, Heart
Shaping, Imbue Life, Mind Touch, Object Reading, Pain, Psychic Blast, Psychic Shield, Psychic Weapon,
Severance, Second Sight, Shadow Shaping, Sleep, *Sound Shaping, Supernatural Weapon, Truth-Reading, Visions,
Ward, Water Shaping, Weather Shaping, Wind Shaping, Wind Walk.
A Cleric can use any of those powers he has not learned by expending a Conviction point. He must still fulfil
prerequisites.
Paladin (Warrior)
The key ability for Paladins is Charisma. The “Paladin” feat gives Smite feat if you haven’t taken any other power
source feat before.
Paladins can take the following powers, when taking either Adept or Warrior levels: Cure, Cure Disease,
Body Control, Ghost Touch, *Positive Energy Shaping, Psychic Shield, Second Sight, Supernatural Weapon, Truth
Reading. Psychic Shield is a favoured power and uses the character level as the adept level. If a Paladin has not
learned any of those powers he can still use it by expending a Conviction point. He must still fulfil prerequisites.
They can also take the Familiar feat (only for their mounts, using their equivalent Adept level minus creature level +
1).
Paladins usually take Core Ability Fearless (instead of Determination, like other warriors).
Fearless: You are completely immune to effects that cause fear (including supernatural powers like Heart Shaping)
and to the effects of the Intimidate skill, unless the user’s total level is at least four greater than yours. You can also
eliminate a fear-induced condition from an ally at any time by spending a point of Conviction and standing up to the
source of the fear.
Ranger (Warrior)
The key ability for Rangers is Wisdom. The “Ranger” feat gives Favourite Opponent as a bonus feat if you haven’t
taken any other power source feat before.
Rangers can take the following powers, when taking either Adept or Warrior levels: Beast Link, Body
Control, Cure, Cure Disease, Enhance Senses, Nature Reading, Plant Shaping, Psychic Shield, Second Sight. Psychic
Shield is a favoured power and uses the character level as the adept level. A Ranger can use any of those powers he
had not learned by expending a Conviction point. He must still fulfil prerequisites. They can also take the Familiar
feat (only for their animal companions, using their equivalent Adept level minus creature level + 1)
Sorcerer (Adept).
The key ability is Charisma. The “Sorcerer” feat gives Cantrips power when taken as the first power source feat. A
sorcerer uses Charisma instead of Wisdom as the modifier for the Will save, but only for fatigue checks when using
powers (he has in fact two Will saves, one for fatigue checks and the other for other purposes. Should you take
Lucky feat, you will use only Charisma for all saves, and both Will saves will be identical).
Sorcerers cast spells using Verbal and Somatic Components. They must be able to speak and gesture freely
to cast their spells. They suffer Armor check penalty to Power and Fatigue checks. They cannot use powers while
wrestling or pinned. They can cast spells without using verbal components, but this increases Difficulty of Fatigue
- 58 -
checks by 2. Sorcerers can take Still Spell feat. Still Spell feat allows to cast spell without Somatic Components, so
they can eg wear armor without check penalty to power checks and fatigue checks and use powers when restrained.
Powers: All, except healing and Positive and Negative Energy Shaping. A Sorcerer can use any power from the
above list which he had not learned by expending a Conviction point. He must still fulfil prerequisites.
Wizard (Adept).
The key ability is Intelligence. The “Wizard” feat gives Cantrips power when taken as the first power source feat.
A wizard uses Intelligence instead of Wisdom as the modifier for the Will save, but only for fatigue checks when
using powers (he has in fact two Will saves, one for fatigue checks and the other for other purposes. Should you take
Intellect Fortress feat both Will saves will use Intelligence and will be identical).
Wizards cast spells using Verbal and Somatic Components. They must be able to speak and gesture freely to
cast their spells. They suffer Armor check penalty to Power and Fatigue checks. They can cast spells without using
verbal components, but this increases Difficulty of Fatigue checks by 2. They cannot use powers while wrestling or
pinned – although they can maintain powers while doing it.
Wizards can take Still Spell feat. Still Spell allows to cast spell without Somatic Components, so they can
eg wear armor without check penalty to power checks and fatigue checks, and use powers when restrained or
wrestling (although this requires Concentration checks, q.v.).
Powers: All, except healing and Positive and Negative Energy Shaping
Wizards cannot spend Conviction to use powers they have not learned. When they take a power, however, they can
inscribe a second power in their spellbook (reserve powers). They can spend an hour meditating in order to ready
powers from spellbook (regardless of the number of powers being readied, it always takes 1 hour). For each reserve
power readied, they must move one of their own powers to reserve, so the total number of powers they can cast
remains constant. The readied reserve powers are treated in all aspects as other powers of wizard. In other words, a
wizard possess a pool of powers (twice as much as he took power feats) from which he can select half as his readied
powers. If a power requires another power as a prerequisite, it is enough that the Wizard has the prerequisite power
in his spellbook. The prerequisite power needs not be prepared.
A wizard can spend a Conviction point to shorten the necessary meditation to full round per each exchanged power.
- 59 -
Water Shaping
Fatiguing, Maintenance
New applications:
Water Breathing
Target: Living creatures touched
Duration: 2 hour/rank; no maintenance; see text
Power Check Difficulty: 20
The transmuted creature can breathe water freely. Divide the duration evenly among all the creatures you touch.
The spell does not make creatures unable to breathe air.
Water Walk
Casting Time: 1 standard action
Targets: On or more touched creatures
Duration: Maintenance
Power Check Difficulty: 20
The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water,
ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures
crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or
otherwise move across the surface as if it were normal ground.
If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid
they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
Wind Shaping
New application:
Gaseous Form
Casting Time: 1 standard action
Range: Touch
Target: Willing corporeal creature touched
Duration: Maintenance, max 20 min
Power Check Difficulty: 20
The subject and all its gear become insubstantial, misty, and translucent. It becomes immune to critical hits, poison
and most physical harm. It can be attacked by elemental attacks and supernatural powers, but gains Damage
Resistance 6/area which is effective against them. Area attacks and supernatural powers affecting mind or spirit
affect it normally. It is invulnerable to all other attacks. It can’t attack or use other powers while in gaseous form.
The subject also loses supernatural abilities while in gaseous form.
A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass
through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as
the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t
manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items
remain active, though in some cases their effects may be moot. It loses the benefit of material armor, but is protected
by the Magic Armor power, natural armor and magic armor enhancement bonus. Eg a subject wearing a +5 plate
armor would not receive +6 armor bonus from the plate armor, but would receive +5 magical enhancement bonus.
- 60 -
The following rules replace the whole of the original text of powers.
Arcane Sight
Prerequisites: Adept level 10
Time: This power is always active.
See Invisibility
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if
they were normally visible. Naturally invisible or ethereal creatures, and also creatures affected by the Invisibility
effect of Light Shaping power are seen automatically. Cloud the Mind power requires making a Will save (you don’t
need to make Notice check). Creatures are visible to you as translucent shapes, allowing you easily to discern the
difference between visible, invisible, and ethereal creatures.
This power does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you
to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to
see. It also does not allow you to avoid the miss chance caused by Blur.
Darkvision
You can see up to 60 feet even in total darkness. Darkvision does not grant one the ability to see in magical darkness.
Black Tentacles
Fatiguing, Prerequisites: Adept level 7
Power Check Difficulty: 23
Range: 100 feet + 10 feet per adept level.
Duration: Maintenance, max 3 min
Save: Fortitude
This power conjures rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the
earth, floor, or whatever surface is underfoot—including water. They grasp and entwine the target creature, holding
it fast and crushing it with great strength. The tentacles are immune to all types of damage.
The targeted creature must make a Fortitude save immediately and on its each next turn. If it fails save, it is
entangled. If it already had been entangled by tentacles, it additionally suffers lethal magical bludgeoning damage
equal to adept level-4. If it makes the save, it is free from entanglement. The targeted creatures can also free
themselves from entanglement by making an opposed grapple check or escape artist check against caster’s power
check during their turn, as a standard action.
When the spell is widened, any creature that enters the area of the spell is immediately attacked by the
tentacles. Even creatures who aren’t entangled may move through the area at only half normal speed.
Blink
Fatiguing, Prerequisites: Adept level 5
Time: 3 minutes-30 rounds
Power check difficulty: 21 (standard action), 31 (free action)
You “blink” becoming in turns material and immaterial and invisible. You look as though you’re winking in
and out of reality very quickly and at random. Attacks, including area attacks, have a 50% miss chance against you.
The exception are supernatural powers that affect the mind or spirit, positive energy, negative energy, force effects,
or attacks made with ghost touch weapons. Nondamaging magic effects affect you normally unless they require
corporeal targets to function or they create a corporeal effect that incorporeal creatures would normally be unaffected
- 61 -
by. (Percent rolls to avoid attacks, such as the above, or blur, or total concealment, do not stack. You can roll to
avoid getting hit only once.) Even such powers have a 20% miss chance for concealment, except for area attacks and
attacks made by an attacker who can see invisible.
You can make surprise attacks while blinking like an invisible creature. This does not apply if the target can
see invisible. Blindsense, blindsight, scent, and tremorsense are all useless against incorporeal creatures and do not
allow the creatures attacking you to avoid the miss chance.
Since you spend about half your time incorporeal, you can attack incorporeal creatures. You interact with
incorporeal creatures roughly the same way you interact with material ones. The power protects you from
involuntarily “melding” with solid substances. As the result you cannot move into solid objects; the power does not
function as long as you are grappled, although you get the miss chance on the initial attempt to grab you.
You can renew your Blink power’s duration when it expires by making a new fatigue saving throw (with the
cumulative modifier for successive fatigue saves).
Body Control
Time: Body Control is a free action.
You have great mental control over your body. You can make a Body Control check for a number of
different tasks summarized on the following table. Most tasks are not fatiguing.
Sleeping: You can sleep in difficult conditions, including bad weather, noise, buzzing insects, and so forth.
Slow Breathing: You can deliberately slow your rate of breathing so that you consume less air, vital in situations
where there is a limited amount of breathable air available.
Body Awareness: You can become very aware of your body while asleep or concentrating. This allows you to sense
if you are touched or moved in any way while using Scrying, for example.
Speed Recovery: You can speed your natural healing process, gaining a recovery check in half the normal time, so
long as you spend that time in a deep, healing trance.
Feign Death: By exerting supreme control over your body, you can enter a deep trance almost indistinguishable from
death. A Notice check with a Difficulty equal to your Power Bonus+10 is required to determine whether you are still
alive. Effects that detect life still work on you. While in this state, you also suspend the effects of any disease or
poison in your system for as long as you remain in the trance.
Overcome Disease or Poison: By concentrating for a full round, you can substitute your Power check for your
Fortitude saving throw against a disease or poison in your system. This usually means you can only use Body
Control against the secondary effects of a disease or poison, unless it is slow acting and you are warned soon enough
to use Body Control to resist the initial effects (in the Narrator’s judgment).
Ignore Pain or Injury: Fatiguing, You can ignore the efects of pain or injury while awake or asleep. If you
choose, nothing can wake you. Using the Body Control power to ignore the efects of injury only applies to the −2
penalty to checks, attacks and saves that comes from the wounded condition. All other efects of injury still apply.
Resist Fear: Fatiguing. You can override your body’s natural response to fear. You gain a new saving throw against
any fear effect, with a +4 bonus.
Willpower-Fatiguing: You can continue to act while disabled without your condition worsening to dying. You still
suffer additional damage normally.
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This power has been changed mostly by shortening the time to use it from full action to free action. To balance it,
more beneficial applications of this power have become fatiguing. As the result, the power should be useful in
combat.
Cantrips
Not Fatiguing
This power allows you to cause a number of different simple, although useful, magical effect. Those simple spells
are taught to all students of magic.
Deal Damage
Range: 5 feer per power rank
You must succeed at a ranged attack throw to hit your opponent. If you do, you inflict one of the following kinds of
damage with no save. The damage equals ½ of your adept level, rounding down. This is treated as a weaponlike
spell, with the critical hit on 20 causing +3 damage.
Acid Splash: You shoot a small orb of acid at the target. The orb deals acid damage.
Ray of Frost: A ray of freezing air and ice projects from your pointing finger. The ray deals cold damage.
Disrupt Undead: You direct a ray of positive energy. You must make a ranged attack to hit, and if the ray hits an
undead creature, it deals damage to it. Ghosts and other immaterial creatures do not have the 50% chance to avoid
this attack.
Mage Hand: You throw a small object at your opponent. It deals bludgeoning damage.
Daze
Range: 5 feer per power rank
Saving Throw: Will negates
Power check difficulty=12+Target's Level or CR (add level adjustment to the level).
This enchantment clouds the mind of a creature so that it takes no actions. The creature must make a Will saving
throw or be dazed for 1 round, taking no action, but defending normally. A dazed subject is not stunned, so attackers
get no special advantage against it.
Flare
Range: 5 feer per power rank
Saving Throw: Fortitude negates
Power check difficulty= 12+Target's Level or CR (add level adjustment to the level).
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is
blinded for 1 round, unless it makes a successful Fortitude save.
Dancing Lights
Duration: maintenance
Range: Medium (100 ft. + 10 ft./level)
Depending on the version selected, you create lights that resemble lanterns or torches (and cast that amount of light,
clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius), or glowing spheres
of light (which look like will-o’-wisps), or a faintly glowing, vaguely humanoid shape. The dancing lights must stay
within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down,
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straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance
between you and it exceeds the spell’s range.
Ventriloquism
Range: 5 feer per power rank
Effect: Intelligible sound, usually speech
Duration: Concentration or Maintenance
Saving Throw: Will disbelief
Power check difficulty= 12 (Concentration) or 15 (Maintenance)
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else.
You can speak in any language you know. Anyone who hears the sound and makes a successful save knows you are
making it. You can try to use the ventriloquism without concentration. This requires Power check with Difficulty 15.
Mage Hand
Range: 5 feer per power rank
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Power check difficulty= 12
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can
propel the object a distance of 5 feet times your power rank, though the effect ends if the distance between you and
the object ever exceeds the range.
Prestidigitation
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Power check difficulty 15 or more at Narrator's discretion
Prestidigitations are minor tricks that novice spellcasters use for practice. The effects are minor and have severe
limitations. A prestidigitation can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor
1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can
create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely
fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to
duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists
only 1 hour.
Mending
Range: 10 ft.
Target: One object of up to 1 lb.
Duration: Instantaneous
Power check difficulty 12
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It
will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one
break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A
hole in a leather sack or a wineskin is completely healed over by mending. The spell cannot affect creatures
(including constructs).
Charm
Fatiguing, Mental Contact, Maintenance
Target: One creature
Power Check Difficulty= 12+Target's Level or CR (add level adjustment to the level). If the target isn't a humanoid,
Difficulty is never less than 20.
Saving Throw: Will negates. If the creature is currently being threatened or attacked by you or your allies, it
receives a +5 bonus on its saving throw.
This power makes a creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your
words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed
Charisma check to convince it to do anything it wouldn’t ordinarily do (Retries are not allowed.) It won’t do
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anything which conflicts with its deeply held ideals or beliefs. An affected creature never obeys suicidal or obviously
harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your
apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to
communicate your commands, or else be good at pantomiming.
Cloudkill
Fatiguing, Prerequisites: Adept level 9
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: maintenance, max 10 minutes
Saving Throw: Fortitude partial; see text
Power check difficulty: 25
This power generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the
point of origin where you cast the spell. Because the vapors are heavier than air, they sink to the lowest level of the
land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater. As with
fog cloud, wind disperses the cloud.
A living creature takes 2 points of Constitution damage on your turn each round while in the cloud (a
successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are
unaffected by the spell. Minions failing the Fortitude save, and creatures failing the Fortitude save by 10 or more are
instantly killed.
Alternate Effect: Incendiary Cloud (required adept level 15)
Saving Throw: Fortitude partial; see text
Power check difficulty: 34
This use of cloudkill power creates a cloud of roiling smoke shot through with white-hot embers. The smoke
obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal fire damage equal to
adept level – 4 to everything within the cloud on your turn each round. All targets can make Fortitude saves each
round to take damage equal to adept level - 8.
As with the cloudkill effect, the smoke moves away from you at 10 feet per round. Figure out the smoke’s
new spread each round based on its new point of origin, which is 10 feet farther away from where you were when
you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet
each round. If you move the point of origin beyond the range, the cloud dissipates
You make yourself completely undetectable to other creatures (no matter what sense they are using) by erasing all
awareness of your presence from their minds. They see you physically but remain unaware of you mentally. This
supernatural power has the following effects:
First, you can use Stealth skill even if you do not have cover or concealment. Only the creatures which
succeed on the Notice check are entitled to the Will save. All other creatures do not notice you and are not affected
by the magic.
Supernatural powers and items which allow to see invisible creatures let observers make the Will save
without the need for Notice check. (True Seeing use of the Enhance Senses power allows to see you without the need
for the Will save.) Only subjects observing an area are entitled to the Notice check. In case of a compact body of
people, only the sentries or nearest members are considered to be observing the particular spot on which you stand.
You are invisible and inaudible to any subjects failing a Will save. They cannot detect your presence by any
means. You can move safely in a crowd. Since the members of it see you physically, they will subconsciously avoid
stumbling on you. The subjects remain unaware of your actions, provided you do not make any attacks or cause any
obvious or directly threatening changes in the subjects’ environment. If you take an action creating a sustained and
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obvious change in the subject’s environment—for example moving a large or attended object the subject can see—
the subject immediately gains a new saving throw. An ally of the subject able to see or perceive you can use an aid
another action (a standard action) to warn the subject, granting an immediate new saving throw. Attacking someone
makes you visible to all.
Alternatively, by Widening the power, you can affect the sphere with the radius equal to twice your level.
This confers invisibility and inaudibility upon all allied creatures within radius, including you. Those affected can
see each other and themselves as if unaffected by the spell. Any affected creature moving out of the radius around
you (note that this area moves together with you) becomes visible, but creatures moving into the area after the spell
is cast do not become invisible.
Combat Sense
Combat Style power
Fatiguing
Casting Time: 1 move action
Duration: The bonus lasts for 30 rounds (3 minutes) per use.
You can improve your ability in combat by sensing the fow of events around you. This power grants you a bonus to
your base Combat bonus. Both attack and defence are increased by the stated amount. The bonus depends on your
Power bonus and is shown in the table below.
You can use only one Combat Style feat or power at the same time. If you possess mutliple such feats or
powers, you must select one you one to use, although you can freely change that selection at any moment. In addition
the bonus to defense from Combat Sense does not stack with the bonuses provided by the Dodge Focus and
Mental Strife feats (remember that the bonus from Combat Sense is not lost when you lose dodge bonus to defense).
Confusion
Prerequisites: Mind Touch, adept level 7
Fatiguing, Mental Contact, Maintenance
Target: One creature
Range: Medium (100 ft. + 10 ft./level)
Duration: Maintenance, 3 min max
Saving Throw: Will negates
This spell causes the target to become confused, making it unable to independently determine what it will do. Roll on
the following table at the beginning of each subject’s turn each round to see what the subject does in that round.
d20/Behavior
1-2/Attack caster with melee or ranged weapons (or move toward caster if attack is not possible).
3-5/Act normally.
6-10/Do nothing but babble incoherently.
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A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are
not at any special advantage when attacking a confused character. Any confused character who is attacked
automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.
Conjuration
Fatiguing, Maintenance
You can manipulate reality to create a simulated magical matter, which you can use to confuse and obstruct your
enemies. Magic holds the creation together, and when the spell ends, the conjured matter vanishes without a trace.
Applications:
Grease
Range: 100 feet + 10 feet per adept level.
Target or Area: One object or circle with a radius of 2x Adept level in feet.
Duration: Maintenance, max 3 min.
Saving Throw: Reflex, See text
Fatigue save difficulty: 17
A grease spell covers a solid surface with a layer of salve of slipperiness (superlubricant), which completely negates
friction. Any creature in the area when the spell is cast must make a successful Reflex save or fall.
Any creature which wants to stand up, move through the area of spell or take a standard action while
standing must make Reflex save at the beginning of each turn. Failure means it cannot move or take a standard action
(actually losing the rest of actions during the turn) and falls if it is standing. Success means it can move at half
normal speed and take a standard action. Taking an action while prone doesn't require a Reflex save. Moving through
the area of the spell 5 feet per move action doesn't require Reflex save. No matter what the result of the check, the
affected creature doesn’t lose dodge bonus to defence.
Instead of Reflex save creature can make Acrobatics check opposed by caster's power check, with the same
consequences of success and failure.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always
affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the
effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each
round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing
gains a +5 bonus on Escape Artist checks and to Grapple Defence (this does not stack with bonuses provided by
items, eg by Slick armor).
Web
Range: 100 feet + 10 feet per adept level.
Effect: Web with radius of 2x Adept level
Duration: Maintenance, max 3 min.
Saving Throw: Reflex negates and Fortitude ends, see text
Power check difficulty: 19
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are
similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and
diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web
become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. The
web has a diameter of 2x Adept level feet.
Anyone in the effect’s area when the spell is cast must make a Reflex save. On a failed save, the target is
entangled, suffering a –2 penalty to effective Dexterity. The entangled creature cannot move. The entangled creature
can break loose by spending 1 full round and making a Fortitude save or an Escape Artist check opposed by a power
check of the caster. Even if the save succeeds, the web counts as very heavy obstruction to movement - divide speed
by 4 while in the web.
Web provides cover for creatures caught in it, but only against ranged, not melee attacks. Web also provides
cover for creatures on the opposite side of it. The strands of a web spell are flammable. Any fire can set the webs
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alight and burn them away in one full round. All creatures within flaming webs take fire damage from the flames
equal to the adept level of the caster – 4 (Reflex save to take damage equal to adept level - 8).
Glitterdust
Range: 100 feet + 10 feet per adept level.
Area: a circle with radius of 2x Adept level in feets
Duration: Maintenance, max 3 min
Saving Throw: Will negates (blinding only)
Power check difficulty: 20
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and
visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which
cannot be removed and continues to sparkle until it fades. Naturally invisible and creatures affected by the
Invisibility effect of Light Shaping power are seen automatically. Cloud the Mind power requires an opposed power
check. Ethereal creatures are not affected. Blinded creatures can make a Will save each turn to regain sight as a free
action. Any creature covered by the dust takes a -40 penalty on Stealth checks (only to hide, not to move silently).
Cure Disease
Fatiguing
Range: Touch, when widened all objects and creatures within a radius around you.
Time: full-round action
Delay Poison (required power rank 5, fatigue save difficulty 15)
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed
during the 3 hours after the casting of the spell does not affect the subject until that time has expired. Delay poison
does not cure any damage that poison may have already done.
Remove Paralysis (required power rank 5, fatigue save difficulty 15)
You can free a creature from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a
slow effect (without an opposed power check). The spell does not restore ability scores reduced by penalties,
damage, or drain.
Remove Blindness/Deafness (required power rank 7, fatigue save difficulty 16)
If a subject is both blind and deaf, curing both requires two castings of this spell.
Remove Disease (required power rank 7, fatigue save difficulty 16)
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green
slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of
a certain level or higher.
Remove Curse (required power rank 7, fatigue save difficulty 16)
You instantaneously remove all curses from an object or a creature (without an opposed power check). This does not
remove the curse from a cursed shield, weapon, or suit of armor, although it enables the creature afflicted with any
such cursed item to remove and get rid of it.
Break Enchantment (required power rank 8, fatigue save difficulty 17)
This use frees subject from enchantments and transmutations (without an opposed power check). Break enchantment
can reverse even an instantaneous effect.
Neutralize Poison (required power rank 8, fatigue save difficulty 17)
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects
from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit
point damage, temporary ability damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to for an hour after the casting of the spell. Unlike with
delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against
poison effects applied to it during the length of the spell.
Restoration (required power rank 8, fatigue save difficulty 17)
This use dispels any magical effects reducing one of the subject’s ability scores (without an opposed power check). It
can alternatively cure all temporary ability damage and restore all points permanently drained from a single ability
score (your choice if more than one is drained or damaged). This effect cannot be widened.
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Disintegrate
Fatiguing, Prerequisites: adept level 11.
Range: Medium (100 ft. + 10 ft./level)
A thin, green ray springs from your pointing finger. You must make a successful ranged attack to hit. Disintergate
has damage bonus equal to your adept level+2. This is treated as a weaponlike spell, with the critical hit on 20
causing +3 damage.
Disintegrate is not affected by any elemental resistance. Any creature reduced to the Dying condition by this
spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is
unaffected. Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
You cannot apply the Widen Power feat to Disintegrate.
When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter.
Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects
constructed entirely of force, such as forceful hand or a wall of force. You must make an opposed power check, with
the caster of Disintegrate getting + 5 bonus. If you succeed, the object is destroyed.
Elemental Blast
Fatiguing
Time: Standard action.
Range: 100 feet + 10 feet per adept level.
Your can strike a foe with a focused blast of elemental force. The kind of elemental damage depends on which
Shaping power you possess. If you don’t have any of the indicated powers, you cannot use Elemental Blast; if you
have several, you can select the effect you want. Positive Energy blast can target only an undead creature or a
supernatural creature with the vice subtype. An undead creature is healed by the Negative Energy blast; use the
damage as the bonus for the recovery roll. Ghosts and other immaterial creatures do not have the 50% chance to
avoid Positive Energy and Negative Energy attacks.
An Elemental Blast has a damage bonus equal to your adept level. Targets of an Elemental Blast can make a Reflex
saving throw. If successful, the blast only inflicts damage equal to adept level-4.
Elemental Ray
Fatiguing
Time: Standard action.
Range increment: adept level x 10 feet; max range: adept level x 100 feet
A ray of elemental energy springs from your hand. Your Elemental Ray is a normal ranged attack with a range
increment of adept level x 10 feet and a maximum range of ten increments (adept level x 100 feet). and a damage
bonus equal to your adept level+5. This is treated as a weaponlike spell, with the critical hit on 20 causing +3
damage.
The kind of elemental damage depends on which Shaping power you possess (use the table for Elemental
Blast, except there is no Acid Ray). If you don’t have any of the indicated powers, you cannot use Elemental Ray; if
you have several, you can select the effect you want. An undead creature is healed by the Negative Energy ray; use
the damage as the bonus for the recovery roll. Ghosts and other immaterial creatures do not have the 50% chance to
avoid Positive Energy and Negative Energy attacks.
You cannot apply the Widen Power feat to the elemental ray.
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Elemental Weapon
Fatiguing
Time: free action.
Duration: up to 3 minutes
You can imbue a melee weapon you wield with damaging elemental energy, without harming either the weapon or
yourself. The weapon does the amount of damage indicated on the table below, in addition to its normal damage. It
can also gain special abilities, based on Power Rank. The elemental weapons at higher power ranks posssess all
special abilities of lower ranks.
All of the damage caused by the weapon, both the normal damage and the bonus damage from power, is an
elemental damage. The kind of elemental damage depends on which Shaping power you possess (use the table for
Elemental Blast). If you don’t have any of the indicated powers, you cannot use Elemental Weapon; if you have
several, you can select the effect you want. Positive Energy weapon can target only an undead creature or a
supernatural creature with the vice subtype. An undead creature is unaffected by the Negative Energy weapon; it is
neither damaged nor healed. Ghosts and other immaterial creatures do not have the 50% chance to avoid Positive
Energy and Negative Energy attacks.
If the weapon is a magical weapon, it is treated as a mastercraft weapon for the duration of the power. All of
its enchantments are replaced by the bonuses from the Elemental Weapon power.
Elemental Burst – instead of using the weapon normally, you can cause the elemental aura surrounding your weapon
to explode forward, engulfing an adjacent opponent and causing damage equal to your Power Rank. You do not
make an attack roll; the opponent makes Reflex save to avoid damage. When using this option you cannot inflict
critical damage. Before each attack, you can decide whether to use the weapon normally or to use the elemental
burst.
Enhance Ability
Fatiguing
One character can receive at one time only one of the following enhancements:
Enhance Ability
Time: standard action
Target: Creature touched or yourself. This effect cannot be Widened.
As a standard action you can enhance ability of a touched creature or of yourself for 30 rounds (3 minutes). The
amount of the bonus depends on the character level of the caster. The bonus can be added to either Dexterity or
Strength. If desired, you can split a bonus of +2 or greater between Strength and Dexterity.
Enhance Senses
Fatiguing
Target: Creature touched
Darkvision
Power check Difficulty 17.
Duration: 1 hour
The subject gains the ability to see 60 feet even in total darkness. Darkvision does not grant one the ability to see in
magical darkness.
Scent
Power check Difficulty 19.
Duration: 1 hour
The subject can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is
60 feet. If it is downwind, the range is 15 feet. Strong scents can be detected at longer ranges. The subject detects a
creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within
5 feet of the scent’s source, the subject can pinpoint that source. Incorporeal and ethereal creatures cannot be scented.
A subject with the Track feat can follow tracks by smell, making a Survival check to find or follow a track.
The typical Difficulty for a fresh trail is 10. The Difficulty increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the Difficulty
increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the
effects of surface conditions and poor visibility. False, powerful odors can easily mask other scents. The presence of
such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival Difficulty to
track becomes 20 rather than 10.
See Invisibility
required adept level 5
Power check Difficulty 21.
Duration: 1 hour
The subject can see any objects or beings that are invisible within the range of vision, as well as any that are ethereal,
as if they were normally visible. Naturally invisible or ethereal creatures, and also creatures affected by the
Invisibility effect of Light Shaping power are seen automatically. Cloud the Mind power requires making a Will save
(the subject does not need to make Notice check). Creatures are visible as translucent shapes, allowing easily to
discern the difference between visible, invisible, and ethereal creatures.
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This power does not reveal the method used to obtain invisibility. It does not reveal illusions or enable to
see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. It
also does not allow to avoid the miss chance caused by Blur.
Tremorsense
required adept level 7
Power check Difficulty 23.
Duration: 1 hour
The subject gains the ability to automatically pinpoint the location of any object or creature within 30 that is in
contact with the ground. The subject must itself be in contact with the ground, and the creatures must be moving. As
long as the other creatures are taking physical actions, including casting spells with somatic components, they’re
considered moving; they don’t have to move from place to place for the subject to detect them. The subject cannot be
an incorporeal or ethereal creature, and cannot detect incorporeal and ethereal creatures.
True Seeing
required adept level 9
Power check Difficulty 28.
Duration: 10 min.
The subject sees through normal and magical darkness, sees the exact locations of creatures or objects under blur or
displacement effects, see invisible creatures or objects normally, and can see into the Ethereal Plane (but not into
extradimensional spaces). It can additionally notice secret doors hidden by magic, see through illusions, see through
powers that stop it from noticing a creatures (such as Cloud the Mind) and see the true form of polymorphed,
changed, or transmuted things. The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It
does not negate natural concealment, including that caused by fog and the like. True seeing does not help the viewer
see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane
means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing
through a crystal ball or in conjunction with clairaudience/clairvoyance.
Fly
Fatiguing, Maintenance
Prerequisites: adept level 5
Casting Time: 1 standard action or always active
Duration: 10 minutes.
Power check Difficulty: 21
You can fly with good maneuverability at a speed of 60 feet. You can charge but not run, and you cannot carry aloft
more weight than your maximum load, plus any armor you wear. You can maintain this power up to 10 minutes.
Should the power expire while you are still aloft, the magic fails slowly. You float downward 60 feet per
round for 4 rounds. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the
distance, taking damage. Since dispelling a spell effectively ends it, you also descend in this way if the spell is
dispelled, but not if it is negated by an antimagic field.
At power rank 20 this power is no longer fatiguing, does not require maintenance and is always active.
Fog Shaping
Fatiguing, Maintenance. Prerequisite: adept level 3
Applications:
Fog Cloud
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog 20 ft. high spreads in radius equal to rank*3
Duration: maintentance, max 1 hour
Difficulty: 19
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5
feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total
concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph)
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disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function
underwater.
Stinking Cloud
Duration: maintentance, max 3 minutes
Difficulty: 21
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living
creatures in the cloud become nauseated (Fortitude Save negates). This condition lasts as long as the creature is in
the cloud and for 3 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must
continue to save each round on your turn. Incorporeal creatures are not affected.
Solid Fog
Duration: maintentance, max 1 hour
Save: Fortitude
Difficulty: 23
This effect functions like the fog cloud version of this power, but in addition to obscuring sight, the solid fog is
extremely thick. Any creature caught in it must make a Fortitude save at the beginning of its round. If it fails the
save, it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a –2 penalty on all melee attacks
and -1 penalty to melee damage. Even if it makes the save, the solid fog counts as very heavy obstruction to
movement - divide speed by 4 while in the fog.
The vapors prevent efective ranged weapon attacks (except for magic rays and the like). A creature or object
that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 2.
Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Acid fog
Duration: maintentance, max 3 minutes
Difficulty: 28
Save: Fortitude
Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing
creatures down and obscuring sight, this spell’s vapors are highly acidic. When you cast the spell, the fog deals acid
damage equal to adept level-4 (Fortitude save negates), to each creature and object within it. Each creature which
fails the Fortitude save at the beginning of its round suffers the same damage in addition to limitation to movement.
Incorporeal creatures do not suffer acid damage.
Force Shaping
Fatiguing
You can manipulate the raw magical force. The force affect normally incorporeal or ethereal creatures.
Applications:
Magic Missile
Range: 100 feet + 10 feet per adept level.
Save: Reflex negates
A missile of magical energy darts forth from your fingertip and strikes its target, dealing damage equal to 4+
½ adept level (rounding down). At adept level 12 the damage becomes adept level-2. This power cannot be
Widened. Inanimate objects are not damaged by the spell. Ghosts and other incorporeal or ethereal creatures do not
have the 50% chance to avoid this attack.
Magic Missile Barrage (requires adept level 3)
Range: 100 feet + 10 feet per adept level.
Targets: Two or more creatures no two of which can be more than 20 ft. apart
Save: Reflex negates
You send out a salvo of magic missiles, each dealing damage 4. Number of missiles equals ½ rank - 1 (rounding
down). Each missile must be directed at a different creatures, no two of which can be more than 20 ft. apart. This
power cannot be Widened. Inanimate objects are not damaged by the spell. Ghosts and other incorporeal or ethereal
creatures do not have the 50% chance to avoid this attack.
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This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly
weightless.
Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can
telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends
from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its
contents.
You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating
on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a
standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does
not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or
the spell’s duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to
failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell’s
duration.
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents
of the sphere.
You can move the sphere telekinetically even if you are in it.
Force Structures
Prerequisites: Adept level 9
Fatiguing, no maintenance
Wall of Force
Fatiguing
Range: 5 feet per power rank.
Duration: 3 min or until dismissed
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Power check difficulty: 25,+1 per each additional 10-foot square of wal, +2 if the wall is not vertical, +2 per each
Force Structure active in the radius of 1000 feet.
Save: Reflex partial – see text
A wall of force spell creates an invisible wall of force. The caster can form the wall into a flat, not necessarily
vertical plane whose area is up to ten 10- foot squares. A vertical wall must rest on the floor or hang from a ceiling;
a non-vertical plane must be supported from at least two sides. It can rest on other Walls of Force. You can get more
squares by increasing the power check difficulty. The wall must be continuous and unbroken when formed. If its
surface is broken by any object or creature, the spell fails.
A creature adjacent to the Wall of Force can make a Reflex save when it is created; a success allows it to
move to the other side before the wall forms.
The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most powers. It cannot
be dispelled by focused Ward power. However a rod of cancellation, rod of negation and a sphere of annihilation
immediately destroy it. The wall is invulnerable to brute force, but it contains microscopic vulnerable points.
A character attacking the wall with a magic weapon, unarmed attack or natural weapon, if any of those
counts as magic weapon, eg in case of a creature with Damage resistance/magic, can make an attack at such a weak
point, trying to destabilize the wall. The character makes an Attack Bonus check, which equals 1d20+Combat
Bonus+Dexterity. Traits, feats, class abilities and situational modifiers that apply to attack rolls do not affect Attack
Bonus Checks. It is opposed by the Power check of the caster, which receives +5 bonus. If the caster is defeated, the
wall disappears.
Breath weapons, powers and spells cannot pass through the wall in either direction, although teleport, and
similar effects can bypass the barrier. Powers cast before the wall of force appeared can be maintained through it. It
blocks immaterial and ethereal creatures as well as material ones (though ethereal creatures can usually get around
the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of
force.
Dismissing the Wall of Force takes a standard action.
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of
force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of
passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with
a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar
ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in
the bars.
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Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid
walls of force form its six sides. Breath weapons, powers and spells cannot pass through the wall in either direction,
although teleport, and similar effects can bypass the barrier. Powers cast before the forcecube appeared can be
maintained through it. It blocks immaterial and ethereal creatures as well as material ones. Gaze attacks can operate
through a forcecage. Windowless Cell does not provide breathable air, and if it was enlosed a portion of a poisonous
cloud, the cloud continues to affect the creatures imprisoned in the cell.
Ghost Touch
Prerequisites: Paladin or Cleric, character level 5
Fatigue save difficulty: 14
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 3 minutes
You give to a weapon a power to reliably affect incorporeal beings. A ghost touch weapon deals damage normally
against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does
not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature
at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon
counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. It cannot
bypass armor, however.
When Widened, this power affects all weapons within a radius of up to twice your adept level in feet, with
you as the centre.
Imbue Life
Fatiguing, Prerequisite: Cure, character level 9
Range: Touch, Cannot be Widened
Time: Standard Action
Resuscitation (Automatically fail fatigue save)
As a standard action you revive a creature which has died no longer than 2 turns ago. As this power stops the
creature from fully dying, it affects creatures which normally cannot be resurrected, such as constructs and outsiders.
It can even affect undead if you have also the Necromancy power. The subject’s condition becomes “unconscious”
and “disabled” (from which the subject may heal normally). Any ability scores damaged to -5 increase to -4. All
spells and similar effects on the subject end at the moment of death. Normal poison and normal disease are cured in
the process, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal
damage of most kinds, the body of the resuscitated creature must be whole. Otherwise, missing parts are still missing
when the creature comes back to life.
Heal (Fatigue save difficulty 21)
You channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of
the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened,
diseased, insanity, nauseated, sickened, stunned, and poisoned. It removes all lethal and nonlethal damage. This use
of power does not remove fatigue or restore permanently drained ability score points.
Undead are affected as if by Harm – use all rules of that power, including Fatigue save difficulty, except
that the undead make Will save.
Regenerate (Fatigue save difficulty 24)
Time: 3 full rounds
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded
creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete
in 1 round if the severed members are present and touching the creature. It takes d20 rounds otherwise.
Regenerate also cures one lethal damage condition and eliminates all nonlethal damage the subject has
taken, except for the collateral damage caused by remaining lethal damage. It has no effect on nonliving creatures
(including undead).
Mass Heal (Requires character level 17, Fatigue save difficulty 30)
The spell affects a circle centered on you, with a radius equal to twice your Adept level in feet. You can freely select
which creatures in that area are affected and which are not. Except for that, it functions exactly like Heal.
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Mage Armor
Time: This power is always active.
You learn to surround yourself with an invisible but tangible field of force. You receive +2 toughness bonus as long
as you don't wear armor. The bonus does not apply if you are unable to take free actions. You automatically restore
Mage Armor as a free action as soon as you can take free actions. This bonus is treated as armor bonus, except that it
doesn’t cause armor check penalty. You can still benefit from items granting armor enhancement bonus (Amulet of
Natural Armor, Bracers of Defence). This power precludes the use of the Canny Dodge feat.
Phase
Fatiguing, Prerequisites: Adept level 15
Duration: 3 min
Power check difficulty: 34
You can shift yourself “out of phase” with the material world, becoming incorporeal (See rules for incorporeal
creatures). You are not invisible. You are unaffected by the material world, able to pass through solid objects and
creatures and move in any direction, including up or down, at your normal movement speed, although you cannot see
when your eyes are within solid matter. As an incorporeal creature you do not leave footprints, have no scent, and
make noise only intentionally. Any equipment you are wearing or carrying is also incorporeal. Your armor and
magical items affect you normally.
You can be harmed only by other incorporeal creatures, by magic weapons, or by powers, spell-like effects,
or supernatural effects. You are immune to all nonmagical attack forms. You are not burned by normal fires, affected
by natural cold, or harmed by mundane acids.
Even when hit by magic powers, or magic weapons, you have a 50% chance (11 or better on d20) to ignore
any damage from a corporeal source (except for supernatural powers that affect the mind or spirit, positive energy,
negative energy, force effects, or attacks made with ghost touch weapons). Nondamaging magic effects affect you
normally unless they require corporeal targets to function or they create a corporeal effect that incorporeal creatures
would normally be unaffected by. (Percent rolls to avoid attacks, such as the above, or blur, or total concealment, or
blink, do not stack. You can roll to avoid getting hit only once.)
Incorporeal creatures can attack you normally. Similarly, when you attack incorporeal creatures they don’t
get a chance to ignore damage.
You cannot touch or affect material world. You can attack corporeal targets only with Ghost Touch
weapons and supernatural powers.
If the power’s duration ends while you are inside a material object, you are shunted into the nearest open
space and must make a Toughness saving throw against +1 damage per 5 feet you travel in this manner. You can also
renew your power’s duration with a new fatigue save (including the modifier for repeated power use).
Bless Water
Difficulty:15
Casting Time: 10 minutes
Duration: Instantaneous (cannot be dispelled)
You imbue all water in a container (no more than one flask or pint) with positive energy, turning it into holy water.
Bless Weapon
Difficulty:17
Casting Time: A standard action
A touched weapon or up to 50 projectiles count as virtue-aligned for the purposes of bypassing damage reduction.
The effect lasts 10 minutes.
Project Image
Fatiguing, Maintenance. Prerequisites: Light Shaping, adept level 13
Range: Medium (100 ft. + 10 ft./level)
Duration: Maintenance, max 30 rounds (3 minutes)
Saving Throw: Will disbelief (if interacted with)
Power check difficulty: 31
You create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is
intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which
is a move action).
You can see through its eyes and hear through its ears as if you were standing where it is, and during your
turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its
senses, your body is considered blinded and deafened.
If you desire, any ranged power you cast can originate from the projected image instead of from you.
Projected image cannot make melee attacks or use any powers on itself except for illusionary ones. The powers
affect other targets normally, despite originating from the projected image.
You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the
spell ends. If you use any power that breaks your line of effect, even momentarily (eg Teleport), the spell ends.
Creatures interacting with the Projected Image are entitled to a Will save to learn that it is only your copy.
This doesn’t stop you from using your powers.
You can attempt to use this power only once per encounter (once per 3 minutes).
Psychic Weapon
Fatiguing
Casting Time: 1 move action
Duration: 3 minutes
You can create a melee weapon out of psychic energy. Take a move action to create the psychic weapon in your
hand. The appearance of the weapon is up to you; its effects are the same regardless. You wield a psychic weapon
like a normal melee weapon, except you are automatically considered trained with it. If your psychic weapon is
somehow knocked from your grasp or sundered it disappears; you can recreate it by taking a move action to do so.
You cannot throw the psychic weapon.
The psychic weapon inflicts damage indicated in the table below. Add not only your Strength, but also half
of your key ability for Psychic Weapon (rounding down) to the weapon’s damage. You can create a one handed or
two-handed weapon. A two handed weapon inflict damage increased by +1. The damage indicated applies to caster
of Medium size. Increase it by 1 for each size category above, and substract the same amount for each size category
below Medium. You can score a critical hit with your Psychic Weapon on a natural roll of 20, inficting +3 damage.
Psychic Weapon causes normal physical damage, affecting even objects and non-intelligent creatures. It
affects, however, immaterial creatures as a ghost touch weapon. The psychic weapon cannot bypass damage
reduction depending either on the kind of damage (slashing, bludgeoning, piercing) – even if it looks like a weapon
of a proper type - or on a special material; if you have also the Supernatural Weapon power, you may be able to
bypass damage reduction according to the rules of the latter power. The psychic weapon is considered a precision or
power weapon,
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Mental Attack– you can mentally direct your weapon to attack your opponent. The weapon strikes without an attack
roll, but the opponent can make a Will save to avoid being hit. If the Will save fails, the opponent receives damage
equal to your Power Rank. When using this option you cannot inflict critical damage. You can also use the weapon
normally, if you prefer. Before each attack, you can decide whether to use your psychic weapon normally or to use
the mental attack. When the opponent has the Psychic Shield power and you are using this option, you must win an
opposed power check in order to affect him. Even if you win, he still can make the Will save.
Second Sight
Always active
Sense Powers:
Whenever supernatural powers are used in your line of sight, or you are in mental contact with the caster or the
target, you can identify the powers used. Make Knowledge(supernatural) check with Difficulty 10 + adept level to
identify the power used.
Sense Mind Touch
You make a Second Sight check against the other adept’s Mind Touch check to know when someone is trying to
secretly get into mental contact with you. If you win the check, you sense the attempt, but you might not be able to
avoid it (depending on the results of your Psychic Shield check and Will save).
Detect Auras
You can sense magical auras at range of 120 feet. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks your ability to detect magic. If the items or creatures bearing the auras are in line of sight,
you can make Knowledge(supernatural) skill checks to determine the school of magic involved in each magic item.
(Make one check per aura; Difficulty 15 + spell level, or 15 + half adept level.) If you exceeds Difficulty on
Knowledge(Supernatural) test by 10 or more, you magically divine the item’s function, its means of activation
and the number of charges remaining.
If the items, areas or creatures affected by an ongoing power are in line of sight, you can make
Knowledge(supernatural) skill check with Difficulty 15+adept level to identify the power. You can pin-point
invisible creatures by detecting the aura of powers affecting them (if they gained invisibility from item or spell),
although even a pin-pointed invisible creature has total cover, which gives it 50% miss chance, and can make
surprise attacks.
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine its
adept level.
Detect Scrying
When someone tries to scry you, you can make Second Sight check, opposed by his power check. If you succeed,
you see a glowing or shadowy image of the scryer. You treat him as very familiar (+5 penalty), which means your
powers may affect him in return.
Sound Shaping
Fatiguing
You can mentally control sound and sonic energy. You can make a Sound Shaping check to deafen opponents, make
an area of silence around yourself, or mimic nearly any sound imagineable. You can deal sonic damage when using
the Elemental Blast power in conjunction with Sound Shaping.
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Supernatural Strike
Prerequisite: Improved Strike.
Time: Supernatural Strike is always active.
With this power, your unarmed attacks are considered magical weapons for overcoming the defenses of creatures
vulnerable to such weapons. You can receive additional benefits based on your power rank – see the table for
Supernatural Weapon. At higher power ranks you receive all benefits of lower ranks.
Supernatural Weapon
Prerequisite: Weapon Training or Combat +3 or greater
Time: This power is always active.
You can imbue any weapon you wield with supernatural power. The weapon is considered magical or supernatural
for overcoming the defenses of creatures vulnerable to such weapons. You must personally wield the weapon for it to
gain this benefit. You can receive additional benefits based on your power rank. At higher power ranks you receive
all benefits of lower ranks. All benefits of this power are permanent and last as long as you wield the weapon.
Teleport
Fatiguing; Prerequisites: adept level 7
Dimensional Anchor (Difficulty: 23)
Range: Medium (100 ft. + 10 ft./level)
Save: Reflex
Duration: maintenance, max 10 min
A green ray springs from your outstretched hand and unerringly flashes towards the target. Any creature which does
not manage to dodge it is covered with a shimmering emerald field that completely blocks extradimensional travel.
Forms of movement barred by a dimensional anchor include blink, teleport, dimension door, phase, and similar
abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form
when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does
not prevent summoned creatures from disappearing at the end of a summoning spell.
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Time Shaping
Fatiguing
Preservation (Difficulty 10):
This effect can be used to indefinitely preserve one pound of food or other perishable substance per adept level.
Slow (Difficulty 21):
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Maintenace, no more than 3 minutes (30 rounds)
Save: Fortitude
A single creature is caused to move and attack at a drastically slowed rate for 3 minutes (30 rounds). A slowed
creature can take only a single move action or standard action each turn, but not both (nor may it take full-round
actions). Additionally, it takes a –1 penalty on attack rolls, Defense, and Reflex saves. A slowed creature moves at
half its normal speed (round down to the next 5-foot increment). Multiple slow effects don’t stack.
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Time Stop
Fatiguing, Difficulty 38, prerequisites: adept level 17,
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other
creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 10 rounds
of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect,
you cannot cast any spells, use supernatural powers, or activate items which function as supernatural powers. Other
creatures are invulnerable to your attacks. You cannot move or harm items held, carried, or worn by a creature stuck
in normal time. You cannot attach any items to your opponents, so you cannot bind them; you are however free to
place traps before or around them.
You can damage any object that is not in in another creature’s possession. Any items you can carry are
affected by the temporal acceleration while you hold them. This applies also to the doors and similar objects, which
can be opened or closed. As soon as you let them go, they become frozen in normal time again. This allows you to
suspend items above your enemies, so they will fall down on them once the apparent time starts moving. The
enemies get Reflex saving throw. You are undetectable while time stop lasts. You cannot enter an area protected by
an antimagic field while under the effect of time stop.
You can use this effect only once per encounter (each 5 minutes).
Ward
Time: Standard Action,
Interference (Time: Standard Action, Concentration)
You can create interference with other supernatural powers. You can affect an area around you with a radius equal to
your adept level times 5 feet. Alternatively, you can choose to focus your Ward against a single creature in your
line of sight. Anyone affected by your Ward must make an opposed check against the result of your Ward check to
successfully use any powers. Powers with results less than yours fail; although, the users of the failed powers still
suffers fatigue, if any. When using the Ward power, an adept is not affected by his own Ward. Interference does not
dispel existing powers.
Dispel:
You focus your Ward on one power or all powers affecting one object or creature. Make an opposed power check
against the adept or adepts who cast the power. If you win, the targeted power turns off, although the user can re-
activate it normally. If you lose, you must spend a fatigue level in order to try again the same day. You can
dispel only powers which need to be maintained or concentrated upon, or in the description of which it is specifically
mentioned that they can be dispelled. Enhance Ability, Enhance Other and Combat Senses don’t require maintenance
and cannot be dispelled by Ward.
In both cases, Ward uses the general rules on opposed power checks. Both adepts roll d20, adding their
power bonus. The one with lower result fails, although the user of the failed powers still suffer fatigue, if any. (As
with all opposed checks, when a tie happens, the character with the higher power bonus wins. If the power bonuses
are the same, re-roll.) Adepts can choose to suffer a fatigue result, in addition to the normal fatigue of the power
used, to gain a +5 bonus to their check. If both sides choose to suffer fatigue, no one receives this bonus. This takes
no actual time; it happens as part of the check.
Magic Rituals
A ritual always requires some form of spoken incantation, usually accompanied by gestures. Most also require
certain material components such as incense, a circle containing mystic symbols, or expensive jewels. Magic rituals
are different from normal rituals since they must be cast by an adept and require power checks.
Each ritual has a required character level (not adept level). Characters of lower level cannot use the ritual.
As an exception, Narrator can allow characters of lower level to use this ritual, due to special one-time beneficient
astrological configuration of stars and planets, a unique spell component found as a result of a quest, one-time help
from some supernatural creature, miracle etc.
Rituals must be inscribed in a spellbook. Researching and inscribing the ritual costs 50 gp plus 50 gp per
level (or 100 gp per spell level). Once you researched the ritual you can transcribe it to a new spellbook for 10 gp
plus 10 per level. If the ritualist doesn’t have the ritual inscribed in his spellbook, he must decipher and understand it
before each use. This takes at least 15 minutes and requires a successful Knowledge (Supernatural) check against the
Difficulty for casting the ritual. Taking 20 on this check requires at least 5 hours.
The Narrator makes a power check with a given Difficulty for a ritualist, keeping the results hidden
(because of that, you cannot use Conviction for that check). The ritualist must make a fatigue check. After the ritual,
you know whether it succeeded or failed – except when the power check was failed by the amount specified in the
ritual description and a special result happened.
Most rituals require material components. The material components are consumed regardless whether the
ritual succeeds or fails. If the ritual requires a focus, it is not consumed.
The ritualist may use Empower feat to increase his power bonus, at the same time increasing fatigue
difficulty. A ritualist can also take longer to cast a ritual in order to lower the Difficulty. By taking five time as long,
the ritualist can lower Difficulty by 5. This requires 4 additional fatigue checks (5 in total). By taking ten times as
long, he can lower Difficulty by 10. This requires nine additional fatigue checks (10 in total). A ritualist can also take
20 to power check by taking 20 times as long. This requires 20 fatigue checks in total.
If the ritualist falls unconscious during the ritual, the worst possible outcome happens.
If the ritualist is attacked or disturbed during ritual, he must make a Concentration check. Failure means that
the ritual has been disrupted. Unless it is wound down safely, the worst possible outcome happens.
When you want to wind down safely a ritual, (because it has been disrupted or because you don’t have time
to finish it) you must take a standard action. You make a fatigue check. The Narrator makes for you a power check
against an unmodified power check difficulty (you can use Empower feat). If the power check fails, the results are
identical to the failure of ritual. If the check succeeds, you manage to wind down ritual safely.
If the effect of a ritual needs maintenance, it can be dispelled as usual.
Difficulty-
Minimum Cost of
Spell level Difficulty cleric only
character level components
rituals
1 1 5 17 15
3 2 25 19 16
5 3 50 21 18
7 4 100 23 20
9 5 200 25 22
11 6 300 28 24
13 7 500 31 26
15 8 1000 34 28
17 9 2000 38 30
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Alarm
Level: 1:
Range: Close (25 ft. + 5 ft./2 levels)
Duration: As per table, can be dispelled.
Casting Time: 10 minutes
Components: Golden bell and silver wire, together worth at least 5 gp, or 500 gp for a permanent alarm
Power check Difficulty 17
Failure: If you fail the power check by 5 or more, during the intended duration of the effect you hear only lound
tinnitus and are effectively deafened. This effect can be only eliminated by Remove Curse, not by Cure Deafness.
Success: Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or
touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm.
You decide at the time of casting whether the alarm will be mental or audible. The spell uses various detection
methods and cannot be bypassed by being silenced, invisible, etc. The Stealth difficulty to bypass it equals your
power bonus+30. If the intruder is incorporeal, the difficulty is lowered to your power bonus+15. Ethereal or astral
creatures do not trigger the alarm.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area.
You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A
silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area
can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial
interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round.
Creatures within a silence spell cannot hear the ringing.
Alarm can be made permanent, but this costs 500 gp and requires a power check with difficulty 25.
Detect Poison
Level: 1 (Spell level 1)
Casting Time: 1 min
Material Component: Alchemical Reagents worth 1 silver piece.
Power check Difficulty 15
Failure: If you fail, your all subsequent attempts to check the same target will fail automatically until next day.
Success: You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine
the exact type of poison with a Difficulty 20 Wisdom check. A character with the Craft skill may try a Difficulty 20
Craft check if the Wisdom check fails, or may try the Craft check prior to the Wisdom check.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
or dirt blocks it.
Floating Disk
Level: 1 (Spell level 1)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-disk of force, can carry 100 pounds of weight per rank
Duration: 8 hours, can be dispelled by Ward.
Material Component: A bit of mercury worth 1 silver piece.
Difficulty: 17 or 21
Casting Time: 10 min,
Failure: If you fail by 5 or more, you and all creatures within 10 feet suffer force damage 4.
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Success: You create a slightly concave, circular plane of force that follows you about and carries loads for you. You
can have only one disk at a time. It glows a color of your choosing. The disk is 3 feet in diameter and 1 inch deep at
its center. It can hold 100 pounds of weight per rank minus 3. The disk floats approximately 3 feet above the ground
at all times and remains level. The disk cannot move over water surface, although it can move 3 feet over the bottom.
It floats along horizontally within spell range and will accompany you at a rate of no more than your normal
speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk
winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to
take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting
falls to the surface beneath it.
By increasing the Difficulty of the ritual to 21, you can improve the abilities of the disk. You may ride on
the disk, which moves at speed 20, but cannot hustle or run. The disk can move over water or other liquid. Should it
happen to be higher than 3 feet from the ground (eg moving over the edge of a precipice) it doesn’t wink out, but
floats downward at speed 60 feet per round.
Unseen Servant
Level: 1 (Spell level 1)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Casting Time: 1 min
Duration: Maintenance,
Material Component: A small animal, like a mouse or a rabbit, which is killed as part of the ritual and devoured by
the servant. It can be replaced by a gold figurine worth 10 gp.
Difficulty: 15, or see text
Failure: If you fail by 5 or more, you cannot use that or any other spell, power or ritual which summons or conjures
creatures for a day.
Success: You conjure an unseen servant - an invisible, mindless, shapeless force that performs simple tasks at your
command. It can run and fetch things, open doors, and hold chairs, as well as clean and mend. The servant can
perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you
remain within range. It can open only normal doors, drawers, lids, and the like. It can’t perform any task that requires
a skill check with a Difficulty higher than 10 or that requires a check using a skill that can’t be used untrained. It
automatically succeeds on all skill checks it can perform.
The servant cannot attack in any way; it is never allowed an attack roll. It has Toughness 9. It cannot be
killed or attacked directly, but it dissipates if it takes any damage from area attacks. (It gets no saves against attacks.)
If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.
Its speed is 15 feet. It has an effective Strength of -4 (so it can lift 20 pounds or drag 100 pounds). It can
trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates
and other devices. The abilities of the servant can be increased by increasing Difficulty of the ritual.
Augury
Level: 3 (spell level 2)
Casting Time: 1 minute
Power check difficulty: 14+half power rank (rounding down)
Material Component: Incense worth at least 25 gp. It is consumed regardless of the success of the spell.
Focus: A set of marked sticks, bones, or similar tokens of at least 100 gp value.
Special: if the ritualist is not a priest, the difficulty is increased by +4
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An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. If
the question is straightforward you receive a bonus to roll, and if it is vague a penalty. You cannot lenghten the ritual
to improve the chances of succeeding at augury. On the natural roll of 1 or 2 the augury always fails.
Failure: If the spell fails, you get the “nothing” result. A caster who gets the “nothing” result has no way to tell
whether it was the consequence of a failed or successful augury. If you fail by 5 or more, your question is deemed
impertinent. No divination spell you cast will anwer that question, until you manage to placate your deity.
The augury can foresee the future for only about half an hour, so anything that might happen after that does
not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated
action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
Divinations can irrevocably announce the future only if it is already fixed – in other words, if the given
event will certainly occur. Usually, this is not the case. There are various possible futures, even if the majority of
them have very low probability. In such a case, the divination announces the most probable future. It is therefore
possible that the foreseen event will not come to pass, especially if the adventurers will behave in an atypical way.
On rare occasions, a divination may be blocked by an act of certain deities or forces.
Additionately, each divination estimates the future from the point of view of the creature who answers. In
case of priests, Augury is answered by their deity, so the results which the deity regards as pleasing will register as
“Weal”. (Eg a bloody, even lost battle will be regarded as “Weal” by an evil god of mad slaughter.) The deity does
not answer with its own interest in mind – it merely assumes that all share its estimation of what is good.
Arcane Lock
Level: 3 (spell level 2)
Casting Time: 1 min
Range: Touch
Target: The door, chest, or portal touched,
Duration: Permanent (can be dispelled by Ward)
Material Component: Gold dust worth 25 gp. The gold dust is consumed regardless whether the ritual succeeds or
fails.
Difficulty: 17
Failure: If you fail by 5 or more, you cannot use that or any other spell, power or ritual which allows opening or
closing for a full day. You are aware of that result.
Success: An arcane lock spell cast upon a door, chest, or portal magically locks it. It can be opened with Disable
Device skill, Difficulty being equal to 10 + your power bonus (if the check fails, it cannot be tried again unless the
skill increases). You can freely pass your own arcane lock without affecting it. (A knock spell does not remove an
arcane lock; it only suppresses the effect for ten minutes.) If arcane lock is cast on a door that already has a
conventional lock, add +5 to the Disable Device Difficulty of the existing lock or use the arcane lock Difficulty,
whichever is higher. Add 10 to the normal Difficulty to break open a door or portal affected by this spell.
Knock
Level: 3 (spell level 2)
Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest
Casting Time: 1 min
Power check difficulty: Difficulty of Disable Device check.
Failure: If you fail by 5 or more, you will fail automatically at all later attempts to open that door until it is opened
by someone else. You are aware of that result.
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Success: The knock spell opens stuck, barred, locked, or arcane locked doors. It opens secret doors, as well as locked
or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures
shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its
functioning for ten minutes. In all other cases, the door does not relock itself or become stuck again on its own.
Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and
the like.
When the doors are closed with non-magical locks, and the Difficulty to force them open is lower than the
Difficulty to unlock them, the spell attempts to force them open. You must make a power check against the
Difficulty to force open the door using strength. Doors open or shatter with a tremendous thunderclap. A notice
check to hear it has the difficulty lower than zero: -10 Difficulty.
Magic Mouth
Illusion (Glamer)
Level: 3 (spell level 2)
Target: One creature or object
Casting Time: 10 min+time to speak a message
Power check difficulty: 19, +1 for each additional 15 feet of range,+5 to make it permanent,
Duration: Lasts until discharged, can be dispelled.
Material Component: A small bit of honeycomb and jade dust worth 10 gp, or 1000 gp of jade if permanent
Failure: If the ritualist fails the ritual check by 5 or more, the magic mouth appears somewhere on his body and
screams loudly random words for the next 24 hours. It can be only removed by Remove Curse.
Success: This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks
its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can
be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal
components, use command words, or activate magical effects. It does, however, move according to the words
articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course,
magic mouth can be placed upon a tree, rock, or any other object or creature.
The spell functions when specific conditions are fulfilled according to your command as set in the spell.
Commands can be as general or as detailed as desired, although only visual and audible triggers can be used.
Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat
a visual trigger, but magical darkness or invisibility does. Silent movement (Stealth Difficulty 20) or magical silence
defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken
word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level,
or class except by external garb.
The range limit of a trigger is 45 feet. You can increase the range by increasing the difficulty of ritual by +1
for each additional 15 feet. Regardless of range, the mouth can respond only to visible or audible triggers and actions
in line of sight or within hearing distance.
Magic mouth can be made permanent. This increases the cost to 1000 gp and the difficulty by +5. The
permanent magic mouth acts as many times as it is triggered, but it can still be dispelled.
Regeneration, Lesser
Level: 3 (spell level 2)
Difficulty: 21, or 16 for a cleric
Casting Time: 1 day
Material Component: Ointments worth 100 gp.
Failure: If the ritualist fails the ritual check by 5 or more, he cannot perform that ritual for a month. He is aware of
that result.
Success: The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of
multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration
is complete in 1 minute if the fresh severed members are present and touching the creature. It takes 1 month
otherwise.
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Restoration, Lesser
Level: 3 (spell level 2)
Difficulty: 21, or 16 for a cleric
Time: 1 minute
Range: Touch
Material Component: Ointments worth at least 25 gp. They are consumed regardless of the success of the spell.
Failure: If you fail, you must expend a level of fatigue to use that ritual again during the same day. You are aware
of that result.
Success: This ritual dispels any magical effects reducing one of the subject’s ability scores (without an opposed
power check). It can alternatively cure all temporary damage to a single ability score (your choice if more than one is
damaged). It does not restore permanent ability drain.
Rope Trick
Level: 3 (spell level 2)
Casting Time: 10 minutes
Target: One touched piece of rope from 5 ft. to 30 ft. long
Difficulty: 15+the number of hours Rope Trick lasts+the number of extra medium creatures
Material Component: Incense worth 25 gp. The incense is consumed regardless whether the ritual succeeds or fails.
Failure: If the ritualist fails the ritual check by 5 or more, it seems to function, but each creature entering the
extradimentional space falls out of it after a round as a heap of dismembered parts. If the ritualist falls unconscious
during the ritual or the ritual is disrupted, his body climbs the rope with the above-mentioned result.
Success: When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until
the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to
an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Creatures in the
extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work
across planes. The space holds as many as eight creatures (of medium size). Creatures of small size and smaller
count as half, of large size as two medium creatures; huge creatures count as four and so on. You can increase the
space, but this increases the power check difficulty. Creatures in the space can pull the rope up into the space,
making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The
rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the
extradimensional space can see out of it as if a 3-foot by 5-foot window were centered on the rope. The window is
present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. The
rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if
they do not climb all the way to the extradimensional space.
Anything inside the extradimensional space drops out when the spell ends. The same happens when the
effect is dispelled, which can be done by targetting the window.
Spider Climb
Level: 3 (spell level 2)
Duration: maintenance, max 1 hour
Material Component: Unguents worth 10 gp.
Casting Time: 1 min
Difficulty: 18
Failure: If you fail the ritual check by 5 or more, the target adheres to the floor instead of the walls and ceiling. It
gains no benefits at climbing, and for the next hour needs to “climb” to crawl across flat floor. All rules of Climb
skill apply, Difficulty of Climb checks equals 15, even if the floor is smooth or slippery.
Success: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The
affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet;
furthermore, Difficulty of Climb checks to traverse a vertical surface (even smooth or slippery) is never greater than
15, and for a horizontal surface like a ceiling equals 20. The subject can always take 10 on Climb checks. A spider
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climbing creature can retain its Dexterity bonus to defense (if any) while climbing, as usually, by increasing
difficulty of Climb checks by 5. It doesn't have to make Climb checks after taking damage. It cannot, however, use
the run action while climbing.
Magic Circle
Level: Adept level 5 (spell level 3)
Casting Time: 20 minutes
Area: marked circle, max 20 feet diameter
Duration: Maintenance
Saving Throw: Will, +5 to save difficulty
Difficulty: 20
Material Component: A little powdered silver with which you trace a circle on the floor or ground, worth 1 gold
piece. The silver is lost after casting the ritual.
You draw a special diagram with silver (a two-dimensional bounded figure with no gaps along its circumference,
augmented with various magical sigils) to prepare the magic circle.
Failure: If you fail the ritual check by 5 or more, the ritual seems to work. It is impossible to ascertain that the ritual
didn’t work until a creature not under your control attempts to cross the circle or someone tries to cast spell through
the circle against your will. Otherways you immediately know whether the ritual failed. If you fall unconscious
during casting you can attract a spirit or a fiend which can attack or try to possess you.
Success: After casting the ritual all creatures within the circle are protected against spells, and summoned creatures,
undead, and creatures with vice and virtue subtypes cannot enter the area.
When you, or your ally within the barrier, are a target of any power, the attacker must make a power check
using the attacking power against the result of your power check made when conducting ritual + 5. If your check
result is higher, the power fails. If the attacker’s result is higher, the power affects you normally, but you still get a
normal saving throw. Normal rules for opposed power checks apply.
The ritual prevents entering the circle by summoned creatures, undead, and creatures with vice and virtue
subtypes. Any such creature must make a Will save against the save difficulty +5 to pass the barrier. A creature that
fails the save cannot cross the boundary so long as the protection is maintained, nor can it make melee attacks against
anything within the bounds of the barrier. Ranged attacks or use of powers don't require making the Will save.
If you or any of your allies protected by the ritual cross the circle or make a melee attack across it it is
immediately broken. You can use your powers against any creature or attack it with ranged weapons from within a
circle without breaking it.
The circle is immediately nullified if anything disturbs the diagram. However, creatures affected by magic
circle must make the Will save (against the difficulty +5) to disturb the diagram either directly or indirectly. The
diagram can be disturbed as a free action by an adjacent creature, or by a ranged attack with Difficulty 13 (Fine size).
It cannot be disturbed by magic, with the exception of objects thrown using magic, eg power Move Object.
Nondetection
Abjuration
Level: 5 (spell level 3)
Power Check Difficulty= 20 for a day, 25 for a week, 30 for a month, 35 for a year, 40 for 100 years.
Special: If other nondetection effects cast by the ritualist are active, he receives +1 penalty to Difficulty for each.
Casting Time-30 minutes
Duration – depending on Difficulty
Material Component: A pinch of diamond dust worth 50 gp for a day, 100 gp for a week, 200 gp for a month, 500 gp
for a year, and 1000 gp for 100 years.
Failure: If you fail the ritual power check by 5 or more, you will not be able to cast non-detection on the targeted
creature or object for a year. You are aware of that result.
Success: The warded creature or object becomes difficult to detect by divination spells and powers, such as
clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items
as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must
succeed on a Will saving throw. This applies even if the divination was attempted originally against some other
target, but it focused also on the item or person in question. Eg if someone scried someone in a crowd with you
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(under your Nondetection) in the background, he would not need to make opposed power check. If he, however,
noticed you and tried to focus on you, he would need to make a Will save.
The ritual does not affect any spells or abilities used to detect invisible or ethereal creatures.
If you cast nondetection on yourself or on an item currently in your possession, you gain +5 bonus to power
check. If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.
Assume each high level principal opponent (10 level or more) is under Nondetection cast by the
opponent himself, a likely allied adept or by a hired specialist. In particular, all dragons of sufficiently high level cast
nondetection on themselves and their hoards.
Water Breathing
Transmutation
Range: Touch
Level: 5 (spell level 3)
Target: Living creatures touched
Duration: 1 hour or more, no maintenance; see text
Power Check Difficulty: 20 ( 1 hour), 22 (2 hours), 24 (4 hours), 26 (8 hours), 28 (24 hours)
Casting Time-2 minutes
Material Component: Unguents worth 10 gp per creature.
Failure: If you fail the ritual power check by 5 or more, the ritualist (but not other creatures) is able to breath neither
in air nor in water. You also cannot speak. See the rules for suffocation. You must conduct the ritual again, this time
successfully, to regain the ability to breath (fortunately, this ritual is entirely silent and can be conducted even under
water).
Success: The transmuted creature can breathe water freely and speak under water. The spell does not make creatures
unable to breathe air. The ritual can affect up to 8 participants. The effect last 1 hour. You can increase the duration
of the effect by increasing the difficulty of the ritual. Difficulty 22 gives 2 hours, Difficulty 24 - 4 hours, Difficulty
26 - 8 hours), Difficulty 28 - 24 hours.
Clairaudience/Clairvoyance
Divination (Scrying)
Level: 5 (spell level 3)
Casting Time: 10 minutes
Effect: Magical sensor
Duration: Concentration, max 10 min.
Difficulty: 18+ Distance penalty
Material Component: Incense worth 25 gp. The incense is consumed regardless whether the ritual succeeds or fails.
Penalty Range
0 100 feet
2 1,000 feet
4 1 mile
6 5 miles
8 20 miles
10 200 miles
12 2,000 miles
Same continent
14 Same planet
Failure: If you fail by 5 or more, you cannot use that or any other spells, powers or rituals which allows scrying,
remote viewing, or similar for a full day.
Success: Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear
or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be
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known—a place familiar to you or an obvious one (the other side of a door, a window or a wall) . Once you have
selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike
other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the
chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around
the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently
occupying.
The vision lasts for as long as you concentrate, but your ordinary senses are overridden, so you are unaware
of what is happening near you while you are observing events elsewhere. A subject observed is considered present in
terms of familiarity, but not in your actual line of sight.
Clairvoyance follows the standard rules of scrying. The sensor can be dispelled as if it were an active spell.
Lead sheeting stops the sensor. The act of scrying creates a psychic disturbance, which creatures with Intelligence 0
or better can sense. Any such creature under observation can make a Sense Motive, Notice or Second Sight check,
opposed by your power check. Creatures which should be able to detect magic or supernatural can make power
check even without the Second Sight power. Using Sense Motive or Notice skills allows to get the intense feeling of
being watched. Using Second Sight allows to see a glowing or shadowy image of you. You also have a present
familiarity for any creature that senses you for the purposes of that creature’s powers, meaning they may afect
you in return.
Phantom Steed
Level: 5 (spell level 3)
Casting Time: 10 minutes
Range: Touch
Effect: One mount
Duration: Maintenance
Difficulty 20
Material Component: Incense worth 5 gp. The incense is consumed regardless whether the ritual succeeds or fails.
Power Effect
check
difficulty
A phantom steed has a speed of 140 feet. It can bear its rider’s weight plus up to 70 pounds. The
23 mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in
speed.
The mount has a speed of 200 feet. It can bear its rider’s weight plus up to 100 pounds. It can
25
ride over water without difficulty or decrease in speed.
The mount has a speed of 240 feet. It can bear its rider’s weight plus up to 120 pounds. It can ride
27
in the air for a round, after which it falls to the ground.
The mount has a speed of 300 feet. It can bear its rider’s weight plus up to 150 pounds. It can fly
30
at its speed (average maneuverability).
Speak with Dead
Level: 5 (spell level 3)
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: Maintenance, no longer than 10 minutes
Saving Throw:
Difficulty 20+2 per additional question
Material Component: Unguents and herbs worth 100 gp. The unguents are consumed regardless whether the ritual
succeeds or fails.
Failure: If you fail by 5 or more, the body animates as an undead and attacks you.
Success: You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you
put to it. You may ask three questions; each additional question you wish to ask increases difficulty by 2. Unasked
questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life,
including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature was or
would be hostile or unfriendly to you, the corpse gets a Will save to resist the spell as if it were alive.
If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this
spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to
respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have
a mouth in order to speak at all.
This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the
imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once
inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however,
cannot learn new information. Indeed, it can’t even remember being questioned.
This spell does not affect a corpse that has been turned into an undead creature.
Divination
Divination
Level: 7 (spell level 4)
Casting Time: 10 minutes
Power check difficulty: 16+half power rank (rounding down)
Special requirement: you must be a priest
Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 200 gp.
You cannot lenghten the ritual to improve the chances of succeeding at divination. On the natural roll of 1 or 2 the
divination always fails. As with augury, multiple divinations about the same topic by the same caster use the same
dice result as the first divination spell and yield the same answer each time.
Failure: If you fail by 5 or more, your question is deemed impertinent. No divination spell you cast will answer that
question, until you manage to placate your deity. If the dice roll fails, you know the spell failed, unless specific
magic yielding false information is at work.
Success: Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in
reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be
as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the
information, the conditions may change so that the information is no longer useful.
Divinations can irrevocably announce the future only if it is already fixed – in other words, if the given
event will certainly occur. Usually, this is not the case. There are various possible futures, even if the majority of
them have very low probability. In such a case, the divination announces the most probable future. It is therefore
possible that the foreseen event will not come to pass, especially if the adventurers will behave in an atypical way.
On rare occasions, a divination may be blocked by an act of certain deities or forces. For example, high level
characters have generally some planar patrons protecting them. Because of that, any answers regarding creatures and
characters of greater character level than the caster tend to be cryptic and fragmentary.
Additionately, each divination estimates the future from the point of view of the creature who answers. The
deity does not answer with its own interest in mind – it merely assumes that all share its estimation of what is good.
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Scrying
Divination (Scrying)
Level: 7 (spell level 4)
Casting Time: 1 hour
Duration: 10 minutes, for each hour more add + 1 to difficulty
Material Component: Alchemical substances worth at least 100 gp.
Power check difficulty: 13+Familiarity penalty
The difficulty of the power check depends on how well you know the subject and what sort of physical connection
(if any) you have to that creature. Furthermore, if the subject is on another plane, the difficulty of the check is
increased by +5. In addition you can lengthen the duration of scrying by increasing the difficulty of the check. For
each +1 by which you increase the difficulty, the scrying lasts 1 hour longer.
If you have a picture or other likeness of the subject, you can treat him as somewhat familiar (+15 penalty).
If you have his possession or a garment, you treat him as familiar (+10) penalty. If you have his body part, lock of
hair, bit of nail etc, you treat him as very familiar (+5 penalty). If you are in mental contact with the subject, you treat
him as present (+0 penalty).
Failure: If the power check fails or the subject makes successfully the Will save, you can’t attempt to scry on that
target again for at least 24 hours. If you fail power check by 5 or more, you cannot during that time use any other
items, spells, powers or rituals which allow scrying, remote viewing, or similar.
Success: The subject must make a Will save (the Psychic Shield power cannot be used). If the subject succeeds on
a Will save, the scrying attempt simply fails, but you know the cause. If the save fails, you can see and hear the
subject, which may be at any distance. and the subject’s immediate surroundings (approximately 10 feet in all
directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. If you have a
possession or garment of the subject, it receives - 2 penalty to the will save. If you have a body party, lock of hair, bit
of nail or similar, the penalty is increased to -5.
This ritual obey all general rules of scrying (q.v.).
Commune
Level: 9 (spell level 5)
Casting Time: 30 minutes
Difficulty: 22
Special requirement: you must be a priest
Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 500 gp.
It is consumed regardless of the success of the spell.
You cannot lenghten the ritual to improve the chances of succeeding. Multiple questions about the same topic by the
same caster or his associates directed towards the same entity yield the same answer each time. Lower and equal
level entities refuse to answer questions answered earlier by other entities. Higher level entities can answer the
questions answered earlier by lower level entities, but can also become irritated and break contact.
Failure: If the check fails, your Intelligence and Charisma scores each fall to -1 for the stated duration, and you
become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first
question is asked, and no answer is received.
Success: You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in
order to receive advice and information from powers there. (See the accompanying table for possible consequences
and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give
only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,”
or some other one-word answer.) The entities usually refuse to answer question directly related to characters and
creatures of level higher than indicated in the table, because high level character have generally some planar patrons
protecting them.
You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one
per round. A question is answered by the power during the same round. For every two caster levels, you may ask one
question.
Contact with minds far removed from your home plane increases the probability that you will incur a
decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of
the entity answering correctly, are likewise increased by moving to distant planes.
Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results
obtained from the table are subject to the personalities of individual deities.)
On rare occasions, this divination may be blocked by an act of certain deities or forces.
(The entries in parentheses are for questions that pertain to the appropriate Element.)
Results of a Successful Contact: d% is rolled for the result shown on the table:
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered
randomly.
Don’t Know: The entity tells you that it doesn’t know.
Lie: The entity intentionally lies to you.
Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.
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Domination, Permanent
Enchantment (Compulsion) [Mind-Affecting]
Level: 9 (spell level 5)
Casting Time: 1 hour
Duration: Permanent – can be dispelled by focused Ward, or Remove Curse
Difficulty: 19+subject’s level (add level adjustment, use CR instead in case of monsters which have it)
Material Component: Narcotic incense worth at least 200 gp for a subject of 6 level, +100 gp per additional level.
This ritual allows you to permanently control a subject, but in order to attempt it you must first establish your control
using other means, eg the Dominate power, or persuade the subject to voluntarily agree to it. You can conduct this
ritual while concentrating on the Dominate, or alternatively the subject can be dominated by someone else. Charming
the subject is not enough to qualify for this ritual, although it can make it easier to persuade the subject. The subject
does not get a save and does not need it, since it can stop the ritual by simply opposing it mentally. Dominated
subjects of course are unable to do this. If the subject is dominated by someone else, you can designate as the master
yourself or the current controller.
You can perform this ritual only on subjects which are at least 3 levels lower than you. (Use total level,
including level adjustment, and in case of monsters – Challenge Rating). In addition, creatures which are not subject
to mind-affecting spells – eg undead – cannot be controlled by this power.
A permanent domination can be dispelled by focused Ward. In such a case, the formerly dominated subject
usually immediately attacks his master, or, if this is impracticable, becomes his implacable enemy, eg searching out
his opponents and providing them with the information about the master. Only subjects which voluntarily underwent
the ritual are an exception to this rule.
Undead are usually immune to this ritual, but if you have Necromancy power, you can dominate them.
Failure: If you fail by 5 or more, you are dominated by the subject of the ritual instead. This is not apparent to the
bystanders and observers of the ritual.
Success: You can control the actions of the subject through a telepathic link that you establish with its mind. If you
and the subject have a common language, you can generally force the subject to perform as you desire, within the
limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come
here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive
direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to
the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so
forth). Because of this limited range of activity, a Sense Motive check against Difficulty 15 (rather than 25) can
determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill
description).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a
spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by
the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes,
so it’s not as good as being there yourself, but you still get a good idea of what’s going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving
throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at
which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the
subject to control it.
If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving
throw to throw off the domination.
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Greater Teleport
Level: 9 (spell level 5)
Casting Time: 1 hour
Power check difficulty: 15 +3 per additional creature+Familiarity modifier+energy penalty
Failure: If you fail by 5 or more you teleport into the ground or wall. You and all characters teleporting with you are
slain instantly. If your failure is caused solely by the energy penalty or other special penalties, you may be shifted
instead to an area not affected by them and arrive more or less safely.
Succces: This spell transports you in 3 rounds to a designated destination, which may be as distant as 2000 miles.
Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum
load. You may also bring three additional willing Medium or smaller creature (carrying gear or objects up to its
maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two
Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of
those creatures must be in contact with you.
You can take an additional medium creatures; for each additional medium creature increase power check
difficulty by 3.
You must have some clear idea of the location and layout of the destination. The clearer your mental image,
the more likely the teleportation works. You use the modifiers for familiarity with places (see the chapter on changes
to magic).
Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
When you attempt to teleport to areas associated with powerful personalities without their permission, you suffer a
special energy penalty. This applies when you teleport directly inside their tower, castle, home, lair, personal
dungeon etc. This area must be directly associated with them and strongly barred against entrance. Publicly
accessible areas and areas you managed to breach already, (unless re-secured) can be teleported to without penalty.
The energy penalty equals the level of the personality minus 10. (It follows that personalites below 11 level are too
weak to cause any difficulties.)
When you teleport to a false destination, you and others teleporting with you generally receive damage 4
and return to the starting area. “False destination” is a place that does not truly exist or that no longer exists as such
or has been so completely altered as to no longer be familiar to you. Sometimes you can travel instead to an area
that’s visually or thematically similar to the target area.
Teleporting characters or objects disappear instantly, but teleportation takes 3 rounds. During this time,
characters at the destination of the teleport can make a Notice check with Difficulty 15 to notice the characteristic
discharges of static electricity. That Notice check, as usual, suffers a penalty of –1 per 10 feet between the observing
character and the Teleport target. If the check succeeds, the character is aware of the incoming teleport. This
generally gives them 3 rounds in which to prepare. The teleporting creatures arrive each on its initiative count
immediately before its next turn.
This ritual obeys all general rules of teleports and leaves a teleport trace.
Hallow
Difficulty:21
Casting Time: 24 hours
Area: 40-ft. radius from the touched point
Duration: Instantaneous (cannot be dispelled)
Level: 9 (spell level 5)
Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 500 gp per rank of the power to be
included in the hallowed area.
Special requirement: Only a virtue-aligned priest (which generally means an Adept with the Positive Energy Shaping
power) can hallow an area.
Failure: If you fail by 5 or more, you have displeased your patron. You cannot use Positive Energy Shaping and
powers or rituals depending on it (including Hallow) for a year or until you atone.
Success: Hallowing makes a particular site, building, or structure a holy site. Hallowing an area has four major
effects:
• First, the site or structure is permanently affected as if by the Magic Circle. This effect does not work against
virtue-aligned creatures.
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• Second, all checks to turn undead (Positive Energy Shaping) gain a +4 bonus.
• Third, any dead body interred in a hallowed site cannot be turned into an undead creature.
• Finally, you may choose to fix a single power effect to the hallowed site. The spell effect lasts for one year
and functions throughout the entire site, regardless of the normal duration and area or effect. You may
designate whether the effect applies to all creatures, creatures who share your faith, creatures who adhere to
another faith or vice-aligned creatures (effect for vice-aligned applies also to undead). At the end of the year,
the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.
Powers that may be tied to a hallowed site include heart shaping, truth-reading, second sight, enhance
senses, light shaping, shadow shaping, sound shaping, elemental resistance, dimensional anchor (from *Teleport).
A popular effect connected with hallowed sites is an invisibility purge, which stops all forms of invisibility in the
hallowed site from functioning. Anything invisible becomes visible while in the area, but its invisibility returns as
soon as it moves out of the hallowed site.
An area can receive only one hallow spell (and its associated spell effect) at a time. The hallow effects is
removed when the area is desecrated, which usually requires a ritual involving a human sacrifice. Hallow cannot be
dispelled using the Ward power.
Magic Jar
Level: 9 (Spell level 5)
Casting Time: 1 hour
Range: 300 feet
Duration: 1 hour/level, starting from the moment your soul moves to the jar, (can be dispelled by focused Ward).
Saving Throw: Will negates; see text
Special requirement: you must be an arcane caster (sorcerer or wizard)
Difficulty: 26
Focus: A gem or crystal worth at least 100 gp.
Material Component: Alchemical substances worth at least 300 gp.
As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped
soul back to its body. The spell ends when you shift from the jar to your own body.
If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it
is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with
nowhere to go is treated as slain.
If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range
or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your
current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the
receptacle ends the spell, and the spell can be dispelled by focused Ward at either the magic jar or at the host’s
location.
Raise Dead
Level: 9( spell level 5)
Casting Time: 1 hour
Difficulty: 22 for a cleric, 27 for others.
Material Component: Diamonds worth a total of 5000 gp; they are spent only if the creature is raised.
Failure: If you fail by 5 or more, the material components are lost. You summon instead of the soul of your departed
friend a terrible spirit of night. It either attacks you directly as an incorporeal undead, or enters the body and
animates it as a corporeal undead; it can even pretend to be your associate, only to betray you or to commit terrible
crimes (choice of the player of the character being raised, who normally gets to roleplay the spirit). If the spirit enters
the body, the deceased creature can only be resurrected after it is banished.
Success: You restore life to a deceased creature. You can raise a creature that has been dead for no longer than
1 month. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to
return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell is raised Disabled, Exhausted and without
any Conviction points.
Any ability scores damaged to -5 are raised to -4. Normal poison and normal disease are cured in the
process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds
and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing
parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions
are affected in any way by this spell.
A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this
spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature
that has died of old age.
Failure: If you fail by 5 or more you are led towards a random, but invariably extremely dangerous location, instead
of the specified destination.
Succces: You can find the shortest, most direct physical route to a specified destination, be it the way into or out of a
locale.
The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to
purely physical locations, not objects or creatures at a locale. Thus, the spell can not find the way to "a cave of the
dragon" or to "a gold hoard." The location must be on the same plane as you are at the time of casting. You use the
modifiers for familiarity with places (see the chapter on changes to magic).
The spell requires Concentration to operate, but the subject can suspend it as a free action. The suspended
spell requires only Maintenance and can be made operable again as a standard action. The spell enables the subject to
sense the correct direction that will eventually lead it to its destination, indicating the exact path to follow. The ritual
does not warn of any dangers in the way, provided that they can realistically be avoided, nor shows the ways to avoid
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them. The ritual shows only the way, not the actions necessary to negotiate it. Accordingly, you will be brought
before the secret door, but you must discover by yourself the trigger or the codes or phrases necessary to open it, and
the traps warding it. The spell will not lead you into unavoidable danger, because if you are unavoidably destroyed
on the path, it is not be the correct way to reach the destination. The spell ends when the destination is reached or the
duration expires, whichever comes first. The already active Find the Path spell can be used to remove the subject and
its companions from the effect of a maze spell in a single round, as many times as the spell lasts.
This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the
actions of creatures (including guardians).
If your target is shielded against divinations, you must win an opposed power check to be able to find it.
Forbiddance
Level: 11 (spell level 6)
Casting Time: 10 minutes
Area: Ten 60-ft. cubes
Duration: Permanent (can be dispelled by Ward)
Difficulty: 25+2 for each Forbiddance cast by caster still in effect+1 for each additional 60 feet cube.
Material Component: A sprinkling of holy water and rare incenses worth at least 1,500 gp, They are consumed
regardless whether the ritual is successful.
Failure: If you fail by 5 or more you cannot cast Forbiddance again for a year.
Success: Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells
(such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such
effects simply fail automatically.
You can increase the area affected by the ritual. For each additional 60 feet cube add +1 to power check
difficulty. Maintaining multiple Forbiddances at the same time is difficult. For each Forbiddance cast by you which
is still in effect increase the difficulty by 2. Ward does not dispel a forbiddance effect unless the dispeller’s adept
level is at least as high as your adept level. Only focused ward can dispel forbiddance.
Assume that the base, lair etc of any high level opponent is under Forbiddance cast by the opponent
himself, a likely allied adept or by a hired specialist. In particular, all dragons of sufficiently high level cast
Forbiddance on their lairs.
Word of Recall
Level: 11 (spell level 6)
Casting Time: 10 minutes
Difficulty: 28 (24 if you are a cleric); +3 for each additional Medium creature
Target: You and touched objects or other willing creatures
Material Component: Rare incenses worth at least 500 gp, They are consumed regardless whether the ritual is
successful.
Word of Recall teleports you instantly back to your sanctuary when the word is uttered. You can be transported any
distance within a plane and even between planes. You must designate the sanctuary before you use this power, and
it must be a very familiar place. You can designate a place only when you are physically present in it, so you can
never use Word of Recall to journey to any new location. You can have only one sanctuary at a time. This effect
counts as a teleport, and is subject to all limitation common for teleports. When you successfully return to your
sanctuary the magic is discharged, and you must conduct the ritual again.
Failure: You fail to establish a sanctuary, but you are persuaded that you succeeded. When you say the word of
recall, nothing happens.
Success: You designate a sanctuary to which you can escape by uttering a word as a standard action. The actual point
of arrival is an area no larger than 10 feet by 10 feet. You can transport, in addition to yourself, any objects you
carry, as long as their weight doesn’t exceed your maximum load. You may also bring two additional willing
Medium or smaller creatures (carrying gear or objects up to its maximum load) or equivalent. A Large creature
counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be
transported must be in contact with one another, and at least one of those creatures must be in contact with you. You
can transport more than this limit by increasing the difficulty of ritual, but you must decide on the number before
performing it. An unwilling creature can’t be teleported by word of recall. See also the general rules for teleport
spells about the teleport trace.
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Stone to Flesh
Level: 11 (spell level 6)
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Difficulty: 28
Material Component: Rare unguents worth at least 300 gp. They are consumed regardless of the success of the spell.
Plane Shift
Level: 13 (spell level 7)
Casting Time: 10 minutes
Power Check Difficulty: 25+Familiarity penalty
Material Component: A gem or crystal worth at least 300 gp. It is consumed regardless whether the ritual is
successful. You do not need the gem to return to your home plane.
You move yourself to another plane of existence or alternate dimension. If several willing persons link
hands in a circle, as many as eight can be affected by the plane shift at the same time. You use the modifiers for
familiarity with places (see the chapter on changes to magic). When you are in the mental contact with someone on
the other plane or if you possess the focus of ritual, a small, forked metal rod, tuned to the plane of existence or
alternate dimension you want to visit, your destination is treated as Very Familiar (+5 penalty). You cannot use the
Plane Shift ritual to reach the Ethereal Plane.
Failure: If you fail by 5 or more you shift into some dismal and deadly dimension. You and all characters shifting
with you are never heard from again.
Success: You can reach any other plane, but precise accuracy as to a particular arrival location on the intended plane
is nigh impossible. You appear 5 to 500 miles (5d100) from your intended destination. Plane shift transports
creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.
Resurrection
Level: 13 (spell level 7)
Casting Time: 10 minutes
Power Check Difficulty: 26
Material Component: Diamonds worth a total of at least 10,000 gp.
Special requirement: You must be a cleric in order to perform that ritual
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased
creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still
exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time
of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can
have been dead no longer than 100 years, plus +10 years for each +1 to the difficulty of the ritual. You can resurrect
someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.
Generally, you cannot resurrect someone who has died of old age. Outsiders, elementals, constructs, and undead
creatures can’t be resurrected.
Failure: If you fail by 5 or more, you summon instead of the soul of your departed friend a terrible spirit of night. It
either attacks you directly as an incorporeal undead, or enters the body and animates it as a corporeal undead; it can
even pretend to be your associate, only to betray you or to commit terrible crimes (choice of the player of the
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character being raised, who normally gets to roleplay the spirit). If the spirit enters the body, the deceased creature
can only be resurrected after it is banished.
Success: Upon completion of the spell, the creature is immediately restored to full health, but has no Conviction
points and is exhausted.
Binding
A binding spell creates a magical restraint to hold a creature. The target must be willing, unconscious, under your
control eg thanks to the Dominate power, or bound by material means and unable to oppose you. It cannot be under
any magical protection. The target does not get a Will save.
The binding spell has six versions. Regardless of the version of binding you cast, you can specify triggering
conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or
elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions
can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or
qualities. Intangibles such as level or class don’t qualify. Once the spell is cast, its triggering conditions cannot be
changed. Setting a release condition lowers the power check difficulty by 4.
If you are casting any of the first three versions of binding (those with limited durations), you may cast
additional binding spells to prolong the effect, since the durations overlap.
You can’t dispel a binding spell with Ward or a similar effect. It can be dispelled by conducting a ritual in
reverse, with the difficulty 27+level, and costing only 500 gp. The failure by 5 imprisons the rescuer along with the
original target.
A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a
similar effect.
Failure: If you fail by 5 or more, you are imprisoned instead of the subject of the ritual. The subject recovers from
unconsciousness or spell and is freed from all restraint.
Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach
the subject, except you. Such creatures feel a compulsion that forces them to abandon the subject, shunning it and
never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in
the area or touch the subject but feels uncomfortable doing so, and is shaken. The duration is ten years, plus one year
per +1 to Difficulty. The subject of this form of binding is confined to the spot it occupied when it received the spell.
Slumber: This version causes the subject to become comatose for ten years, plus one year per +1 to Difficulty. The
subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast
than chaining, increasing the spell’s Difficulty by 2.
Bound Slumber: This combination of chaining and slumber lasts for as long as 10 months, plus one month per +1 to
Difficulty. The Difficulty is increased by 4.
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Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot
wander by any means. The effect is permanent. The Difficulty is increased by 6.
Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other
container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak,
but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject
does not need to breathe, eat, or drink while metamorphosed, nor does it age. The Difficulty is increased by 8.
Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or
similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor
does it age. The Difficulty is increased by 8.
Astral Projection
Level: 17 (spell level 9)
Casting Time: 4 hours
Targets: Maximum 8 willing creatures
Material Component: Rare infusions, unguents, and amulets worth 1000 gp for each person to be affected.
Focus: A sarcophagus worth at least 1000 gp for each astral traveler.
Power Check Difficulty: 38
By freeing the spirit from the physical body, this ritual allows to project an astral body onto another plane altogether.
All travellers must drink infusions and be anointed with the unguents, to be prepared for the suspended animation.
Finally, they are laid within a sarcophagus, together with their equipment. Often, their bodies are bound with
wrappings in the manner of a mummy (It is speculated that the mummification arose from the imperfectly
understood imitation of the astral travel.) For security, astral travel is usually perfored from a closed underground
chamber secured with multiple traps. It is possible when casting the astral projection to include a specific word
which when said near the material body will be heard by the astral self, alerting that it should return to the body
immediately. That word is usually given to a Magic Mouth set to react to anything disturbing the chamber.
One casting of the Astral projection can affect up to 8 people. The caster can be included in the spell, but
this is not necessary. The principal astral travelers must be at least of the 17 level, but they can take cohorts with
them. These fellow travelers are affected by the spell exactly as the principals, but are dependent upon them and
must accompany them at all times. If something happens to the principal traveler during the journey, his cohort is
stranded and cannot return to his body.
Failure: If you fail by 5 or more the souls of the travelers are lost in transfer. Their bodies will remain forever in
their sarcophagi. They may eventually animate as eg mummies. (This is why most astral travelers prefer that the
caster be included in the spell).
Success: You project the astral selves of the travelers onto the Astral Plane, leaving their physical bodies behind on
the Material Plane in a state of suspended animation. If you use the astral system provided in this file, the astral
selves can appear either in the Low Astral, in the location corresponding to your physical location, or in the High
Astral.
The spell projects an astral copy of the travelers and all they wear or carry onto the Astral Plane. Since the
Astral Plane touches upon other planes, they can travel astrally to any of these other planes as they will. In particular,
the astral form can visit outer planes, demiplanes and dominions in the Astral and the elemental planes. The astral
body cannot visit neither Material Planes nor Ethereal Plane. If forced within either of those planes, the spell is
treated as voluntarily ended and the soul returns to body.
The astral body is identical with the natural form, except it is immune to the natural hazards of any
particular plane it visits. An astral body that travels to the Elemental Plane of Fire is immune to damage from the
fire-dominant trait, for example.
Worn, held, and carried items possessed by the original form are not harmed if their astral forms are
damaged or destroyed. Such items reform on the astral form within a day. When the traveler leaves the plane he is
on currently, the astral forms of items he left behind disappear and appear on the astral form in its new location.
Similarly, when the astral projections end, the astral forms of items disappear, regardless of the intention of the
traveler (that is why no one sensible, except for the dream merchants (q.v.), will ever trade with astral travelers). If
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someone removes an item from the material body, the astral copy of the item disappears as well. (This is a usually
an indication that thieves have found the mausoleum and that the travelers should immediately return. Many a thief
who stolen a sword from a “mummified” warrior had an unpleasant surprise when the warrior arose to demand it
back). If the traveler's astral form employs magic items with a limited number of uses (such as potions, scrolls, and
wands), the uses are expended on the real items as well as on the astral copies. A potion drunk on the astral plane
becomes unmagical on the Material plane, and the wand exhausted on the astral plane remains exhausted on the
Material plane. Spell components used on the Astral plane are rendered worthless on the Material plane.
Objects picked up by an astral character are brought back to the original body if the spell is ended
voluntarily, appearing within his sarcophagus. If the astral form is slain, then astral objects picked up along the
way remain where they are and don't return with the soul.
If the astral form is slain, the soul returns to the unharmed original body where it rests on the Material
Plane. The traveler can decide to revive his material body immediately from its state of suspended animation, or to
wait three minutes after which it is revived automatically. The astral form dissolves immediately when the material
body revives. Before the astral form dissolves it can be reanimated, using eg the Imbue Life power.
When the material body of the traveler revives after the death of the astral form, he loses all of his
Conviction, and he becomes Exhausted. Since powerful enemies can track the traveler back to his material body, it
may be advisable to escape as quickly as possible. In addition there exist special weapons (eg astral silver swords)
and other means which can kill the material body when destroying the astral form.
All subjects of the ritual can travel through the Astral Plane indefinitely. Their bodies simply wait behind in
a state of suspended animation until they choose to return your spirits to them. While you are travelling astrally, your
bodies do not age and suffer no damage – unless it is inflicted by outside sources. After longer astral travels (upward
of century) they can become somewhat desiccated and begin to resemble mummies. This effect remains for a short
time even after the return (in no way diminishing the abilities of the character), although food and drink quickly
manage to restore the usual appearance.
The spell lasts for each traveler until he desires to end it, or until it is terminated by some outside means,
such as Ward focused upon the physical body or the destruction of the body back on the Material Plane (which kills
the traveler). As long as a particular person is travelling astrally, no divination or any other supernatural
power or ritual will disclose the location of his material body. When the material body revives, this protection
is ended. Moreover, it is treated as Present for anyone scrying from the place in which the astral form died.
This effect lasts for an hour since the death.
Miracle
Level: 17 (spell level 9)
Casting Time: 1 minute, or 1 full round in special circumstances.
Material Component: Rare incenses worth at least 2000 gp.
Power Check Difficulty: 30, +1 for each greater Miracle ritual conducted before
Special requirement: You must be a cleric in order to perform that ritual
You don’t so much cast a miracle as request one. You state what you would like to have happen and request that
your deity intercede. The deity intervenes or not, as it deems proper. In any event, a request that is out of line with
the deity’s nature is refused. Since the deities are jealous of their power, a miracle is never granted to an adept who
has performed a Wish ritual.
Failure: You have exhausted the patience of your deity. You will not receive any more miracles for a year. You can
shorten that period by sacrifices, atonement or similar.
Success: A miracle can do any of the following things.
* Use any power. You use the power as an Adept of your character level, with key ability 10. You always Take 10
on your power check and do not suffer any Fatigue. Duplicated powers allow saves as normal.
* Undo the harmful effects of many spells.
Alternatively, a cleric can make a very powerful request. When the matter is of supreme importance, such a request
can even be made as one round action and without the material components. Regardless of the casting time,
requesting such a miracle imposes a cumulative +1 penalty on all the future Miracle checks. The deity never grants
such a miracle if it deems that matter is not important enough; it can punish an impudent cleric as it deems proper.
Most deities will require a reciprocal sacrifice (at least 25,000 gp, and more if the cleric belongs to a higher level
than 17), or an oath of some great service. If the request mirrors any ritual with cost, the cleric must promise in
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addition a sacrifice of an equivalent cost. The cleric is usually expected to promise such an offering when requesting
a miracle, but the deity can make its own request. Until the service is performed, the deity will not grant any more
miracles, and if it deems that the cleric is tardy, it will stop answering other divine rituals, and finally punish the
cleric.
Examples of especially powerful miracles of this sort could include the following.
* Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
* Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a
specific locale with no chance of error.
* Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
True Resurrection
Level: 17 (spell level 9)
Casting Time: 1 minute
Power Check Difficulty: 30
Material Component: Diamonds worth a total of at least 25,000 gp.
Special requirement: You must be a cleric in order to perform that ritual
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased
creature. The condition of the remains is not a factor. This spell can even bring back creatures whose bodies have
been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time
and place of birth or death is the most common method). The creature can have been dead no longer than 200 years,
plus +10 years for each +1 to the difficulty of the ritual. You can revive someone killed by a death effect or someone
who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or
outsiders, but it can’t resurrect constructs or undead creatures. Generally, you cannot resurrect someone who has died
of old age.
Failure: If you fail by 5 or more, you summon instead of the soul of your departed friend a terrible spirit of night. It
either attacks you directly as an incorporeal undead, or enters the body and animates it as a corporeal undead; it can
even pretend to be your associate, only to betray you or to commit terrible crimes (choice of the player of the
character being raised, who normally gets to roleplay the spirit). If the spirit enters the body, the deceased creature
can only be resurrected after it is banished.
Success: Upon completion of the spell, the creature is immediately restored to full health, with the Conviction points
and fatigue level it had at the moment of death.
Wish
Level: 17 (spell level 9)
Casting Time: 1 hour for the summoning ritual and 1 minute for the dismissing ritual.
Material Component: Rare incenses, pigments and other ritual materials worth at least 2000 gp.
Power Check Difficulty: 36+1 for each successful Wish ritual conducted before.
In this ritual you bind a powerful entity able to realize nearly any your wish. The wish could be made immediately,
or placed in a magical item (eg a Ring of Wishes), to be used later as a standard action. Certain demands you can
make on the summoned entity are known as the standard wishes; those can be made without any special risk. You
may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your
intent into a literal but undesirable fulfillment or only a partial fulfillment.)
The ritual of Wish is more complicated than typical. You must conduct a ritual to summon the entity, then
state your wish, and finally conduct a second ritual to send the entity away, with the same difficulty as the first ritual.
If you want to place a wish into a ring, your wish would be formulated for example: “I wish that immediately after
any possessor of that ring makes consciously and intentionally a magical wish, pressing this ruby set into the ring,
you faithfully and permanently fulfill it, and that moreover you do not harm me, the owner of the ring or his friends,
or exert your power in any other way without specific and valid orders.“
Since the entities performing Wishes are deathly afraid of true deities and those who can contact them, they
will never perform a Wish for anyone who has successfully a Miracle ritual. This does not apply to Wishes placed
into rings, although it does apply to rituals of placing Wishes into rings.
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Failure: If you fail the check during the summoning ritual you lose your magical components. If you fail it by 5 or
more you will suffer in the future the +1 penalty for having performed a successful wish ritual. If you fail the ritual
check during the dismissing ritual the summoned entity fulfills your wish but revenges itself on you. You lose all
your Conviction points and will require d20 days of bed rest due to physical and mental stresses. During that time
you will be exhausted and unable to regain Conviction. Moreover, you will age 5 years. If you fail the dismissing
ritual by 5 or more the summoned entity does not fulfill your wish, but instead abducts you to the far plane from
which it came. Your character is irretrievably lost and cannot be retrieved even with a Wish.
Success: A standard wish can produce any one of the following effects.
* Use any power. You use the power as an Adept of your character level, with key ability 10. You always Take 10
on your power check and do not suffer any Fatigue. Duplicated powers allow saves as normal.
* Use any ritual. You receive the benefits of a successful ritual (except Wish or Miracle, of course), conducted by an
Adept of your character level, with key ability 10. You treat the ritual as conducted in the normal time and without
using Empower feat or similar abilities. You always Take 20 on the power check; you must select the ritual which
will succeed on such a power check. You do not suffer any Fatigue. When a wish duplicates a ritual with a material
component that costs more than 10,000 gp, you must provide that component, in addition to the components of
the Wish.
* Undo the harmful effects of many spells, such as geas/quest or insanity.
* Create a nonmagical item or spell components of up to 25,000 gp in value.
* Create a magic item, of up to 15,000 gp in value. This has no additional costs.
* Create an expensive magic item or add to the powers of an existing magic item: you can create a magic item of any
value, but only if it could be crafted by an Adept of level equal to you. You must pay the normal costs of crafting
such an item.
* Reorder the ability scores of yourself or a willing creature. The creature can either roll again or use the point-buy
method to establish its new ability scores. It also gains increases to the ability scores it is entitled to by its level.
* Change the role and feats of yourself or a willing creature. The creature starts again at the first level and progresses
to its current level, selecting desired roles and feats. This can be combined in one wish with the changing of ability
scores.
* Change the race or species of yourself or a willing creature. The new form cannot be more powerful than the
creature is at this point. In case of powerful forms (eg a dragon) the creature loses equivalent number of levels to
retain the same overall power.
* Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of
the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or
remove all poison effects from everyone in the party, but not do both with the same wish.
* Revive the dead. A wish can bring a dead creature back to life. A single wish can even revive a dead creature
whose body has been destroyed, or an undead, construct, or other creature that cannot normally be brought back to
life. Wish may even be able to bring back a creature who has been devoured by a Barghest (50% chance of success).
A destroyed undead can be brought again as an undead or as a living creature. It is impossible to resurrect an undead
as a living creature before it is destroyed.
* Transport travelers. A wish can lift one willing creature per caster level from anywhere on any plane and place
those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to
negate the effect.
* Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last
round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could
undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s
failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets
a Will save to negate the effect.
* Turn Back Time: A poorly fated adventure can be averted entirely with a wish. You return in time to the situation
before the beginning of the adventure. There is one difference – your penalty for successful Wish rituals is not
removed. Such a meddling with the time-stream has usually some after-effects. If you attempt the same adventure
again, you can find that it is somewhat different and more difficult than before.
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may
pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) In order to do so, you must
state the precise wording of your Wish and make a Wisdom check with the Difficulty set by Narrator, depending on
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the wording. If you succeed on the check, you either make successful Wish or realize that such a wish is impossible.
If you fail, the summoned entity perverts your wish.
There are some things it is impossible to wish for. First of all, if you attempt to wish for more wishes, in
any way, shape or form (eg wishing for a ring of wishes with three wishes on it), the entity you summoned
immediately snatches you away to a far plane. Your character is irrevocably destroyed and cannot be resurrected
even with a wish.
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Equipment
Nonmagical items
Bandolier: A shoulder-belt with small steel cases or pockets, each containing one potion. This item makes it
possible to retrieve a potion as a free action. 50 gold (including steel containers for vials with potions).
Bag of flour: You can throw it at an invisible creature (thrown weapon with the ranged increment of 10 feet). If the
creature is standing on the ground, you can aim at its feet - the Difficulty to hit an approximate area is 5. All
creatures within 5 feet are covered in flour. An invisible creature is automatically pinpointed, but still benefits from
partial cover (20%, or 17 or more on d20). Flour can be brushed off as a full action.
Bag of flour cannot be used against incorporeal creatures. Cloud the Mind power is not affected, because it causes
the targets to disregard what they see.
Weapons:
Simple Weapons
Weapon Damage Critical Descriptor Range Size Cost Weight
Bonus Increment
Club +2 20/+3 Bludgeoning, Power Medium — 3 lb.
Dagger +1, (+2 Sneak 19- Piercing, Precision, 10 Tiny 2 gp 1 lb.
damage) 20/+3 Thrown
Martial Weapons
Weapon Damage Critical Descriptor Range Size Cost Weight
Bonus Increment
Axe, throwing +2 20/+3 Slashing, Precison 10 ft. Small 8 gp 2 lb.
Hammer, +1 20/+3 Bludgeoning, 10 ft. Small 1 gp 2 lb.
throwing Power
Battleaxe +3 20/+4 Slashing, Power — Medium 10 gp 6 lb.
+4 (two-handed)
Flail +3 20/+4 Bludgeoning, — Large 15 gp 5 lb.
Power
Pick +2 19- Piercing or — Medium 8 gp 3 lb.
20/+5 Bludgeoning,
Power
Greataxe +5 (two-handed) 20/+3 Slashing, Power — Large 20 gp 12 lb.
Maul, Great +4 (two-handed) 20/+4 Bludgeoning, — Large 5 gp 8 lb.
Club Power
Lance +3 (one-handed 20/+4 Piercing, Power Reach Large 20 gp 10 lb.
mounted)
+6 (mounted and
charging)
+4 (two-handed
on foot)
Trident +3 20/+3 Piercing, Power 10 ft. Medium 15 gp 4 lb.
Halberd, +4 (two-handed 20/+4 Slashing or Reach Large 8 gp 12 lb
Pole-arm on foot) Piercing, Power
Exotic
Weapon Damage Critical Descriptor Range Size Cost Weight
Bonus Increment
Falx +5 (two-handed) 20/+4 Slashing, Power — Large 30 gp 8 lb.
Greatsword +5 (two-handed) 19– Slashing, Power — Large 50 gp 6 lb.
20/+3
Chain +3 20/+3 Bludgeoning, reach 10 ft. Large 25 gp 10 lb.
Power
Whip +0 20/+3 Bludgeoning reach 15 ft. Small 1 gp 2 lb.
Flexible +3 20/+3 Slashing, reach 10 ft. Medium 30 gp 4 lb.
Sword Precision
Reach Weapons – You can use such weapons against opponents who are up to 10 feet away form you. You can
also use them against an opponent when there is another character between you, provided that you don’t belong
to a size category smaller than the intervening character. You can use reach weapons against opponents who are
near you, but you cannot use them when you are flanked or surrounded. You also cannot use them in cramped
passages, dense forest etc.
Weapons for Large characters – Damage of weapons increases by 1 for each size category.
Ahlspiess or awl pike was a thrusting spear developed and used primarily in Germany and Austria from the 15th
to 16th centuries. The ahlspiess consisted of a long thin spike of square cross section measuring a meter (39
inches) or more in length, mounted to a round wooden shaft and secured with a pair of langets extending from
the socket. The length of the shaft ranged from 1.6 to 1.8 m. (5 - 6 feet), and located at the base of the spike was
a rondel guard (a circular metal plate) to protect the hands. The ahlspiess was used in other countries as well,
including England, and was a popular weapon along with the pollaxe in tournament foot combat among
armoured knights. Note that it has little in common with the true pike, which is a very long spear useful only in
formation combat.
As it is maneuverable piercing weapon, specially designed to pierce and bypass armor, it is the only polearm
which can be used as a precision weapon. You can use finesse attacks and sneak attacks when fighting with awl
pike.
Arming sword: (Use this weapon for D&D longsword). The arming sword (also sometimes called a knight's or
knightly sword) is the single handed cruciform sword of the High Middle Ages, in common use between ca.
1000 and 1350,
Typically used with a shield or buckler, the arming sword was the standard military sword of the knight
(merely called a "war sword", an ambiguous title given to many types of swords carried for battle) until
technological changes led to the rise of the longsword in the late 13th century. In the absence of a shield the
empty (normally left) hand could be used for grabbing or grappling opponents. The arming sword was overall
a light, versatile weapon capable of both cut and thrust combat; and normally boasts excellent balance. Although
a variety of designs fall under the heading of 'arming sword', they are most commonly recognized as single-
handed double-edged swords that were designed more for cutting than thrusting. Possessing wider and heavier
blades than the Victorian smallsword, modern scholars have often erroneously classified them as broadswords.
Bastard Sword, Warsword: The so-called "hand-and-a-half swords" could be used either onehanded or
twohanded. They were called bastard swords, warswords or simply longswords. That type of European sword
was used during the late medieval and Renaissance periods, approximately 1350 to 1550. They have lengthy
cruciform hilts with grips over some 15 cm (6 in) in length (providing room for two hands), straight double-
edged blades often over 90 cm (35 in) in length, and weigh typically between 1.2 and 1.4 kg (2.1 to 3 lb), with
light specimens just below 1 kg (2 lb), and heavy specimens just above 2 kg (4.1 lb).
The warsword or longsword was a quick, effective, and versatile weapon capable of deadly thrusts,
slices, and cuts. The blade was generally used with both hands on the hilt, one resting close to or on the pommel.
However, in some circumstances, the weapon may be used only with one hand, with shield held in the other. A
technique called halfswording was used when fighting a heavily armored opponent, Half-swording consisted in
holding the sword in both hands, one on the hilt and one in the middle of the blade, to better control the weapon
in thrusts and jabs. A combatant could also use a warsword to strike an opponent with the pommel, or grab it by
the tip and use to strike with crossguard like a pick.
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Bastard sword, or contemporary espée bastarde belonged to that class of weapons. It dates from roughly
the early 15th century. The grips of bastard swords often feature a "waisted" appearance. The length of the
weapon is roughly between 45 to 55 inches (115-140cm).
Dagger: That kind of blade is mostly useless in open combat, but can be deadly when used in a surprise attack.
The sneak damage bonus +2 applies when you make a surprise attack with a dagger. In that case the total
damage of weapon equals 3. This bonus stacks with sneak damage bonus granted by Sneak Attack feat.
Falchion (from Old French fauchon, ultimately from Latin falx "sickle") is a one-handed, single-edged sword of
European origin. (Note that the two-handed “falchion” of D&D is a very different weapon, similar to some
mostly ceremonial swords of janissaries. For an equivalent, use the stats of a two-handed sabre or falx). Falchion
combined the weight and power of an axe with the versatility of a sword. Falchions are found in different forms
from around the 11th century up to and including the sixteenth century.
The blade designs of falchions varied wildly across the continent and through the ages. They almost
always included a single edge with a slight curve on the blade towards the point on the end; they also were
affixed with a quilloned crossguard for the hilt in the manner of the contemporary long-swords. While one of the
few surviving falchions is shaped very much like a large meat cleaver, or large bladed machete the majority of
the depictions in art reflect a design similar to an enlarged knife. A surviving example from England's thirteenth
century was just under two pounds in weight. Of its 37.5 inches (95.25 cm) in length, 31.5 inches (80cm) are the
straight blade broadening towards the sharp tip
Unlike the double-edged swords of Europe, few actual swords of this type have survived to the present
day; fewer than a dozen specimens are currently known. It is presumed that these swords had a lower average
quality and status than the longer, more expensive swords. It is also possible that falchions were used as tools
when they were not pressed into service as weapons. Although it is commonly thought that falchions were
primarily a peasant's weapon, some were very ornate and used by nobility.
Falchions were simple weapons, not requiring elaborate fencing techniques. They were used to hack at
an opponent at close distance, using brutal strength.
Falx is a Latin word originally meaning sickle, but was later used to mean any of a number of tools that had a
curved blade that was sharp on the inside edge such as a scythe. Falx was also used to mean a weapon,
particularly that of the Thracians and Dacians. The two-handed falx was a pole-arm. It consisted of a three-feet
long wooden shaft with a long curved iron blade of nearly-equal length attached to the end. The blade was
sharpened only on the inside, and was reputed to be devastatingly effective. However, it left its user vulnerable
because, being a two-handed weapon, the warrior could not also make use of a shield. The length of the two-
handed falx allowed it to be wielded with great force, the point piercing helmets and the blade splitting shields -
it was said to be capable of splitting a shield in two at a single blow. Alternatively, it might used as a hook,
pulling away shields and cutting at vulnerable limbs. The time of the conquest of Dacia by Trajan is the only
known instance of the Roman army adapting personal equipment while on campaign, it seems likely that this
was a response to this deadly weapon. Roman legionaries had reinforcing iron straps applied to their helmets - it
is clear that these are late modifications because they are roughly applied across existing embossed decoration.
Roman armour of the time left limbs unprotected; Trajan introduced the use of leg and arm protectors (greaves
and manica).
Flexible Sword or Coiled Sword (Urumi): It is a long sword made of flexible steel, sharp enough to cut into
flesh, but flexible enough to be rolled into a tight coil. It is worn coiled around the waist or concealed in the belt,
and must be straightened out before use by spinning it around. The length of the blade is at least 5 feet, and in
some cases even up to 10 feet. Agility and skill are more important to a mastery of this weapon than strength.
Spinning and controlling the weapon is difficult, and improficient use can result in the wounds for the wielder.
Since the sword can bend sideways, but is stiff in the plane of the blade, a proficient wielder can allow it to bend
around the opponent’s sword and then straighten it by rotating the handle 90 degrees.
Greatsword: The above statistics describe Zweihänder (German for "two hander", also called Bidenhänder or
Bihänder), two-handed sword primarily used during the Renaissance. For any earlier greatsword or “grete
swerde” use the stats of a bastard sword.
Zweihänder gained renown during the 16th century as the hallmark weapon of the German
Landsknechts from the time of Maximilian I. The Zweihänder could be up to 1.8 m (6 ft) long from the base of
the pommel to the tip of the blade, with a 1.2–1.5 m (4–5 ft) blade and 30–45 cm (1–11 ft) hilt. The weight could
range between 2 kg and 3.2 kg (4 1/2 lbs to 7 lbs).
Guards could be plain or ornate, while hilts usually ended with heart or pear shaped heavy pommels.
Occasionally a blunted portion of the forte, the ricasso or Fehlschärfe (meaning "missing sharpness") at the base
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of the blade allowed a hand to be placed below the lower guard to "shorten the grip" and make it to handle like
a polearm. The swords have hilt-mounted side-rings and enlarged cross-guards of up to 35 cm (14 in) across.
Along the blade, some 10–20 cm (4–8 in) from the upper guard, Parierhaken ("parrying hooks") shaped like lugs
or flanges acted as a guard for the ricasso to prevent other weapons from sliding down the blade.
It is a specialist infantry weapon, used by honor guards, guards of standards or by captains. It requires a
very different fighting style compared to other swords, and is in many respects more similar to a polearm. It
cannot be used mounted.
Main-Gauche adds +1 to the melee defence, but only if used as a second weapon together with a sword or a
rapier. This does not stack with the bonus given by a Defending weapon property.
Pommels of swords, sabres and other one-handed weapons of that type are traditionally used during a grapple to
pummel the face of your opponent. They count as small weapons, which allows their use while grappled. The
masterwork bonus and all magical bonuses of the weapon apply to attacks with its pommel as well.
Rapier or sidesword: those stats do not reflect the true rapier, which was a specialised duelling weapon useless
for soldiers or adventurers. Those are rather Renaissance swords with rapier-like guard, but with shorter and
stronger blades, useful on the chaotic battlefield or against armored opponents. Those swords are now called
early rapiers, side-swords, cut-and-thrust swords, or (less correctly?) sword rapiers or cutting rapiers.
A side-sword was a type of war sword used by infantry during the Renaissance of Europe. This sword
was a direct descendant of the arming sword. Quite popular between the 16th and 17th centuries, they were ideal
for handling the mix of armored and unarmored opponents of that time. Early versions look very much like an
arming sword with an ornate hilt and ricasso. A new technique of placing ones finger on the ricasso to improve
the grip (a practice that would continue in the rapier) led to the production of hilts with a guard for the finger.
The term is a recently-coined calque of the Italian spada da lato and will not be found in any actual sources from
the 16th or 17th centuries.
This sword design eventually led to the development of the civilian rapier, but it was not replaced by it.
While correct to call it an early rapier since it gave birth to the true rapier, it continued to be used during the
rapier's lifetime. As it could be used for both cutting and thrusting, the term cut and thrust sword is sometimes
used interchangeably with side-sword. Also of note, side-swords used in conjunction with bucklers became so
popular that it caused the term swashbuckler to be coined. This word stems from the new fighting style of the
side-sword and buckler which was filled with much "swashing and making a noise on the buckler".
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Ranged Weapons
Shortbow: You need at least two hands to use a bow, regardless of its size. You can use a shortbow while
mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a
bonus for high Strength, you can apply it to damage rolls when you use a composite bow or longbow (see below)
but not a regular shortbow. You do not need to use a separate action to load the bow. Reaching for the arrow,
nocking it etc is part of the standard attack action.
Longbow, Composite Bow: You need at least two hands to use a bow, regardless of its size. You can use a
composite bow, but not longbow while mounted. All composite bows and longbows are made with a particular
strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If the strength rating
of the composite bow or longbow is higher than Strength+4, you can’t effectively use it, so you take a –2
penalty on attacks with it. The default longbow has Strength rating 4 and requires a Strength modifier of +0 or
higher to use with proficiency.
A composite bow or longbow can be made with a higher strength rating to take advantage of an above-average
Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus
indicated for the bow. Each point of additonal Strength bonus above 4 allowed by the bow adds 100 gp to its
cost.
You do not need to use a separate action to load the bow. Reaching for the arrow etc is part of the standard attack
action.
Crossbow, Hand: You can draw a hand crossbow by hand. Loading a hand crossbow is a move action. (Free
Action with Quick Draw feat). You can shoot, but not load, a hand crossbow with one hand at no penalty. You
can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light
weapons.
Crossbow, Heavy: You draw a heavy crossbow by hooking the string to your belt, putting your foot into a
special stirrup mounted on the crossbow and straightening your leg. Loading a heavy crossbow is a full-round
action (Move Action with Quick Draw feat). Normally, operating a heavy crossbow requires two hands.
However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls.
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Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action
(Free Action with Quick Draw feat). Normally, operating a light crossbow requires two hands. However, you
can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls.
Crossbow, Repeating: The repeating crossbow holds 5 crossbow bolts. As long as it holds bolts, you can reload
it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action. You can fire
a repeating crossbow with one hand in the same manner as you would a heavy crossbow. However, you must fire
the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of
bolts.
Net: A net is used to entangle enemies. When you throw a net, you make a ranged attack against your target. A
net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on
Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding
on an opposed Strength check while holding it, the entangled creature can move only within the limits that the
rope allows. Additionally, when you make grapple attacks against entangled creature, you can grab them without
making an attack roll.
If the entangled creature attempts to use a power, it must make a Difficulty 15 Concentration check. An
entangled creature can escape with a Difficulty 20 Escape Artist check (a full-round action). The net can be burst
with a Difficulty 25 Strength check (also a full-round action). A net is useful only against creatures within one
size category of you. An invisible creature entangled in a net is automatically pin-pointed and has only partial
concealment (17 on d20 to avoid being hit).
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you can
reroll your attack roll, but you must accept the second result. After the net is unfolded that bonus is lost.
Masterwork weapons: Masterwork weapons add +1 to attack bonus. Their cost is higher by 300 gp.
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Armor
Shield 7 gp, 10 lb, +3 dodge bonus to Defence, armor check penalty 3. This additional dodge bonus is lost in the
same way as your regular dodge bonus, when you are flat-footed or surprised and so forth. If you have the
Uncanny Dodge feat, you can benefit from your shield even if surprised.
Buckler 15 gp, 5 lb, +2 dodge bonus to Defence (only against melee attacks), no armor check penalty, can be
readied in the same move action with the weapon.
Medium Armor
When you wear a medium armor with bonus 3, if your Dexterity is higher than your Strength+3, you treat it as
equal to your Strength+3 for purposes of Attack and Defence. With armor bonus 4, your Dexterity cannot be
higher than Strenght +2.
Heavy Armor.
When you wear a heavy armor with bonus 5, if your Dexterity is higher than your Strength, you treat it as equal
to your Strength for purposes of Attack and Defence. For armor with bonus 6 the maximum Dexterity equals
Strength –1. When running in heavy armor, you move only double your speed, not quadruple. Characters with at
least 10 levels of Warrior and with Armor Training (Heavy Armor) do not suffer that reduction to speed.
Masterwork armor and shield: Masterwork armor and shield costs 150 gp more than usual. Armor check
penalty is reduced by 1.
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Magic Items
Player characters are expected to receive a certain amount of wealth per level. Should they receive significantly
more or less wealth, they will become stronger or weaker than it is presumed by the game, and the challenges
they face will have to be adjusted accordingly.
Giving players less treasure than expected will have more influence on their power level. Since most
magic items have (in those rules) minimal levels necessary to use them, giving characters more wealth won’t
allow them to use better items, but only more items, and so it shouldn’t have too much influence on their power.
Wealth used on anything else except buing equipment is not included in the following calculations.
Buying castles, expensive entertainment etc has no effect on the power level of the party.
The table is taken from Pathfinder RPG, as the table in D&D manual is not open content.
Wealth
Starting
Level gained
Wealth
during level
1 1,000 gp
2 1,000 gp 2,000 gp
3 3,000 gp 3,000 gp
4 6,000 gp 4,500 gp
5 10,500 gp 5,500 gp
6 16,000 gp 7,500 gp
7 23,500 gp 9,500 gp
8 33,000 gp 13,000 gp
9 46,000 gp 16,000 gp
10 62,000 gp 20,000 gp
11 82,000 gp 26,000 gp
12 108,000 gp 32,000 gp
13 140,000 gp 45,000 gp
14 185,000 gp 55,000 gp
15 240,000 gp 75,000 gp
16 315,000 gp 95,000 gp
17 410,000 gp 120,000 gp
18 530,000 gp 155,000 gp
19 685,000 gp 195,000 gp
20 880,000 gp
Narrator is responsible for designing an economy of magic items, or selecting one of the propositions
below. In any case, he should assure that all characters receive necessary item. This is of crucial importance,
because not all characters rely on items in the same degree. If Narrator wants to limit accessability to magic
items, it will impair warriors much more than adepts, which can use equivalent powers instead of magic items.
Such feats as Improved Weapon Damage, Bathed in Styx, Rage can to some degree alleviate the lack of
proper magic items, but at higher levels they are not enough to run D&D adventures. Characters need to be able
to see invisible, see in darkness, to fly, to attack incorporeal foes etc. While adepts have access to necessary
powers, warriors must rely on equipment.
Designing a fitting economy should be made easier by the minimum levels required to use magic items
depending on their price, as shown in tables below. As long as characters are not allowed to use items above
their level, and have enough appropriate magic items near their own level, the power level of the party shouldn’t
be affected.
Independently from the selected economy model, it should be possible to exchange magic items with
NPCs on the barter basis. This requires, of course, finding an NPC willing to buy exactly the item your character
has, and possessing the item you want. Some NPC adventurers may also be willing to pay for specific items for
their own use in cash, but in that case they will generally offer only ¾ of the listed price. On the other hand,
some characters can have unneeded magic items, which they will sell either for cash or for some other benefits,
depending on the type of economy.
The standard economy presented in D&D rules foresees a fairly liquid market in magic items. It is
enough to visit big enough city and you can buy all necessary items. In general, a character can sell something
for half its listed price, including weapons, armor, gear, and magic items. To keep things balanced, this also
includes character-created items. The difference between the price the merchants are willing to pay for items and
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the price for which they sell them represents not only their profit, but also their high costs and remuneration for
high risks.
Note that listed prices require characters to spend practically all their treasure per level on magic items.
For that reason, if Narrator relies on characters selling and buying items, it can be useful to provide an NPC
artificier who will craft items for characters at half-price, that is at cost, in gratitude for help and in exchange for
protection, formulas to create new magic items, rare components and the like. This will ensure that they have
access to all necessary magic items and at the sime time have enough magic for buy castles, entertain etc.
The rules provide an alternative – item crafting. If Narrator provides enough treasure, downtime and
magic item formulas, it is possible to spend 20 levels without selling or buying anything on the open market.
It is also possible to design an economy in which magic items are never discarded. All items are
artifacts, inherited, found or captured by PCs. Artifacts automatically adjust their level to the level of PCs.
Artifact weapons are presented below. The table of required level for various magic armor enchantments and
wondrous items can be easily used to design an artifact armor or a special item.
There is also the most simple possibility – characters simply find necessary items during adventures.
This is the least “realistic” possibility, since Narrator must discuss beforehand with players what items they want
to find.
Finally, it is also possible to combine all four approaches. Some characters may be able to craft items,
but do not have all formulas and enough time to supply the whole party. A few possess artifact weapon, other
buy part of necessary equipment on the open market or from secretive crafters.
In addition to those simple and even simplistic variants, there exist more complicated systems. For
example there is the tier system, known also as the Wish economy.
It is based on the observation that high level characters using such things as Wish spell (ritual in these
rules) or the planar travel can easily gain an arbitrary amount of gold. If they use this gold to buy magic items,
they can easily “break” D&D. The rules provided here are somewhat less vulnerable, due to minimum levels
necessary to use magic items. This keeps most unbalanced items from being abused, but it is not quite enough.
An abundant choice of magic items makes characters much more versatilite, and encounters easier.
In this system there are at least two separate economic systems: Gold Economy and Wish Economy.
Gold Economy, as the name indicates, involve items which can be bought for gold. And only items costing up to
15 thousand gp can be bought for gold. More expensive items are traded in the Wish economy.
Wish economy paradixically involves items you cannot merely Wish for. For such items the price in gp
is only an abstract measure of value; they cannot be bought for any amount of gold. On the other hand, they can
be bartered – only for other Wish economy items – or traded for planar currencies, from more obvious, such as
astral diamonds or planar pearls, to more esoteric magical substances and alchemical components, such as lapis
philosophorum, prima materia, black lotus, juice of Upas tree, etc.
Crafting magic items does not require any special feats (Imbue Item feat is removed). Only characters
with the following power source feats: Cleric, Sorcerer, Wizard, Use Magic Item can create magic items,
although they may need help to create the basic nonmagical items which will be enchanted. The character must
have at least the minimum level indicated in the description. If your character level is too low to use the item,
you cannot create the item in question.
The artificer must know how to create the magic item, that is, during the game he must find or research
the formula to create it. The techniques to create basic items are known to all. To the basic items belong: cloak
or vest of resistance, gloves of dexterity, belt of strength, gauntlets of power, master’s ring. Similarly, all
characters with the above mentioned power source feats know how to add enhancement bonuses to weapons and
armor, and how to add elemental damage to weapons.
The necessary ingredients and other expenditures necessary to create an item (exclusive of the upkeep
of the artificer) cost half of the listed price. It is additionally possible to lower the price by finding the necessary
ingredients during adventures – Narrator should treat them as an equivalent to treasure, and include them in the
calculation of wealth per level.
The creator also needs a fairly comfortable, well-lit and adequately equipped place in which to work.
Creating an item requires about one day per 1,000 gp in the item’s base price, with a minimum of at least one
day. Potions are an exception to this rule; they always take just one day to brew. The caster works for 8 hours
each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the
caster can use the rest of his time as he sees fit. A character can work on only one item at a time.
To create magic armor or a magic weapon, a character needs a heat source and some iron, wood, or
leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the
armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost
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is added to the base price to determine final market value. Additional magic supplies costs for the materials are
subsumed in the cost for creating the magic armor or weapon.
At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic
imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the
decision is binding.
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the
same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the
cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.
If the item is one that occupies a specific place on a character’s body the cost of adding any additional
ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring
of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
For this purpose, both armor and weapons don’t count as items occupying a specific slot, and so adding a new
ability to them incurs only the normal price.
As an exception you can add additional properties to basic items for normal, not increased price. To the
basic items belong: cloak or vest of resistance, gloves of dexterity, belt of strength, gauntlets of power, master’s
ring.
You can also remodel items, removing some properties and imbuing it with another. You pay only the
increase in cost between the starting item and the final result. If as a result you get an item cheaper than the
starting one, you do not recover the price difference. Modifying a magic items costs no less than 500 gp.
Magical Weapons
A masterwork weapon can be imbued with supernatural power, making it a magical weapon. Magical weapons
have the usual properties of masterwork weapons. Magic weapons have enhancement bonuses to damage
ranging from +1 to +5. The enhancement bonus to damage does not give any bonuses to Attack. For the
purposes of attack bonus, magic weapons don’t differ from masterwork weapons.
Enhancement bonus of a weapon is always equal to half of the total weapon bonus, rounding up. (Eg
weapon with +10 total bonus has +5 enhancement bonus, and 5 in other special abilities). The total weapon
bonus is an abstract number, which reflects the potency and price of the weapon. To calculate the total weapon
bonus for a given weapon, add the bonuses noted by each of its special enhancements to the enhancement bonus
to damage. A single weapon cannot have a total bonus (enhancement bonus plus special ability bonus
equivalents) higher than +10.
In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as
additional enhancement for determining the market value of the item, but do not modify attack or damage
bonuses (except where specifically noted). All magical weapons count as supernatural weapons. Any magical
weapon can bypass Damage Reduction/Supernatural, which equals D&D Damage Reduction/magic.
Some magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy
light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be
concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or
never glow, as defined in their descriptions.
Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special
effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When
fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject
to critical hits. On a successful critical roll, apply the special effect, but do not add the weapon’s critical damage.
Some weapon qualities cause elemental damage. In that case treat the total damage of weapon as
elemental. If a creature has Resistance or Immunity to the weapon’s elemental damage, you can use the weapon
as if it didn’t cause the bonus elemental damage. Remember that elemental damage bypasses Damage Reduction,
even DR/-, but not DR/area.
Each magical weapons must first be a masterwork weapon, which costs 300 gp.
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Minimum
Weapon
Base Price Character
Bonus
Level
+1 1,000 gp 3
+2 4,000 gp 6
+3 9,000 gp 9
+4 16,000 gp 11
+5 25,000 gp 13
+6 36,000 gp 15
+7 49,000 gp 16
+8 64,000 gp 17
+9 81,000 gp 18
+10 100,000 gp 19
Irresistible +3 bonus
Speed +3 bonus
In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A
weapon with a special ability must have at least a +1 enhancement bonus. If the weapon allows the target to
make a saving throw, its difficulty equals:
10 + 1/2 the wielder’s character level (rounding down) + the wielder’s Charisma
Adamantine: This ultrahard metal adds to the quality of a weapon. Weapons fashioned from adamantine are
particularly hard. They deal damage increased by 5 when attacking objects – but not constructs. They receive +5
bonus to toughness against sunder attempts. They can inflict critical damage on constructs. Adamantine is so
costly that weapons made from it are always of masterwork quality; the masterwork cost is included in the price
given below.
Price 3000 gp.
Adaptable: If the damage resistance of a creature can be bypassed by a weapon made form a specific material
(eg adamantine, cold iron or silver) the weapon is treated as if made of that material. If the damage resistance
can be bypassed by a weapon causing specific damage (piercing, slashing, bludgeoning) the weapon causes that
kind of damage.
Price +2 bonus.
Bane: A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, you get a
+2 bonus on Bluff, Intimidate, Notice, Sense Motive, and Survival checks as well as +1 damage on all attacks
against them. At character level 6 the bonus to damage increases to +2, at level 12 to +3, and at level 18 to +4.
Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. This is treated as
Combat Style power and does not stack with Combat Style feats, such as Favored Opponent.
Moderate conjuration; Price +1 bonus.
Cold Iron: Any steel or iron weapon, which is not silver or adamantine, counts as Cold Iron – and Can bypass
damage reduction of certain creatures, especially fey and demons.
Price n/a
Dancing: As a standard action, a dancing weapon can be loosed to attack on its own. It makes melee attacks,
with exactly the same Attack Bonus and Damage as if wielded by its possessor, and immediately returns to his
hand. It can attack up to 2 opponents per standard action. They cannot be further away than 30 feet from the
possessor of the Dancing weapon and from each other.
Strong transmutation; Price +4 bonus.
Defending: A defending weapon gives +1 bonus to defence against melee attacks to the wielder. If the wielder
has two weapons with this ability, the bonuses do not stack.
Moderate abjuration; Price +1 bonus.
Disruption: A weapon of disruption is the bane of all undead. Any undead creature at least wounded by this
weapon must succeed on a Will save or be destroyed. Any other creature at least wounded by this weapon must
succeed on a Fortitude save or become Staggered. The difficulty of the save equals 10 + 1/2 the wielder’s
character level + the wielder’s Charisma. A weapon of disruption must be a bludgeoning weapon.
Strong conjuration; Price +2 bonus.
Distance: This property can only be placed on a ranged weapon. A weapon of distance has double the range
increment of other weapons of its kind.
Moderate divination; Price +1 bonus.
Flaming: Upon command (free action), a flaming weapon is sheathed in fire. The fire does not harm the wielder.
It does not cause any additional damage, but lets you treat the total damage of weapon as elemental. Total
elemental damage, which includes basic damage of the weapons, bypasses Damage Reduction. You can stop this
effect as a free action. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Moderate evocation; Price +1 bonus.
Force: Projectile weapons turn shot ammunition into force effect. Attack counts as force attack, ignores damage
reduction and affects normally incorporeal creatures. Weapons doesn’t damage creatures immune to force.
Moderate evocation, Price +2 bonus
Frost: Upon command (free action), a frost weapon is sheathed in icy cold. It does not cause any additional
damage, but lets you treat the total damage of weapon as elemental. Total elemental damage, which includes
basic damage of the weapons, bypasses Damage Reduction. You can stop this effect as a free action. Bows,
crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Moderate evocation; Price +1 bonus.
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Ghost Touch: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its
bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch
weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost
can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or
incorporeal at any given time, whichever is more beneficial to the wielder. It cannot bypass armor, however.
Moderate conjuration; Price +1 bonus.
Holy: A holy weapon is imbued with holy power. This power makes the weapon virtue-aligned and thus
bypasses the corresponding damage reduction. Any fiend and undead at least wounded by this weapon must
succeed on a Will save or be destroyed. Any other vice-aligned creature at least wounded by this weapon must
succeed on a Will save or become Staggered. The difficulty of the save equals 10 + 1/2 the wielder’s character
level + the wielder’s Charisma.
A holy weapon bestows – 2 penalty to all checks, saves and Defence on any vice-aligned attempting to wield it.
The effect remains as long as the weapon is in hand and disappears when the weapon is no longer wielded.
Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition. This cannot be combined
with the Bane ability.
Moderate evocation [good]; creator must be good; Price +2 bonus.
Irresistible: Irresistible weapons can overcome all kinds of damage reduction. Since Irresistible ability trumps
all other means of overcoming damage reduction, if a creature’s damage reduction can be overcome by a weapon
at all, a Irrestible weapon will do so. The only exception is DR/- (bypassed by elemental damage and
supernatural powers) and DR/area (can be bypassed only by area weapons).
Price +3 bonus.
Keen or Impact: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be
keen, and only blunt weapons can be Impact. This benefit doesn’t stack with any other effect that expands the
threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
Moderate transmutation; CL 10th; keen edge; Price +1 bonus.
Maiming: The weapon deals +2 damage on critical hit.
Faint transmutation; Price +1 bonus.
Merciful: The weapon deals an extra +1 damage, and all damage it deals is nonlethal damage. On command
(free action), the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so
crafted bestow the merciful effect upon their ammunition.
Faint conjuration; Price +1 bonus.
Returning: This special ability can only be placed on a weapon that can be thrown. A returning weapon flies
through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and
is therefore ready to use again in that turn).
Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the
character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Moderate transmutation; Price +1 bonus.
Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any
miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at
the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies,
even if they are nearby.)
Strong divination; Price +1 bonus.
Shining: The weapon sheds bright light in a 20-foot radius, and dim light for an additional 20 feet beyond that.
Some weapons can glow only when in combat, and other can be turned on and off as a free action.
Faint evocation, Price 500 gp.
Shock: Upon command (free action), a shock weapon is sheathed in crackling electricity. It does not cause any
additional damage, but lets you treat the total damage of weapon as elemental. Total elemental damage, which
includes basic damage of the weapons, bypasses Damage Reduction. You can stop this effect as a free action.
Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
Moderate evocation; Price +1 bonus.
Silvered: The weapons is plated with silver in an alchemical process. It bypasses the damage reduction of
certain creatures such as lycanthropes. Adamantine weapons cannot be silvered, and mithril ones do not need
to be.
Price: 500 gold.
Sonic: Upon command (free action), a sonic weapon begins to vibrate. It does not cause any additional damage,
but lets you treat the total damage of weapon as elemental. Total elemental damage, which includes basic
damage of the weapons, bypasses Damage Reduction. You can stop this effect as a free action. Bows,
crossbows, and slings so crafted bestow the property upon their ammunition.
Moderate evocation; Price +1 bonus.
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Speed: The wielder of a speed weapon may make one extra attack with it. If you attack one target with both
attacks and both hit, increase the damage of one attack by 2 and disregard the other (similarly to the use of a
combined attack). This benefit is not cumulative with similar effects giving additional attacks.
Moderate transmutation; Price +3 bonus.
Spell Storing: A spell storing weapon allows an adept to use a power targeting one creature on it. The adept
level cannot be greater than 5. Any time the weapon strikes a creature and the creature takes damage from it, the
weapon can immediately use the power on that creature as a free action if the wielder desires. If the power
requires an attack roll, it succeeds automatically. Once the power has been cast from the weapon, it can be again
filled. The weapon magically imparts to the wielder the name of the power currently stored within it. A
randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); Price +1 bonus.
Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a
range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Faint transmutation; Price +1 bonus
Thundering: A thundering weapon creates a cacophonous roar like thunder upon striking a successful hit. An
opponent hit by a Thundering Weapon must make a Fortitude save or be deafened. It also gives +5 to damage
against objects (does not stack with bonus to adamantine weapons). Bows, crossbows, and slings so crafted
bestow the sonic energy upon their ammunition.
Faint necromancy; Price +1 bonus.
Undead Striking: This weapon can inflict critical hits and sneak attacks on undead creatures.
Moderate Conjuration, CL 11th, Price +1 bonus
Unholy: An unholy weapon is imbued with unholy power. This power makes the weapon vice-aligned and thus
bypasses the corresponding damage reduction. Any virtue-aligned creature at least wounded by this weapon
must succeed on a Will save or be destroyed. The difficulty of the save equals 10 + 1/2 the wielder’s character
level + the wielder’s Charisma.
An unholy weapon bestows – 2 penalty to all checks, saves and Defence to any virtue-aligned creature
attempting to wield it. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.
This cannot be combined with the Bane ability.
Moderate evocation [evil]; creator must be evil; Price +2 bonus.
Vorpal: This potent and feared ability allows the weapon to cut to pieces any opponent it strikes. Any creature at
least wounded by this weapon must succed on a Fortitude save or be instantly destroyed. The difficulty of the
save equals 10 + 1/2 the wielder’s character level + the wielder’s Charisma. In addition, a vorpal weapon
bypasses any damage resistance. Vorpal weapon must be a slashing weapon.
Strong necromancy and transmutation; CL 18th; circle of death, keen edge; Price +5 bonus.
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Artifact Weapons
Generally, the continuous search for new, better weapons and armor is considered a fun part of D&D. But
sometimes, you would prefer to avoid it and simply have a weapon remain adequate independently from level. In
such a case, the character can find an artifact weapon. Artifact weapons can never be bought, and no one will
buy them from characters – they are either too dangerous, or will only work for some people (amongst them the
character who found it, of course). It does not have to be added that characters are unable to put additional
permanent enchantments on an artifact weapon. It cannot be improved.
The powers of an artifact weapon depend on the level of character wielding it. The basic weapon can be
made of any special material available. It is always a masterwork weapon. In additon, all artifacts are difficult to
destroy. Each should have only a single, specific means of destruction – and this should be revealed only if the
Narrator thinks it can improve the adventure.
The save difficulty for Major Qualities of Artifact weapons equals:
10 + 1/2 the wielder’s character level + the wielder’s Charisma
Magic weapon: Artifact weapons always count as magic (supernatural) weapons, even if because of the low
level of their wielder they do not provide any bonuses to damage. As magic weapons they are automatically
masterwork weapons, providing +1 bonus to hit.
Elemental Weapon: As a free action, the artifact weapon surrounds itself with an elemental aura. The kind of
elemental damage is selected by Narrator when designing the weapon. It does not cause any additional damage
in addition to the Bonus damage of the artifact, but you treat the total damage of weapon as elemental. Total
elemental damage, which includes basic damage of the weapons, bypasses Damage Reduction. You can turn off
this effect as a free action.
Lesser Quality: Each Artifact weapon have some effect which functions always, even if the character wielding
the weapon has only one level. Narrator selects one effect when designing an artifact weapon:
Bane- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, you get a
+2 bonus on Bluff, Intimidate, Notice, Sense Motive, and Survival checks as well as +1 damage on all attacks
against them. At character level 6 the bonus to damage increases to +2, at level 12 to +3, and at level 18 to +4.
Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. This is treated as
Combat Style power and does not stack with Combat Style feats, such as Favored Opponent.
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Throwing&Returning - This quality can only be placed on a melee weapon. A melee weapon with this ability
gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use. It returns to the
thrower just before the creature’s next turn (and is therefore ready to use again in that turn).
Spell Storing - A spell storing weapon allows an adept to use a power targeting one creature on it. The adept
level used to cast the power cannot be greater than the level of wielder. Any time the weapon strikes a creature
and the creature takes damage from it, the weapon can immediately use the power on that creature as a free
action if the wielder desires. If the power requires an attack roll, it succeeds automatically. Once the power has
been cast from the weapon, it can be again filled.
Raging - The wielder can benefit from the Rage feat even without taking it. (Remember that you can use only
one Combat Style feat, such as Rage, at a time).
Seeking - Only ranged weapons can have the seeking quality. The weapon or missile veers toward its target,
negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim
the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit
invisible enemies, even if they are nearby.)
Keen or Impact - This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be
keen, and only blunt weapons can have the Impact quality. This benefit doesn’t stack with any other effect that
expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
Fighting-The weapon knows how to fight by itself, directing the wielder’s hand. The wielder can benefit from
the Attack Specialisation feat without taking it. (Remember that you can use only one Combat Style feat, such as
Attack Specialisation, at a time).
Transforming – The weapon can transform into any kind of weapon the wielder is proficient with as a standard
action. It can also change its size to suit the wielder as a standard action.
Major Quality: When the wielder reaches level 18, the major quality of the artifact weapon is revealed. Narrator
selects one effect when desinging an artifact weapon:
Terror - A weapon of terror strikes fear into the hearts of its foes. Any opponent must make a Will Save when at
least hurt by this weapon, or become shaken for 1 hour. In addition, anyone intending to attack the wielder must
first make Will save or be unable to do so. A succesful Will save allows to attack the wielder for the duration of
encounter. This is a Fear effect.
Soul-Eater-A soul-eater weapon absorbs the soul of any enemy slain with it. A victim who is killed by a
soul-eater weapon has their soul immediately drawn into the weapon. Not even a wish can be used to revive the
victim, until the weapon is destroyed.
Petrification - A living victim at least wounded by this weapon who fails a Fortitude Save is petrified.
Lifestealer - Any living opponent at least hurt by the weapon must make a Will save. If the save fails, the target
sufers a level of fatigue, while the wielder regains a level of fatigue (if he is currently fatigued). When an
unconscious opponent fails the save he dies immediately.
Unhealing Wounds - This weapon inflicts unhealing wounds. An opponent with an unhealing wound remains at
the highest wound level inflicted by this weapon and does not get recovery checks, regeneration etc until an
adept uses the Imbue Life (Heal) supernatural power on him. The adept must succeed on an adept level check
against the wielder level or the power has no effect on the victim.
Disruption - A weapon of disruption is the bane of all undead. Any undead creature at least wounded by this
weapon must succeed on a Will save or be destroyed. Any other creature at least wounded by this weapon must
succeed on a Fortitude save or become Staggered. A weapon of disruption must be a bludgeoning weapon.
Holy - A holy weapon is imbued with holy power. Any fiend and undead at least wounded by this weapon must
succeed on a Will save or be destroyed. Any other vice-aligned creature at least wounded by this weapon must
succeed on a Will save or become Staggered. A holy weapon bestows – 2 penalty to all checks, saves and
Defence on any vice-aligned attempting to wield it. The effect remains as long as the weapon is in hand and
disappears when the weapon is no longer wielded. Bows, crossbows, and slings so crafted bestow the holy power
upon their ammunition. This cannot be combined with the Bane ability.
Unholy - An unholy weapon is imbued with unholy power. Any virtue-aligned creature at least wounded by this
weapon must succeed on a Will save or be destroyed. An unholy weapon bestows – 2 penalty to all checks, saves
and Defence to any virtue-aligned creature attempting to wield it. Bows, crossbows, and slings so crafted bestow
the unholy power upon their ammunition. This cannot be combined with the Bane ability.
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Magical Armor
In general, magic armor protects the wearer to a greater extent than nonmagical armor. A suit of armor cannot
have magic enhancement bonus to Toughness greater than +5. It also cannot have the total bonus (enhancement
plus special ability bonus equivalents) higher than +10.
The total bonus is an abstract number, which reflects the potency and price of the armor. To calculate
the total bonus for a given armor, add the bonuses noted by each of its special enhancements to the enhancement
bonus to toughness (Special abilities usually count as additional bonuses for determining the market value of an
item, but do not improve enhancement bonus to toughness). Enhancement bonus of an armor must be equal to
half of the total bonus, rounding up. (Eg an armor with +10 total bonus has +5 enhancement bonus, and 5 in
other special abilities).
Shields cannot have enhancement bonus, but can have special abilities. The equivalent bonus of a shield
cannot be greater than +5.
A character cannot use an armor or shield with an enhancement greater that indicated on the table
below. In regard to abilities with the price designated in gp, not in equivalent enhancement bonus, use the table:
Minimum Level To Use Wondrous Item (Check each individual property separately, do not add their prices
together.)
One item can have only one kind of elemental resistance. Bonuses to Toughness from equipment
granting Resistance to Energy or the Adept power Elemental Resistance don’t stack together and don’t stack
with the total armor bonus (including enhancement). Therefore, it only makes sense to apply resistance to energy
to an armor if it will be greater than armor bonus. Resistance to Energy possessed by some creatures does stack
with armor bonus. Each magical armor or shield must be a masterwork item, which costs 150 gp.
Table: SHIELDS
Item Base Minimum
Price character level to use item
+1 shield 1,000 gp 3
+2 shield 4,000 gp 9
+3 shield 9,000 gp 13
+4 shield 16,000 gp 16
+5 shield 25,000 gp 18
Table: ARMOR
Item Base Minimum
Price character level to use item
+1 armor 1,000 gp 3
+2 armor 4,000 gp 6
+3 armor 9,000 gp 9
+4 armor 16,000 gp 11
+5 armor 25,000 gp 13
+6 armor 36,000 gp 15
+7 armor 49,000 gp 16
+8 armor 64,000 gp 17
+9 armor 81,000 gp 18
+10 armor 100,000 gp 19
Acid Resistance: A suit of armor or a shield with this property normally has a dull gray appearance. The armor
gives a +12 bonus to Toughness against acid damage. One item can have only one kind of elemental resistance.
Faint abjuration; CL 3rd; resist energy; Price 18,000 gp, min. level 14
Acid Resistance, Improved: As acid resistance, except it gives +14 bonus to Toughness against acid damage.
Moderate abjuration; CL 7th; resist energy; Price 42,000 gp. min. level 17
Acid Resistance, Greater: As acid resistance, except it except it gives +16 bonus to Toughness against acid
damage.
Moderate abjuration; CL 11th; resist energy; Price 66,000 gp. min. level 19
Adamantine: Shield made from adamantine has +5 bonus to toughness against sunder attempts. Armor or shield
made from adamantine is always a masterwork item (cost already included). The armor check penalty is reduced
by 1 because of masterwork bonus. Armor bonus of adamantine armor is Impenetrable. The characters wearing
such an armor cannot be damaged by attacks with damage lesser than armor bonus, including enhancement.
Finesse attacks which bypass armor are not subject to this limitation.
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Agile: This suit of armor has armor check penalty reduced by 2 (together with masterwork this makes 3).
Moderate Transmutation. CL 8th, Price +1 bonus
Animated: This shield does not cause armor check penalty and can be readied or loosed as a free action.
Strong transmutation; CL 12th; animate objects; Price +2 bonus.
Arrow Catching: A shield with this ability attracts ranged weapons to it. It has a +1 bonus to defence against
ranged weapons because projectiles and thrown weapons veer toward it.
Moderate abjuration; CL 8th; entropic shield; Price +1 bonus.
Arrow Deflection: A shield with this ability protects the wielder from ranged attacks. It has a +2 bonus to
defence against ranged weapons.
Faint abjuration; CL 5th; shield; Price +2 bonus.
Bashing: A shield with this special ability is designed to perform a shield bash. A bashing shield deals
bludgeoning damage as if it were a weapon of two size categories larger (a buckler deals 2 points of damage and
a shield deals 3 points of damage). The shield acts as a magic masterwork weapon when used to bash. (Tower
shields cannot have this ability.)
Moderate transmutation; CL 8th; bull’s strength; Price +1 bonus.
Blinding: A shield with this ability flashes with a brilliant light up to twice per day upon command of the
wielder (standard action). Anyone within 20 feet except the wielder must make a Reflex save or be blinded for 3
rounds.
Moderate evocation; CL 7th; searing light; Price +1 bonus.
Blur: You can activate your armor as a free action. This enables the blur effect, giving you concealment against
all attacks - 20% miss chance. This effect persists for 3 minutes. After that time, you must make Fortitude Save
with difficulty 14 or lose one level of fatigue (this counts as a Fatigue save for using supernatural powers, with
penalties for multiple fatigue saves).
Price: +1 bonus.
Comfortable: You can sleep in this armor without fatigue. Additionally, you never receive any penalties due to
wearing that armor in hot environment.
Price: +1 bonus.
Cold Resistance: A suit of armor or a shield with this property normally has a bluish, icy hue or is adorned with
furs and shaggy pelts. It gives a +12 bonus to Toughness against cold damage. One item can have only one kind
of elemental resistance. The resistance bonuses to toughness don’t stack together and don’t stack with the armor
bonus.
Faint abjuration; CL 3rd; resist energy; Price 18,000 gp
Cold Resistance, Improved: As cold resistance, except it gives a +14 bonus to Toughness against cold damage.
Moderate abjuration; CL 7th; resist energy; Price 42,000 gp
Cold Resistance, Greater: As cold resistance, except it gives a +16 bonus to Toughness against cold damage.
Moderate abjuration; CL 11th; resist energy; Price 66,000 gp.
Dimension Door: As a standard action you transfer yourself from your current location to any other spot within
800 feet. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating
direction. After using this power, you can’t take any other actions until your next turn. You can bring along
objects as long as their weight doesn’t exceed your maximum load. You must make a Difficulty 18 Fortitude
save or lose a level of fatigue (this counts as a fatigue save, with appropriate penalties).
If you arrive in a place that is already occupied by a solid body, you take damage 2 (ignoring armor)
and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is
no free space within 100 feet you take instead damage 10 (ignoring armor) and the spell simply fails.
Moderate Conjuration, Price 20,000 gp, minimum level to use: 15
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Electricity Resistance: A suit of armor or a shield with this property normally has a bluish hue and often bears a
storm or lightning motif. It gives a +12 bonus to Toughness against electrical damage. One item can have only
one kind of elemental resistance. The resistance bonuses to toughness don’t stack together and don’t stack with
the armor bonus.
Faint abjuration; CL 3rd; resist energy; Price 18,000 gp
Electricity Resistance, Improved: As electricity resistance, except it gives a +14 bonus to Toughness against
electrical damage.
Moderate abjuration; CL 7th; resist energy; Price 42,000 gp
Electricity Resistance, Greater: As electricity resistance, except it gives a +16 bonus to Toughness against
electrical damage.
Moderate abjuration; CL 11th; resist energy; Price 66,000 gp.
Elemental Aura (energy type): Anyone grappling you or remaining in contact for a full round suffers +2
damage from the chosen element (fire, cold, electricity, sonic, acid).
Faint abjuration; CL 3rd; Price +1 bonus.
Elemental Immunity (energy type): You can activate this armor or shield as an immediate action, gaining the
immunity to the chosen element (fire, cold, electricity, sonic, acid). This effect lasts 3 minutes. After that time,
you must make Fortitude Save with difficulty 22 or lose one level of fatigue (this counts as a Fatigue save for
using supernatural powers, with penalties for multiple fatigue saves).
If one armor or shield has both Elemental Immunity and Elemental Resistance enchantments, they must
protect from the same element.
Strong Abjuration, Price +2 bonus
Etherealness: On command (standard action), this ability allows the wearer of the armor to become ethereal
once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot
become ethereal again that day. If the effect ends while the wearer is inside a material object (such as a solid
wall), he is shunted off to the nearest open space and take 1 point of damage per 5 feet that he so travels.
On planes other than the Material, where Etherealness is not available, the wearer becomes instead
incorporeal and invisible.
Strong transmutation; CL 13th; ethereal jaunt; Price +42,000 gp, min. level 18.
Fire Resistance: A suit of armor with this ability normally has a reddish hue and often is decorated with a
draconic motif. It gives a +12 bonus to Toughness against fire damage. One item can have only one kind of
elemental resistance. The resistance bonuses to toughness don’t stack together and don’t stack with the armor
bonus.
Faint abjuration; CL 3rd; resist energy; Price 18,000 gp
Fire Resistance, Improved: As fire resistance, except it gives a +14 bonus to Toughness against fire damage.
Moderate abjuration; CL 7th; resist energy; Price 42,000 gp.
Fire Resistance, Greater: As fire resistance, except it gives a +16 bonus to Toughness against fire damage.
Moderate abjuration; CL 11th; resist energy; Price 66,000 gp.
Fortification: This suit of armor produces a magical force that protects vital areas of the wearer more
effectively. The wearer is immune to critical hits, but not to sneak attacks.
Strong abjuration; CL 13th; limited wish or miracle; Price +3 bonus
Ghost: This armor seems almost translucent. On command (a standard action) you become incorporeal, as if
using the Phase power. This effect lasts 3 minutes. After that time, you must make Fortitude Save with difficulty
23 or lose one level of fatigue (this counts as a Fatigue save for using supernatural powers, with penalties for
multiple fatigue saves).
Strong transmutation; Price +3 bonus, minimum level 15.
Glamered: A suit of armor with this ability appears normal. Upon command, the armor changes shape and form
to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight)
when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
Moderate illusion; Price +2,700 gp.
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Impenetrable: This armor is especially precisely constructed, with well fitting joints. It provides Damage
Reduction 3 against swarm attacks, and a bonus to Concentration checks and saves caused by swarms equal to
armor bonus.
Moderate Abjuration, Price + 1 bonus,
Mithril: Mithril is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked
like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as
well. An item made from mithril weighs half as much as the same item made from other metals. Weapons or
armors fashioned from mithril are always masterwork items as well; the masterwork cost is included in the prices
given below. An armor or shield made of mithril has its armor penalty check reduced by 2 (together with
masterwork bonus by 3).
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +9,000 gp
Shield +1,000 gp
Shadow: This armor is jet black and blurs the wearer whenever she tries to hide, additionally dampening sound
around her. The armor grants a +5 competence bonus on Stealth checks. (The armor’s check penalty still applies
normally.)
Faint illusion; Price +7,500 gp.
Slick: Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 bonus on its wearer’s
Escape Artist checks. (The armor’s armor check penalty still applies normally.) This doesn’t increase Grapple
Defense.
Faint conjuration; Price +3,750 gp.
Slick, Improved: As slick, except in addition to a +5 bonus on Escape Artist it gives +5 bonus to Grapple
Defense.
Moderate conjuration; Price +15,000 gp.
Sonic Resistance: A suit of armor or a shield with this property normally has a glistening appearance. It gives a
+12 bonus to Toughness against sonic damage. One item can have only one kind of elemental resistance. The
resistance bonuses to toughness don’t stack together and don’t stack with the armor bonus.
Faint abjuration; Price 18,000 gp
Sonic Resistance, Improved: As sonic resistance, except it gives a +14 bonus to Toughness against sonic
damage.
Moderate abjuration; Price 42,000 gp.
Sonic Resistance, Greater: As sonic resistance, except it gives a +16 bonus to Toughness against sonic damage.
Moderate abjuration; Price 66,000 gp.
Spell Resistance: This property grants the armor’s or shield’s wearer spell resistance (+2 to all saves against
magic) while the armor or shield is worn. It can be put only on medium or heavy armor and on full shields, but
not on bucklers.
Strong abjuration; Price +4 bonus
Variable: This shield can assume any size (from buckler to tower shield). You give it orders mentally, as a swift
action.
Faint transmutation, Price +1 bonus
Void:
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Wondrous Items
Amulet of Attunement (universal): This amulet of smooth, unadorned black stone allows a creature wearing it
to function normally on any plane without suffering its ill effects. The amulet of attunement protects the
wearer only against the plane itself, however, not from its denizens or effects produced by them, and not from
unnatural formations found on the plane.
Faint abjuration; CL 3rd; Craft Wondrous Item, avoid planar affects; Price 24,000 gp, level 15
Amulet of Attunement (single plane): This amulet of smooth, unadorned black stone allows a creature wearing
it to function normally on one particular plane without suffering its ill effects. The amulet of attunement
protects the wearer only against the plane itself, however, not from its denizens or effects produced by them,
and not from unnatural formations found on the plane.
Faint abjuration; CL 3rd; Craft Wondrous Item, avoid planar affects; Price 6,500 gp, level 10
Amulet of Mighty Fists: This amulet grants certain bonuses to unarmed attacks and natural weapons. First of
all, your unarmed attack is a lethal attack, even if you don’t have Improved Strike feat. Moreover, your natural
weapon or unarmed attack counts as supernatural/magic weapon and receives certain weapon abilities based on
the price of your version of the amulet. Higher priced amulets include the benefits of cheaper ones.
Faint evocation; CL 5th; Price 6,000 gp (+1) - minimum level 6, 24,000 gp (+2) - level 11, 54,000 gp (+3) - level
14, 96,000 gp (+4) – level 16, 150,000 gp (+5) – level 18.
Amulet of Natural Armor: This amulet, usually crafted from bone or beast scales, toughens the wearer’s body
and flesh, giving him an enhancement armor bonus to Toughness of from +1 to +5, depending on the kind of
amulet. This bonus does not stack with the enhancement armor bonus, eg from a magic armor. This bonus does
not forbid the use of the Cunning Dodge feat.
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Faint transmutation; Price 2,000 gp (+1)-level 6, 8,000 gp (+2)- level 11, 18,000 gp (+3)-level 14, 32,000 gp
(+4) – level 16, or 50,000 gp (+5) – level 18.
Belt of Giant Strength: This wide belt is made of thick leather and studded with iron. The belt adds to the
wearer’s Strength score in the form of an enhancement bonus of +1, +2 or +3 for 10 rounds. It follows the same
rules as Gloves of Dexterity. Gloves of Dexterity can be used together with the Belt of Giant Strenght.
Moderate transmutation; CL 10th; Price 4,000 gp (+1); 16,000 gp (+2), 36,000 gp (+3);Weight 1 lb.
Boots, Winged: These boots appear to be ordinary footgear. On command, the boots sprout wings at the heel
and let the wearer “walk” on air with a speed of 50 feet, with perfect maneuverability. He can fly for up to
3 minutes per flight. After that time the wearer must make Fortitude save with 16 difficulty or lose a level of
fatigue. This counts as a fatigue save and is treated similarly to using a fatiguing supernatural power.
Faint transmutation; CL 5th; Price 16,000 gp; Minimum level 14, Weight 1 lb.
Bracers of Armor:
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of
force, which give him magic enhancement armor bonus to Toughness from +1 to +5. Both bracers must be worn
for the magic to be effective. This bonus does not stack with the enhancement armor bonus, eg from a magical
armor. When the wearer has the Armor Training feat, bracers can be used to provide additionally +2 armor
bonus, with no armor check penalty.
Bracers of armor cannot be used together with physical armor, Mage Armor power, the Amulet of
Natural Armor, or the Ring of Protection. They remain effective when the wearer is in gaseous shape or shape-
shifted.
Moderate conjuration; 2,000 gp (+1)-level 6, 8,000 gp (+2)- level 11, 18,000 gp (+3)-level 14, 32,000 gp (+4) –
level 16, or 50,000 gp (+5) – level 18.
Broom of Flying: This broom is able to fly through the air with average maneuverability for up to 9 hours per
day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400
pounds at a speed of 30 feet. In addition, the broom can travel alone to any destination named by the owner as
long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away
as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no
rider.
Moderate transmutation; CL 9th; Price 17,000 gp; minimum level 14, Weight 3 lb
Cape of the Mountebank: On command, as a standard action, this bright red and gold cape allows the wearer to
use the magic of the dimension door in order to transfer himself from his current location to any other spot
within 800 feet. He always arrives at exactly the spot desired—whether by simply visualizing the area or by
stating direction. After using this power, he can’t take any other actions until his next turn. He can bring along
objects as long as their weight doesn’t exceed his maximum load. The wearer must make a Difficulty 18
Fortitude save or lose a level of fatigue (this counts as a fatigue save, with appropriate penalties). When he
disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.
If he arrives in a place that is already occupied by a solid body, he takes damage 2 (ignoring armor) and
are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no
free space within 100 feet he takes instead damage 10 (ignoring armor) and the spell simply fails.
Moderate conjuration; Price 10,000 gp; minimum level 12, Weight 1 lb.
Cloak or Vest of Resistance: These garments offer magic protection in the form of a +4 to +12 Resistance to all
energy types (fire, cold, electric, acid, sonic). Resistance from different sources does not stack. Resistance bonus
does not stack with armor bonus to toughness nor magic armor enhancement (so it makes sense to wear the cloak
only when its Resistance bonus is greater than your total armor bonus to Toughness).
Price 1,000 gp (+4) -level 4, 4,000 gp (+6) – level 8, 9,000 gp (+8) –level 12, 16,000 gp (+10) level 14, 25,000
gp (+12) – level 15; Weight 1 lb.
Gloves of Dexterity: These thin leather gloves are very flexible and allow for delicate manipulation. As a free
action they can add to the wearer’s Dexterity score an enhancement bonus of +1, +2, or +3 for 30 rounds (3
minutes). Both gloves must be worn for the magic to be effective. Treat this as an aplicaton of Enhance Ability
power. They cannot be used together with bonuses from Enhance Ability.
As an exception, Gloves of Dexterity can be used together with the Belt of Giant Strenght. In that case,
the sum of both enhancement bonuses cannot exceed 3. Add both bonuses and use the total to look up the
difficulty of Fortitude save and the minimum character level to use.
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When the duration runs out, the user must make a Fortitude saving throw or suffer a level of fatigue
(this counts as a Fatigue save for using supernatural powers, with penalties for multiple fatigue saves).
Moderate transmutation; CL 8th; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3).
Gauntlets of Ogre Power: These gauntlets are made of tough leather with iron studs running across the back of
the hands and fingers. They grant the wearer great strength, adding a +1 enhancement bonus to his Strength
score for 10 rounds. They follow the same rules as Gloves of Dexterity. Both gauntlets must be worn for the
magic to be effective.
Faint transmutation; CL 6th; Price 4,000 gp;Weight 4 lb.
Efficient Quiver: This appears to be a typical arrow container capable of holding about twenty arrows. It has
three distinct portions, each with a nondimensional space allowing it to store far more than would normally be
possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an
arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape
as a javelin. The third and longest portion of the case contains as many as six objects of the same general size
and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she
wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed
inside it.
Moderate conjuration; Price 1,800 gp; Weight 2 lb. level 5.
Gem of Seeing: This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance.
When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing
spell. A gem of seeing can be used for as much as 30 minutes a day, divided up into periods of minutes or rounds
as the user sees fit.
Moderate divination; Minimum level to use: 19; Price 75,000 gp.
Goggles of Minute Seeing: The lenses of this item are made of special crystal. When placed over the eyes of the
wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5
competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must
be worn for the magic to be effective. If the wearer has the Use Magic Item feat, goggles give him also
Second Sight power, but only at distances of 1 foot or less.
Faint divination; Price 1,250 gp, Minimum level to use: 4.
Goggles of Night: The lenses of this item are made of dark crystal. Even though the lenses are opaque, when
placed over the eyes of the wearer they enable him to see normally and also grant him 60-foot darkvision. Both
lenses must be worn for the magic to be effective.
Moderate transmutation; Price 12,000 gp. Minimum level to use: 13.
Goggles of Night, Greater: The lenses of this item are made of dark crystal. Even though the lenses are opaque,
when placed over the eyes of the wearer they enable him to see normally and also grant him 60-foot darkvision.
He receives also +5 bonus to Notice skill. Both lenses must be worn for the magic to be effective. The wearer
can activate the goggles (as a standard action) to grant him blindsense out to 30 feet for 3 minutes. After that
time the wearer must make Fortitude save with 16 difficulty or lose a level of fatigue. This counts as fatigue save
and is treated similarly to using a fatiguing supernatural power.
Faint transmutation; Price 16,000 gp. Minimum level to use: 14.
Hand of Glory: This mummified human hand hangs by a leather cord around a character’s neck (taking up
space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits
from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only
one ring at a time.
Even without a ring, the hand itself can be used to allow its wearer to see any objects or beings that are
invisible within your range of vision. Naturally invisible or ethereal creatures, and also creatures affected by the
Invisibility effect of Light Shaping power are seen automatically. Cloud the Mind power requires making a Will
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save (you don’t need to make Notice check). Creatures are visible to you as translucent shapes, allowing you
easily to discern the difference between visible, invisible, and ethereal creatures.
This item does not reveal the method used to obtain invisibility. It does not reveal illusions or enable
you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise
hard to see. It also does not allow you to avoid the miss chance caused by Blur.
To turn this effect on you must take a standard action. This effect lasts for an hour, after which you must succeed
on Difficulty 14 Fortitude check or suffer a level of fatigue. This counts as fatigue save and is treated similarly to
using a fatiguing supernatural power.
Faint varied; CL 5th; Craft Wondrous Item, animate dead, daylight, detect invisibility; Price 8,000 gp;
Weight 2 lb. level 11
Hat of Disguise: This apparently normal hat allows its wearer to alter her appearance. As part of the disguise,
the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.
You make yourself—including clothing, armor, weapons, and equipment—look different. You can
seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of
the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different
person. The hat does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived
tactile (touch) or audible (sound) properties of you or your equipment. If you use this hat to create a disguise,
you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion. (Difficulty
10+half character level+Charisma).
Faint illusion; CL 1st; Craft Wondrous Item, disguise self; Price 1,800 gp. Minimum level to use: 5
Lantern of Revealing: This lantern operates as a normal hooded lantern. While it is lit (a standard action), it
also reveals all invisible creatures and objects within 25 feet of it. Naturally invisible or ethereal creatures, and
also creatures affected by the Invisibility effect of Light Shaping power are seen automatically. To see characters
affected by the Cloud the Mind power requires making a Will save. All characters able to see the target can
attempt the save; they don’t need to make Notice check. Creatures are visible as translucent shapes, allowing you
easily to discern the difference between visible, invisible, and ethereal creatures.
Faint evocation; CL 5th, Price 30,000 gp;Weight 2 lb. Minimum level to use: 16
Potions of Healing:
Drinking a potion grants an immediate magical recovery check, using the normal Difficulty (10, for dying
characters 20). Instead of the subject’s constitution, use the bonus depending on the potency of a potion.
• Cure Light Wounds: This potion provides a +4 bonus to the magical recovery check.
• Cure Moderate Wounds: This potion provides a +8 bonus to the magical recovery check.
• Cure Serious Wounds: This potion provides a +12 bonus to the magical recovery check
The recipient heals the most serious wound condition if the magical recovery check succeeds. For every 10
points by which the magical recovery check result succeeds, the recipient’s next most serious damage condition
heals.
Cure light wounds (potion) 50 gp, Cure moderate wounds (potion) 300 gp, Cure serious wounds (potion) 750 gp
Ring of Blinking: On command (standard action), this ring makes the wearer blink, as with the blink power.
Moderate transmutation; CL 7th; Forge Ring, blink; Price 27,000 gp, Minimum level to use: 16
Ring of Energy Resistance: This reddish iron ring continually protects the wearer from damage from one type
of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found
as part of a treasure hoard). The wearer has a +4 bonus to Toughness saving throws against damage of the given
energy type. This does stack with armor bonuses, but not with other bonuses to energy resistance.
The wearer can make an opposed power check (as with the Ward power), when affected with magic that
usually impedes movement, such as paralysis, solid fog, slow, and web, including magic which impedes
movement in addition to damage. For the purpose of this check, the wearer has the Adept level equal to character
level, with key ability being Charisma. If a wearer is an Adept, he can alternatively use his own key ability, but
in that case must use his actual Adept level.
Moderate abjuration; CL 7th; Price 40,000 gp. Minimum level to use: 17
Ring of Invisibility: By activating this simple silver ring (a standard action), the wearer can benefit from
invisibility. The wearer is not magically silenced, and certain other conditions can render him detectable (such as
stepping in a puddle). The effect ends if the subject attacks any creature. For purposes of this effect, an attack
includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the
invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm
indirectly is not an attack.
Faint illusion; Price 20,000 gp. Minimum level to use: 15
Ring, Master’s : This ring increases your attack bonus with supernatural powers by +1. This stacks with Attack
Focus. This ability can be added to rings with other abilities without increasing their price, and the other way
round. (Normally, the second ability added to the same ring has price increased by 1.5).
Faint divination; CL 3rd; Price 1,000 gp, Minimum level to use: 4.
Ring or Amulet of Mind Shielding: This ring or amulet is usually of fine workmanship and wrought from
heavy gold. The wearer is treated as possessing the Psychic Shield power, with the Adept level equal to character
level and key ability being Charisma. If a wearer is an Adept, he can alternatively use his own key ability, but in
that case must use his actual Adept level.
Faint abjuration; CL 3rd, Price 8,000 gp. Minimum level to use: 11.
Ring of Protection: This ring offers continual magical protection in the form of a an enhancement armor bonus
to Toughness from +1 to +5, just as though the user were wearing the Amulet of Natural Armor. This bonus does
not stack with the enhancement armor bonus, eg from a magical armor or the Amulet of Natural Armor. This
bonus does not forbid the use of the Cunning Dodge feat.
Faint abjuration; Price 2,000 gp (ring +1) level 6; 8,000 gp (ring +2) level 11; 18,000 gp (ring +3) level 14;
32,000 gp (ring +4) level 16; 50,000 gp (ring +5) level 18.
Ring of Three Wishes: This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring.
When a wish is used, that ruby disappears. For a randomly generated ring, determine randomly the remaining
number of rubies. See the Wish ritual on the particulars. Activating a ring and making a wish takes a standard
action. You do not have to pay the basic cost of the ritual, but you do have to pay any additional costs
pertaining to your wish. It is possible to place additional wishes into the ring by performing the Wish ritual, but a
single ring cannot hold more than 3 wishes.
Strong aura; CL 20th; Price 25,000 gp for an empty ring and 25,000 gp for each wish in it.
Minimum level to use: n/a, but the ring will work reliably only for characters of 15 and greater level. The results
of a lower level character trying to use a ring of wishes are up to Narrator and can require some pertractations
with the entity granting the wishes.
The Ring of Wishes can be crafted by Adept of at least 15 level. It is always crafted empty; to place any Wishes
into it it is necessary to perform the Wish ritual.
Robe of Blending: When this robe is put on, the wearer intuitively knows that the garment has very special
properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows him a +5
bonus on Stealth checks. The wearer can adopt the appearance of another creature, as with the disguise self spell,
at will (see Hat of Disguise). All creatures acquainted with and friendly to the wearer see him normally.
Moderate illusion; Price 30,000 gp; Weight 1 lb. Minimum level to use: 16.
Robe of the Archmagi: The wearer of this normal-appearing garment, if an arcane spellcaster, gains the
following powers.
+14 resistance to all energy types (fire, cold, electric, acid, sonic).
+ continual magical protection in the form of a +5 enhancement armor bonus to Toughness, just as though the
user were wearing the Amulet of Natural Armor. This bonus does not stack with the enhancement armor bonus,
eg from a magical armor or the Ring of Protection. This bonus does not forbid the use of the Cunning Dodge
feat.
Strong varied; Price 75,000 gp; Minimum level 19, Weight 1 lb.
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Robe of Eyes: This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all
directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. She also
gains 120-foot darkvision. The robe of eyes sees all forms of invisible or ethereal things within 120 feet.
The wearer of a robe of eyes gains a +5 competence bonus on Search checks and Notice checks used to
spot. She retains her Dexterity bonus to Defence even when flat-footed, and she can’t be flanked. The wearer
gets the benefit of Uncanny Dodge feat. However, she is not able to avert her eyes or close her eyes when
confronted by a creature with a gaze attack.
Moderate divination; Price 120,000 gp;Weight 1 lb. min. level 20.
Silversheen: This substance can be applied to a weapon as a standard action. It will give the weapon the
properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have.
One vial will coat a single melee weapon or 20 units of ammunition.
Faint transmutation; Price 250 gp, min. level – n/a
Shining jewel: This jewel shines with eternal light. It clearly illuminates a 20-foot radius and provides shadowy
illumination out to a 40-foot radius. The jewel can be affixed to a chain and worn on neck or set in a diadem or
a helm and worn on the brow. The jewel can be turned off and on with a word, as a standard action.
200 gp, min. level – 2
Wings of Flying: A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth,
or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the
cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (good
maneuverability).
Moderate transmutation; CL 10th; Price 54,000 gp; Minimum level 18, Weight 2 lb.
Thieves’ Tools, Superior: This kit contains special magical tools used to deactivate traps and open locks. They
give +2 masterwork bonus to Disable Device skill checks. In addition, they allow users to dispel any permanent
magical effect. Treat this as the Dispel application of Ward power, except that it takes 1 minute and uses Disable
Device skill check instead of your power check. Make an opposed check against the power check of the adept. If
you win, the targeted effect turns off, although the user can re-activate it normally. If you lose, you must spend
a fatigue level in order to try again the same day. You can dispel only efffects which need to be maintained or
concentrated upon, or in the description of which it is specifically mentioned that they can be dispelled. Each
attempt uses up alchemical reagents worth 50 gp.
Faint abjuration; Price 1800 gp, min. level 5
Wands
A wand is a thin baton that contains a single power or a specific use of a power. Each wand has an
undeterminable number of charges when created, and can be used as long as they last. When you roll 1
attempting to use the wand it means it has run out of charges and is just a stick.A typical wand is 6 inches to 12
inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some
are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem
or some device at its tip, and most are decorated with carvings or runes. A typical wand has Toughness 3, and a
break Difficulty of 16.
Activation: Wands use the spell trigger activation method, so casting a power using a wand is usually a standard
action. (If the power, however, has a longer casting time than 1 action, it takes that long to use the power from a
wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid
creatures), point it in the general direction of the target or area, and speak the activation word. A wand may be
used while grappling or while swallowed whole.
Only a character who has a class feat allowing him to use the power provided by the wand can use it.
Additionally, you need a character level at least equal to the wand level. Use Magic Device feat allows to use all
wands, although you must still be of high enough level. The character makes a power check against the difficulty
of the power. If the roll equals 1, roll again. If your second roll equals 10 or less, it means the wand is depleted.
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This result cannot be re-rolled using Conviction – the wand is simply out of charges. Using a wand does not
cause a fatigue check. All powers cast from a wand are treated as not fatiguing.
Each wand has an equivalent adept level. Each wand provides a specific use of a power with a specific power
check difficulty. The power check difficulty cannot be greater than 15+ wand level. In case of powers which
normally do not require a power check, use the power as if cast by an adept of a level equal to the level of the
wand. Casting such a power from the wand requires a power check. The power check difficulty in that case
equals 13+the wand level. In some cases, the power check difficulty is different than for the corresponding
power.
The save difficulty against the wand is identical to the save difficulties of your powers.
Wand of Cure: Requires the feat: Cleric or Paladin. Price 750 gp. Wand level 1. Power check difficulty 10 (as
the Cure power). Full round to use.
Wand of Neutralize Poison: Requires the feat: Cleric or Paladin, Price 21,000 gp. Wand level 7. Power check
difficulty 20. You neutralize any sort of venom in the creature or object touched. A poisoned creature suffers no
additional effects from the poison, and any temporary effects are ended, but the spell does not reverse
instantaneous effects, such as damage or ability damage. The subject is additionally immune to any poison for an
hour.
Wand of Lesser Restoration: Requires the feat: Cleric or Paladin. Price 4500 gp. Wand level 3. Power check
difficulty 16.
Time – 1full round action
The wand dispels any magical effects reducing one of the subject’s ability scores (without an opposed power
check). It can alternatively cure 1 point of temporary ability damage or restore 1 point permanently drained from
a single ability score (your choice if more than one is drained or damaged). You can repeat the attempt as often
as you wish.
Wand of Restoration: Requires the feat: Cleric or Paladin. Price 26,000 gp. Wand level 7. Power check
difficulty 20.
Time – 3 full round actions
The wand dispels any magical effects reducing one of the subject’s ability scores (without an opposed power
check). It also cures temporary ability damage and restores all points permanently drained from a single ability
score (your choice if more than one is drained). You can repeat the attempt as often as you wish.
Wand of Pain. Requires the feat: Wizard or Cleric. Price 4500 gp. Wand level 3. Power check difficulty 15.
Wand of Fire Ray. Requires the feat: Wizard or Cleric. Price 3,750 gp. Wand level 5. Power check difficulty
18. Casts Elemental Ray(Fire) as an Adept of the 5th level –causing fire Damage 10.
Wand of Invisibility. Requires the feat: Wizard. Price 4,500 gp. Wand level 3. Power check difficulty 16. The
target becomes invisible. He is not magically silenced, and certain other conditions can render him detectable
(such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an
attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on
the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing
harm indirectly is not an attack.
Wand of Fireball. Requires the feat: Wizard. Price 11,250 gp. Wand level 5. Power check difficulty 18. Sphere
20 feet radius. Fire Damage 5, Reflex for half.
Wand of Magic Missiles level 1 Requires the feat: Wizard. Price 750 gp. Wand level 1. Power check difficulty
14. Damage 4. Reflex save,
Wand of Magic Missiles level 3 Requires the feat: Wizard. Price 2,250 gp. Wand level 3. Power check
difficulty 16. Damage 5, or 2 missiles each at different target, Damage +4. Reflex save,
Wand of Magic Missiles level 5 Requires the feat: Wizard. Price 3,750 gp. Wand level 5. Power check
difficulty 18. Damage +6, or 3 missiles each at different target, Damage +4. Reflex save.
Staffs
A staff is a long shaft of wood that holds a few powers. To use a staff, you need a class feat which allows you to
take powers provided by the staff. When you hold a staff, you are treated as if you had the powers it provides.
Some staffs provide also Adept feats. Such feats can be used only to modify the powers granted by the staff. The
Adept feats possessed by the character can be freely used to modify powers from the staff. Differently from other
magic items, the staffs do not need minimal character level to use it. If the powers provided by it have as a
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prerequisite power rank, however, you must have it to use the power in question. All other prerequisites of the
powers are void.
Charming: Made of twisting wood ornately shaped and carved, this staff allows use of the following powers:
Mind Touch, Charm
Moderate enchantment; Price 16,500 gp.
Conjuration: This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of
creatures. It allows use of the following powers: *Conjuration, *Black Tentacles
Strong conjuration; CL 13th Price 65,000 gp.
Divination: Made from a supple length of willow, often with a forked tip, this staff allows use of the following
spells: Mind Touch, Enhance Senses, Scrying
Strong divination; CL 13th; Craft Price 73,500 gp.
Earth and Stone: This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the
use of the following powers: Earth Shaping, Object Reading
Moderate transmutation; Price 80,500 gp.
Enchantment: Often made from applewood and topped with a clear crystal, this staff allows use of the
following powers: Mind Touch, Sleep, Suggestion and feats: Widen Power
Strong enchantment; Price 65,000 gp.
Evocation: Usually very smooth and carved from hickory, willow, or yew, this staff allows use of the following
powers: Force Shaping, Elemental Blast(Fire and Cold) and Feats: Widen Power
Strong evocation; Price 65,000 gp.
Fire: Crafted from bronzewood with brass bindings, this staff allows use of the following powers: Fire Shaping,
Elemental Blast(Fire) and feats: Widen Power
Moderate evocation; Price 17,750 gp.
Frost: Tipped on either end with a glistening diamond, this rune-covered staff allows use of the following
powers: Cold Shaping, Elemental Blast(Cold) and feats: Widen Power
Moderate evocation; Price 56,250 gp.
Healing: This white ash staff, with inlaid silver runes, allows use of the following powers: Cure, Cure Disease,
Moderate conjuration; Price 27,750 gp.
Illusion: This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or
spiral shape. It allows use of the following powers: Mind Touch, Illusion, Flesh Shaping, Light Shaping (except
invisibility) and feats: Widen Power
Strong illusion; Price 65,000 gp.
Illumination: This staff is usually sheathed in silver and decorated with sunbursts. It allows use of the following
powers: Light Shaping
Strong evocation; Price 48,250 gp.
Life: Made of thick oak shod in gold, this staff allows use of the following powers: Imbue Life
Moderate conjuration; Price 155,750 gp.
Passage: This potent item allows use of the following powers: Teleport, Plane Shift (as ritual, but takes only
1 full action).
Strong varied; Price 170,500 gp.
Power: The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped
with a glistening gem, its shaft straight and smooth. It has the following powers: *Force Shaping, Fire Shaping,
Cold Shaping, Energy Shaping, Elemental Blast, Ghost Touch(only staff), Elemental Weapon(only staff, can
select cold, electric or fire), and feats: Widen Power
The staff is also a +2 quarterstaff.
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A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of
the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require
the wielder to make a Strength check.) This has the effect of casting of three Widened Elemental Blasts: Fire,
Cold and Energy centered on the wielder, with no need for any fatigue or concentration checks.
Strong varied; Price 211,000 gp.
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D&D Campaigns
Planes
1) Planes form a psycho-morphic realm outside of the material multiverse. They are psycho-morphic, that is,
they change in the reaction to the morality, ideas, wishes, fears or emotions of intelligent creatures. The planes
are the place when the pathetic fallacy is true and the reality is really consensual. This does not mean that the
world is the average of people's wishes - it reflects their whole mentality, and it is rather difficult to bring your
whole mind in line with your conscious wishes. Generally, only high-level wizards, saints and some
philosophers can manage it.
2) The fundamental questions – the good and evil, the final fate of souls, etc - are important, but must remain
ultimately unanswered. As long as you remain in the game, there is no way to irrefutably prove that being good
is better than being evil (although there certainly are rather pointed hints in that direction).
3) All of the reality is interconnected. If you are adventuring on the far planes, you are influencing your material
world - of course indirectly, but perhaps more radically than by adventuring in the material universe.
Additionately, it is possible to really influence the planes - and that means that except for the Astral, there are no
infinite planes. They are immense, incomparably greater than the Material worlds, but finite. There is a finite
number of domains in the Astral, finite, although unknown, number of layers in the Abyss etc.
There are three fundamental tiers of reality: the Material Multiverse, the Astral (which is a single plane, a bit
different from the standard D&D) and the Ideal realm.
Ideal Realm
The Ideal is the realm of absolute and cannot be directly accessed by PCs. It is not a plane and is not directly part
of the game-world - it serves rather to make that world conceptually whole.
The beings from Ideal are truly immortal, have no bodies at all, and so cannot be fought with. Both
Celestials and Fiends have their home in Ideal. This is also the destination of the souls of the dead. The beings
from Ideal cannot directly act in the planes, although they can try to persuade and influence being living there.
They can also form avatars to act in the planes. In fact, all of the deities, demon lords, celestials, fiends etc who
have stat-blocks are avatars of the beings from Ideal and cannot be ultimately killed, although they can be
banished from the planes and rendered powerless there.
The Ideal can be contacted with the various clerical divination spells, but the Good beings refuse any
precise anwers what it is like, and Evil make answers which are inconsistent and probably false. In fact, when
asked about the fundamental questions (immortality of souls, the eternal destination of evil and good souls, the
creation of the world etc), Evil beings can and will lie, even if the spell description in question indicates that they
should answer truthfully.
It is commonly thought that beings living in the Ideal, including souls of the dead, can never change
their allegiance, but it cannot be proved. There is, in fact, no irrefutable proof that the Ideal exists at all. The
clerical divination spells could contact as well some so-called "avatars" living on the planes. This is exactly the
position of the Athar - there is no Ideal, and even if it does exists, it is wholly unknown. All of the beings which
claim to live there lie.
The majority of the Dustmen and Doomguard, to the contrary, think that the Ideal Realm is the only real
existence. According to them, we are prisoners in the planes, and must either die True Death, or destroy all the
planes, to free ourselves and reach the true existence.
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Astral Plane
The Astral is a single plane divided into the High Astral and the Low Astral, which is also called the Dreamland.
The Astral can be accessed both by beings from the Material Multiverse and from the Ideal Realm; there are also
native creatures (planar races). It is psychomorphic - it form itself in response to the thoughts and emotions of
beings living there. There is no air in the Astral Plane, it is instead filed with ether, pure in the High Astral and
somewhat contaminated with matter and misty in the Low Astral. In the Astral Plane there is no need to drink
and eat, although those with lesser willpower and less accustomed to it can easily feel hungry. That does not
mean there are no predators in the Astral. In the Astral the matter is shaped by mind and ideas. Whereas the
predators of the Material Multiverse are hungry because they need to eat, the predators of the Astral need to eat
because they are hungry. Their hunger is their defining characteristic - they can never die from it and they can
never eat enough to be sated.
Because the Astral Plane is a single plane, the plane shift spell cannot be used to travel within it. The
Plane Shift to Astral used from the Material always transfers the traveller into the corresponding point of Low
Astral, without the chance to deviate from that point to any great degree, and the other way round. It is
impossible to select any other destination or to plane shift into the High Astral. Plane Shift to the Astral used by
travellers starting in one of the Astral demiplanes always transfers them to High Astral near the border of the
demiplane, also without the chance for deviation.
When shifting between the Low Astral and the Material plane, there exists a slight deviation effect. It
makes it impossible to shift directly into inhabited buildings or vehicles in use.
The High Astral, also called the Silvery Void, the Great Realm, or simply the Sky, is an infinite expanse filled
instead of air with pure ether, perfectly transparent and clear. There is no sun and the stars are in reality
uncountable shining domains and demiplanes. The silvery light comes from the ether itself, so that there are no
shadows. Since there is no ground in the High Astral, the planar voyager seems to be surrounded by an infinite
sphere of the sky. The color of the sky can change - usually it is either dark or lightly silvery, but near domains it
can be influenced by them. Near the Nine Hells the sky is black with streaks of blood-red, rust and dark flame.
Within the High Astral the superiority of the mind over the matter is so immense that the natural
processes which proceed in time simply don't happen without some intelligence to direct them, even
unconsciously. People in Astral don't age and nothing decays there. Age, hunger, thirst, poison and natural
healing do not function in the High Astral. As an interesting side effect, no children can be born or grow in the
High Astral - they are too weak and unshaped to direct their own growth, and only the greatest wizard would be
able to direct the growth of another being.
Similarly, the gravity is purely mental and operates only when the characters are on objects which
normally should have gravity - ships, islands, buildings etc. There is no falling damage, however. The creatures
which can fly, can fly using the normal rules. When on the object with pseudo-gravity, normal modes of
movements, such as walking, running, swimming, jumping or climbing function as usually. Additionally, all
intelligent creatures can fly as per the fly spell. Activating that ability is a free action, and the fly speed equals 50
feet plus 10 feet per point of intelligence, with perfect maneuvrability. Mindless creatures cannot fly in that way.
Mounts can use the intelligence of their riders.
Long-range travel in the Astral is fundamentally different from short-ranged movement. Since the
Astral is infinite, and there is practically no way to determine directions within it, using normal travel methods is
impractical. Therefore, all long range travel is mental. The time needed to travel somewhere is based on three
factors: the familiarity of the destination, the similarity between the starting point and the destination, and the
similarity between the traveller and the destination. For example, a devil wholly unfamiliar with the heavenly
realms, which started in the Nine Hells, would need an infinite time to reach Celestia. That same devil, both
familiar and similar to the Nine Hells, which started in Celestia, would found his return voyage to the Nine Hells
remarkably quick, despite the great unsimilarity of the starting points. The familiarity of the destination can be
modified by the intelligence, since the more intelligent characters find it easier to understand unfamiliar realms.
In case of the astral ships and the like, the familiarity is decided by the steersman, but the similarity is the
average of the whole ship. The teleport spell is useless as a means of long range travel on the High Astral plane
– the distances are much too vast.
Within the High Astral there are uncountable outer planes, demiplanes and domains. Beings from the Ideal
Realm can create outer planes and demiplanes corresponding to their ideals, where they are represented by
avatars. That way Wotan can have his Valhalla and fighting heroes, which is impossible in Ideal. Those outer
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planes and domains are not infinite and are based on the power of the given deity/being in the Material and
Astral. If a being from the Ideal Realm suffers great enough loss of power, its plane contracts and finally
disappears, leaving only a great stone figure, usually called "a dead god" . This doesn't mean the deity itself is
destroyed - according to prevailing opinion, it remains in the Ideal Realm, but can no longer influence anything
else.
Beings from the Ideal have certain difficulties in accessing the Astral, and correspondingly greater
difficulties in accessing the Material Multiverse. That is why they want to recruit living people in the Astral,
which is the common meeting ground of all planes. Their realms in the High Astral influence the Low Astral
which in turns influences Material. Eg Valhalla lies "near" (as "near" is accounted in the Astral) the Astral land
corresponding to the lands of the Norse, and can influence it by sending there Valkyries etc.
Fiends create in Astral demonic subworlds. Amongst those are the Nine Hells, the Layers of the Abyss
etc. They can grow and contract, depending on the infernal/abyssal influence in the world. Most of the damned
are souls from Ideal. According to popular opinion, they shouldn't be freed, because they are incurably evil. But
there can be other prisoners in Astral hells who should be liberated. Living people and their souls can be
imprisoned in the Astral. Since killing them would send them to the proper afterlife, fiends tend to keep such
prisoners alive until they can get them to damn themselves.
But not only celestials and infernals can create domains. Any creature powerful enough can create a
demiplane, and there is no way to unerringly establish what kind of creature it is - you can have only its word
that it is what it seems. Any epic wizard could create a Valhalla, although it would be, of course, much smaller.
In fact, according to a persistent rumor, that is how Wotan began his deific career - he was a powerful wizard
who managed to create a personal demiplanes, and it proved to be very precisely aligned with the desires of the
Norse warriors. Belief in him rose exponentially, and now he is the chief god of the Norse pantheon, having
overthrown less popular Tyr.
Those demiplanes and domains are regarded as separate planes, and can have different traits. In
particular, they nearly never share the special traits of the High Astral - lack of gravity, timelessness etc. They
are always psychomorphic and usually share the fundamental trait of the Astral – the lack of need to eat or drink.
The demiplanes seen from afar in the Astral look like variously colored stars. From a nearer distance,
their appearance can differ widely. The Valhalla of Wotan is similar to an immense castle build on all sides of a
cube, with pointed towers reaching in all directions, so that it seems like a spiky star. The Nine Hells looks from
the Astral, no matter from which way it is approached, like a great dark wood through which flows the river
Styx. In the center of wood, on the shore of Styx stand the tremendous Gates of Hell. It is impossible to reach the
Nine Hells from "underneath" - in fact they simply do not have an underside, being (conceptually) at the bottom
of the Creation. It is impossible to say much about the way the travellers from Astral appear in the demiplanes,
since it is different for each one, except one thing: if you don't know your destination, it is better if you can fly,
since you can appear high in the air. Similarly, in nearly all demiplanes there can be found ways to travel to the
Astral without using the Plane Shift or portals, but they can difficult to reach and extremely obscure.
The powerful evil beings are wholly persuaded that their actions will give them more happiness than they would
gain from being good. This happens, although they can visit the Astral and all the different heavens present in it.
It seemingly cannot be reconciled with the fact that for any objective observer it is clear that the hells are filled
with terrible torment and despair, and heaven with real pleasure and happines. The explanation is actually quite
simple. The basic reason is that evil beings are evil not simply because they act in evil way. They are evil
because they are inordinately attached to some thing - whether those are riches, lust, anger, or anything else. This
is what causes their behaviour, and to stop being evil they would have to detach themselves from it - and it is
exactly what they cannot do.
Moreover, the final destiny of any spirit cannot be known. Souls of the dead, as it is commonly
presumed, go to the Ideal Realm. Not all appear as avatars in the Astral Domains. Those spirits that appears as
lowest demons and devils generally don't remember their lives - if they had any earlier life at all. If any denizen
of the planes will actually travel to the Nine hells in the Astral, and is powerful enough to speak with devils there
without being immediately captured, he will be assured that the successful Evil people are richly rewarded after
death. He can even be shown very pleasant realms, where he can obtain his desire, whether it is power, lust,
revenge or whatever else. He can also see the degraded and tormented spirits of good people - as he is assured by
the devils.
Additionately, not only the planes themselves are influenced by the mentality of their dwellers. Even
more, the perception of the planes depends on the mentality of the observer. For the fiends Mount Celestia, for
example, is filled with unbearable piercing cold, burning acid, and light so bright that it blinds them more than
darkness. Even for evil and neutral mortals Celestia is difficult to withstand for long. In addition to that, of
course, even a mere presence of Evil thought taints the psychomorphic realms of good, and as result any evil
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creatures there are usually attacked at sight. Conversely, different hells look much more pleasant to fiends and
evil mortals than to good people and celestials. This does not mean that the torments there are any lesser; but for
the evil characters the various devils etc look noble and even beautiful, not like disfigured and monstrous
creatures seen by good-aligned. The hells themselves are similarly filled with grandeur and beauty in the eyes of
their dwellers.
According to usual belief, both celestials and fiends have made an irrevocable choice - angels for the
good, and demons for evil. Despite that theory, there are many examples of creatures who certainly look like
angels engaging in evil acts and debasing themselves into forms of evil. The standard answer to that is that the
creatures which can be seen are not true immaterial spirits, but only their planar avatars. And there is no
unbreakable barrier stopping someone evil from assuming a good avatar - although it is certainly very difficult
for more aligned creatures. The avatars themselves are not so difficult to create. The various summoning spells,
which call down the shapes of celestial creatures, don't bring actual celestials, but simply create empty avatars,
without any governing soul. They possess certain mechanical intelligence, which allows them to execute the
orders of the mage, but are merely automatons without any volition or initiative.
Additionately, there exist such spells as polymorph. Some beings are also quite good at disguising
themselves, and some other are simply very nearly angels - but not quite. Powerful good creatures can look
while in the Astral quite like angels - if they think so of themselves. Even some quite non-angelic personages can
think they are virtually angels - and belief is very near reality in the Astral.
Sigil
Sigil exists in the Astral, as the center of trade between different Material worlds and Astral demiplanes. It
differs from other demiplanes and domains by a number of peculiarities. For one thing, all demiplanes and
domains are connected by a number of permanent planar gates and pathways, such as the rivers Styx and
Oceanus, or the Yggdrassil Tree. Sigil possesses not a few, but an uncountable number of portals reaching
perhaps to all other planes. Those portals can be used by even very weak (that is, low-level) creatures, as long as
they know the key. Sigil is filled with matter to a greater degree than any other domain in the Astral. This is
beneficient to mortals, since the purely etheric realms of the Astral plane can prove to be very uncomfortable and
difficult to endure for them. Sigil is even filled not with ether, but air, and the psychomorphic trait there is so
weak that it is necessary to eat and drink.
Keeping the air in Sigil requires a hermetic sealing of the city, which makes it impossible to travel
directly from the Astral to Sigil or the other way round. From the Astral, Sigil looks like a spinning torus with no
openings. The city is located within, on the invisible inner surface.
Finally, Sigil is perhaps the most universally secure place in the Planes. Of course, the good domains
are wholly secure for their proper dwellers, but for all others they are deadly. All other planes and domains are
dangerous for all. In Sigil the Lady stops most powerful intruders, and the cooperation of various factions
ensures a certain level of security from common criminals. What is more, that security is extended to all, so that
even the creatures who normally would fight at sight can meet and converse there.
All this makes of Sigil the best connected place in the Multiverse - at least for the less powerful (lower-
level) beings. Ideas which are common there tend to be propagated far and wide. Whoever can win the war of
ideas in Sigil, can shape to a large degree the whole Astral and consequently even Material Multiverse - at least
the factions of Sigil like to think so. Certainly, ideas popular in Sigil can spread to mortal realms much easier
that those from more powerful beings which lack any direct contact with mortals.
On the other side, compared to the immense power, grandeur, wealth and beauty of other domains, Sigil
is dirty, petty, poor and weak. The merchants of Sigil haggle for profits which are certainly big when compared
to the Material cities, but seem like nothing when compared to the whole planes made of gold and diamonds.
Really powerful beings (except the gods, of course) can make business and even dwell in Sigil. The
typical citizen of Sigil resembles however a street urchin, who is persuaded that he knows all secrets of the state
policy when he sees the carriages before the royal palace, and is always ready to deride and mislead rural
rednecks. They are also filled with tremendous resentment against people from the Material Plane, which is easy
to understand, considering that the most typical visitor is a high level wizard or cleric, who travels by astral
projection with a retinue of his cohort, bodyguards, factotums, bound demons and animated undead, and whose
interaction with the locals is limited to ordering the undead forward to disperse the rabble. (And this is if he is
relatively good aligned. Less lawful astral travelers like to spend astrally projected gold, which disappears as
soon as the visitor leaves Sigil.)
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The elemental planes are different in many aspects from all other dominions existing within the Astral
Plane. Whereas the Outer planes represent various sublime or debased ideas, the elemental planes, also called the
planes of power, represent the basic building blocks of reality. The elements are the most stable thing that can
exists, and the elemental planes inherit that trait. They are not psycho-morphic at all; no ideas or mental
exertions can stop fire from burning or water from drowning.
They are not infinite, although they are immensely great – each of them is much greater than the whole
material universe.
From the Astral Plane they look like stars: The Elemental Plane of Air sun-yellow, the Plane of Fire red,
The Plane of Earth dark red and dying, The Plane of Water blue, the Positive Energy Plane burning electric
white, and the Negative Energy Plane black as a black hole.
The elemental planes are interconnected. The marches where the elemental planes interconnect are
called paraelemental planes (of salt, of ash etc). All elemental planes connect in the Elemental Chaos. Both
paraelemental planes and the Elemental Chaos count as separate planes for the purpose of plane shift.
The Low Astral is also called Dreamland, Faery or Otherworld. It shares some common traits of the Astral: eg
the lack of need to eat and drink, and the lack of sun. It is psychically connected with Material. Each planet in
Material has a corresponding piece of Low Astral, which is its more or less exact reflection. Usually, the terrain
features are reflected quite precisely, but the works of civilisation are either wholly absent or show decayed and
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desolate. The Dreamland is filled with a dark forest where the Material World has fields, and the often travelled
road from the Material is covered there with grass and lichens. The Dreamland is influenced also by the mental
atmosphere prevailing in the corresponding material land. A country ruled by bloody tyranny will have rivers
and rains of blood, with black clouds etc in the Low Astral. In such a realm, the Astral, which looks like the
sunless bright sky illuminating the Dreamland, will be usually be covered by heavy dark clouds.
The Dreamlands have little enough human population, but are filled with dreamers. All those who
dream appear somewhere within the Dreamlands. There are whole Dream-cities, some in places corresponding
to the real cities, others in strange and impractical locations. The dreamers seldom appear within the cities
corresponding to their own, but some even in dream are following their trade. The dream-merchants can offer
many rare and valuable items, but it is inadvisable to try to take them by force. The dreamers, similarly to those
who travel by astral projection, cannot be killed - if the dream-self is slain, the dreamer simply awakens from his
nightmare and goes right back again to sleep. And when the dream-merchant disappears, so do all his unsold
wares. But the things they sell become permanent and solid. The dream merchants are the only people willing to
trade with astral forms created by the Astral Projection. When they accept gold from astral travelers, the gold
carried by the material body of the traveler turns to lead, ashes or dry leaves.
Because of that function of the Dreamlands, it is impossible to dream in the Low Astral. As the result
the elves, who as all fay come from Dreamlands, do not sleep but meditate instead. In addition to dreamers, elves
and fay, Dreamlands are filled with monsters. Even the strangest and most impractical animal can exists in a
dream, and in the realm when it is impossible to die from hunger the mantichore can hunt a hundred years for a
man.
The psychic connection between the Low Astral and the material world goes in both directions. The
changes in Dreamlands influence the emotions in the Material. Defeating evil presence in the Low Astral can
lead to improvements in the Material World, causing better weather, more responsible people, even a revolution
against a tyrant. This is by no means easy - the analog of the city ruled by a tyrant can be a fortress filled with
giants, evil fay or undead, ruled by a demon.
Dreamlands are usually flat, and are greater than the corresponding material worlds, such that at the
borders there are lands which have no analog in the material realm. When you reach the border of the world, you
see an enormous cliff, and beyond that the silvery void of the Astral. Properly prepared ships can sail beyond the
border of the world and travel through the Astral to other Dreamlands and even to the Astral realms. Dreamlands
of different planets and different alternative realities usually are not linked together, although from time to time
there appears a land-bridge or a strand of sea extending through the Astral.
The other way to voyage to the Astral from the Dreamland is to find a high enough mountain. High
mountains reach beyond the polluted ether of the Low Astral into the cool winds of the Astral. Because of that,
they can be visited by the gods. They had once danced on the peak of Hatheg-Kia, and to this day have their
palaces on the Olympos. When returning from the Astral to the Dreamland, it is important to return to the edge
of the world or the high mountains. Otherwise, unless the traveller can fly, he will fall burning like a falling star
when the gravity of the land seize him.
The Greater Teleport ritual can be used to safely move from the Low to High Astral and the other way
round (treat familiarity as “directly seen”), but it cannot be used to travel to a specific location within the High
Astral – the distances are much too great.
The Ethereal Plane is the shallow border, where the pure ether of the Astral is heavily mixed with
matter, forming an interminable mist. It is not an independent plane, but rather a border between the Astral and
the Material Planes, and because of that it is sometimes called the Border Ethereal. While on the Ethereal Plane,
a creature is called ethereal. Such a situation usually doesn’t last long, since the Ethereal is fundamentally
unstable and tends to eject creatures into the Material Plane. There are, however, a few creatures permanently
dwelling in the Border Ethereal.
It is extremely rare for a creature to visit the Ethereal Plane, since there are no spells which can allow to
move there. The plane shift spell moves the caster directly to the Low Astral and never to the Ethereal.
Similarly, there are no gates, portals or similar leading to the Ethereal Plane. Only certain magic items, such as
an armor of etherealness, make possible a shift to the Ethereal Plane. Such items work only on the Material
Plane, since the Ethereal cannot be accessed from any other plane.
Unlike incorporeal creatures, ethereal creatures are not present on the Material Plane. Ethereal creatures
are invisible, inaudible, insubstantial and scentless to creatures on the Material Plane. Even most supernatural
attacks have no efect on them. Since ethereal creatures are not materially present, Notice checks, Scent, Blind-
Fight, blindsense and blindsight don’t help locate them. The powers which allow to see invible creatures usually
reveal ethereal creatures (Glitterdust spell is an exception to that rule).
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An ethereal creature can see and hear into the Material Plane in a 60-foot radius, though material objects
still block sight and sound. (An ethereal creature can’t see through a material wall, for instance.) An ethereal
creature inside an object on the Material Plane cannot see. An ethereal creature can’t affect the Material Plane,
not even with supernatural powers or abilities. An ethereal creature, however, interacts with other ethereal
creatures and objects the way material creatures interact with material creatures and objects. Ethereal creatures
move in any direction (including up or down) at will. They do not need to walk on the ground, and material
objects don’t block their passage. Ethereal creatures pass through and operate in water as easily as air. Ethereal
creatures do not fall or take falling damage.
A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force
blocks an ethereal creature, and a magic missile can strike one, provided the spellcaster can see the ethereal
target. Gaze attacks and various defensive abjuration spells also extend from the Material Plane to the Ethereal
Plane. None of these effects extend from the Ethereal Plane to the Material Plane.
Converting D&D
To convert the damage inflicted by traps, spells and everything else except attacks, determine the highest
possible damage in D&D (eg if the trap can inflict 12d6 it would be 72) than divide it by 8 (rounding down) and
add 5.
True20 damage= 5+D&D damage/8
Halving the damage in D&D is converted to subtracting 5 from True20 damage
D&D half damage equals True20 damage - 5
Use D&D save difficulties. Save Difficulty should never be much higher than CR/2 (rounding up)+15. If it much
higher than that in D&D, lower it accordingly.
Ranges:
Close: 25 feet +5 feet for every two full adept levels.
Medium: 100 feet + 10 feet per adept level.
Long: 400 feet + 40 feet per adept level.
When calculating Power bonus for traps with spell effects, use the following formula
power bonus = caster level+3+typical key ability score
Converting Encounters
Monsters are about as powerful as a character of a level equal to their Challenge Rating. For example a bearded
devil has a Challenge Rating (CR) equal to 5. Were it to fight a series of combats against level 5 characters, it
should win about 50 % of them. In reality, this is difficult to ensure, and some monsters are a bit strong or a bit
weak for its CR – but the same applies to characters.
True20 Bestiary does not indicate the Challenge Rating of monsters, but it can be easily found in
D20 SRD, available online.
You can also design monsters of a given challenge rating yourself, using the simplified monster creation
system provided at the end of those rules. The table of example monster characteristics can be used to estimate
the CR of an existing monster.
En co un te r Le ve l:
Each monster or a group of monsters the party can fight with constitutes an encounter. In case of single
monsters, the danger they pose to player characters is identified by their Challenge Level. To determine the
power of a group of monsters, you must determine their Encounter Level.
A single monster has obviously an encounter level equal to its CR. For more monsters the general rule
is that each doubling of the number of monsters increases the encounter level by +2. Moreover, a pair of
monsters, one with CR equal to X, and the other X-2, has an encounter level equal to X+1. For example a CR 8
and CR 6 monsters together have an encounter level 9.
Generally speaking, player characters have a challenge rating (CR) equal to their character level. This assumes
that the characters have appropriate equipment and ability scores for their level, and are intelligently constructed.
Pure adepts must have maximized key ability and effective powers; pure experts need high dexterity and the
Sneak feat; pure warriors need either high dexterity or high strength and a fitting combat style feat; all characters
need high constitution. Physical combatants must have equipment adequate to their abilities – high dexterity
characters need precision weapons and light armor, and characters with high strength power weapons and heavy
armor.
Encounter level of the party is calculated in the same way as the encounter level of a group of
monsters. For the typical party of 4 player characters of equal level it is equal to their level + 4. Adjusted party
level equals the encounter level – 4. In case of the standard party it is equal simply to the level of PCs.
In case of atypical parties, you can calculate the adjusted party level by first calculating their average
level. If the group contains six or more characters, add one to their average level; if it contains 8 characters add
2. If the group contains three characters, subtract one from their average level; if it contains only two
characters, subtract 2 from their average level. For a solo character, its ADJ equals level – 4.
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The difficulty of encounters depends on the relation between adjusted party level (ADJ) and the encounter level
of the monsters.
Ea sy En cou n te rs:
Easy encounters should be overcome without nearly any expenditure of resources and spending no Conviction.
Intelligently played characters should be able to overcome a very high number of such encounters without
resting, withdrawing etc.
When converting such encounters from D&D: Weak monsters in numerous groups (more than PCs) should be
minions. At higher levels double their number. Monsters appearing singly or in pairs should be basic adversaries
without conviction. A single monster intended to escape can have one or two Conviction points, but it should be
an exception.
A ve ra ge En co un te rs:
Properly played characters should be able to overcome such encounter easily, but will have to spend
some resources and use Conviction. Stereotypically, the party should be able to defeat four such encounter
without resting; in practice – if they will not meet more dangerous enemies – they will be able to keep going
much longer, as long as they have Conviction.
D&D experience system, and consequently adventures are designed in such a way that after about 12-16
of such encounters the characters will gain a level.
When converting such encounters from D&D: Monsters in groups approximately equal in number to the PCs, of
a CR no lower than APL – 4 should be normal monsters without Conviction. At higher levels increase their
number or give them some conviction. Monsters with CR below APL-4 should be minions; double, or at higher
levels triple their number compared to D&D. In both cases at least one leader should have ½ or ¼ Conviction.
All single monsters should have ½ Conviction. Groups of two or three monsters usually have ½ or ¼ Conviction.
Ch a lle ng in g , H a rd a n d Epic En co u n te rs
Such encounters can use a lot of resources, and have some risk of a PC dying, or even of a total party kill (TPK)
in case of epic encounters. Party can be forced to stop after only a few such encounters. You should give all PCs
a Convicton point after one, two or (in case of Challenging) three such encounters – in addition to the points
gained for virtues and vices.
When converting such encounters from D&D: All monsters with CR equal to the APL should have Conviction;
multiple monsters should have ¼ or ½ conviction, and single ½ or ¾ conviction. Final enemies should have
always ¾ conviction.
Monsters with CR one to three lower than APL should be normal monsters without conviction, and
below that minions. At higher levels you will need more standard monsters and minions to challenge PCs: twice
as many normal monsters and four or more times as many minions compared to D&D. Minions should come in
staggered waves and be properly dispersed, so they will not be all taken out by a few area spells. Both normal
monsters and minions need a few leaders with ½ Conviction.
Eq ua l En co u n te rs
Encounters with Encounter level equal to Adjusted Party Level + 4 are equal, because the players and monsters
have the same chance to win or lose – 50%. If you intend to keep such encounters really equal, no monsters
should be below APL-2; all monsters should have ¾ Conviction, or, when opposing a fresh party, full
Conviction of a player character.
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Such enounters generally should not be used – even a few such encounters in a campaign make a total
party kill practically unavoidable. Narrator can use such an encounter as a final combat in the campaign, but only
if the players understand and agree that they can and quite possibly will lose it.
When converting such encounters from D&D: Generally, it is necessary to make such encounters a bit
easier, so the players have a reasonable chance to win them. Combat against single opponents is inherently
easier, since they have a limited number of actions. Give single opponents ¾ Conviction and multiple opponents
only ½ Conviction. Make sure the players start the combat with full or nearly full Conviction.
Co n victio n
Important NPC’s (main villains) should have ¾ conviction of a PC of the same level (including level adjustment)
or in case of monsters of the same CR, treating 20 level as maximum. No monster can have more than 9 points
of Conviction. Less important NPCs (commanders of dangerous groups of monsters, less dangerous solo
enemies) have ½ conviction, and minor named NPCs (leaders of smaller groups, independent enemies) have ¼
of conviction of a PC.
level Conviction ¾ ½ ¼
1 3 3 2 1
2 3 3 2 1
3 4 3 2 1
4 4 3 2 1
5 5 4 3 2
6 5 4 3 2
7 6 5 3 2
8 6 5 3 2
9 7 6 4 2
10 7 6 4 2
11 8 6 4 2
12 8 6 4 2
13 9 7 5 3
14 9 7 5 3
15 10 8 5 3
16 10 8 5 3
17 11 9 6 3
18 11 9 6 3
19 12 9 6 3
20 12 9 6 3
NPCs
Use all abilities as they are, but remove items giving bonuses to them. Increase the abilities by the same amount.
The only exception are the Gloves of Dexterity and the Gauntlets and Belt of Strength – use the converted
version of them.
At lower levels use the D&D saving throws, including bonuses from items. At high levels recalculate the saving
throws – they grow too high in D&D.
Calculate Defence based on base attack bonus (called combat bonus in D&D), Dexterity, feats and items (eg
shields):
Defense=10+combat bonus+Dex+size modifier + other modifiers.
Calculate armor bonus to toughness based on the armor used, enhancements etc.
When converting warrior and rogue-types, assume that they have taken Dodge Focus feat. All characters should
take the Tough feat as quickly as possible
You can either recalculate skills, or simply convert existing skills to True20. In that latter case, all characters will
have less skill point compared to characters build with True20, and fighters much less. You can give them eg
maxed Notice skill and such skills as ride, swim, jump, acrobatics.
NPC Cleric
Level Combat Adept level
Medium
1 0 0
2 1 1
3 2 2
4 3 3
5 3 3
6 4 4
7 5 5
8 6 6
9 6 6
10 7 7
11 8 8
12 9 9
13 9 9
14 10 10
15 11 11
16 12 12
17 12 12
18 13 13
19 14 14
20 15 15
Converting Monsters:
Convert monsters with the help of True20 Bestiary monster creation procedure and the notes below. Compare
the results to the table of model monster characteristics below; if the discrepances are too great, you may wish to
adjust the monster statistics.
3. Undead:
Undead cannot be stunned, so they do not suffer the stun effect when they are wounded. They don’t suffer
nonlethal damage, except as collateral damage when they suffer lethal damage. Accordingly when wounded
they are dazed. They lose one round, but are not treated as surprized – don’t lose dex bonus to defense and
cannot be sneak attacked. They can also be shaken, and suffer –2 penalty to attack and other rolls and saves.
Undead which are disabled are at the same time staggered. They lose one full-round action after
suffering a staggered result. They can take no actions other than reactions, lose their dodge and parry bonuses to
Defense, and have a –2 penalty to Defense. Since it is not a stun effect, undead are not immune to it.
Undead don’t suffer fatigue. When using powers, however, they lose levels of fatigue, although they
don’t receive any penalties because of that. When undead or constructs are Exhausted they cannot use
powers at all.
Undead add +½ level in the Undead type to Toughness (rounding down). In case of undead with
character levels, add 1/3 Character level to Toughness – in other words, for every 3 full character levels,
increaste Toughness by 1.
It is possible to establish mental contact with intelligent undead using Necromancy power. Characters
with Necromancy power can establish mental contact even with mindless undead. When you are in mental
contact with a mindless undead, you simply get a sense of what the undead is doing. Undead are generally
immune to mind-affecting powers, but the Necromancy power allows you to use following powers against them:
Charm, Dominate, Illusion, Mind Probe, Mind Reading, Mind Shaping, Pain, Suggestion.
Undead generally use powers as Adepts of half their level. As an exception, however, undead relying
mostly on powers, and with level no higher than CR, can use powers as an adept of their level. If an undead
gains levels in the Adept role, add levels in Adept class and equivalent Adept level gained as an undead, both for
powers of undead and powers gained as an adept.
4. Dragons:
Dragons use powers as Adepts of half their level, with the same stipulation as undead. Dragons receive bonus
powers (in addition to powers provided in True20 Bestiary): 1st and 2 nd at 13 level, and one each next 3 levels (at
levels 16, 19, 22, 25, 28, 31, and 34). Remember that natural attacks of dragons with Damage Resistance/magic
count as magic attacks.
level power
13 Mind Touch, *Cantrips
16 Ward
19 Psychic Shield
22 Light Shaping
25 Ghost Touch
28 Enhance Senses
31 Teleport
34 Supernatural Weapon
37 Phase
may sometimes wish to increase key skills to level+3+ability bonus. Use D&D saves. High level monsters may
have too high saves; adjust if necessary.
6. Natural weapons
Convert damage from natural weapons according to the damage conversion rules in the appendix to True20
rulebook. D&D statistics block already gives combat bonus. Simply add size modifier and Dexterity to get the
Attack bonus. Defence Bonus will be generally equal to Attack bonus+10.
Natural weapons attacks by count as precision weapons or power weapons, depending whether the
creature has higher Strength or Dexterity. If a natural weapon count as precision weapon, the creature can, but
doesn’t have to, use Finesse Attack. If natural weapon counts as power weapons the creature can use the
Sweeping Attack rule.
Compare Attack Bonus to CR. Attack bonus shouldn’t generally be higher than 1.5*CR, especially if
Damage bonus is high. For the creatures with CR 6 or less, Attack bonus shouldn’t be highter than CR+3.
Creatures with low attack bonus for its CR should receive Accurate Attack or All-Out Attack as bonus feats.
Damage of natural weapons shouldn’t be generally higher than CR+3.
If an attack does multiple dice of damage, multiply the damage bonus on the table by the number of dice rolled.
The exception to this rule is for attacks based on a d3 or d2, since multiplying by zero gives a result of zero; in
this case, every additional die adds +1 to the bonus (so an attack of 4d3 has a bonus of +3). To this base damage
bonus, add any damage bonuses for Strength, special abilities, and the like, as normal. If an attack includes
bonus damage dice, such as a rogue’s sneak attack bonus, convert that damage to a bonus as above and add it to
the attack’s base damage.
7. Toughness
Divide the natural armor bonus (adding to it deflection or any similar bonuses not provided by items) by 2. It is
treated as the enhancement bonus to armor, and doesn’t stack with it (so generally creatures with natural armor
don’t benefit from wearing magic armor, unless the enhancement bonus is higher than their natural armor
bonus). It does stack with the normal armor bonus.
A creature receives 2 points of Damage Reduction in True20 for every 5 points of D&D damage reduction. A
creature receives +2 Energy Resistance in True20 for every 5 points of energy resistance in D&D it possesses.
This bonus (as an exception) stacks with armor and enhancement bonuses to Toughness.
11. Swarms
Swarms do not receive size bonus (in this case, penalty) to Toughness. Their Toughness equals Constitution plus
½ level (rounding down). They have Damage Resistance 6/Area attacks.
Swarms of Tiny creatures additionally treat damage from slashing and piercing weapons as 4 points
lower. Bludgeoning weapons, natural weapons, unarmed strikes, weapons which can inflict elemental damage
(eg with Elemental Weapon power) and powers which aren’t area attacks are not affected by this, but still do not
bypass Damage Resistance 6/area. It can be bypassed only by area attacks.
Swarms of Diminutive or Fine creatures are immune to weapons damage. Natural weapons and
unarmed strikes inflict damage-4. Powers and weapons which can inflict elemental damage (eg with Elemental
Weapon power) inflict full damage, but do not bypass Damage Resistance. Only area attacks bypass damage
resistance.
It can be easily seen that swarms are extremely difficult to fight with physical attacks. However, there are a few
home-brew methods of dealing with them (if you don’t have an Adept who is able to throw Widened Elemental
Blasts), as follows:
A lit torch swung as an improvised weapon (-4 to hit) deals fire damage equal to strength per hit.
A lit lantern can be used as a thrown weapon (10 feet range increment), dealing +1 fire damage to all
creatures in 5 feet radius. This counts as an area attack.
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You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is
smooth. If lit, the oil burns for 2 rounds and deals +1 fire damage to each creature in the area. This is also an area
attack.
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Vampire Template
Vampires use the template from True20 Bestiary, with the following changes:
- add 1/3 Character level to Toughness – in other words, for every 3 full character levels, increase Toughness by 1.
- They get Cold Resistance 4, not immunity to cold (this is a simple mistake in Bestiary.)
- Feats: Vampires receive as bonus feats: Improved Initiative, Lightning Refexes, Great Fortitude
- Skills: Vampires have a +2 bonus on Bluff, Notice, Search, Sense Motive and Stealth checks. In addition they gain a
bonus 2 skill points per level, which they can use only on those skills. As the result, they tend to have maximum
possible skill ranks in them (level+5). Otherwise their skills are the same as the base creature.
- Fast Healing and Gaseous Form are a changed somewhat, in order to bring it in line with D&D rules and with the
Gaseous Form use of the Wind Shaping power. It also makes vampire easier to kill for high-level characters.
- Dominate works as the power, except the vampire does not need a mind touch, but must instead look into the eyes of
his victim, range 30 feet.
- Slam: Vampires gain a bonus to their Slam damage (to balance the lack Energy drain, and in order to keep it
relevant against tougher enemies at higher levels).
- Children of the Night: This ability has been changed, because it was not appropriate for all vampires or all
situations.
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature
(referred to hereafter as the base creature). A vampire uses all the base creature’s statistics and special abilities
except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base combat bonus, saves, or skills.
Size is unchanged.
Abilities: Increase from the base creature as follows: Str +3, Dex +2, Int +1, Wis +1, Cha +2. As an undead
creature, a vampire has no Constitution score.
Skills: Vampires have a +2 bonus on Bluff, Notice, Search, Sense Motive and Stealth checks. In addition they
gain a bonus 2 skill points per character level or hit die, which they can use only on those skills. As the result,
they tend to have maximum possible skill ranks in them (level+5). Otherwise their skills are the same as the base
creature.
Feats: Vampires receive as bonus feats: Improved Initiative, Lightning Refexes, Great Fortitude
Toughness: A vampire has Toughness based on its size, with a bonus equal to half level in the Undead type and
1/3 total level in all roles. The base creature’s natural armor bonus to toughness improves by +3.
Supernatural Powers: Vampires can use any supernatural powerthey knew in life.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim
and is not vulnerable to immersion in running water (see below).
Damage: Vampires have slam attacks. They have only one slam attack, indepentely form size, and this attack
cannot be used as a part of two-weapons attack. iIf the base creature does not have this attack form, use the
appropriate damage value for the vampire’s size (see table). In addition, slam damage receives bonuses based on
level (before the level adjustment). Those count as magical enhancement bonuses, and cannot be combined with
eg Improved Strike ability. Strength increases Slam damage as normal. The level damage bonus is applied
normally to medium-sized vampires. In case of larger creatures, compare the resulting damage to the model
monster characteristics table (q.v.), and lower it if it is to high.
If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons
retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its natural
weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
S ize D ama ge
Fine –4
Diminutive –1
Tiny +0 Le ve l 1 2-6 7-10 11-12 13-14 15-20
Small +1
Medium +2
D ama ge Bo nu s 0 1 2 3 4 5
Large +3
Huge +4
Gargantuan +6
Colossal +8
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Traits: A vampire retains the traits of the base creature and gains those described below. The save
Difficulty of the vampire’s attack is 10 + 1/2 vampire’s level + vampire’s Charisma unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a
successful grapple check. If it pins the foe, it drains blood, draining 1 point of Constitution each round the pin is
maintained. On each such successful attack, vampire gains an additional recovery check (as per fast healing
ability). This ability cannot be combined with Constrict or Chokehold – you can benefit only from one of them at
one time.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can
call forth 5 CR 2 or 10 CR 1 monsters as a standard action. Narrator determines the type of creatures a given
vampire can summon and their availability; usually they are bat swarms, rat swarms or wolves, and are available
respectively in dungeons and in forests. These creatures arrive in 1 minute and serve the vampire for up to 1
hour.
Dominate: A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze
attack, except that the vampire must use a standard action, and those merely looking at it are not affected.
Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence. The
opponent can declare on his turn that he avoids looking at the vampire’s face, instead looking at its body,
watching its shadow, tracking it in a reflective surface, and so on. Each round, the opponent has a 50% chance to
not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains
concealment against that opponent. Blind or blindfolded opponents are immune, but the vampire has total
concealment against them.
The vampire can control the target’s actions as long as it concentrates. It can force the subject to
perform any action it wishes, within the limits of his abilities. It is generally aware of what the subject
experiences, but it does not receive direct sensory impressions from him. Subjects forced to take actions against
their natures receive a new saving throw with a bonus of +1 to +4, depending on the nature of action. A
successful save breaks the control.
Create Spawn: If a vampire kills a victim with blood drain (i.e. reduces the victim’s Constitution to –5), the
victim returns as a vampire inthree days. The spawn vampire retains the memory of its former life, and gains the
vampire template.
Alternate Form: A vampire can assume the shape of a bat (small size) or a wolf as a standard action. While in
its alternate form, the vampire loses its Dominate ability; the natural weapons of its new form function exactly as
the slam attack of the vampire, modified for the new size. It can remain in that form until it assumes another or
until the next sunrise. This power might allow other animal forms depending on the vampire’s native culture or if
the base creature is extraterrestrial. Regardless, the animal form is almost always something traditionally
associated with instinctive fear or revulsion in most people, and is the vampire’s size (terrestial) or one size level
smaller (flying).
All of the gear melds into the vampire’s body. Magic items that provide constant bonuses and do not
need to be activated continue to function while melded in this way (consequently the vampire loses the benefit of
material armor, but is protected by the Magic Armor power, natural armor and magic armor enhancement
bonus). Items that require activation cannot be used while the vampire keeps that form.The vampire cannot use
items or supernatural powers while in the alternate form.
The terrestial form gains speed 50 feet and the Scent special ability. The flying form is one size smaller,
gaining appropriate benefits and penalties as shown in the True20 Bestiary p. 30, table: Size Adjustments to
Physical Abilities and Natural Armor. (A medium sized vampire receives: -2 Str, +1 Dex, -1 Con, +1 Combat
Bonus, +4 Stealth, -1 Toughness –independently from Constitution loss). It gains flying speed 90 (good
maneuvrability) and the Blindsight special ability.
Damage Reduction: A vampire has damage reduction 4/silver and magic. A vampire’s natural weapons are
treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing: A vampire makes a recovery check (Difficulty 10 Constitution check) from damage each round,
as long as it is not reduced to the “Dying” condition. The vampire receives -5 penalty on this check (it must roll
15 or more to succeed). Remember that although Undead can never receive nonlethal damage directly, they
suffer it as collateral damage when they receive lethal damage, and must recover from it normally.
A vampire never receives Dead condition, no matter how high the damage. If reduced to “dying”
condition on the damage track, a vampire automatically assumes gaseous form and attempts to escape. It must
reach its coffin within two hours or be utterly destroyed. (It can travel up to nine miles in two hours.) Once at
rest in its coffin, a vampire is helpless. It goes to “disabled” on the damage track after an hour, then is no longer
helpless and resumes healing at the rate of one recovery check per round
Gaseous Form: As a standard action, a vampire can assume gaseous form at will and can remain gaseous
indefinitely. It and all its gear becomes insubstantial, misty, and translucent. It becomes immune to most
physical harm. It can be attacked by elemental attacks and supernatural powers, but gains Damage Resistance
6/area which is effective against them. Area attacks and supernatural powers affecting mind or spirit affect it
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normally. It is invulnerable to all other attacks. It can’t attack or use other powers while in gaseous form. It also
loses supernatural abilities while in gaseous form.
In gaseous form a vampire cannot run, but it has a fly speed of 20 feet (perfect). It can pass through
small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the
spell persists. It is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate
objects or activate items, even those carried along with its gaseous form. Continuously active items remain
active, though in some cases their effects may be moot. It loses the benefit of material armor, but is protected by
the Magic Armor power, natural armor and magic armor enhancement bonus.
Resistances: A vampire has +4 resistance to cold and electricity. This stacks with armor and magical armor
bonus.
Spider Climb: A vampire can climb sheer surfaces at a speed of 20 ft. with no Climb check and no chance of
falling.
Challenge Rating: Same as the base creature +2.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.
Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire -
they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror
or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the
encounter. Holding a vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their
coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone
with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire: Only certain attacks can slay vampires. It can be attacked with elemental attacks and
supernatural powers while it is forced into gaseous form after receiving “dying” condition. If it receives dying
condition the second time it is immediately destroyed.
Exposing any vampire to direct sunlight disorients it; it can take only a single move or standard action and is
destroyed utterly the following round if it cannot escape. Similarly, immersing a vampire in running water
causes it one level of lethal damage, starting with “wounded” each round until its condition is “dying” on the
damage track, at which time it is destroyed (1st round – Wounded, 2nd round – Disabled, 3rd - immediately
destroyed). Driving a wooden stake through a vampire’s heart instantly slays it. This can be done as a coup de
grace if the vampire is helpless; it is impossible otherwise. A vampire returns to life if the stake is removed,
unless the body is destroyed. A popular tactic is to cut off the staked vampire’s head and fill its mouth with
garlic, or to burn the body or expose it to sunlight, any of which destroys it.
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Lich Template
Liches are adepts who have used their supernatural powers to extend their existence by becoming undead. A lich
is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have
long ago been lost to decay, but bright pinpoints of crimson light burn on in the empty sockets.
“Lich” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base
creature), provided it can create the required phylactery; see The Lich’s Phylactery, below. A lich has all the
base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base combat bonus, saves, or skills.
Size is unchanged.
Abilities: A lich’s mental abilities all increase by +1. Being undead, a lich has no Constitution.
Skills: Liches have a +2 bonus on Notice, Search, Sense Motive and Stealth checks. In addition they gain a
bonus 2 skill points per character level or hit die, which they can use only on those skills. As the result, they tend
to have maximum possible skill ranks in them (level+5). Otherwise their skills are the same as the base creature.
Toughness: A lich has Toughness based on its size, with a bonus equal to half level in the Undead type and 1/3
total level in all roles. A lich has a +2 natural armor bonus to Toughness or the base creature’s natural armor
bonus, whichever is better.
Combat: A lich has a paralyzing touch attack that it can use once per round (see below). If the base creature can
use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich
fighting without weapons uses either its touch attack or its natural weapon (if it has any). A lich armed with a
weapon uses its touch or a weapon, as it desires. The paralyzing touch attack requires one hand; it can be used as
a part of a two-weapons attack.
Traits: A lich retains the traits of the base creature and gains those described below. The save Difficulty of the
lich’s attacks is 10 + 1/2 lich’s level + lich’s Charisma unless noted otherwise.
Fear Aura: Liches are shrouded in a dreadful aura of evil. Creatures in a 60-foot radius that look at the lich must
succeed on a Will save or be affected by the fear efect of the Heart Shaping supernatural power. A creature that
successfully saves cannot be afected again by the same lich’s aura for 24 hours.
Paralyzing Touch: A paralyzing touch attacks deals negative energy damage equal to the level of the lich,
without bonuses from Strength. Any living creature a lich hits with its touch attack must make a Fortitude save
or be permanently paralyzed. The effect cannot be dispelled. A Cure Disease check against the save Difficulty
can restore the victim. Anyone paralyzed by a lich seems dead. A Difficulty 20 Notice check or a Difficulty 15
Medicine check reveals the victim is still alive. An undead creature is healed by the touch instead; use the
damage as the bonus for the recovery roll.
Damage Reduction: A lich’s undead body is tough, giving the creature damage reduction 6/bludgeoning and
magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities: Liches have all the immunities of undead. In additon they are immune to cold, electricity and
polymorph effects (though they can use polymorph effects on themselves).
Attack bonus shouldn’t generally be higher than 1.5*CR. For the creatures with CR 6 or less, Attack bonus
shouldn’t be highter than CR+3.
Damage and Toughness should be approximately 5+ ¾ CR
Defence should be approximately equal to Attack +10.
Primary
Good Poor
CR Defence Toughness Attack Damage Ability
Save Save
Difficulty
1 14 5 4 5 4 1 12
2 15 6 5 6 4 1 13
3 16 7 6 7 5 2 14
4 17 8 7 8 7 3 15
5 18 8 8 8 8 4 15
6 19 9 9 9 8 5 16
7 20 10 10 10 9 6 17
8 22 11 12 11 11 7 18
9 23 11 13 11 12 8 18
10 25 12 15 12 12 8 19
11 26 13 16 13 13 9 20
12 28 14 18 14 15 11 21
13 29 14 19 14 16 12 21
14 31 15 21 15 16 12 22
15 32 16 22 16 17 13 23
16 34 17 24 17 19 14 24
17 35 17 25 17 20 15 24
18 37 18 27 18 20 16 25
19 38 19 28 19 20 16 26
20 40 20 30 20 22 17 27
S pe cia l ca se s
Those numbers are already balanced relative to CR; for that reason monsters cannot use feats and powers which
give numerical bonuses to them – eg Combat Style feats and powers (eg Combat Sense) or Enhance Ability
power – since those would make them overpowered. (Characters need such help in order to catch up with
monsters). The only exception would be a monster with too low characteristics for its CR, which uses such
powers in order to compensate for its weakness.
Those numbers are intended only for combat opponents; the monsters which are not intended to be
opponents in battle do not have to use them. Eg, big peaceful herbivors can have attack and defence values too
low compared to toughness. Similarly, it is absolutly possible to have a combat monster with a certain
characteristic lower than described in those rules. Such a monster can be called a “puzzle” monster – there is a
way to slay it much more easily that its CR would indicate. If the players guess or deduct it, the encounter will
be unexpectedly easy.
Similarly, a monster which cannot oppose a supernatural abilities typical for its level can have
disproportionately high physical characteristcs. It does not matter what damage a monster can inflict, if the
player characters are not supposed to engage it hand to hand. For example a monster which above a certain level
has no way to oppose flying, invisible or immaterial characters will always, and without any risk, be defeated by
characters with necessary abilities.
If a monster can make multiple attacks, lower its damage by 2. (Such monsters nearly always have
Double Strike feat). If a monster have special abilities which allow it to deal increased damage, such as
summoning additional monsters, lowers its damage accordingly.
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If a monster makes mostly ranged attack, lower its Toughness by 2. If a monster has abilities which
allow it to avoid damage, lower its toughness accordingly.
It is possible to adjust the characteristics while retaining the overall balance. First of all, there are
certain hard limits to adjustment. If a certain change in characteristics would result in exceeding those limits, it
cannot be perfored. Toughness and Damage or save difficulty can be increased no more than by +4, and
decreased no more than by -4. Other characteristics can be increased by no more than 4, and decreased by no
more than 6.
- Attack vs Damage or Save Difficulty: You can trade damage or save difficulty inflicted by an attack
with Attack bonus on a one-to-one basis, with the maximum change equalling 4.
- Defense vs Toughness: You can trade-off Defense bonus for Toughness and the other way round on
a one-to-one basis, with the maximum change equalling 4.
- Attack vs Defense: You can trade-off Attack bonus for Defense and the other way round on a one-to-
one basis, with the maximum change equalling 3.
When you have selected the Challenge Rating and adjusted the numbers to your liking, you can calculate the
derived characteristics. First of all, select the type, subtype and size of the monster. Next, you can select its basic
Combat Bonus, and on that basis calculate its Dexterity. Finally, you can select Constitution, Strength and
special abilities (in D&D terms, traits, extraordinary, supernatural and spell-like abilities).
Ex am ple a bilitie s
inflict damage on it faster than it can heal. You can even kill a supposedly super-powerful tarrasque (CR 20) in
that way, although you will need a whole army of horse archers to inflict more damage than it can regenerate and
a Wish to keep it dead.
The best way to establish the special abilities a monster needs is to compare it to other D&D monsters,
and to magic items and powers available to characters. The table above contains only some example powers, as
a suggestion. Remember that some special powers are specially potent in combination: eg invisiblity or flight
and ranged attacks, or incorporeality, invisibility and ranged supernatural powers. You can give flight even to a
first level monster, but it must be distinctly weaker physically compared to standard, and in no case can have a
ranged attack. You can give incorporeality to monsters starting from 3rd level (characters get their magic swords
at that level), but they must be comparably weak. In the table it is included at 15 level, because it can be given at
that level to monsters without any changes in physical characteristics (PCs should be able to deal with
incorporeal monster at that level).
You must also consider the world in which the monster will operate and the opposition it will meet.
Some powers are quite innocuous if the monster passively waits for the characters to appear and then charges or
blasts them, but terribly dangerous if used actively. Consider a humble Shadow: it has merely CR 3. According
to the description “Shadows lurk in dark places, waiting for living prey to happen by”. If however, even a single
shadow will decide to attack (eg when controlled by a spellcaster) it can convert a whole city into shadows in a
single night. Since it is incorporeal, it cannot be opposed without magic weapons or spells. The True20 version is
even worse, since it is essentially indestructible thanks to its Rejuvenation ability.
For another example, even a relatively low level True20 adept with Mind Touch, Mind Probe, Mind
Shaping, Pain, Psychic Blast and Illusion, if he encounters no supernatural opposition, can become a god-
emperor of the whole world in about a month - without leaving his home.
Finally, consider the intelligence of the monster. Many opponents have very high intelligence and
should be played by Narrator that way, which when combined with their special abilities will make them
extraordinarily powerful.
Spellcasting (adept-like) monsters are constructed somewhat differently. They generally have somewhat weaker
physical abilities (as monsters about 3 levels lower). If their attack and defence scores are as weak as that of an
Adept, they should have Combat Sense and similar powers. If the defence score higher than half the standard for
their CR, they cannot have Combat Sense.